Supernatural Violence in Palladium RPGs

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Warning!

Violence and the Supernatural


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

The Rifter® Number 54


Your guide to the Palladium Megaverse®!
First Printing - April 2011

Copyright 2011 Palladium Books® Inc.

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

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

Palladium Books®, Rifts®, The Rifter®, Coalition Wars®, After the Bomb®, RECON®, Nightbane®, Phase World®, Palladium
Fantasy Role-Playing Game®, The Mechanoids®, The Mechanoid Invasion®, Splicers®, and Megaverse® are registered trademarks
owned and licensed by Kevin Siembieda and Palladium Books Inc.
The slogan "A Megaverse of adventure -limited only by your imagination," and titles and names such as Chaos Earth, Dead Reign,
Dyval, Elf-Dwarf War, Warpath: Urban Jungle, Heroes of the Megaverse, Dimensional Outbreak, Armageddon Unlimited, Wormwood,
Minion War, Mysteries of Magic, Hammer of the Forge, Beyond the Supernatural, BTS-2, HU2, NEMA, MercTown, Mere Ops, Tome
Grotesque, Beyond Arcanum, Naruni, Mechanoid Space, Dinosaur Swamp, Arzno, Lazlo, Victor Lazlo, Lazlo Agency, Lazlo Society,
Heroes Unlimited, Powers Unlimited, Ninjas & Superspies, Aliens Unlimited, Mutant Underground, The Nursery, Hardware Unlimited,
Gadgets Unlimited, The Three Galaxies, Void Runners, Gramercy Island, Skraypers, Atorian Empire, Land of the Damned, The Cita-
del, The Palladium of Desires, Wolfen Wars, Wolfen, Wulfen, Cosmo-Knight, Cyber-Knight, Gargoyle Empire, Free Quebec, Xiticix,
Xiticix Invasion, Fadetown, Siege on Tolkeen, Psyscape, Dweomer, ARCHIE-3, Morphus, Northern Gun, Coalition States, Erin Tam,
Emperor Prosek, Splugorth, Splynncryth, Splynn, Mega-Damage, Mega-Hero, Megaversal, Skelebot, SAMAS, Glitter Boy, Dog Boy,
Dog Pack, Techno-Wizard, Ley Line Walker, Shifter, Bio-Wizardry, Psi-Stalker, Brodkil, Juicer, Crazy, 'Burbs, 'Borg, 'Bot, D-Bee,
Chi-Town, Triax, NGR, 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]/Palladium Books

The Rifter® #54 RPG sourcebook series is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed in
the USA.
2
Palladium Books® Presents:

#54
Sourcebook and Guide to the Palladium Megaverse®

Coordinator & Editor in Chief: Wayne Smith

Editor: Alex Marciniszyn

Contributing Writers: Interior Artists:


James M.G. Cannon bradshaw
Aaron Corley Kent Buries
Jeremy M. Hutchins Mark Dudley
Corey Livermore Nicholas Hendriks
Matthew Olfson Joseph Lawn
Kevin Siembieda Allen Manning
Brian Manning
Proofreader: Julius Rosenstein Michael Mumah
Apollo Okamura
Cover Illustration: Michael Leonard

Cover Logo Design: Steve Edwards

Credits Page Logo: Niklas Brandt

Typesetting & Layout: Wayne Smith

Art Direction: Kevin Siembieda

Based on the RPG rules, characters,


concepts and Megaverse® created by Kevin Siembieda.

Special Thanks to all our contributors, writers and artists - and a special welcome on board to the artists and
writers making their debut this issue. Our apologies to anybody who may have gotten accidentally left out or their
name misspelled.

-Kevin Siembieda, 2011


3
Contents - The Rifter® #54 -April, 2011
Page 6 - From the Desk of Kevin Siembieda Page 21 - Desh' coda
Kevin talks about what has been going on at Palladium Books, Page 22 - Kuamziri
upcoming new releases, the new look for the Palladium website Page 23 - Qung
(coming soon), Palladium attending Gen Con Indy 2011 and Page 25 - Shell Monsters
more. Page 26 - Shimmerlings
Wayne had so much good stuff to squeeze into this issue, we Page 27 - Thigmonites
did without the usual Page Six art.
Page 28 - V aranoie
Artwork by bradshaw and Joseph Lawn.
Page 6-News
There is a lot going on behind the scenes at Palladium Books. Page 30 - Dark Day Chronicles, Volume Two
The News section talks about some of these things, like the new - A Short Story for Nightbane®
Palladium website (should go live in April some time), doing
more on Facebook and other social media, getting out a pile of Jeremy Hutchins is back with a new story of angels, terror,
new releases, and more. self-discovery and adventure in the world of the Nightbane. It is
One of the things we're excited about is Palladium attending a dynamic story that should give you ideas for your own Night-
Gen Con Indy, August 4-7, 2011. It will have been three years bane® campaign.
since we last had a booth at Gen Con and we're looking forward Artwork by Mark Dudley.
to being there. We hope to see a lot of you come by and say hello.
This issue also bids a fond farewell to the long running Ham- Page 37 - Dawn of a New Era, Part Two
mer of the Forge™, fiction by James M.G. Cannon.
- Optional source material for Heroes Unlimited™
Page 8 - Coming Attractions The conclusion of Corey Livermore's optional Heroes Un-
limited™ setting in which the of existence super-beings and
With all the reprints and new releases planned, the Coming aliens has recently been revealed to the human population. World
Attractions are as exciting as the News. Check out the 2011 Re- governments scramble to make people feel safe by imposing a
lease Schedule through Summer. Read about all the books back law that requires super-beings and aliens to "register."
in print, including Aliens Unlimited™, Rifts® Mercenaries, In this adventure setting, your heroes are framed for an attack
Rifts® Black Vault, Rifts® Dark Conversions, Rifts® Game on a space shuttle. They must prove their innocence by uncover-
Master Guide, Rifts® China One, Rifts® Book of Magic, ing a conspiracy, finding the real culprit and bringing him to jus-
Rifts® Canada, Palladium Fantasy RPG® and many others. tice. If only it were that easy. Many maps and a new super-villain
As for new titles, Armageddon Unlimited™ is available and ideas for your gaming pleasure.
now, Rifts® Dimension Book 15: Thundercloud Galaxy™® Artwork by Michael Mumah.
is out later this month (April), Rifts® World Book One: Vam-
pire Kingdoms™ Expanded & Updated, the all new Rifts®
Vampires Sourcebook, Rifts® Megaverse in Flames™, Dead Page 50 - New Chillicothe
Reign™ Sourcebook Three, Rifts® Lemuria, and Robotech® - Optional source material for Rifts®
New Generation Sourcebook, among others, are all coming
your way from now through Summer. Matthew Olfson presents his imagining on how a Coalition
fortress city is built and operates. It also describes many notable
The popular Rifts® Baseball Cap is also back in stock.
places with in the city, defenses, and notable characters, as well
as consumer electronics galore, and other specialized tech gear.
Page 16 - A Megaversal™ Menagerie Page 52- Fort Canon
- Optional source material for Palladium Fantasy Page 53- City Walls and Defenses
RPG®, Rifts® and other settings. Page 55- ADC'n'C Building
Page 57 - Factory Level
Aaron Corley presents a zoological menagerie of strange be-
ings, monsters and a couple animals you can drop into your cam- Page 60 - Crimson Field
paigns to shake things up. Page 61- Riley Station
Page 16- Pulse Dogs Page 62 - The M&M Fusion Wing
Page 17 - Shadow Swine Page 64 - The Tin Rapture
Page 18- Sentient Beings start Page 65 -Tech-tonic Electronics
Page 18- Aztlanolagians Page 69 - Pyre-Stone Funeral Services
Page 19 - Bruskidane Page 69- CSMT-23, Coalition Television
Page 20 - Crypt Guardians Page 70- NC Viceroy Company

4
Page 71- City Hall, Cold Storage & Fire Station Optional and Unofficial Rules & Source Material
Page 72 -Notable People
Please note that most of the material presented in The Rifter®
Page 77 -New Chillicothe 'Burbs
is "unofficial" or "optional" rules and source material.
Page 84- People of Note in the 'Burbs
They are alternative ideas, homespun adventures and material
Artwork by Kent Burles and Allen and Brian Manning. mostly created by fellow garners and fans like you, the reader.
Things one can elect to include in one's own campaign or simply
Page 91 - The Hammer of the Forge™ enjoy reading about. They are not "official" to the main games or
- "Swan Song" world settings.
As for optional tables and adventures, if they sound cool or
Chapter 54: Swan Song, is the final chapter in the Hammer of fun, use them. If they sound funky, too high-powered or inap-
the Forge story-line. It is an epic tale that has run for thirteen and propriate for your game, modify them or ignore them completely.
a half years, starting with issue one. We thank the intrepid James All the material in The Rifter® has been included for two
M.G. Cannon for the wonderful ride he's taken us on these many reasons: One, because we thought it was imaginative and fun,
years. We hope he will continue to submit short stories and game and two, we thought it would stimulate your imagination with
material to The Rifter® in the future. fun ideas and concepts that you can use (if you want to), or which
Artwork by Apollo Okamura and Nicholas Hendriks. might inspire you to create your own wonders.
[Link]- Palladium Online
The Theme for Issue 54
This issue of The Rifter® focuses on unusual people and
places. The articles are packed with compelling source material
to fill your campaigns with adventure, unique settings, menac-
es, monsters, and weirdness. This issue focuses on material for
Rifts®, Heroes Unlmited™, Nightbane®, and The Palladium
Fantasy RPG®. We hope you enjoy these contributions from
fans like you, and that they inspire new avenues of adventure.

The Rifter® Needs You


We need new writers and artists to fill the next 13 years of The The Rifter® #55
Rifter®. You do not need to be a professional writer to contribute The Rifter® #55 is our Summer issue and will con-
to The Rifter®. This publication is like a "fanzine" written by
tain all kinds of exciting new source material, 30 Year
fans for fans. A forum in which garners just like you can submit
articles, G.M. advice, player tips, house rules, adventures, new Anniversary news and other good stuff.
magic, new psionics, new super abilities, monsters, villains, high- • Source material for Palladium Fantasy RPG®.
tech weapons, vehicles, power armor, short works of fiction and • Source material for Rifts®.
more. So think about writing up something short (even something
as small as 4-6 pages). Newcomers and regular contributors are
• Source material for numerous settings.
always welcomed. • News, coming attractions and much more.
The Rifter® needs new material, especially when it comes to
adventures and source material, for all of our game lines, espe-
cially Rifts®, Chaos Earth™, Palladium Fantasy RPG®, Heroes
UnlimitedfM, Ninjas and Superspies™, Beyond the Supernatu-
ral™, Dead Reign™, Splicers® and Nightbane®.
Pay is lousy, fame is dubious, but you get to share your ideas
and adventures with fellow garners and get four free copies to
show to your friends and family.

The Cover
The cover is by Michael "Madman Mike" Leonard, and is a
Palladium Books® - 30 years of
tribute to The Hammer of the ForgeTM. We think it does a nice
job capturing the lead character- Cosmo-Knight Caleb Vulcan-
role-playing infinite possibilities.
and his heroic story.
Limited only by your imagination TM

5
From the Desk of Kevin Siembieda
April is going to be an explosive month for Palladium Books. - Rifts® Bionics Sourcebook
We have two new books being released (this issue of The Rift- - Rifts® China One
er® and Thundercloud Galaxy™), we hope to go live with the - Rifts® Megaverse® Builder
new Palladium Books® website, and by the time you read this, - Rifts® Baseball Cap
the Creators Conference will have already happened. Heck, by -Rifts® Dimension Book™ 6: Three Galaxies™
the time you read this, I'll probably be hard at work on the next -Rifts® Black Vault™
new release in the pipeline, probably one ofthe Rifts® Vampire - Rifts® Mercenaries™
books or Robotech® New Generation Sourcebook. - Aliens Unlimited™ - A Heroes Unlimited™ sourcebook
As I write this, the Creators Conference is two weeks away, so We'll be at Gen Con Indy in August. So please swing on
I can't tell you what transpired yet. That will have to wait till next over to the Palladium booth to chat, get autographs and get all the
issue. I can tell you what we hope to accomplish. new books that will have come out by then, and any older ones
1. Help refine and ramp up the production of new books as you may be missing.
well as launch a new division within the company.
2. Set clear goals for the company for the next 3-5 years. There have been rumblings about the Rifts® Movie again.
3. Help the creators - writers and artists - take their craft to Will it be made? We can only hope and wait. While you're wait-
the next level. ing and musing about a Rifts® movie, here are some fun facts.
We'll be brainstorming about new product, new mediums, and • It has been 9 years (2002) since Palladium first signed a movie
new ways to deliver great role-playing games to you. Ultimately, option for Rifts® with Walt Disney Pictures for development
our goal is to launch a new era of adventure and fun to carry us by Jerry Bruckheimer Films.
along for another 30 years. • The typical option is three years.
• I am told the average movie, these days, takes 10 years before
Thirty years. Wow. There are days when I can hardly believe it goes into full development and production.
30 years has gone by. It seems like only yesterday that I was • One in 10,000 options ever get made into a movie.
releasing The Mechanoid Invasion®. Other times I feel every • Three other film studios and one independent writer/producer
day of those thirty years. We've has been one heck of a ride, I'll have contacted Palladium over the last 9 years inquiring about
say that. The last several years had been difficult, so it is time we the film rights to Rifts®.
tum things around and soar again. The new era starts right now. We remain ever hopeful.
Let the new Palladium website be a marker of the new era Meanwhile we continue to create new RPG products that
and change. It is the handiwork of Rex Barkdoll and Thorn Bar- push the envelope while exploring new mediums and venues for
told, and it is looking awesome. The new website will be more marketing, storytelling and gaming. There should be more Palla-
user friendly, easy to use, updated through and through, with a dium fun with Facebook and other social mediums. There should
new look and feel, more art, more appeal, and more fun. With also be a surprise or two this year.
any luck it will go live by the end of April. Hmmm, it might be up Can you feel it? Yep, change is in the wind. There is a growing
already. Keep watching. You'll know it when you see it. I know excitement and momentum. And we're glad you are there with
you'lllike it. us to experience it. Keep those imaginations burning bright and
More new product is coming. Lots of it. Though we've hit game on.
a few bumps and minor delays, 2011 is still on track to bring you - Kevin Siembieda, Publisher
more new releases than you've seen in years. And no one is more
excited about it than us. The following "new" titles should be out
by August. (Does not include books already released this year.)
- Rifts® Dimension Book™ 14: Thundercloud Galaxy™
News
-Rifts® WB One: Vampire Kingdoms™, Expanded & Up- By Kevin Siembieda, the guy who should know
dated
- Robotech® New Generation™ Sourcebook Palladium to attend
- Rifts® Vampires SourcebookTM
-Rifts® World Book™: Lemuria Gen Con Indy - August 4-7
- The Rifter® #55 Yes, Palladium Books will be at Gen Con Indy this Summer
-Rifts® Megaverse® in Flames (Minion War™ crossover) - August 4-7, 2011.
- Rifts® Chaos Earth ™: First Responders Sourcebook Please come on over and join the fun. Palladium has not at-
- Dead Reign™ Sourcebook Three tended Gen Con in a couple of years, so we figured it was time
Back in print. We're also bringing back a wide range of prod- to return. We heard the event was fantastic last year, we'll have a
ucts that have been out of stock. So far this year that includes: bunch of new product, and it is a chance for us to meet and chat
- Rifts® World Book 20: Canada with fans from around the world. Besides, it is Palladium's 30th
-Rifts® Dark Conversions™ Anniversary so it seems appropriate to be there.
- Palladium Fantasy RPG® We hope you will stop by our booth to chat and get auto-
- Rifts® Game Master Guide graphs, as well as pick up new and back stock titles, specialty
- Rifts® World Book 5: Triax & The NGR™ items and more. We're not sure who will be joining us at the
6
Palladium booth, but so far, Palladium creators you'll be able to Join Palladium on Facebook
meet include:
The Palladium Facebook page continues to be a fun place to
Kevin Siembieda
visit, chat and have fun and we invite you to join us. More fea-
Wayne Smith tures and interaction are corning. Our new "tech guy" Rex, has
Michael Mumah (artist) other ideas for us as well, so expect to be seeing us all over the
Brandon Aten (writer) web in the months to come. Social media, watch out!
Matthew Clements (writer; tentative)
And others to be announced. Final Chapter of
The Hammer of the Forge™
Big Plans for Palladium It was bound to come to an end. All good things do. Yet,

Remain in Place somehow, the end of The Hammer of the Forge feels like say-
ing goodbye to an old friend.
Our release schedule hit a bump in March, with no new re- I'm talking about James M.G. Cannon's long running fan fic-
lease, but we're back on track with two corning out this month: tion that followed the exploits of a noble Cosmo-Knight on an
The Rifter® #54 in your hands, and Rifts® Dimension Book: epic journey through the Three Galaxies. The Hammer of the
Thundercloud Galaxy™ which is epic in scope and introduces Forge™ started in The Rifter® Number One. It has run for 54
a wide range of fun new aliens, weapons and equipment. Ro- issues over a period of 14 years. James never missed an issue and
botech® sourcebooks and more titles for Rifts® and other game always delivered a new, compelling chapter without fail. Apollo
lines are in development. Okamura has done the artwork for most of those 14 years.
All our big plans are still in play: We hope you enjoy the tribute cover and join us in thanking
• We intend to support our new Facebook page. James M.G. Cannon for 14 years of fun, laughs, tears and ad-
• Retool the Palladium website in a big way. venture. Think about what an adventure this must have been for
• Attend Gen Con (hope to see a lot of you there). James, too. He has spent the last 13 and a half years weaving a
story we'll never forget.
• Release 1-2 new titles a month.
Wayne Smith and several fans suggested we collect the entire
• Launch a couple of secret projects by year's end.
story in one volume, and include game stats for the many colorful
Exactly what is corning out in the second half of the year and characters, monsters and weapons in the saga. James M.G. Can-
when will be dictated by the events of Palladium's Creators Con- non likes the idea. What do you think? Please let us know.
ference April 7-10. I will provide a report in the next issue of The
Rifter®, but excitement is running high for everyone.
As far as I'm concerned, we are about to enter a new era of
Rifts® Crossover Comic
growth and excitement. It starts with role-playing games and in Heavy Metal® Magazine
spreads into new mediums, new media and new markets for Pal-
As you may recall, RC and Dominic Aradio have created a
ladium.
two-part Rifts®/Colt the Outlander™ crossover comic strip
that is appearing in Heavy Metal® Magazine. Part Two should
Update: Rifts® Movie be appearing this Spring - I think. We approved the finished art
As of my writing of this news section (always done just before and text a couple weeks ago. It is great. Even better than Part
The Rifter® goes to the printer, so it is March 30), there is noth- One. Watch for it.
ing new to report. Palladium's movie option is up for renewal
with Disney and Jerry Bruckheimer Films. They've held the film The Rifter® Subscription
rights for nine years. Will they go for a lOth? Do they have a
The special subscription drive was a big success, with most of
screenplay or a treatment they think is rockin' enough to develop
you subscribers renewing, plus we saw a number of new people
into a live action movie, or strong enough to warrant renewing
subscribe. Not a surprise, as The Rifter® seems to be consis-
the option for one more year? We just don't know. I will know if
tently outstanding due to Wayne Smith's dedication to the series,
the option has been renewed by next issue.
and all of our great contributors.
Meanwhile, we have another major Hollywood film company
Of course, you can subscribe to The Rifter® anytime.
interested in Rifts®, so if Disney and JB Films let the rights go,
it might be snatched up by someone else very quickly. Again, I
should know by next issue. 80+ titles available as
PDFs at [Link]
New and improved Palladium It seems like people are really starting to find this website
website is coming soon where fans can acquire many of our out of print titles as PDFs.
The new Palladium website is looking fantastic and we hope It is, indeed, an excellent source to get a wealth of material. You
to go live with it by the end of April. Watch for it. Trust me, can get the first 48 issues of The Rifter®, as well as out of print
you'll know the difference when you see it. [Link]- titles such as Nightbane® Book Four: Shadows of Light™,
[Link] the original Mechanoids® RPG, Beyond the Supernatural™

7
First Edition Rules, Boxed Nightmares™, Palladium Fantasy
In the Pipeline
RPG® 1st Edition Rules, Heroes Unlimited™ Revised 1st
Edition, and many others at [Link]. Check 'em - Rifts® Chaos Earth™: First Responders Sourcebook (as
out. soon as we can slot it in)
- Dead Reign™ Sourcebook Three
- Robotech® UEEF Marines and other Robotech® source-
books.
Coming - Rifts® sourcebooks
- Rifts® Chaos Earth TM sourcebooks
- Palladium Fantasy®: Mysteries of Magic™ Two & Three
Attractions - Palladium Fantasy® other sourcebooks
- Warpath™ Urban Jungle RPG
- And other good stuff.
Palladium's 2011 Release Checklist
All dates are tentative, but these are the release dates Palla-
dium is shooting for. Back in print
2011 Releases
January
- Palladium Fantasy RPG® -Back in print
-Aliens Unlimited™- A Heroes Unlimited™ sourcebook-
Back in print
- Rifts® World Book 20: Canada - Back in print
-Rifts® Dark Conversions™- Back in print
- Rifts® Game Master Guide - Back in print
-Rifts® World Book 5: Triax & The NGR™- Back in print
- Rifts® Bionics Sourcebook™- Back in print
- Rifts® China One -Back in print
- Rifts® Mega verse® Builder - Back in print
-Rifts® Dimension Book™ 6: Three Galaxies™- Back in
print
-Rifts® Black Vault™- Back in print
-Rifts® Mercenaries™- Back in print
- Rifts® Baseball Cap- Back in print

Recent Releases
Aliens Unlimited™
- The Rifter® #53 - Available now. A sourcebook for Heroes Unlimited™
-Armageddon Unlimited™- Available now. Aliens Unlimited™ brings alien beings to your Earth-based
Heroes Unlimited™ setting and enables you to take your Earth
April 2011 Releases heroes to alien worlds. This sourcebook has everything you need
- The Rifter® #54 - New! Available now. to launch an alien based campaign or galactic adventures, or in-
- Rifts® Dimension Book™ 14: Thundercloud Galaxy™- troduce alien invaders, villains, heroes and campaign ideas.
New! Available now. Aliens Unlimited™ makes the perfect resource and compan-
ion to the Thundercloud Galaxy™ or any of the Rifts® Dimen-
May 2011 Releases sion Books™ and Minion War™ series. Looking for some new
-Rifts® WB One: Vampire Kingdoms™, Expanded & Up- space aliens, villains and monsters to add to your Thundercloud
dated-New Galaxy™ or Minion War™ campaign? Need some unique
- Rifts® Book of Magic (back in print) Splugorth slaves? Demon henchmen? Take a look at Aliens Un-
limited™ (and the Aliens Unlimited™ Galaxy Guide™ com-
June 2011 Releases panion sourcebook); easy to adapt.
- Robotech® New Generation™ Sourcebook (tentative) • 85 alien races/R.C.C.s., plus a bonus alien.
-Rifts® Vampires Sourcebook™- New • 15 alien monster races, plus NPC villains.
-Rifts® World Book™: Lemuria- New • Galactic Organizations (Atorian Empire and more).
• Rules and tables for Creating Alien Characters, including
.July 2011 Releases an expanded Alien Appearance & Bonuses Table, Reason
- The Rifter® #55 -New for Coming to Earth, Equipment, Special Vehicles and
- Rifts® Megaverse® in Flames (Minion War™ crossover)- more.
New

8
• 90+ weapon stats, including Cold Weapons, Energy W eap- Rifts® MercenariesTM
ons, Incendiary Weapons, Sonic Weapons, and a wide
This fan-favorite sourcebook presents everything you need to
range of Kisentite Blades.
create and run a mercenary company on Rifts Earth. It includes
• Plus info about alien bionics, body armor, and power ar-
creation rules, new Occupational Character Classes such as the
mor.
Professional Smuggler, Thief, Safecracker, Spy, Bounty Hunter,
• A handful of vehicles and miscellaneous equipment.
Master Assassin, and others, plus a treasure trove of mercenary
• UFO watch groups, alien spies, NPCs and more.
weapons, vehicles, gear and arms dealers.
• Suggestions, rules and information for your galactic cam-
• Nine Mercenary O.C.C.s.
paigns.
• Rules and tables for creating a Mercenary Company.
• Plus some super abilities, spell magic and psionics.
• Six NPC mercenary companies described.
• Adaptable to Rifts®, Phase World® and Rifts® Dimension
• Northern Gun- weapons and gear.
Books complete with conversion notes for Rifts®.
• Naruni Enterprises - weapons, force fields, vehicles and
• Written by Wayne Breaux Jr., additional text by Siem-
gear.
bieda.
• Golden Age Weaponsmiths - arms dealer that specializes
• 208 pages- $24.95 retail- Cat. No. 515. Available now!
in vehicles.
• Wellington Industries- weapons and gear, including Ram-
Rifts® Dimension Book™ 6:
jet rounds.
Three Galaxies™ • Iron Heart Armaments Inc. - combat vehicles.
• Chipwell Armaments Inc.- power armor.
A guide to the Three Galaxies, this book takes a look at dozens • Angrar Robotics- power armor.
of solar systems, notable planets, select alien races, people, civi- • Coalition Army - combat vehicles.
lizations and monsters, as well as space anomalies, spaceships • Casualties of Peace - adventure outline.
and more. This is another sourcebook that is ideal for campaigns • Written by C.J. Carella.
involving the Minion War™, the Thundercloud Galaxy™, • 160 pages- $20.95 retail- Cat. No. 813 -Available now.
Phase World® and adventures in the Three Galaxies.
• An overview of the Three Galaxies. Rifts® Adventure Sourcebook:
• 16 O.C.C.s/R.C.C.s including the Obsidian Spell Thief and
Space Warlock. The Black Vault™
• A half dozen monsters plus the mysterious Necrol.
For generations it has been rumored the Coalition States main-
• Galactic Organizations (Atorian Empire and more).
tains a Top Secret facility where it locks away and stores all the
• More information on the Intruders, Kreeghor, Splugorth
magic weapons and items it confiscates from adventurers and
and others.
mages. The CS, of course, denies these rumors, but they are true.
• Draygon Industries and their weapons.
And the truth is revealed for the first time in this epic sourcebook
• Demon Stars, Demon Planets and magic starships.
packed with secrets and magic items. Do your characters dare to
• Notable spaceships and weapon systems.
rob the Black Vault?
• The monstrous Necrol and their living weapons and space-
• The Legend of the Black Vault.
craft.
• The Coalition's Campaign Against Magic.
• Notable equipment of the Three Galaxies.
• Coalition Anti-Magic Squads.
• A wealth of background material and adventure ideas.
• The Black Vault, its defenses and its inventory of magic
• Written by Carl Gleba.
items.
• 160 pages- $20.95 retail- Cat. No. 851. Available now.
9
• 101 Magic Items - each "item" (79 of them) is described in • 8 D-Bee R.C.C.s common to Canada, including the Cyber-
detail. The last 22 items are magic potions with the effects Horsemen of Ixion R.C.C. (bionic Centaurs).
of magic spells. • The Headhunter O.C.C. defined. Includes the Techno-
• Written by Kevin Siembieda. Warrior, Assassin, Anti-Robot Specialist, Techno-Hound,
• 48 pages- $9.95 retail- Cat. No. 855- Available now. and Momano Headhunter.
• Tundra Ranger O.C.C.s: Ranger, Scout, Cavalry, and
Trapper-Woodsman.
• Techno-Wizard Bionics and notable gear of the Tundra
Rangers.
• The Canadian frontier mapped and described.
• City of Old Calgary, Fadetowns and notable cities and lo-
cations; some with maps of the area.
• Travel rules for snow, ice, and arctic conditions, plus
storms, flash floods and other weather events.
• Rules for hypothermia and exposure.
• 192 pages - $24.95 retail - Cat. No. 835 - by Kevin Siem-
bieda.
• Back in stock and available now.

Rifts® Dark Conversions™


The focus of Dark Conversions™ is on creatures of dark-
ness and other monsters such as Alien Intelligences, Elementals,
Were-Beasts, vampires, weird supernatural beings, Elementals,
the Nightbane and others. If you are looking for practitioners of
dark magic, villains, monsters and vile horrors to pit against your
heroes, this is the sourcebook for you. Many creatures also have
notes on how they fit into the Rifts Earth setting and where they
may be encountered.
• 130 monsters statted out and described for your inclusion
in Rifts®, Chaos Earth™, Phase World® or any Mega-
Damage setting.
• Were-Beasts, Gremlins, Gargoyles and spirits.
• Undead legions, Demon and Deevil hordes from the world
of Palladium Fantasy RPG®.
• Conversions for the Nightbane® and the Nightlords™ and
their minions.
• Alien Intelligence creation rules and tables.
• Elemental beings of lesser and greater stature.
• Entities and monsters from Beyond the Supernatural™.
• Dark Magic: Witches, Shifters, Diabolists, and Summon-
ers.
• 192 pages - $24.95 retail - Cat. No. 852 - by Siembieda &
others.
• Back in stock and available now.

Rifts® Game Master Guide


Rifts® World Book 20: The ultimate Rifts® reference and sourcebook, it contains
all the weapons, equipment, body armor, power armor, robots,
Rifts® Canada™ vehicles, skills and psionics from Rifts® World Books 1-23,
A comprehensive overview of Canada, including notable plac- Sourcebooks 1-4, and Siege on Tolkeen 1-6, collected into one
es, cities, towns, people, O.C.C.s, monsters and conflicts. Though big reference. Plus, maps, lists and indexes of O.C.C.s, R.C.C.s,
much of Canada has reverted to wilderness, there are pockets of experience tables and more.
civilization and technology, though not all of them human. • 503 weapons, including explosives, plus E-Clips and ammo
• The Inuit Shaman O.C.C. and abilities. notes.
• 12 Monsters of the North, including Sasquatch and Loup • 300 skills listed and described.
Garon. • 290 pieces of equipment.
• 104 suits of body armor.
• 7 demonic beings including Demon Bears, Windigo and
Sedna the Sea Hag. • 182 vehicles.

10
• 86 suit of power armor.
• 58 robots.
• Optional combat rules and examples of play.
• Comprehensive index of O.C.C.s, R.C.C.s, P.C.C.s, and
Monsters.
• Experience tables for scores of character classes.
• Designer notes, rules clarifications and reference notes.
• Game Master tips and hints for running Rifts®.
• Maps, adventure ideas, and a lexicon of terms.
• 352 pages of reference material galore.
• Cover by David Dorman. Interior art by Perez, Wilson &
others.
• 352 pages - $26.95 retail- Cat. No. 845.
• Back in stock and available now.

Rifts® Bionics Sourcebook™


A compendium of bionic and cybernetic systems in the Rifts
North America setting, with information about Partial and Full
Conversion Cyborgs, Headhunters, City Rats, the Cyber-Doc and
more. A must-have resource for fans of cyborgs.
• 220+ bionic components and features plus foreign bionics.
• 47 Commercial Cybernetic implants and 24 Black Market
bionics.
• 7 different City Rat O.C.C.s and insight to life in the 'Burbs.
• The Cyber-Doc O.C.C. explored in more depth.
• The Cyber-Snatcher Villain O.C.C. dealing in ''previously
owned" bionics and cybernetics. Want to guess how they
come by these parts?
• The Cyborg O.C.C. revisited plus rules & info on repairing
bionics.
• TW Bionics, cybernetics to inhibit magic and more.
• 112 pages - $16.95 retail - Cat. No. 850 - by Kevin Siem-
bieda.
• Back in stock and available now. • Setting and regional overview, Brodkil, Gene-Splicers and
more.
Rifts® World Book Five: • Cover and art by Kevin Long. 13 pages of comic book story.
• 224 pages - $24.95 retail - Cat. No. 810 - by Kevin Siem-
Triax and the NGR™ bieda.
The New German Republic (NGR) is surrounded and besieged • Back in stock and available now.
by the hostile Gargoyle Empire - an empire of giant monsters. Note: For dozens of new weapons, armor, robots, drones,
Only the superior robotics and weapons technology of Triax power armor suits, cyborgs, vehicles and updated information
keeps the monsters at bay, but for how long? This epic World about the NGR, Triax and the war, see Rifts® World Book 31:
Book presents the Triax robots, power armor, cyborgs, and world Triax™ 2- 192 pages- $24.95- Cat. No. 881.
setting that is Rifts Germany and surrounding region. More than
100,000 copies sold! Rifts® World Book 24:
• 35+ weapons and explosives, plus body armor and other
gear. Rifts® China One
• 19 combat vehicles from tanks to jet aircraft. There is no place on Rifts Earth more exotic, magical and dan-
• 12 Triax giant robot suits and vehicles. gerous than China, especially since the Hells of the Yama Kings
• 9 other types of Triax robots and drones. have bled into the mortal plane.
• 8 Triax Cyborgs plus bionic components. • 33 Chinese Demons, including Yaksha the Tiger and the
• Triax power armor units including the T -550 Glitter Boy. Naga.
• 11 NGR Military O.C.C.s. • 8 Chinese Goblins and the Naga-Spawn (semi-divine hu-
• The Euro-Juicer and designer drugs. mans).
• Gypsy O.C.C.s and their special abilities. • 5 Chinese Ghosts, plus the Terra-Cotta Warriors.
• The Gargoyle Empire and its technology and war ma- • 24 Demonic curses.
chines. • 11 provinces and the Yama Kings who rule them.
• 21 notable weapons of the Gargoyle Empire and 4 R.C.C.s. • The eight Hells on Earth.

11
• The Dragonlands, the Ghost City, Qingping Market, City
of the Future, Wuchang, and many other notable places.
• World overview, maps and adventure ideas galore.
• 160 pages - $20.95 retail - Cat. No. 857 - by Wujcik &
Siembieda.
• Back in stock and available now.
Note: For 18 new O.C.C.s, heroes of the Celestial Court, Geo-
front, secret technology, mystical powers, Demon Wrestling, De-
mon Quelling, Chi Weapons, martial arts and more, see Rifts®
World Book 25: Rifts® China 2-160 pages- $20.95- Cat.
No.858.

and more from Rifts® World Books 1-23, Sourcebooks 1-4, and
Siege on Tolkeen 1-6, collected into one big reference.
• 850+ spells of great variety.
• 370+ magic items, weapons and devices.
• Elemental Magic, Temporal Magic, Ley Line Magic, Cloud
Magic and Necromancy.
• Tattoo Magic, Nazca Line Magic, Nature Magic, Whale-
songs and Ocean Magic, and more.
• Magic Songs, Chants, Biomancy, Magic Herbs, and Iron
Juggernauts.
• Techno-Wizard weapons and devices, Rune Weapons, Mil-
lennium Tree wands and other magic items.
• Magic herbs, plants, components and Symbiotes.
Rifts® Dimension Book™ 7:
• Shamanistic magic, Fetishes, Talismans and more.
Megaverse® Builder • Comprehensive index of Practitioners of Magic.
• Designer notes, comments, tips & hints for running magic
Your guide to creating your own corner of the infinite Mega- characters.
verse®. The big picture of how the Megaverse® works, plus • 352 pages - $26.95 retail - Cat. No. 848 - Siembieda and
rules and suggestions for creating your own dimension. others.
• Dimension creation rules. • May 2011 back in print.
• Dimensional storms and anomalies.
• Dimensional monsters and travelers.
• The dimensions of Spires, the Great Machine, and the Gar-
bage Pit.
• Dozens of Hook, Line and Sinker™ adventure outlines and
ideas for many more.
• The Shifter O.C.C. expanded, exotic Familiars & summon-
ing table.
• Tolkeen Artifact Hunter O.C.C. and Scavenger O.C.C.
• Designer notes, suggestions, tips & hints for dimension
building.
• 96 pages - $16.95 retail- Cat. No. 859 - by Carl Gleba.
• Back in stock and available now.

Rifts® Book of Magic


"Rifts® Logo" Baseball Cap
The ultimate Rifts® reference on magic
Back by popular demand. A black Rifts® Logo on a khaki
This is it, the ultimate guide to magic for Rifts Earth. All the baseball cap with black trim. Looks great and fans love it! Makes
magic spells, magic tattoos, Techno-Wizard items, magic weap- a great gift.
ons, equipment, body armor, restraints, parasites, symbiotes, • Cotton cloth fabric, khaki color with black trim and black
magic items, Bio-Borgs, armor, automatons, Iron Juggernauts, Rifts logo.

12
• Cloth Velcro strap for size adjustment. A nice cap. • 336 pages - $26.95 retail - Cat. No. 450 - by Kevin Siem-
• $14.95 per cap- Cat. No. 2544- Available now. bieda.
• Back in stock and available now.
"Rifts® Logo" Dice Bag
Gold print on a rich black, faux velvet material. Looks gor-
geous, a sturdy and well made drawstring bag. A big 7x9 inches,
can hold a lot of dice.
• Black Dice Bag: $8.00 per bag - Cat. No. 2539 - Available
now.

Armageddon Unlimited™
For Heroes Unlimited™ - Recent Release
Armageddon Unlimited™ is the ultimate good vs evil set-
ting and adventure. The fate of the world hangs in the balance
and only you can stop its destruction as demons and Deevils fight
for control of the Earth and bringing about the end of life as we
Palladium Fantasy Role-Playing Game® know it.
A complete role-playing game set in a unique realm of high Armageddon Unlimited™ is more than an epic world-saving
fantasy and epic adventure that has thrilled fans for 27 years. All adventure, it is also a sourcebook jam-packed with new powers,
the fantasy elements you'd expect are there, but spun in ways magic, weapons and Power Categories that can be incorporated
that you may not expect. Magic has replaced science. The elder into any Heroes Unlimited™ campaign. This book can be used
races of Dwarves, Elves and Titans have given way to the rise as a standalone adventure sourcebook for Heroes UnlimitedfM or
of humanity and the Wolfen Empire. While the monster races - as a pivotal plot in an expansive Minion War™ campaign. Get a
Goblins, Orcs, Ogres and Trolls -lay claim to the Old Kingdom, free sneak preview of the book from [Link].
from which they launch their pillaging raids. And that's just the • 7 new Minor and 14 Major Super Abilities.
beginning. • Deevil and Demon magical Chaos Weapons.
• 13 different races available to player characters from hu- • Enchanted Weapons of Order and a few Enchanted Ob-
man to Wolfen, Changeling, Elf, Dwarf, Ogre, Troll, Gob- jects.
lin, and many others. • Demon Hunter Power Category and abilities.
• 25 Occupational Character Classes to select from. • Crusader of Light Power Category and abilities.
• Magic unlike any you've ever seen before. • Heroic Hellion Power Category - play a "reformed de-
• 300+ Wizard and Warlock spells. mon."
• 80+ psionic powers. • Hellion monster creation table.
• 40 magic items plus magic potions, powders and fumes. • Magically Bestowed Variant Power Categories and abili-
• 20 Curses and magical Faerie Foods. ties let you wield weapons that empower good and destroy
• Summoner and the circles of power and summoning at his evil.
command. • Doctor Vilde, the mastermind behind the Armageddon
• Diabolist and his Runes, Wards and Power Words. plot.
• Mind Mage, Psi-Mystic, Psi-Healer and Psi-Sensitive. • The secret island base of Doctor Vilde and 16 maps.
• Poisons, herbs, potions and magic components. • More than a dozen NPC villains.
• Men at arms with punch and power. • The Church of Unity and its role in bringing about Arma-
• Holy Swords and Rune Weapons. geddon.
• 100,000 years of history. • The Chaos Generators - the key to stopping Armageddon.
• A complete game with all the rules you need to play (ad- • A menagerie of evil villains, people and places.
ditional sourcebooks, characters, abilities and settings op- • The Armageddon scenario, adventure ideas and Minion
tional). War™ on Earth.
13
• Written by Carl Gleba. Additional text by Kevin Siem- and the opportunities for clever adventurers are said to be with-
bieda. out limit. Strange beings like the feline Shing, insectoid CheDive,
• Cover by John Zeleznik. and Whetu, who defy description, and monsters like the devour-
• 160 pages- $20.95 retail- Cat. No. 527. Available now. ing Yboor are just the tip of the proverbial iceberg when it comes
to life in this galaxy. It is also home to the Bushi Federation and
the Splugorth Kingdom of Desslyth, and is a playground for
NEW Titles Coming Soon space pirates, raiders, the mysterious Exiles and the dark forces
of the Minion War.
As the civilizations of the Anvil and Corkscrew Galaxies
scramble to colonize the Thundercloud Galaxy in a mad rush to
grab as much as they can, they are beginning to realize the gal-
axy holds more riches, beauty, horrors and secrets than anyone
has ever imagined, making it a place of discovery, adventure and
treachery like no other.
Thundercloud Galaxy ™ is a perfect companion to the rest of
the Phase World®/Three Galaxies™ based Dimension Books™
as well as the Minion War™ series. Players can be pirates, raid-
ers, brigands or hired guns, or they may be explorers, adventur-
ers, Spacers, or any number of heroes trying to protect the colo-
nists or the indigenous peoples of countless worlds and colonies.
The possibilities are truly limited only by your imagination.
• 16 new alien R.C.C.s.
• Mysteries of the Elder Races, complete with stats for them
asNPCs.
• Notes on the Dominators and Gene-Tech.
• Notable Dominator weapons, gear and salvage available
to players.
• Notable monsters and strange creatures.
• Monster Creation Tables.
• Colony Creation Tables.
• Indigenous People Tables.
• 101 Ruins and Adventures.
• Guidelines for making Magic Weapons.
• Notable weapons, colony ships and equipment.
• The Trensik Mercenaries, Elder Races, Dominators and more.
• The Exiles, Splugorth Kingdom of Desslyth and other mys-
terious people.
• An overview of the Thundercloud Galaxy, bits of history,
new insights and many avenues of adventure.
• Any type of space opera and science fiction scenario you can
imagine can be played out in the Thundercloud Galaxy.
• Written by Braden Campbell and Kevin Siembieda.
• Cover by John Zeleznik. Art by Michael Mumah.
• 160 pages - $20.95 retail - Cat. No. 883. April, 2011.

Rifts® World Book One:


Thundercloud Galaxy™ Vampire Kingdoms™,
The Thundercloud Galaxy is a place for action and adventure.
It is where the Dominators still tread and where the last of the
Expanded & Updated
Elder Races are said to hide. Ancient ruins of the Elders and other Kevin Siembieda is reorganizing, tweaking, expanding and
advanced people litter the worlds of the Thundercloud Galaxy. updating one of the most popular Rifts® World Books ever
Some hold the secrets to riches, others threaten to unleash forgot- published: Vampire Kingdoms™. This will include some new
ten technology and ancient menaces. artwork and an expanded page count. The book will be updated
Colonization efforts in the Thundercloud sponsored by the and expanded in much the same way as Kevin did with Rifts®
civilizations in the rest of the Three Galaxies offer the promise Sourcebook One a few years ago. Best of all, it will be accom-
of a new beginning and a glorious future. Colonists flock to the panied by the Rifts® Vampires Sourcebook™.
Thundercloud filled with dreams. Space pirates and an array of • The observations of Doc Reid.
cutthroats also flock to the galaxy, guns in hand, ready to rob and • Vampires: Their strengths, weaknesses and powers.
fleece the colonists. Lawmen and heroes are in great demand, • The Vampire Kingdoms expanded.
14
• Vampire strategies and plans for conquest. • The Lemurians, their race, history and society.
• Vampire hunters and Techno-Wizard slayer devices (new • New O.C.C.s including the Serpent Hunter, Shriekers,
and old). Oceanic Guardsman, Aquatic Biomancer and others.
• Key locations including Juarez and El Paso. • The Stone Guardians of Easter Island and other mysteries.
• The mystery of the Yucatan Peninsula. • Biomancer Gardens and Aquatic Biomancy.
• Traveling Shows, Freak Shows and Circuses. • Bio-Armor, Bio-Weapons and Bio-Construct Symbiotes.
• Monsters, D-Bees, and adventure ideas galore. • New psionic abilities.
• Updated and revised to 110 P.A. • Sea Serpents, monsters, adventure ideas, and more.
• Cover by E.M. Gist. Interior art by various artists. • Written by Greg Diaczyk. Cover by John Zeleznik.
• Written by Kevin Siembieda. • 160 pages- $20.95 retail- Cat. No. 885. Final page count and
• 192 to 224 pages- $24.95 retail- Cat. No. 802-E. May 2011. price may be subject to expansion and increase. Spring 2011.
release.
Rifts® Megaverse® in Flames™
Rifts® Vampires Sourcebook™ The Minion War spills across Rifts Earth, where demons and
All new source material infemals hope to recruit allies and use the Rifts as gateways of
destruction. Their influence shakes things up across the planet,
Trouble is stirring in the Vampire Kingdoms as ambitious
especially at locations where demons and Deevils already have a
vampire lords, ladies and misanthropes seek to expand their pow-
strong presence. More details to follow, but for now, 'nuff said.
er to dominate more mortal life forms.
• Soulmancer and Blood Magic.
Written by Kevin Siembieda and a handpicked selection of
• The Seven Deadly Plagues.
other writers, this sourcebook explores the vampires of Mexico
• The Demon Plagues across the globe.
and their kingdoms in ways you never imagined. Tons of new
• Battleground: Earth- as demons and infernals amass their
data, adventure ideas and revelations.
legions.
• Vampire protectors and guardians.
• Rifts Calgary - also known as Hell's Pit; the kingdom de-
• Vampire rogues, mercenaries and warlords.
scribed.
• Vampire operations away from the Kingdoms.
• Ciudad de Diablo, Harpies' Island and other notable Hell
• Vampire incursions along the southern borderlands.
holes on Earth.
• New vampire hunters and human strongholds.
• Lord Doom, Pain and other demonic leaders.
• Vampire hunter "exterminators."
• Horune treachery, Dimension Stormers and other villains.
• Frightful revelations, secrets, and adventure ideas.
• Global chaos and the places most dramatically affected by
• And much, much more.
the Demon Plagues.
• Cover by Michael C. Hayes. Interior art by various artists.
• Notable demonic Generals, mercenaries, people and places.
• Written by Kevin Siembieda, Braden Campbell and Mark
• Many adventure ideas.
Dudley.
• Written by Carl Gleba.
• 128 pages- $16.95 retail- Cat. No. 884. Spring 2011.
• 192 pages- $24.95 retail- Cat. No. 876. Spring 2011.

Robotech® Rifts® Chaos Earth™ Sourcebook:


New Generation™ Sourcebook First Responders
This Robotech® sourcebook will be an early 2011 release.
• Rules for using mecha, power armor and technology from Data about the chaos and madness of the early days of the
all four eras of Robotech. Great Cataclysm, and the brave men and women who tried to
• Kit-bashed mecha and rules for jury-rigging and combin- stem the tide of destruction and save lives, the First Responders.
ing parts from different generations of mecha. • Apocalypse Plagues: Strange diseases, symbiotes and mu-
• Freedom Fighter O.C.C.s and resistance organizations. tations that transform, torment, harm and kill Earth's
• Rogues and misfits from the three Robotech Wars. survivors.
• New weapons, vehicles, mecha and more. • First Responder O.C.C.s, skills and special equipment.
• Villains, traitors, bandits, Invid henchmen, adventure and • Civilian O.C.C.s, skills and orientation.
adventure ideas galore. • Notable rescue vehicles, robot drones, and technology.
• Written by Kevin Siembieda and Irvin Jackson. • New weapons, vehicles, mecha and more.
• A ''manga" size sourcebook. • Character modification and enhancement rules.
• 192-256 pages- $16.95 retail- Cat. No. 554. Final page • Creatures from the Rifts and adventure ideas galore.
count and price may be subject to change. Spring 2011. • Written by Jason Richards & Kevin Siembieda.
• 96 to 128 pages- $16.95 retail- Cat. No. 665. Coming in
2011.
Rifts® World Book: Lemuria™
At last, the underwater realm of Lemuria. The people and his- Check out Palladium's website
tory of Lemuria, new magic, sea herbs and healing, sea monsters, - [Link]-
and more.
for updates, news and other information.
15
A Megaversal™ to herd animals, but also as a concentrated offensive mechanism.
Sound is actually directed at a target with enough force to stun
it. Local mythology, corroborated by sacred writings, asserts that
the sound waves generated by Pulse Dogs have the ability to
Menagerie drive out possessing spirits as well. The ability also seems effec-
tive against parasitic organisms.
Optional Material for The Palladium Except for a larger, domed cranium, Pulse Dogs appear simi-
lar to Earth dogs and exhibit most of the same preferences and
Fantasy RPG® and Other Settings characteristics.
By Aaron Corley Alignment: Considered Anarchist, but can be trained to protect
its master and herd to the point of laying down its life .
... and so, my lord, that concludes my report. I have taken the Attributes: Pulse Dogs are similar enough to regular Earth herd
liberty to include more in-depth descriptions of some of the exotic dogs that the usual attributes do not apply. See Herding Dogs
beings I have encountered over the last two years of traveling on page 212 of Monsters & Animals™ 2"d Edition for more
outside the Western Empire and beyond our own world. I pray information.
that His Majesty will find them as interesting as I did. Size: Their bodies measure three to four and half feet (0.9 to 1.4
As always, I am eternally in His Majesty's service and look m) long; tails are twelve to nineteen inches (30.5 to 48.3 em)
forward to receiving my next assignment through the usual chan- long.
nels. Weight: Thirty to sixty pounds (13.5 to 27 kilograms).
Respectfully, A.R.: Not applicable.
Algernon Hit Points: 3D6
S.D.C.: 2D6+ 12
Animals P.P.E.: 3D6
Attacks per Melee: Two (plus one sound pulse; see below).
Damage: Bite does 1D6 points of damage; claws do one point
of damage.
Bonuses: +4 to initiative, +3 to strike, +3 to dodge and +2 to save
versus Horror Factor.
Natural Abilities: Nightvision thirty feet (9 m), prowl 45%,
track by smell 80%, swim 65%, can leap three feet (0.9 m)
high and six feet (1.8 m) long; can perform a leaping pounce.
Special Abilities: Pulse Dogs are able to generate two types of
sonic waves. The first has a mild, wide-area effect that allows
them to herd all sheep and cattle within a twelve foot (3. 7 m)
radius. While the wave does no damage, most creatures find it
uncomfortable enough that they move way from the source as
quickly as possible. Targets must save versus the sound wave
(14 or better; add M.E. bonuses) or lose one melee attack/ac-
tion while they hurry out of the wave's area of effect.
The second manifestation of the sound wave is an intense,
concentrated beam that can only affect one target at time. It
uses up both of the dog's attacks for that round and has only a
five foot (1.5 m) range. When struck by the invisible wave (it
is +4 to strike), the target loses two melee actions from being
disoriented and generally falls to the ground (60% chance) un-
til the effect passes. The same saving throw applies as above
to avoid these effects.
Pulse Dogs In addition, this second, more intense wave has the ability
Pulse Dogs are natives of another dimension, where they are to dislodge parasites within the victim's body (14 or better
used extensively to herd animals. Domestication has somewhat saves) as well as free victims from the control of a Possessing
blunted their instincts as natural hunters, but their sound wave Entity (victim gets a free save versus possession with a +2
generation can be used to secure food for themselves and their bonus; the Possessing Entity cannot attempt to regain control
masters. for 1D6x10 minutes).
Pulse Dogs get their name from a unique genetic mutation that Speed: 50 (35 mph/56 km) with a maximum speed of 55 (37.5
allows them to generate sound waves similar to those that a dol- mph/60km).
phin on Earth uses for navigation. The dogs' brains, however, Average Life Span: Ten to fifteen years.
are unequipped to interpret the changes in the sounds when they Value: Forty to eighty gold as a pet and watchdog and three to
bounce off other objects, leaving them unable to navigate using four hundred as a trained herding dog in their home dimen-
this ability. On the other hand, the sound waves are noticeable sion; potentially ten to twenty times that in other worlds.
enough to other creatures that the dogs can employ them not only Habitat: Domestic.
16
Range: Worldwide on their home world, but virtually unknown Alignment: Considered Unprincipled or Anarchist. Shadow
anywhere else. Swine can be pesky and mischievous, getting into food sup-
Behavior: These dogs are used to herd and control sheep and plies, sniffing through personal equipment and devouring any
cattle, retrieve strays, as well as serve as companions. Mated edibles they may find. Shadow Swine like to be on the go all
pairs remain together for life. The female gives birth to a litter the time and are easily bored after one hour of standing around
of two to seven pups after a gestation of nine weeks. doing nothing (unless sleeping), and that's when they wander
off to go investigating or get into trouble. Generally, as long as
they're well fed, they only attack others if they need to defend
themselves.
Attributes: I.Q. 1D4+2 (low animal intelligence, used mostly for
problem solving if given the proper motivation), M.E. 1D6,
M.A. 3D6, P.S. 3D6, P.P. 3D6, P.E. 1D6+13, P.B. 3D4, Spd
5D6.
Hit Points: 2D6x10+50
S.D.C.: 30 plus 1D6 (or M.D.C. 20 plus 1D6).
Natural A.R.: 9
P.P.E.: 1D6
Horror Factor: 14
Attacks per Melee: Three attacks per melee by either physical
attack or psionics.
Natural Abilities/Weapons: In the physical plane, Shadow
Swine are generally invisible (except to psychics, young chil-
dren and some animals). Otherwise, they behave in a similar
fashion to real-world pigs, swine and boars.
Special Abilities: Like other shadow creatures, Shadow Swine
possess the ability to become invisible in shadows and dark-
ness. This gives their attackers -5 to strike while the Swine is
hidden. Luckily, they are too stupid to prowl, and breathe too
loudly to stay well hidden even if they wanted to.
Shadow Swine can see in total darkness up to 120 feet (36.6
m).
When attacking in groups of 1D4+1, the first Shadow
Swine takes the form of its victim's shadow just prior to bit-
ing. It will then attempt to grapple with its target. Only a test
of strength can release its victim. Meanwhile, the others in the
group will seize the distraction and move in for the kill.
Bonuses: +1 to strike, parry, dodge and pull punch, +2 to roll
with punch/fall/impact, +2 to save versus magic and mind
control and + 15 to save versus Horror Factor.
Magic: None.
Psionics: All Shadow Swine possess the psychic powers of Sixth
Sense, Empathy, Presence Sense and See the Invisible with
4D6 I.S.P. to expend. They recover two I.S.P. per hour of ac-
tivity just like a humanoid psychic.
Average Life Span: Unknown.
Shadow Swine Vulnerabilities: Holy weapons and demon-killer weapons do
Shadow Swine come from the Realm of Shadows, where they double damage; holy symbols have no effect. A Globe of Day-
are often used as beasts of burden and watchdogs by the more light spell will hurt their eyes (-2 to all combat rolls), but not
intelligent beings native to that dimension. As long as they do not necessarily hold them at bay.
go hungry, Shadow Swine do not care, either. As a result, many Value: None unless summoned to act as a guard or to terrorize
residents of the Shadow Realm and some Shifters/Summoners others.
with an affinity for shadow creatures will allow them to graze Habitat: The Realm of Shadows, although sometimes encoun-
freely on the land outside their homes. In addition, Shadow Swine tered in the Magic Zone of Rifts Earth or the Old Kingdom of
roam about the wilder parts of their home dimension. Rumors the Palladium World.
suggest that herds of wild Shadow Swine have even attacked and Languages: None, although they understand the native language
devoured Shadow Giants and other creatures when unable to find of anyone who magically summons them from their home
another food source. When trapped in other dimensions, they will world.
eat just about anything they can find, including the beings who Enemies: Shadow Swine consider every living creature a poten-
summoned them, if not properly cared for. tial food source. Other shadow creatures know of their low
17
intelligence and consider them the bottom of the food chain in
the Shadow Realm.
Allies: Shadow Swine are most often found in the company of
larger, more powerful shadow creatures. They are sometimes
summoned into other worlds, but they tend to be difficult to
control and too ornery for most Summoners and Shifters.
Physical Appearance: Shadow Swine appear as very large pigs
or wild boars composed entirely of shadow. They sport small
tusks, cloven hooves and beady eyes. Many have the bristly
razorback mane while others may have smoother fur.
Size: Typically six feet (1.8 meters) tall at the shoulder.
Weight: Three hundred to six hundred pounds (135 to 270 kg).
Rifts® Conversion Notes: In an M.D.C. environment, Shadow
Swine become minor Mega-Damage creatures with 2D6+100
M.D.C.

Sentient Beings
Aztlanolagians
Aztlanolagians are rabbit-like warriors from another dimen-
sion. As sentient humanoids, they possess a natural curiosity con-
cerning the Megaverse which has motivated them to look beyond
their own world for adventure. Since they come from a world that
is a dimensional crossroads similar to Rifts Earth (but a much
lower power concentration, on the same level as the Palladium
World), they have ample opportunity to get around.
In spite of their rabbit-like appearance, Aztlanolagians are
anything but docile herbivores. They come from a strong war-
rior culture that celebrates the unity of the clan in defeating their
enemies as well as surviving beneath a harsh, volcanic world sub-
ject to random Ley Line Storms. This has given them an affinity
for dark, solitary places as well as a nearly compulsive love for
precious metals, minerals and gemstones. It is not uncommon for
younger, more restless Aztlanolagians to risk life and limb for a
few gold coins or sparkling jewelry. Older members of their spe-
cies have learned to rely on magic and psionics instead of brute
force to accomplish the same goals.
Aztlanolagians share many traits in common with Mystics,
although they are not able to develop their abilities to the same
extent. They are also immune to mind control, magic and psychic
sleep and paralysis, and have an increased resistance to illusions.
Aztlanolagians are considered minor creatures of magic and murre to any light or magic that would blind most other crea-
are omnivorous in most cases. tures. They can see the invisible, and recognize illusions on a
Alignment: Tend to be either Principled or Anarchist, although Perception Roll of ten or higher.
they can be of any alignment. Special Abilities: None, other than magic and psionics.
Attributes: I.Q. 2D6+1, M.E. 3D6+4, M.A. 2D6, P.S. 2D6, P.P. Bonuses: +5 to save versus Horror Factor, +3 to initiative, +4 to
4D6, P.E. 4D6+4, P.B. 1D6, Spd 2D6. Perception Rolls and impervious to all forms of mind control,
Hit Points: P.E.x3 psionic and magic sleep and paralysis.
S.D.C.: 3D6x10 Magic: Intuitively knows all first and second level Wizard spells,
Natural A.R.: 12 four third level spells, two fourth level spells and one fifth
P.P.E.: 4D6+150 (does not increase with experience or O.C.C.). level spell.
Horror Factor: 12 Psionics: Considered a Master Psychic, and has the following
O.C.C.s Available: Any non-magic or non-psychic character abilities at sixth level proficiency (unless otherwise noted):
class. Alter Aura, Commune with Spirits (at tenth level proficiency),
Attacks per Melee: Four attacks per melee or by ranged weapon Empathic Transfer, Impervious to Cold, Impervious to Fire,
type. Impervious to Poisons/Toxins, Mind Block Auto-Defense,
Natural Abilities/Weapons: Nightvision five hundred feet See the Invisible, Telekinesis (Super), Sense Magic, Sixth
(152.4 m); they can see into all spectrums of light and are im- Sense and Total Recall.
18
Average Life Span: Up to 120 years, but as a result of their war- casionally, Aberrant. In addition, they prefer to associate only
rior culture, few live to see old age. with beings who have proven to be of these alignments.
Value: An occasional Alchemist will pay a thousand gold for the Attributes: I.Q. 3D6, M.E. 3D6+3, M.A. 4D6, P.S. 4D6+3, P.P.
large eye and up to one hundred each for their smaller eyes, 3D6+1, P.E. 2D4+16, P.B. 1D6, Spd 3D6.
although most do not know what to do with them. Hit Points: P.E. x2, plus 1D6 per level of experience.
Habitat: Most prefer dark burrows, but they are adaptable to S.D.C.: 1D6x10+5
nearly any environment. Natural A.R.: 8
Languages: Magically speaks and understands all languages, but P.P.E.: 3D6
cannot read or write unless taught to do so. Horror Factor: 8
Enemies: Aztlanolagians consider most other living things - in- O.C.C.s Available: Bruskidane are limited to any non-magical
cluding other Aztlanolagians of outside of their own clan - O.C.C., much like the Dwarves of the Palladium World.
their enemies, but most use this sense of rivalry to improve Attacks per Melee: Five physical or by ranged weapon type.
their military organizations. Natural Abilities/Weapons: Kick attack does 2D4+6 damage,
Allies: Most are fiercely loyal to their clan; otherwise none. butt with antlers (stags only) does 2D6+10 damage. A ram
Physical Appearance: The Aztlanolagians have rabbit-like faces attack does double damage and has a 40% chance to pin the
with long ears and buck teeth. They have small upper bodies victim (60% chance for stags with antlers).
and bulbous middles. They have thin arms and legs, and the Bruskidane also have an innate ability to swim (+30%),
legs are more humanoid than one would expect, giving them a prowl (+10%), and leap up to eighteen feet (5.5 m) high and
slow and awkward gait. They have three eyes with the largest thirty-five feet (10.7 m) across. They can see up to two hun-
centered in their forehead flanked by two smaller eyes, one on dred feet (61 m) in complete darkness and have excellent hear-
each side. Their eyes are dark and their fur is usually brown, ing, color vision and a fair sense of smell.
white or gray. Bonuses: +4 to strike, parry and dodge, and +2 damage plus any
Size: Typically five to seven feet (1.5 to 2.1 m) tall and weighing attribute bonuses.
up to two hundred pounds (90 kg). Magic: None.
Rifts® Conversion Notes: In a Mega-Damage environment,
the Aztlanolagian becomes a Mega-Damage creature, with
M.D.C. equal to half its S.D.C. and Hit Points combined.

Bruskidane
Bruskidane are a curious race of noble warriors who resemble
humanoid deer except for the hard skin that covers their bod-
ies, reminiscent of a pachyderm. They have human-like feet and
hands with thick digits, broad shoulders and dark eyes.
Bruskidane can be found throughout the Megaverse, fighting
the forces of evil, liberating captive slaves and others who are op-
pressed. They especially enjoy picking out De-
mons and Deevils in places of power and then
confronting them just for the thrill of it. They
have a great sense of urgency about their calling
to do good in the world (or the Megaverse as
the case may be), and rarely waste time in rec-
reation or other pursuits unless it serves some
greater purpose. Others who do are looked
down upon as frivolous beings.
Although they cannot use magic themselves
for much the same reason that the Dwarves of ,___,-~~:;;:;;;~(
the Palladium World do not, they value magical
and holy weapons, armor and other enchanted
devices, especially those made from silver. Any
weapon that can be used to further their quest to
eradicate evil is worth whatever risk or price it
takes for the Bruskidane to acquire it.
Bruskidane are typically Palladins, Undead
Hunters or similar O.C.C.s, although they can
choose any psychic or non-magic-using occu-
pation. \)
Alignment: Because of their well-developed sense of honor, right
and wrong, they are limited to Principled, Scrupulous and, oc-

19
Psionics: All Bruskidane have the abilities of See Aura and Sense
Evil. If not a psychic R.C.C., the character has I.S.P. equal to
his or her M.E., and gains 1D6 I.S.P. per level of experience.
Average Life Span: Generally sixty to eighty years, although
many live to be a hundred years old or more.
Habitat: Frequent the cities of the world where they are likely to
find like-minded adventurers. They can also be found fighting
injustice and evil wherever it exists.
Languages: Automatically speaks Dwarven (+ 10%) in addition
to any O.C.C. skills.
Value: None, other than what any other slave of similar build,
training and skill might bring.
Enemies: Instinctively hates evil beings of all kinds, including
demons, Deevils and most other malevolent creatures.
Allies: Any noble beings who have dedicated their lives to de-
stroying evil and liberating the oppressed people of the Mega-
verse.
Physical Appearance: Bruskidane appear to be large humanoids
with thick necks and deer-like faces, but with rhinoceros-like
skin covering their bodies. Males over the age of twenty-five
have antlers like deer. They tend to favor earth tones in their
clothes, but have an eye for gems, silver and other precious
things.
Size: Five to seven (1.5 to 2.1 m) feet tall. When males have
antlers, they reach upward another 1D10+2 inches (7.6 to 30.5
em).
Weight: 160-220 pounds (72 to 99 kg).
Rifts® Conversion Notes: On Rifts Earth, they become minor
Mega-Damage creatures with 2D6x10 M.D.C.

Crypt Guardians
The Crypt Guardian is an ancient evil used by powerful mages
and other nefarious beings to guard burial places. The Guardian is
somehow able to feed off the decaying matter in the tomb, mak-
ing it fiercely territorial and protective of the assigned burial plot.
It is unknown why this connection exists, whether it is a result of
residual P.P.E. or some sort of inexplicable fetish. Either way, the Alignment: Theoretically any, but most are considered Miscre-
Crypt Guardian never strays more than fifty feet (15m) from its ant, although most scholars agree there is no way to know
assigned location, and generally fights to the death to keep looters since the creature does not communicate in any way other than
and others away from it. to violently defend the burial place it has been assigned to.
Few Crypt Guardians have been discovered throughout the Attributes: I.Q. 8, M.E. 8, M.A. 9, P.S. 2D6+14, P.P. 2D6+8,
Megaverse, leading scholars to believe that the magic to call them P.E. 2D6+13, P.B. 2D4, Spd 1D4x10+2.
forth has either been lost or that the species itself has been driven Hit Points: 6D6+50
to near extinction. S.D.C.: 90
Popular opinion maintains that Crypt Guardians come from Natural A.R.: 12
another dimension, perhaps populated by similar beings. Since P.P.E.: 2D6
they do not need to eat, remain in stasis unless disturbed, and have Horror Factor: 14
a seemingly unlimited lifespan, many speculate that they may be O.C.C.s Available: None.
the material manifestation of creatures from another realm who Attacks per Melee: Five via physical attacks or psionics.
merely reside in that dimension. The possible motives for this are Natural Abilities and Weapons: Nightvision one hundred feet
varied and highly disputed, especially since most scholars inter- (30.5 m), sees the invisible, hawk-like vision (one mile/1.6
ested in learning more about them have not lived long enough to km), resistant to heat and cold (half damage), prowl 80%, does
complete their research. not need to eat, drink or breathe, Bio-Regenerates 5D6 Hit
When they are found throughout the Megaverse, Crypt Guard- Points or S.D.C. every minute, and impervious to Horror Fac-
ians appear as effervescent green insectoids with mantis-like pin- tor, disease, poisons, drugs, possession and mind control. Can
cers and gaping, serrated mandibles. They have two legs and an leap ten feet (3.1 m) high or fifteen feet (4.6 m) across from a
otherwise humanoid body encased in sectioned armor that covers standing position.
them from head to foot. Their eyes appear dark, so much so that Can track by blood scent and stench of decay at 40%, but
they do not reflect light. only those it has already done damage to. Track by sight 22%.

20
Its primary form of attack is its long claws. A successful The Desh'coda dislike sunlight and take damage from it just
strike does 1D6+3 (plus P.S. bonus) points of damage directly as a vampire would (even though they are not undead). No one
to Hit Points and instills its victims with a sense of doom (save knows for certain why this limitation exists, but it does keep
versus Horror Factor 14 or run away). Furthermore, the wound them in check during the daylight hours, lending to superstitions
cannot be healed naturally, only by magic or psionics. among sailors about spirits coming out of the ocean at night.
Special Abilities: Vulnerable only to weapons made of silver Desh'coda favor large submarine caves for building their lairs
(normal damage), holy or magic weapons, and magic spells and will often hoard massive amounts of treasure comparable to a
(double damage). The Crypt Guardian completely regenerates dragon's lair. They are not opposed to building on land, however,
every twenty-four hours unless destroyed (reduced to more and have been known to construct dwellings, gates and similar
than its P.E. attribute number below zero Hit Points). defenses in areas where surface dwellers and others have proven
Bonuses: +2 to initiative, +1 to strike, parry and roll with punch/ a nuisance. Since they lack any kind of magical or psychic abil-
fall/impact, +2 to save versus psionics and magic, in addition ity to communicate with and control sea creatures, they do not
to possible attribute bonuses. use them as pets or to guard their lairs. A lair can typically hold
Magic: None. anywhere from ten to a few thousand individuals.
Psionics: The guardian has the following abilities at fourth level When found on land, Desh' coda have either been cast out from
potency: Presence Sense, See the Invisible, Sense Magic and their homes by their own people or hired to fulfill some mission
Sixth Sense. I.S.P.: 5D6+ 18. for a surface-dwelling employer. Crimes worthy of exile include
Average Life Span: Unknown, probably immortal until de- the wanton destruction of the undersea habitat, befriending sur-
stroyed. face dwellers, assisting slaves to escape or infractions against the
Value: None. lair leader, including murder, theft and rape.
Habitat: Unknown. Most encountered are found only in their as- Although the Desh'coda do not generally take prisoners, their
signed post. leaders have been known to keep slaves captured during raids
and other attacks. Since surface-dwellers do not survive long in
Languages: None known.
their lairs, these slaves are generally limited to Kappa, Zaranceti,
Enemies: None known, except that they will defend their as-
Kreel-lok, Naut-Yll and the occasional Mermaid.
signed post until destroyed regardless of who attempts to vio-
late it.
Allies: None.
Physical Appearance: Crypt Guardians appear as effervescent
green insectoids with mantis-like pincers and gaping, drooling
mandibles. They have two legs and an otherwise humanoid
body encased in a sectioned armor that covers them from head
to foot. Their eyes appear dark and lifeless.
Size: Eight to ten and a half feet (2.4 to 3.2 m) tall.
Weight: Eighty to one hundred and ten pounds (36 to 49.5 kg).
Rifts® Conversion Notes: Becomes an M.D.C. creature in Me-
ga-Damage settings with 3D6x10+20 M.D.C.

Desh'coda
The Desh'coda were either recruited, transplanted or created
by the Old Ones to assist them in the great sea battles of the Age
of Chaos on the Palladium World. Born of salt water and a tradi-
tion of psychic warfare, they have proven themselves repeatedly
in battle since their introduction to the Land of the Damned and
immediate environs. Although they often compete with Zaranceti
for the same territory and resources, Desh' coda bear them no ra-
cial hostility provided the Zaranceti do not make the first move.
Because they see themselves as divinely appointed stewards
and masters of the submarine world, Desh'coda show particu-
lar hostility toward land-based creatures and others who pollute
the waters, hunt marine creatures or otherwise misuse the ocean
and its resources. Of course, their definition of "misuse" is not
widely known and tends to change with whatever mood the lead
Desh'coda might be in when they encounter those not native to
the seas. In spite of this, they rarely attack when outnumbered,
and know well enough to flee before capture or defeat. Most of-
ten, they will attack a vessel with enough force to sink it and then
loot the cargo a few hours later. In these cases, however, they
rarely stray far from the vessel before it reaches the ocean floor.
21
Alignment: The majority are Aberrant (55%) with approximate- Otherwise, they hate whomever they have been paid to fight
ly 15% Anarchist, 15% Miscreant, 10% Diabolic and 5% hav- against. They also dislike creatures of good, specifically those
ing other alignments. who seek to protect the oceans and other bodies of water from
Attributes: I.Q. 3D6 (an aggressive, predatory and sentient be- supernatural predators, demons, monsters, pirates and others,
ing), M.E. 2D6+6, M.A. 3D6, P.S. 3D6+ 10, P.P. 1D6+21, since they see them as competition. They prefer to deal with
P.E. 2D6+ 10, P.B. 1D4, Spd 1D6+4 on dry land or climbing those who violate the undersea world on their own.
trees, but x10 in or underwater. Allies: Other Desh' coda, intelligent ocean-dwelling creatures,
Hit Points: Standard; P.E. attribute plus 1D6 per level of experi- demons, members of the monster races and similar creatures
ence. with naturally evil dispositions.
S.D.C.: 1D6x10 Physical Appearance: Desh'coda have a humanoid crab-like
Natural A.R.: Not applicable. appearance, except that their skin is similar to a whale's and
P.P.E.: 4D6 generally ranges from deep red through purple to a dark blue.
Horror Factor: 12, increases to 16 when in a group of four or Occasionally, they will have spiny growths on their skin, but
more. these are too small and fragile to be used as weapons. They
O.C.C.s Available: Any except psychics, practitioners of magic, have small eye stalks on the top of their heads and oversized
scholars and similar non-combatant O.C.C.s. hands and feet. Most walk with a modified upright gait and
Average Level of Experience: 1D4+2, although leaders or ex- have webbing between their long fingers and toes. In addition,
ceptional beings may be 1D6+5. they have large membranous flaps connecting their arms and
Attacks per Melee: Five physical with one more added at levels first pair of legs, much like the fins of a manta ray, which they
five, ten and fifteen. Use this number in lieu of the number use to swim with.
granted by their martial art form. Size: Four to five feet (1.2 to 1.5 m) tall when standing on their
Natural Abilities and Weapons: Kick 3D6 damage plus P.S. six legs. Six to eight feet (1.8-2.4 m) long from head to tail.
bonus; bite 1D4 damage plus P.S. bonus; claws 2D6 damage Their fin-like wings give them a wingspan of about twelve
plus P.S. bonus. feet (3.7 m).
Vulnerable to sunlight just like a vampire (but takes half Weight: One thousand and thirty to fifteen hundred pounds
the damage) and, therefore, tend to limit their above water ac- (1D6+9 x 100 pounds; 464-675 kg).
tivities to nighttime hours. Desh'coda planning to travel dur- Rifts® Conversion Notes: In a Mega-Damage setting, the Hit
ing the day generally take precautions such as wearing heavy Points and S.D.C. are combined to create the Desh'coda's
cloaks, gloves, hoods and facial wrappings to avoid any acci- M.D.C. and are applied to the main body. Note that they are
dental exposure to the sun. Given the hassle of covering their considered minor M.D.C. creatures with Supernatural P.S.
extra limbs, this does not happen often. when underwater. When out of the water for more than fifteen
Special Abilities: Climb 85/80%, Land Navigation 78%, Prowl minutes, they retain their M.D.C., but their P.S. drops from
66%, Swim 88% and Track by scent 75%. They can tolerate Supernatural to exceptional human P.S. and will not inflict
ocean depths up to two thousand feet (609.6 m) deep. Mega-Damage.
Bonuses: In addition to possible attribute bonuses, Desh'coda The Splugorth and others may find them useful or amusing
receive the following: + 1 to initiative, strike and dodge; +2 as slaves, mercenaries or special agents. Just as Desh' coda can
to parry, roll with punch/fall/impact and disarm; +3 to pull become explorers, adventurers or mercenaries for hire. Ironi-
punch; and +5 to save versus Horror Factor. They are immune cally, they will view other aquatic life forms as rivals rather
to poison, mind control and possession. than allies, while surface dwellers are generally viewed with
Magic: None. indifference and as lesser beings.
Psionics: All Desh'coda are natural psychics with the following
abilities: Bio-Regeneration (Super), Psi-Sword, Telekinetic
Force Field, Telekinesis (Super), Telekinesis, Telekinetic Kuamziri
Punch, Levitate, Telepathy and Mind Block. In addition, they The Kuarnziri, a primitive race found on the plains and grass-
may choose a total of three from any of the lesser categories lands of South Africa after the Coming of the Rifts, are distant
(Healing, Physical and Sensitive) or one Super Psionic per cousins to Elves, even though many scholars suspect they are the
level of experience starting at level two. I.S.P.: M.E. attribute result of the powerful magic lost to bygone ages. Whether this is
x6. Add 3D6 per level of experience beginning with level two. true or not, these tribal warriors eke out their existence as hunters,
Desh' coda are considered to be Master Psychics. porters and adventurers in the veldt with efficient cunning and skill.
Average Life Span: Most live to be one hundred years old, al- The Kuarnziri matriarchal society operates from a central
though a few select individuals have thrived into the one hun- camp, ruled by the Warlock-Queen. Their culture permits only
dred and forties range. females to learn the magic arts, while men are encouraged in the
Value: As slaves, they could easily garnish 1,200 to 1,600 gold ways of war and defense. Hence, the queen is the supreme gov-
each. As mercenaries, they can confidently charge 50 to 75 ernor of the clan, with an advising council constituted by other
gold per day for their services. prominent members of the clan. Clan members are often sent into
Habitat: Desh'coda prefer wide open seas, but are able to live on the surrounding settlements to do business and gain experience
land in all but the harshest environments. before they return to the clan hierarchy. Based on their exploits,
Languages: Elven and their native tongue (both+ 10% ). they can be elected to the ruling council when a current member
Enemies: Desh' coda innately dislike land-dwellers. They also dies. The queen, however, is a hereditary position handed down
distrust robots and similar "artificial" or constructed beings. from mother to eldest daughter.
22
can be taken from any level up to and including the Warlock's
current level. However, they are never allowed to study more
than one elemental force. Warlocks within the tribe guard their
craft closely. Anyone caught teaching it to a male or outsider
is promptly executed as soon as the ruling council can pass
judgment against them.
Attacks per Melee: By hand to hand combat type.
Natural Abilities/Weapons: None.
Special Abilities: See above.
Bonuses: + 1 to save vs Horror Factor and + 1 to dodge. All Kua-
mziri get W.P. Spear at the time of character creation in addi-
tion to other skills.
Magic: By O.C.C. type.
Psionics: By O.C.C. type.
Average Life Span: Eighty years, though most live only into
their late sixties.
Value: None, although wealthier individuals like them for exotic-
looking slaves, causing them to sell for up to 50% more than
human house slaves in a similar market.
Habitat: Kuamziri prefer wide open spaces to cities and, while
basically sedentary, often follow the herds of animals they
hunt during the wet and dry seasons. Their clans live in thorn
bungalows near rivers and safe watering holes where a steady
supply of food can be found. On Rifts Earth, they range freely
over all of southern Africa.
Languages: Kuamziri have their own dialect, which all tribe
members speak. It is similar to Dragonese/Elven (considered
a kind of patois) and can be understood by Elven speakers
at -25% proficiency. There is not a written version, although
they do keep records using pictures and designs.
Enemies: Supernatural, magical and evil creatures, most subhu-
man races, including Orcs, Ogres, Trolls and Kobolds and
other malcontents.
Alignment: Any, but most tend to be Unprincipled or Anarchist. Allies: Most sentient humanoid races find favor with the Kua-
Very few follow evil alignments and those are always ostra- mziri, although they are particularly fond of Elves and hu-
cized and shunned by all of their fellow Kuamziri. mans. They do business with anyone who treats them fairly,
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 2D6+2, P.S. 3D6+3, P.P. but avoid getting involved in politics beyond the clan level.
4D6, P.E. 3D6, P.B. 3D6+1, Spd 4D6. An individual Kuamziri will adventure with any group of charac-
Hit Points: Standard; equal to P.E. plus 1D6 per level of experi- ters he or she can find with similar alignments and goals.
ence. Physical Appearance: Kuamziri resemble Elves - they are tall
S.D.C.: By O.C.C. type only. and slender with strong, wiry limbs and dark eyes - except
Natural A.R.: None, although they usually wear armor of some their skin is striped black and white like a zebra. Their hair
sort. is course and bristly and their finger- and toenails are black.
P.P.E.: 3D6 plus any gained by O.C.C. type. Their feet are elongated like a primitive horse's, allowing for
Horror Factor: None. greater speed and springing power.
O.C.C.s Available: Any men-at-arms O.C.C. except Knight and Size: Seven feet plus 1D10 inches (2.1 to 2.4 meters) tall.
Palladin, although most are Mercenaries, Rangers and Sol- Weight: Two hundred plus 2D20 pounds (91 to 108 kg).
diers. They can also be any type of Clergy, Psychic Healers, Rifts® Notes: In a high-tech setting, Kuamziri are not M.D.C.
Psychic Sensitives, Scholars (very rare), Monks, Shamans, creatures, but can use Mega-Damage weapons and equipment.
Necromancers, Witches, Gladiators or Vagabonds. They tend to be Scouts, Headhunters, City Rats and other
Within the clan setting, only female Kuamziri are trained roguish types when encountered individually.
to be Warlocks, but outcasts and other renegade practitioners
of magic are possible. Any male Kuamziri who studies the
mystic arts will be shunned by his clan, as are most psychics Qung
of either gender, although the Kuamziri secretly revere healers Qung are a subterranean species with a natural affinity toward
and clairvoyants. This often leads to a clandestine arrange- water magic. Many prefer to sequester themselves in large cav-
ment between the psychic and the clan. erns far from the prying eyes of other species. They dislike most
Kuamziri Warlocks get an additional spell in their area of other creatures, although they tend to ignore others rather than
focus at levels one, four, seven, ten and thirteen. These spells attack them. The Qung believe that their race is so superior that
23
also a possibility that they have traded information or other items
with lost surface dwellers, but this is rare. They tend to drive
away all but the most powerful visitors, and easily grow bored
with any agenda not their own.
Qung are naturally immune to poison and disease, and eat
mostly fungus, mold and the soft-bodied creatures found in sub-
terranean lakes. Their sharp teeth are too fragile to crack open
shells, so they avoid anything chewier. They have an affinity for
wine made by humanoids, even though the alcohol has little ef-
fect on them.
Alignment: Considered Anarchist.
Attributes: I.Q. 2D6+9, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P.
3D4 +l per level of experience, P.E. 3D6, P.B. 1D6, Spd
1D6+40.
Hit Points: P.E. x 2 for adults and P.E. + 1D6 for young adults
and adolescents, + lD6 per level of experience.
S.D.C.: 2D4xl0
Natural A.R.: 10
P.P.E.: 2D6xl0 (does not increase with experience).
Horror Factor: 12
O.C.C.s Available: Merchant, Noble, Scholar (very rare) or
Vagabond/Peasant only. They tend to rely on their impressive
magic and psychic powers.
Attacks per Melee: Three physical or psionic attacks per melee.
Natural Abilities/Weapons: Prowl 90%, Climb 80175%, Land
Navigation 60%, Wilderness Survival 80% and Tracking
40%. All skill percentages are halved in the daylight (not af-
others are generally not worth their acknowledgment; only other fected during daytime if underground).
Qung are worthy of their time, talents and interaction. Special Abilities: Nightvision two hundred feet (61 m), see the
Qung appear to be a giant cross between a frog and a rat (see invisible, do not fatigue, are impervious to cold, poison and
description below). No one is sure how the Qung got their unusu- disease, and regenerate four S.D.C. per hour.
al physiognomy since no part of their life cycle contains any am- Bonuses: + 1 to parry and +5 to damage. A single leg kick does
phibious phase. A female can bear live young as often as once per 2D6+5 damage and a double leg kick does 4D6+ 10 damage
year. The young reach adulthood within fifteen years, although (requires only one strike roll, but counts as two actions).
most don't leave their mothers until the age of twenty. Sometimes Magic: Can cast all first level Water Elemental spells at fourth
they can be encountered in mated pairs, but most more often in level proficiency, regardless of O.C.C.
small groups of less than ten individuals. Psionics: All Sensitive powers plus Bio-Manipulation, Empathic
Qung get around by an awkward-looking combination of Transfer, Group Mind Block, Hypnotic Suggestion, Mind
jumping and waddling. Although there is rarely enough space to Block Auto-Defense, Mind Bolt, Mind Wipe, Telekinesis and
do so underground, they can easily leap long distances out in the Telekinetic Force Field. Each is at tenth level proficiency re-
open with no trouble at all. They also seem to grow spryer with gardless of experience. I.S.P.: 4D6x10. Considered a Master
age, hence the bonus to their P.P. attribute beginning at second Psychic, so they only need a ten or better to save vs psionic
level. They are considered minor creatures of magic. attacks.
Qung are also natural psychics. Their loosely-defined sense Average Life Span: 500 years.
of society discourages the use of their powers on one another, Value: None unless captured and sold as slaves, then they can
but non-Qung are fair game. They typically employ their magic bring in four to six times the normal amount for similarly
and psychic powers to repel unwanted visitors and attempt to use skilled humanoids.
non-violent tactics first. If additional force is necessary, they will Habitat: Qung prefer dark, dry places where they can hide from
not hesitate to defend their lairs. the light of day and the heat of the sun. They can usually be
Although subterranean creatures, Qung are not nocturnal. found near a subterranean source of water, although they avoid
They have an odd sense of wealth, preferring soft fabrics and furs immersing themselves in it.
to shiny coins or other junk. They also value incense and other Languages: Speak and understand Dragonese/Elven and Faerie
sweet-smelling items to conventional human treasures. Few of Speak (both at 98% ), although they are not considered a mem-
them learn to read Elven or human languages, so they tend not to ber of either genus.
value books, either. Occasionally, a Qung will own magic rings, Enemies: Dislike most every other form of intelligent life they
armor or other items, but rarely magical weapons. They do not come in contact with, although that does not mean they attack
actively seek these things, so any such treasures found in their them on sight. Generally, they only hunt for food and kill to
lairs were either brought there by others whom they have since preserve their own lives.
killed or scared off or their placement is mere chance. Since they Allies: None known.
avoid ruins and other places frequented by humanoids, there is
24
Physical Appearance: A strange cross between a rat and a frog. can absorb it through pores in their underbellies. They can eat
They generally stand slouched over at around three feet (0.9 their body weight in one setting, but generally require less than
m) tall, although they add another two feet (0.6 m) when fully twenty pounds (9 kg) of nourishment a day given their tendency
extended. They have long, muscular legs with webbed toes, to sit and wait for things to happen around them.
like a frog. The belly and chin also resemble a frog's, complete In general, Shell Monsters also have the ability to cast basic
with the smooth skin and inflation when they breathe. Short, Water Elemental spells, though they lack the ability to summon
wiry fur covers the back, arms and top of the head, however, and control such creatures. Some Shell Monsters learn the El-
and they have a long, naked, rat-like tail slightly longer than emental language, but find it of little use since Elementals gener-
the length of the their legs which adds balance when jumping. ally care nothing for the Shell Monsters' agenda.
They have opposable thumbs but their toes are long enough to Although not evil creatures, many Shell Monsters see them-
curl around tree branches and similar objects. Their frog-like selves as highly intelligent and gifted creatures and often seek
eyes protrude from their heads and they have no visible ears. to establish small kingdoms for themselves. They often cannot
The mouth is somewhat elongated into a rat-like snout filled understand why other beings do not appreciate them as superior
with sharp teeth, but contains a large, non-prehensile tongue intelligences and will often exert their influence to undermine
that is one-quarter of their height long but is not coated with those beings rather than openly confront them - mainly because
any sticky mucus. They look potbellied and often have an in- most Shell Monsters are cowards, but also because their oppor-
different expression on their faces. Their bellies, and other ex- tunistic nature forces them to look ahead for new ventures rather
posed skin, are generally a sickly, pale-yellow and their eyes than squander their lives.
are often light gray to white. Shell Monsters can be encountered anywhere in the Mega-
Size: Three feet (0.9 m) tall, although their tails and outstretched verse, although very few have established lairs on Rifts Earth.
legs make them five feet (1.5 m) long. Most prefer other realms, especially those with plenty of salt wa-
Weight: One hundred pounds (45 kg), but they appear heavier ter and potential minions.
because of their weight distribution. Alignment: Usually Anarchist (80%), but can be any.
Rifts® Conversion Notes: Qung become M.D.C. creatures in Attributes: I.Q. 3D6+5, M.E. 1D4, M.A. 1D6, P.S. 4D6, P.P.
Mega-Damage settings, with Hit Points and S.D.C. combined 4D6, P.E. 4D6, P.B. 1D6, Spd 3D6.
and converted directly to M.D.C. Their P.P.E. and psychic Hit Points: P.E. +1D6x10
powers remain constant. S.D.C.: 5D6x10
Natural A.R.: 16 for its head, arms and shell, none for the under-
belly or pseudopod (if exposed).
P.P.E.: 1D6x10 for the most common ones, but 3D6x10 for the
largest and oldest.
Horror Factor: 16
O.C.C.s Available: None, although they instinctively know the
following skills: Navigation (underwater 90% and on land
45%), Camouflage 40%, Surveillance 75%, Prowl 75%, Pick
Locks 45% and understands Elven!Dragonese and one other
language at 85%.
Attacks per Melee: Three.
Natural Abilities/Weapons: Insect-like vision: 340-degree field
of vision, and can see both infrared and ultraviolet light, giv-
ing them nightvision equal to their daytime vision.
Antennae: Track and maneuver by scent alone 75% (roll
every thousand feet/305 m, range is four miles/6.4 km); identi-
fy common, known smells and the chemicals secreted by other
insects and mollusks 90% (twelve hundred foot/366m range);
remember and identify specific scents 50% (twelve hundred
foot/366m range); sense rain and the presence of large fires
Shell Monsters 60% (two mile/3.2 km range); automatically recognizes the
scent of others of its lair; tectonic sense (senses vibrations in
The Shell Monster is an enormous creature that looks like a the earth, thunder, explosions and the approach of heavy vehi-
cross between a crab and a snail. They are usually two or three cles, troops and stampeding animals up to twelve miles/19 km
times as tall as a man and as heavy as a small car, making them away and smaller beings as much as two hundred feet/61 m
appear slow-moving and even lethargic. In reality, they are self- away) and chemoreceptors (can determine by taste the make-
conceited opportunists who seek to control less intelligent beings up of dirt, stones, rocks, clay and minerals 90% ).
wherever they find them. Pseudopod: Accurately identify common, known sub-
Shell Monsters have four small, pincer-tipped arms, but gener- stances by touch 65% (35% if uncommon; range is touch or
ally keep them inside their shells along with their plate-covered up to five feet/1.5 m); identify temperature (within ten degrees
heads and antennae. They only expose these parts of their bodies Fahrenheit/six Celsius; includes air temperature and surface
when attacking or preying upon something. They have no visible temperatures) 65%; gauge wind direction and speed 85%.
mouth, however, so all of their food is allowed to rot until they

25
Pincers do 1D4 damage plus P.S. bonus whether used as a
club, slashing weapon or a clamp.
Special Abilities: None.
Bonuses: +2 to initiative and dodge and +1 to strike.
Magic: Innately knows the following spells and can cast any of
them provided they have sufficient P.P.E.: See Aura, Aura of
Power, Energy Bolt, Paralysis: Lesser, Globe of Daylight and
all first and second level Water Elemental spells.
Psionics: None.
Average Life Span: Uncertain, possibly immortal.
Value: The shell is rumored to be worth thousands of gold pieces
to any interested collector, but has no arcane value. The meat
tastes awful and has no commercial value.
Habitat: Occasionally encountered in magical hot spots world-
wide if enough salt water is nearby to support breeding and
other life processes.
Languages: No known native language since most communicate
through Elven/Dragonese.
Enemies: Humans and all mortal beings are considered nuisanc-
es to be avoided or governed at all costs. They also despise
Deevils, Demons and most other evil creatures.
Allies: Regard most ocean-born creatures as possible minions,
although they avoid any that exhibit too much ambition or evil
tendencies.
Physical Appearance: Like a cross between a giant snail and a
crab. They have a pseudopod and a spiral-shaped shell, but
also bony antennae and insect-like eyes. Shell-like plates
cover their heads and they have four small arms with pincers.
Most have blue, gray or white colored shells and plates with
brown or gray bodies.
Size: Eight to ten feet (2.4-3 m) in diameter and three to four feet
(0.9-1.2 m) wide.
Weight: 1,600-2,400 pounds (720-1,080 kg).
Rifts® Conversion Notes: In a Phase World® or Rifts® set-
ting, they become Mega-Damage creatures with 1D6x10+ 100
+ P.E. number in M.D.C. All attacks do Mega-Damage. On
the Palladium World they remain unchanged, although they No male or young Shimmerlings have ever been sighted.
are more likely to have a small collection of treasure and an Since no one knows how Shimmerlings reproduce, it is thought
entourage of devoted minions. that those alive today might be the last of a dying race, something
Shimmerlings themselves have not confirmed or denied.
Shimmerlings Alignment: Any, although Priestesses of Light must be Princi-
pled or Aberrant.
Shimmerlings are angelic creatures found in the Nightlands. Attributes: I.Q. 2D6+12, M.E. 3D6+12, M.A. 3D6+6, P.S. 4D6,
No one knows for sure, however, whether that is their native P.P. 1D6+16, P.E. 4D6, P.B. 4D6, Spd 4D6+6 running or
world or whether they are refugees there like many of the other 2D4x10 flying.
species not aligned to the Nightlords or demons that terrorize Hit Points: P.E.x3 plus 2D6 per level of experience.
that twilight world. In spite of their lengthy life spans, Shimmer- S.D.C.: P.E.x5
lings are unsure of their origins as well. Whatever they are, these Natural A.R.: 14 (on Rifts Earth they become Mega-Damage
beautiful creatures have dedicated themselves to defending lesser beings).
creatures from the harshness of their world. P.P.E.: 3D6
Shimmerlings generally study magic, nature or religion. Their Horror Factor: 16 (considered an Awe Factor to those the Shim-
training centers on the belief in keeping all forms of life safe from merling is assisting).
the destructive forces of the Nightlords and other evil beings. O.C.C.s Available: Wizards, Druids and Priests of Light only.
They are known for their zeal when fighting to protect others, Average Level of Experience: 1D4+ 3
and for the assistance they have granted lone travelers and other Attacks per Melee: Five attacks per melee round.
groups in the more desolate regions of the Nightlands. Since they Natural Abilities: Magically understands all languages, Bio-Re-
are able to fly, their lairs are unknown and rarely visited by those generates 1D6 S.D.C. or M.D.C. per hour, does not need to eat
not of their species. This only adds to the aura of mystery that ac- or breathe air, can live in a vacuum and survive ocean depths
counts for their high Awe Factor among those they serve. up to one mile (1.6 km).

26
Poisonous Stinger: The stab of the stinger does 2D6 dam- A favorite tactic of the Thigmonite is to stand perfectly still
age plus the Shimmerling's P.S. bonus. A save versus lethal before ambushing the unsuspecting. Because of their advanced
poison (14 or better) is necessary or the victim takes 4D6 knowledge and above average strength, they will often hold aloft
points of additional damage and feels his entire body is on fire trees, pretending to be one themselves, and even try to convince
(reduce speed, attacks per melee and all combat bonuses by trespassers that they are being watched by Faerie Folk or other
half). A successful save means the victim takes 1D4 points of nefarious beings with an intent to confuse and separate their prey
damage and feels nauseous with no other penalties. Note: This before striking. Many will use psychic abilities to kill or incapaci-
poison does half damage to supernatural beings. tate, rather than physically striking their prey.
Bonuses (in addition to any attribute bonuses): +3 to initiative Alignment: Diabolic only.
and strike with poison stinger, +2 to strike with other attacks,
+4 to dodge, +4 to save versus magic and + 10 to save versus
Horror Factor. Shimmerlings are immune to illusions and il-
lusionary effects.
Magic: None, except by O.C.C.
Psionics: None.
Average Life Span: Unknown, but Shimmerlings appear to be
very long-lived, perhaps immortal.
Value: Various body parts of the Shimmerling are said to have
strong magical properties, so some organization might pay a
fortune for them.
Habitat: Shimmerlings prefer to live in high altitude areas such
as mountains, canyon walls and plateaus far away from civili-
zation and other creatures. This makes the Nightlands an ideal
place for them to live, although most are widely traveled, tak-
ing any opportunity to thwart their enemies.
Languages: Magically speaks and understands all languages.
Enemies: Demons and other creatures of supernatural evil.
Allies: Although they often face evil alone, Shimmerlings prefer
to align themselves with other champions of good such as Ti-
tans, angels, Elves and similar creatures.
Physical Appearance: Shimmerlings appear as beautiful human
females with elongated bodies, golden skin and a stinger-
tipped tail. They are often confused for demons, a misconcep-
tion they work diligently to overcome. Few wear any kind of
clothing or armor.
Size: Ten feet (3 meters) tall with a nine foot (2.7 m) wingspan;
1,000 pounds (450 kg).

Thigmonites
Thigmonites are a sentient plant race native to another part of
the Megaverse. They have spindly limbs with large, round feet
that appear to have numerous roots growing off them in all direc-
tions. Their hands and faces resemble Venus flytraps, although
two pair of eye stalks and pit-like ears adorn their heads.
Thigmonites reproduce asexually. Once every three to five
years, they lay a grapefruit-sized egg/seed and bury it in soft soil
somewhere secluded. The seed germinates for twelve months
before a new creature begins to sprout. A young Thigmonite is
bound to the soil for the first ten years of its life. Afterwards, they
are able to break free of their roots and walk around as much as
they like. Up until this point, they feed on nutrients in the soil.
After breaking free, they require four pints of humanoid blood
each week to survive.
Throughout their lives, Thigmonites continue to grow and de-
velop new limbs. Every twelve months (or every other experience
level, whichever comes last), they grow a new, fully-functional
arm approximately half their body length long. The fingers and
thumb sprout about a week later, with the ability to use weapons
and tools.
27
Attributes: I.Q. 2D6+20, M.E. 1D6, M.A. 1D6, P.S. 2D6+30, mor or other apparel made from a corrupt Millennium Tree or
P.P. 3D6, P.E. 3D6+6, P.B. 1D6, Spd 6D6+25 (adults only). similar, vegetation-based creature.
Hit Points: P.E. + 2D6, plus 1D6 per level of experience. Size: The main body at the beginning of adulthood is three to five
S.D.C.: 2D4x10 feet (1 to 1.5 m) tall with branches that lash out up to five feet
Natural A.R.: 9 (1.5 m) away. They grow an additional foot (0.3 m) every ten
P.P.E.: 1D6 years.
Horror Factor: 9 Weight: 115-165 pounds (52 to 74 kg) for a new adult, increasing
by about 30 pounds (13.5 kg) per year.
O.C.C.s Available: None. Skills are fundamentally the same as
the Rifts® Wilderness Scout (see Rifts® Ultimate Edition, Rifts® Conversion Notes: In a Phase World® or Rifts® set-
page 98), but use the 'Borg experience table. ting, Thigmonites are considered a menace and generally
eradicated on sight; they have 2D6xl0 M.D.C. On the Pal-
Attacks per Melee: Three plus one per fully-developed arm!
ladium World they are widely unknown, although a colony
branch. Note that they gain each extra arm only after both
may be sprouting in the Yin-Sloth Jungles thanks to a solitary
two levels of experience and twelve months have passed since
Thigmonite unable to leave the rainforest.
their last new arm appeared, not until both have occurred.
That's the first new arm at level 3 and one additional year of
age, then the second at level 5 and one more year, etc. Varanoie
Natural Abilities/Weapons: Claws do 1D6 damage, but once it
The V aranoie are an ancient race of amphibious humanoids
has punctured flesh it can drain a pint of blood in five minutes
directly descended from dissorophid-like creatures. Hence, they
to a maximum of lD4 pints per feeding (requires a successful
have the same domed head and beak-like mouth, snake-like
strike of 15 or better including bonuses). Removing it causes
body and short limbs as their ancestral namesakes, but they have
3D6 damage to the victim. A slap does 1D4 plus P.S. bonus
evolved psychic and magical abilities that make them anything
damage.
but primitive when compared to humans and other intelligent
Special Abilities: Unless otherwise noted, Thigmonites have all species. They have established elaborate villages in Ophid's
of the standard plant features and abilities described in Aliens Grasslands on the Palladium World, and similar environments
UnlimitecfiM, Revised (beginning on page 149). throughout the Megaverse, which they defend vigorously against
Bonuses: +3 to initiative, strike and dodge, +2 to parry, and +3 outsiders. They are generally wary of visitors, but will engage in
to save versus mind control and illusions. They are effectively trade when necessary. Rarely, however, do they leave the village
impervious to Horror Factor. to venture on their own or with members of other species.
Magic: None. Varanoie have a rigidly matriarchal culture which venerates
Psionics: Minor Psychics who can select a total of three pow- the moon as the supreme mother of all life on the planet and the
ers from the Healing, Physical or Sensitive categories. I.S.P.: source of their psychic powers. They practice ritual sacrifice, usu-
1D6x10 plus 1D6 per level of experience. ally of intelligent captives or criminals, during monthly ceremo-
Average Life Span: Unknown. Most reach adulthood around ten nies dedicated to the full moon. They believe that these ceremo-
years old and are then able to move about freely as well as nies will guarantee the perpetuation of their people throughout
communicate vocally with others. time and will often have additional rites to ensure a good harvest,
Value: No known value, although an Alchemist may wish to victory in combat and a mild winter.
study one to determine if their bodies contain any arcane prop- Tribal matriarchs are known to consort with demons and other
erties. evil beings. They believe that their species predates the Old Ones;
Habitat: Thigmonites can thrive in virtually any climate that hu- however, there is no evidence from outside sources to support
mans can, although they prefer forests, jungles, city parks and this. Nor do they have any myths that explain their lack of in-
even indoor arboretums the best. volvement in banishing the Old Ones or the origins of the ruins
Languages: A Thigmonite can select two languages at first level they often inhabit.
and learns another for every decade years of its life. Each starts V aranoie have a variety of innate psychic abilities, including
at 50% proficiency and increases by 5% per level thereafter. Telemechanic Mental Operation, which lets them use complicat-
No other languages can be selected or learned. ed technological devices, although they have no knack for invent-
Enemies: Dislikes most sentient beings, although they will fre- ing such things. Most of the technology and other advancements
quently align themselves with others who share their diet or known to the V aranoie have been stolen or adopted from other
quest for information, or other dark denizens of the forest. sources. Even their homes, ruins and other structures built within
Allies: None, although they may team up with like-minded indi- a few dozen feet of the surface, are usually acquired by running
viduals of other species if it furthers their own goals. someone else out first.
Physical Appearance: Thigmonites resemble human-sized Ve- Alignment: Generally Miscreant or Diabolic, although Aberrant
nus flytrap-like trees with green and brown skin covered with and Anarchist Varanoie exist.
a soft bark. Their hands and faces look like Venus flytraps, Attributes: I.Q. 2D6+9, M.E. 2D6+8, M.A. 2D6, P.S. 3D6+5,
although their heads sport short stalks with eyes on the ends. P.P. 2D6+14, P.E. 1D4+20, P.B. 2D4, Spd 5D6.
They avoid clothing, although they would not turn down ar- Hit Points: Standard; P.E. plus 1D6 per level of experience.

28
S.D.C.: 6D6+6
Natural A.R.: 12
P.P.E.: 5D6
Horror Factor: 10
O.C.C.s Available: Any, although they shy away from Priest of
Light, Druid, Palladin and similar O.C.C.s commonly associ-
ated with the forces of good.
Attacks per Melee: Three plus any gained by Physical skills or
combat training.
Natural Abilities/Weapons: Bite does ID4 damage while claws
do 2D4 plus P.S. damage bonus.
Special Abilities: None, other than those already described here.
Bonuses: +3 to initiative, +2 to strike, parry and dodge, +2 to save
versus Horror Factor, and resistant to heat and cold (three-
quarters damage only). This does not include any gained by
physical or combat training.
Magic: By O.C.C. only.
Psionics: Considered a Master Psychic with 6D6+30 I.S.P. and
the following powers: Telekinesis, Mind Block, Presence
Sense, Object Read, Mind Bolt, Levitation and Telemechanic
Mental Operation.
Average Life Span: Fifty years.
Value: None for Alchemical purposes, but gladiatorial arenas
and other slavers will gladly pay thirty to fifty thousand gold
for a Varanoie.
Habitat: Many live underground, while others prefer swamp or
jungle conditions.
Languages: All Varanoie speak their own native language (a col-
lection of croaks, hisses, clicks and growls) fluently in addi-
tion to any others granted by O.C.C. or other training.
Enemies: Most Varanoie hate any other intelligent beings they
come in contact with, although most are intelligent enough not
to attack outright. They especially do not like other sentient
reptiles and may attack them on sight.
Allies: Varanoie will align themselves with demons, Deevils and
most other evil beings. Some will join forces with Necroman-
cers, Dark Priests or evil magic users. Their cultural history
vehemently denies the existence of the Old Ones (they are
simply a myth created by Elves and others hoping to rule over
other races through fear), however, and they will never will-
ingly serve them or seek them out.
Physical Appearance: Varanoie have newt-like faces with thick
but short, muscular, humanoid arms and legs. They have dark,
olive green skin with black spots running down their backs.
Their eyes are yellow and tongues, palms and footpads a pale
gray.
Size: Five to eight feet (1.5 to 2.4 m) tall, plus a tail four to six
feet (1.2 to 1.8 m) long.
Weight: 90-200 pounds (40.5 to 90 kg).
Rifts® Conversion Notes: Varanoie remain S.D.C. creatures in
a Mega-Damage setting, although they can use Mega-Damage
weapons, armor and magic.

29
Dark Day Chronicles
Volume II bility as the elders among the Nightbane to help those newcomers
to our ranks adapt and learn from the experience. Unfortunately
we didn't expect this to happen and we were ill prepared to offer
A Nightbane® Short Story widespread assistance. Normally we find one or two Nightbane a
By Jeremy Hutchins year and have ample time to meet with them and introduce them
to what will become their new life. Dark Day occurred without
Responsibility. warning and set off nearly every Nightbane on the planet at once.
It's a word we hear every day but few people actually live up Still, we did what we could. For many, it was too little, too late.
to the expectation. It's easy to say you will do something but the As luck would have it, my own sister found her savior in the
real test comes when you have to follow through with your prom- form of a Necrosis Athanatos. I've never met one of these rare in-
ise, regardless of the personal cost. Each person views the term dividuals but from everything I've read about them it was a very
in a different light as well, which means my idea of responsibility atypical gesture for their kind. Loners that revel in destruction
may be entirely different from another's view. Over the years I've and death, Gabriel, as he calls himself, would become her guard-
been privy to some of the greatest secrets of my kind, the Night- ian angel in one of the most ironic twists in recent history. A truly
bane. I've been entrusted with duties that placed other peoples' remarkable being, Gabriel would lead my sister, along with a
lives in my hands. To me, responsibility means taking these du- rag-tag group of assorted supernatural beings, to me later that
ties - be they assigned or assumed - and making them my own. very day. In time he would become my most powerful ally and
You safeguard these duties to the best of your ability and never a true friend. Gabriel understood responsibility better than any
compromise yourself. It can be a terrible burden and I have seen other creature I have ever met. He had no ties to Avalon or any
few able to handle such endeavors with true success. of the others he led to me, yet he risked life and limb on many oc-
In the early hours of Dark Day, thousands, maybe hundreds casions to help others. I always wondered why and one day when
of thousands of Nightbane had their first Becoming. Something curiosity finally overcame me, I posed that very question to him.
about the energies of that day caused both the new and the old Offering an enigmatic smile, Gabriel replied, "Because no
to spontaneously change. As experienced as I am with the Be- one else could. "
coming, I shifted as well. It was something primal, beyond our
control, and only the experienced or the fast learners had the will -From the Journal ofTrystan Dey
or temperament to change back without help. It was our responsi-

30
Gabriel and Avalon set down on the rooftop of Pittsburg Me- She paused before complying but mentally chided herself for
morial Hospital, Gabriel lightly and Avalon considerably harder. not trusting him. True they had only just met a few hours ago, but
She had yet to get the hang of these landings, but was learning it was also true he saved her life. Gabriel could have simply flown
fast. It wasn't every day one grew wings, after all. With no one in past and let the inevitable happen but he didn't. Near stranger or
sight for the moment, they took a short rest from their exhausting not she owed him at least some level of trust.
flight. A val on remained in a state of shock by all that occurred When her eyes closed she could hear Gabriel's soft voice as
that morning but Gabriel seemed to know more about what was plainly as if he were whispering in her ear. "Let your mind wan-
happening. She stayed with him out of a sense of safety and di- der for a moment. Don't control your thoughts. Just let them go."
rection though even she thought it an odd request for him to want She did and the strangest thoughts came unbidden into her
to come to a hospital. He didn't seem sick or injured, so perhaps mind. She saw her Dad washing the patrol car last summer, and
he knew someone here. Carolyn cooking brownies for Tom. Images of the dance hall,
Considering that, Avalon remembered her own injury and former friends, vacation spots, and even snatches of her favorite
reached down to feel the place where the creature, Gabriel called movies rushed through.
it a Hound, hit her with that strange axe weapon. There was no "Now," Gabriel's voice said suddenly, causing Avalon to
pain, which surprised her, but she attributed it to adrenaline. In flinch, "picture the hospital below us. Start by imagining the top
the movies such wounds looked very painful so it surprised Ava- floor."
lon that she felt nothing either at the moment of impact or after. "I've never been here," she said.
Fingers crossed the area where she knew she'd been struck but try "Doesn't matter," he said quickly. "Imagine what you think
as she might she simply couldn't find any signs of the cut. There the hospital looks like inside. The rooms, the beds, the long halls,
was a patch of dried blood and a tear in her jeans, but nothing the desks, the people ... "
else. Almost like a Sims game, Avalon's mental hospital began to
Gabriel sat perfectly still and seemed not to notice the squirm- spring to life. She could see it with such clarity it amazed her.
ing A valon as she examined her leg. She looked up to ask him a She never considered herself a very imaginative person so it
question when she saw his attention was elsewhere. She watched was fascinating that things were so vivid. White walls, tile floor,
his changing expressions with interest. One moment his lips were wooden doors, the metal framed beds, the doctors, the nurses, and
tight and the next his eyes would squint as if he were in deep even the sick people all came into focus. She even began to name
concentration. His Gregorian form, as he called it, took some get- them: Mr. Norris in bed 4 with pneumonia is being visited by Dr.
ting used to but Avalon was apparently growing accustomed to Smith, a handsome man who loves dogs.
the hideousness of it now. In some ways it had an exotic beauty "Now," Gabriel said before her fantasy hospital could get
to it. The onyx skin seemed to absorb light, making him look more complex, "think about the people - just the people. Start
like a living shadow. His long hair was as dark as the rest of with the top floor only. Imagine you're trying to locate someone.
him and seemed to fall behind him almost naturally, staying out You're looking by instinct more than visual identification, kind
of his face. When seated, his bat-like wings curled up behind of like trying to find a friend in a crowd by looking for their odd
him enough where she could barely see the edges sticking out shirt color rather than their face. You understand?"
from around his muscled body. He wasn't much larger in this "I think so," she replied and even to her she sounded subdued,
form than when he became human but his muscles were far more almost dream-like.
defined. She watched the chain-like tendrils that came from his Aval on scanned her imagined crowd trying to locate anything
wrists twist and curl of their own accord, like large cat tails flick- familiar about them. After a few moments of trying she didn't
ering at the whim of the feline. Gabriel could extend and retract feel anything different. "Nothing," she said.
them at will, it seemed, but sometimes A val on had to wonder if "Don't worry. Try the next floor down. Same method."
they had a mind of their own. Again she built the floor and everything in it all in her mind.
Avalon left Gabriel where he rested and walked to the nearest It felt like she had been at this for hours already but somehow
edge of the rooftop. Pittsburg Memorial was a tall building, six she knew it had been minutes, at best. She scanned the crowd
floors in all, and afforded a good view of the surrounding blocks. methodically and was about to give up when she had the odd-
She didn't notice from their flying height of a few thousand feet est sensation. Something in her almost screamed that there was a
but the streets below resembled a war zone. Everywhere cars presence there familiar to her. She couldn't imagine the face but
were abandoned or on fire, storefront windows were shattered, she was positive she knew that person in some way. Her stom-
streetlights flashed red in all directions, and smoke wafted from ach fluttered and she felt like she was on a roller coaster heading
multiple buildings. She remembered seeing footage of Baghdad down a steep slope. "Second floor down," she said as she opened
from Operation Desert Storm and it looked remarkably similar. her eyes.
An odd, distant scream pierced the eerie silence, making the Gabriel smiled and exposed elongated, fang-like teeth. "Yes.
young woman start suddenly. Perfect."
"There is another Athanatos here," Gabriel intoned solemn- Avalon's expression obviously amused him because Gabriel's
ly behind her. "I'm unable to tell if it's a Necrosis or not, but unsettling smile widened just before he burst out laughing. "Con-
it's definitely Athanatos. I'd almost forgotten the sensation," he gratulations, you just sensed your first Nightbane."
mused with a sardonic smile. "Someone like me?" she asked in disbelief.
"How can you tell?" she asked. "Yes. Just like you. They might not look the same but you are
Gabriel motioned her closer and Avalon sat across from him. the same ... species, I suppose. There are quite a few Nightbane in
"Close your eyes." the hospital right now, as a matter of fact." Gabriel's expression
darkened.
31
"What? What's the matter?" "Small beings of incredible powers, they are a bane to all that
''I'm also sensing a Guardian," said Gabriel. "Many Night- fear the light - including the Nightlords and their minions. The
bane, a Guardian, and one of my people, the Athanatos, all in one only one I ever truly knew called himself Magnus. He was a be-
place. This isn't a good sign." ing of unequaled honor."
"I don't understand," Avalon said. "You found me. We're to- "You said knew ... What happened to him?" Avalon asked.
gether. Shouldn't others be together, too? Safety in numbers kind "I last saw he was holding off a small army of Hounds so
of thing, I guess." I could take a group of children to safety. Magnus thought at
"I'm something of an anomaly among my people. I'm more least one of the children was a Nightbane by the way the Hounds
social than most Necrosis. Normally my people are shunned dogged us relentlessly for hours. By the time I returned the
by other supernatural beings, even other Athanatos. We tend to Hounds were gone and there was no sign of Magnus beyond
creep everyone out." some blood and a torn piece of his shirt. I always assumed the
"Really?" Avalon asked rhetorically and it was clear by her Hounds took his corpse."
tone she wasn't surprised by that tidbit of information in the least. Avalon blinked. "A small army of Hounds? How powerful
As nice as he seemed, Gabriel's Gregorian form did resemble are these Guardians?" she asked. Just three or four had been a
something straight from Hell. The one previous time she had seen handful for her and Gabriel. She couldn't imagine the power one
his human form he was a handsome enough man but there was would have to possess to fight off more.
an aura about him that just screamed 'danger.' Maybe it was the Gabriel chuckled at her disbelief. "Very. Good allies in a fight.
same type of vibe that serial killers gave off, at least the ones who Their powers revolve around light. Magnus could use it in a lot
couldn't blend in with the rest of humanity that well. of different ways: attacking, flying, healing others, fending off
Gabriel gave her a withering glance. "Keep in mind, not all su- vampires. It was amazing to see."
pernaturals will look as ... attractive as you. Get used to it. Many Aval on did a double-take and stared at Gabriel blankly. "Vam-
will hate you for your looks. Maybe our hideousness is a tradeoff pires?"
for all this power. Ones that look like you are very rare, Angel." He nodded. "They're real, too. So are Lycanthropes."
She felt her cheeks flush from the unexpected compliment She shook her head slightly, unfamiliar with the term.
but it was tinged with wariness from Gabriel's words. Given the "Were-creatures, like were-wolves, were-bears, were-tigers,"
events of the day so far, she certainly didn't feel as lucky as he he explained, trying not to chuckle at her continued shocked
made her sound. stare. "You're not in Kansas anymore, Dorothy."
"Which brings us back to our human forms," Gabriel said. Getting them moving again, Gabriel explained more about the
"You did it once before, so do it again. Think of how you nor- Guardians as they broke open the rooftop door and started down-
mally look and focus on that image. I don't think we should walk stairs. "Don't let their size fool you. They're about the size of a
around the hospital like this unless we have a death wish." tall child, or a short teenager; just under five feet or so. They're
She didn't close her eyes this time but she did conjure a mental stronger than they look. I saw Magnus pick up a felled Hound and
picture of how she looked in her bedroom mirror this morning. use it to club two more to death. He swung that thing around like
She thought about her hair, her clothing, and her jewelry just as it was a scythe, bludgeoning anything in his path."
she had donned them. A few seconds later she heard Gabriel call That memory elicited a chuckle from Gabriel and A val on cut
her name. him an incredulous look. "Nice," she said sarcastically.
"You're getting faster." "Sorry," he said. "Most of my life has been nearly constant
Avalon didn't feel any different and without a way to see her warfare broken up by periods of boredom."
image, she was unsure if any changes actually occurred. Aside "Most people might call that boredom by a different name:
from her wings, were there any other changes, major differenc- peace."
es? Glancing over each shoulder she didn't see her wings now. "Touche," Gabriel agreed. "With my upbringing there is little
Reaching around she couldn't even feel any place on her back in life beyond battle. It's taken me many years to appreciate those
where they would have sprouted, though the two rips in the back periods of bore-, peace. Right about now I'd kill for a chance to
of her shirt were ample evidence they were real. sleep for an uninterrupted year."
As she turned to comment to Gabriel about them she was tak- Avalon issued another scathing look for his "killing for peace"
en aback by the drastic changes in his own appearance. While comment.
she had seen his human form once before she was too distraught Gabriel sighed and grudgingly bowed though his crooked grin
to truly take notice. No longer were his skin and hair as black as never diminished.
night and gone were his wrist-chains, clawed hands, and leathery
wings. In place of her demonic rescuer stood a man that could * * *
have been anyone you might meet on the streets of any city. His
Exiting the staircase they froze and stared down the hallway.
green eyes were inquisitive but they also possessed a haunted
Both sides were lined with gurneys, all filled with bandaged or
quality, like that of a man who had seen far too much in one life-
still-bleeding bodies, and injured people standing or sitting on the
time. His hair was still black but no longer quite as dark as pitch
cold floor. Nurses and doctors rushed between patients in an at-
and much shorter, barely more than a high and tight military trim.
tempt to try and aid as many as possible. Everywhere were signs
Aval on could see a number of scars along his arms and at least
of injury though none looked immediately life-threatening, ev-
one on his face.
erything from minor burns to deep lacerations was visible here.
"So what's a Guardian?" she asked after an awkward pause,
"What the hell is going on?" Avalon whispered harshly toGa-
as much to find out as to break the strange silence between them.
briel and the Athanatos shook his head.

32
"Move on," he said in lieu of a proper answer.
The scrubs they easily found and donned ensured that none of
the hospital employees mistook them for patients and would give
them better access to the more private areas of the building. Nei-
ther Gabriel nor Avalon had ever seen a hospital this full, though
Gabriel had seen plenty of medic tents filled to such capacity over
the centuries. People were wall-to-wall with standing room only
in most hallways. Once they emerged from the restrooms in their
scrubs things proceeded to get far worse. People constantly mis-
took them for doctors and tried to get them to tend their friends
and family members. Avalon was awed by the sheer amount of
people hurt.
They weaved their way through the crowd as best as possible,
often having to forcibly pluck themselves free from some of the
more persistent patients. Avalon began to feel a queasy stomach
jitter as they descended the stairs to the fifth floor. Gabriel ex-
plained it as her sensing others of her kind. The closer she got
the more distinct the sensation. Even now she didn't have to con-
centrate to feel one nearby. Gabriel had also mentioned things
like a Guardian and another of his kind. Guardians were almost

r
a complete mystery to her beyond what Gabriel already shared
but she was excited to actually meet one. They sounded like they
were the good guys.
It was on the fifth floor when A val on found the Nightbane she
sensed. He lay on one of the many gurneys and was covered in
multiple bandages. She knew as soon as she saw him that he was
the one. There was no doubt. He was in his human form, what
Gabriel called the Fac;ade, but somehow she could tell he was a
Nightbane. Apparently he sensed her as well for their eyes met
and they stared at one another. He couldn't have been more than
fifteen.
"He's being tended to," Gabriel said in her ear and Avalon
nodded. The boy gave her a small wave of one bandaged hand
and she wanted to go to him. She wanted to hug him tightly and
tell him everything was going to be all right. He wasn't insane,
he wasn't a freak, and most importantly, he wasn't alone. Ga-
briel's words reminded her that there were larger events going on
that required their attention, however. Tearing herself away, she
followed the Athanatos as he opened the door to the stairs once
more.
son she had ever met. His lab coat was heavily bloodstained and
The two supernatural beings saw injuries of all sorts which one hand still wore a gore-stained rubber glove.
grew progressively worse the further they descended into the hos- "Been expecting you. Come in," he bade in a Vincent Price
pital. From knife and bullet wounds to what resembled vicious voice that made goose bumps appear along Avalon's arms.
bites and scratches from things definitely non-human, Gabriel The thin man stepped into the room once more, barely looking
knew enough to recognize the injuries as derived from other su- at either of his guests. It appeared to be the main center of the
pernatural beings. Floor by floor they searched until they even- morgue given all the dead bodies littering the gurneys. Though
tually gained access to the basement. Here there were gurneys they were all covered, it did little to calm the nerves of those un-
littered with the covered bodies of the dead, most splattered with accustomed to being around so many recently deceased. A rolling
blood and gore. It was sickening to see and the smell of someone tray of instruments rested beside the closest table to the door and
that had burned to death lingered in the air. Gabriel led the way, the sheet was pulled back enough to reveal the pale face of a man
his face like a mask as he concentrated on finding this Athanatos in his late twenties. TheY-incision was visible just at the edge of
he sensed. At one point Aval on swore she saw him sniffing the the sheet and appeared to have been sewn up already. Behind the
air like a dog. coroner were rows of cabinets with metal doors. Four rows high
They tried a few locked doors before reaching one that opened and at least ten rows wide, it took up the entire back wall and was
just as Gabriel's hand reached for the knob. He and Avalon took a obviously where bodies were normally stored.
cautious step back but the man who stepped out seemed about the The creepy Athanatos pulled off his remaining glove and
most harmless person imaginable. He had a wiry build with short, tossed it into a nearby trash can marked for medical waste. Mov-
greasy black hair and onyx eyes that reminded Avalon of a shark. ing to the uncovered corpse, he pulled up the sheet, hiding the
He was, to use Gabriel's earlier phrase, the creepiest looking per- cadaver's lifeless eyes and face from view.
33
"Titus is my given name," he announced in a neutral tone. "She had nothing to do with this," Gabriel growled. Avalon
"You may call me that." could see his muscles clenching and his face tighten. Even his
"My given name is Quintus, but I am called Gabriel. This is skin began to take a slightly darker hue. It was like he was fight-
Angel," he said with a nod to Avalon. ing to retain his human shape. A normal person might cower away
Titus stared for an uncomfortable moment at her while Ga- from Gabriel when he was obviously this angry but then again,
briel gave the introductions. Unlike most men that saw a beautiful Titus was no ordinary person. Like Gabriel, he was Athanatos
young woman, he didn't try to stare at her breasts or curvy figure. and seemed to show no fear of Gabriel's rising temper.
Instead he seemed to be studying her clinically, almost like he "We should have exterminated them centuries ago," Titus
would to diagnose a patient, or worse, assess a cadaver. His black continued, still working on cleaning the dead girl's wounds yet
eyes- for she couldn't see the whites of his eyes unless he looked offering a nod of his head in A val on's direction. "Then the Ba' al
sharply to either side - were unnerving, as was his unemotional would have no interest in this world any longer."
demeanor. It almost made her forget that Gabriel had introduced Gabriel was visibly shaking and Aval on thought for sure he
her by the nickname he called her on the roof. was going to lose control. Teeth gritted, his eyes were going from
Titus flipped his gaze to Gabriel and Avalon noticed a brief his human green to the blazing red that Titus used earlier and
flicker in the man's eyes as they shifted from completely black to back again. "Who survived?" he growled, clutching one of the
a blazing red. They remained this way for a few seconds before gurneys in an attempt to calm down. His knuckles were white
returning back to their original lifeless appearance. from the strain of his grip and the metal frame began to groan in
"You have the smell of recent death on you," he noted, talking protest.
only to Gabriel. "Scourge, I take it?" "Alexander and Mina," Titus said, still oblivious. "Alexander
Gabriel nodded once. "Magi," he stated more than asked, re- came to tell me and Mina fled north, I believe he said."
ceiving a nod from Titus in return. Releasing the gurney, Gabriel stood to his full height and
"And you are Nightbane," he added as his unwanted gaze fell spun on his heels. Nearly taking the door off its hinges, he burst
back to Avalon. "Why are you here?'' through it quickly in his haste to get away from the other Necro-
"I thought to find one of us here. I need to get word to my sis. Avalon was right behind him, cutting a look back at Titus
Gathering," Gabriel said. Avalon's brow furrowed at the term but who seemed oblivious to their departure. "Now you see why my
she said nothing. kind tend to be loners. Titus is far more typical of a Necrosis than
"Oh?" Titus asked. "Why is that?" lam."
"I think you know," Gabriel said with a grim undercurrent in They barely reached the stairway door when Gabriel lashed
his tone. "You've seen the bodies, the wounds. You know what's out with his fist and snapped the door in half with a deafening
happening. I need to get word to my people." crack. It ripped from the hinges and fell in multiple pieces at the
Titus sneered. "I can save you some trouble, Gabriel," he said, bottom of the stairs. Gabriel screamed loudly as he attacked with
almost spitting the name with disgust. "Your Gathering has been a cry of one who had lost everything. She knew the emotion and
annihilated." shared his pain for she felt it when she watched her mother die
The creepy little man moved around the room to a covered that morning, pinned to a wall at the end of a Hound's spear. Ga-
cadaver and lifted the sheet enough to peer beneath. Tossing it briel seemed to be shifting from his human form to his Gregorian
back, he revealed a badly tom body of what appeared to be a almost at will. One second his skin darkened and the next it was
young girl underneath. Completely naked, half of her face was light again. It went on for a few minutes before the pacing and
little more than a tom mass of exposed bone and muscle while all cursing Athanatos began to regain his composure. Gabriel mut-
of her limbs sported what looked to be teeth marks; very little of tered something about it being "all his fault" but Avalon didn't
the girl's body escaped injury. By her size, she looked no more understand how. She planned to ask him later when he was in a
than twelve years old. more pleasant state of mind. He needed time to cool down.
"Colorado, yes? I received word last night of their demise.
Attacked by a horde of Hunters, Hounds, and Hound Masters, * * *
they were. I heard rumors that even an Avatar of one of the Night
They emerged from the stairs onto the ground floor a short
Lords led their ranks, Gabriel." Again he used the name with a
time later with Gabriel in better control of his temper once more.
mocking tone. "My source and one other escaped, the other nine-
Nothing had been said but Avalon knew he was just one stray
ty-two are all dead. Seems the Ba'al knew their location, their
comment from lashing out at someone or something. Gabriel
defenses, and even when they meet. Rather odd, wouldn't you
stopped in mid-stride a moment later and Avalon almost ran into
think, that they attacked with such perfect timing? Most Gather-
the back of him. He glanced around seemingly confused, but it
ings only occur every few years, yes?"
was A valon that spotted what he must have been trying to find.
Titus explained it like he was giving a food order to a drive-
A waifish figure turned and glanced down the hallway towards
thru teller, all the while picking at the facial wounds of the young
them. His translucent white eyes met Avalon's and he cocked
girl with a pair of large tweezers. He extracted something and
his head to one side as he regarded her. At first she took him
dropped it into a small tin on a table at his side. It made a sound
for an albino child, perhaps twelve or thirteen years old, but the
like metal striking metal when it landed. "As far as Angel -" he
unearthly look of those strange eyes denied that truth. Gabriel
added, using the same sarcasm with her moniker, "what celestial
noticed him a few seconds later and gave Avalon a nod. This
names you two have - her kind have brought this upon us, Ga-
was who Gabriel had sensed and Avalon got her first look at one
briel, so you'll both forgive me if I am less than civil to it, or you
of the enigmatic Guardians. A few inches short of five feet, the
for that matter."
Guardian was slightly taller than she expected. He wore a white

34
hooded sweatshirt with the hood pulled up around his face, denim Gabriel and Aval on exchanged another confused look. Miko
jeans, and a pair of Nike sneakers. Avalon could see his snowy seemed to come out of his trance and was looking at them both
hair falling down the sides of his face and coming to his chin. The inquisitively. "See who?" Gabriel asked.
Guardian's face was clean shaven and she barely managed to spot Miko was taken aback by the question. "Why Trystan, of
his white eyebrows amid that pale, milky skin of his. Something course."
about the little Guardian's demeanor made him seem harmless. Avalon gave Gabriel a shrug; she didn't have the first clue of
"You look different without your wings," the little figure not- whom the Guardian spoke.
ed to Aval on when they approached. He wore a warm smile, as if Miko laughed. "He can help us. He's one of you, a Night-
he were seeing a dear friend for the first time in many years. "Just bane."
as pretty, but different." That seemed to make a little more sense and Gabriel nod-
Avalon stared at the smaller being in surprise. Before she could ded sagely. "You spoke of the orphanage and a girl there," he
reply, the Guardian's attention switched to Gabriel. "Named for prompted.
the archangel, yet you, too, look different than one would expect, "Nightbane, too," Miko clarified. "Keep in mind I just have
Gabriel." these visions. I rarely know the how's or why's at the time. I've
He held out one milk-white hand to Avalon and gave her a learned over the years to just roll with it. They never steer me
reassuring grin. "My name's Miko," he announced. "Pleasure to wrong. She's in trouble and needs my help. I've seen that you
meet you, Angel." As soon as she took his hand, Miko shook it two help me rescue her. I can't see from what, but I do know that
quickly and then performed the same greeting to Gabriel. she's in mortal danger. I don't know where it is, though. I think
"So, Miko," Avalon began after a pregnant pause, "you're a it's probably here in Pittsburg."
Guardian?" "Should be a phone book downstairs, right?" Avalon sug-
Gabriel cleared his throat and glanced around at the sheer gested.
amount of people gathered within earshot. Miko understood. "The Miko smiled again and nodded towards her while addressing
rooftop," he said. "Should be deserted- just watch for Hunters." Gabriel. "I like her. She's smart."
Miko led the way to the stairwell and then to the roof exit. As they made their way back down the stairs in search of a
They would be able to hear a helicopter approaching long before phone book, Gabriel posed the next question. "So after that we
it would see them and it was doubtful any patients or staff would go see this Trystan?"
come up here for any reason. Even if someone did wander up "Yup," Miko said as he hopped down three steps at a time like
there, the opening of the door would notify them of any impend- he was playing some kind of game.
ing visitors. The wind was beginning to die down and Miko slid "Any ideas why, Miko?" Avalon asked. She was understand-
his hood back, letting his hair whip around in the gentle breeze. ably curious.
He stared at the dark sky for a few minutes and seemed sad. "Nope," he said, hopping down more steps. "My guess is that
Gabriel knew why he was feeling this way: Guardians gained he helps us. I saw him in the fight near the rivers, too. Him and
their sustenance from sunlight, not food. No sun was like going many others," Miko explained.
without nutrition. Though Miko could survive in that state indefi- He landed lightly at the bottom of the stairs and spun around to
nitely, it was very painful and not something any Guardian would face them as they descended. "I'm surprised you're so hesitant,"
want to endure. he said to Avalon. "I thought you'd be excited to finally meet
"I knew I would meet you here, in Pittsburg, before this was your brother."
all over," Miko announced. He gestured at the darkened sky as Avalon nearly fell down the stairs as her legs locked along
he said the word "this." "My people have a kind of precognitive with her jaw. Gabriel had to catch her quickly as he glared at the
insight. I can't control it and I don't pretend to fully understand smiling Guardian for dropping what was apparently a bombshell
it, but this insight guides me. I knew I had to go to Pittsburg and without any kind of warning. It took Avalon a few seconds to
I've seen both of you in my visions. I've also seen a park where regain her composure. "1... I don't have a brother," she said in
three rivers meet. I saw us there fighting things not meant for this disbelief.
world." The sadness in his expression never lessened and it made Miko cocked an eyebrow and donned a sage expression. "I
them feel as though he knew more than he would say. "A lot of beg to differ, m'lady," he said in a playful tone. "You look a lot
things," he added. alike, at least in your Fa~ades. In your Morphus forms ... not so
Miko looked at Gabriel and nodded to Avalon. "She has to much."
live, even if it means you and I don't, Gabriel. This is non-nego- She dropped onto the last step heavily, barely managing to sit
tiable. You have to promise me that you'll make sure this hap- and stared at the Guardian's child-like face. Miko claimed she
pens, no matter what." had a brother named Trystan and he was right here in this very
Gabriel gave a sidelong glance to Avalon before returning his town. Why hadn't her parents told her? Did they even know?
attention to Miko. "I agree, but why? What are you not telling This was all a bit too much for her. Aval on dropped her face into
us, Miko?" her palms and tried to process it all.
He stared at Gabriel and Avalon as if he were looking through "Maybe I should have kept that last part to myself a little while
them. "I don't know. Not yet, Gabriel. There are more pieces to longer, eh?" Miko whispered to Gabriel who glared daggers back
the puzzle and we don't have them all yet. There's an orphanage, at the little Guardian.
Saint Christopher's, a young girl there we need to rescue, I think. "You think?" Gabriel replied sarcastically.
I see her in danger. Then we need to take Angel to see him."
* * *

35
Thirty minutes later they were on the roof and ready to go. Given how crowded the hospital was, Declan decided it might
The streets were utter chaos with riots, police, and rampaging be a good idea to step away. Any attempts to respond to this voice
Nightbane that had lost their minds in their first Becoming. They aloud might have others thinking him as insane as he felt.
weren't the only ones running loose; however, Vampires went That's a good lad. Keep moving.
berserk with the extended darkness and crept out in force to hunt
"What the hell is going on?" he said aloud once he was far
and feed. Lycanthropes, too, emerged from their nocturnal habits
enough away from the crowd.
and prowled the world for answers. It was impossible to think of
how the world would ever cope with the knowledge of what hap- All in good time. My name is Beannaithe, but you can call me
pened this day and move on. Monsters roamed the streets and no Hallow.
amount of fancy words and censorship would ever hide that fact. Declan rounded the closest comer and stared at the eerily emp-
Luckily, Aval on and Gabriel had wings and Miko could use his ty street with some trepidation. Cars were left where they had
powers to fly. They would be able to avoid many of the dangers stopped or crashed, some with doors flung open and others with
that walking or driving would offer. The skies held their own per- no doors at all. There were at least three accidents he could see
il in the form of Hunters, the aerial minions of the Nightlords. As and two windshields that were cracked and had what appeared to
long as the three of them were vigilant they should be safe, Miko be bloodstains on them. The slow wind blew a newspaper past
assured them. With the street address of Saint Christopher's in him and he caught a glimpse of the headline there.
hand, they jumped from the rooftop of the hospital and made their MONSTERS ROAM PITTSBURG STREETS
way towards the orphanage. Far below a face in the crowd that
No easy way to say this, lad, but yuir my wielder.
was gathered before the overfilled hospital felt a strange tingling
from this odd bracelet he wore and looked up. Two winged crea- Before he could question Hallow any further, hundreds of years
tures, one beautiful and the other grotesque, took wing from the of knowledge and information flooded Declan' s already stressed
rooftop followed by a smaller being that seemed to faintly glow. brain. He crumbled to the sidewalk and shook as if having a sei-
They were gone before he was able to get a good look but some- zure while lifetimes of memories were experienced in mere min-
thing told him he would see them again. utes. Declan's eyes clinched from the terrible pain while his body
convulsed. Slowly the pain began to ebb and Declan O'Connor
Looking at the ornate metallic bracelet he wore with Gaelic
curled into a fetal position on the sidewalk of Greene Street.
writing prominently etched upon it, Declan O'Connor wondered
for the third time that morning about its true origins. It was a He was a Sword Bearer. His "bracelet" was not a piece of
family heirloom, his father once said; ever since it woke him this jewelry at all but rather a sword, a Gall6glaigh, more commonly
morning by warming suddenly against his skin at 6:02, Declan called a Gallowglass, sword to be exact. Declan knew that on
thought there was far more to it than anyone ever told him. Since command the bracelet would vanish and a sword would suddenly
then he found it wouldn't come off his arm and seemed to warm appear in his waiting hand. It was magic, which until now he
and cool, and even sometimes tingle, against his skin. Each time didn't believe in, and possessed awesome powers.
this happened, Declan looked around and saw something strange Welcome to the war, Declan. Now, take a breather then high-
but it didn't click with the young man to tie the events together. tail it after those flyers. While yuir doing that, I'll fill you in on
He was off work today, which was a good thing, and looking for- what's happening.
ward to sleeping in, but that wasn't going to happen, apparently. Though his body screamed for rest, Declan resisted the urge to
After trying to get the damn bracelet off now for two hours, De- just lay there. Still trying to assimilate all the information Hallow
clan called his doctor's office only to get the machine. All emer- dumped into his mind, Declan barely noticed the ease at which he
gencies were to be routed to the nearby Pittsburg Memorial Hos- rose and the speed at which he ran off to find those flying things
pital. He felt foolish going to the emergency room for something from the hospital. Within minutes he was on their trail, though
as minor as this stubborn bracelet but it did concern him with the if later asked he wouldn't be able to tell anyone how he knew
strange sensations emanating from it from time to time. He would where to go. Perhaps Hallow guided him, or perhaps some innate
feel better if they could take it off for him. sixth sense emerged with the transfer of all that data. Either way,
Follow them, Declan. Declan ran through the not so empty streets of Pittsburg hot on
He turned and looked around for the source of the speaker but the trail of an angel, a demon, and a little glowing man. What he
no one seemed to be paying any attention to him. The voice was would do when he found them was anyone's guess, but for now
oddly accented, sounding like his Grandfather's Irish brogue. his path was clear.
About to play it off as an overactive imagination, Declan heard
it again.
Listen to me, lad. Follow the flying ones.
Turning to an elderly man a few feet away, Declan gave him a
confused look. "Sir?"
"Eh?" the man almost shouted, obviously close to deaf. De-
clan shook his head and waved him off in apology. Great, now
he was hearing voices, too. As if this crazy bracelet being stuck
on his wrist wasn't bad enough, now he heard his Grandfather.
I'm not yuir seanathair, boyo, but ye do need to listen now.
There's danger coming. Fallow the flyers, De clan.

36
speeds or traverse distances easily, they are in for a long walk in
Dawn of a New Era the desert sun.
Players may wish to run a systems check on the shuttle to find
out why the flight controls malfunctioned during re-entry. Due to
Part Two the damage sustained in the wreck, the computer is completely
destroyed, unable to give the players any type of information
An Adventure for Heroes Unlimited™ about why the flight controls malfunctioned. Even players who
have machine affinity abilities will be unable to get any informa-
By Corey Livermore tion other than the controls malfunctioned.
The shuttle contains no supplies that will aid the players in

Part IV: Haven't We their walk towards either Pahrump or Las Vegas, and the walk is
going to take some time. Getting to Pahrump will take approx-
imately 2.5 hours (at the average walking pace of 4 miles per
Done this Already? hour). Getting to Las Vegas will take even longer, and the players
should realize that they need to get to the closer community first.
Travel from the moon to Earth will take some time, but even-
No matter which city the players end up in, they will almost
tually the shuttle will land on Earth. No matter what flight path
immediately have to deal with a severe situation. Shortly after
the shuttle is taking - whether they decide to let the shuttle land
they arrive in the city, the following news story is seen on either a
at the airstrip in NM or if they changed where the shuttle will
television or an electronic billboard at one of the casinos:
land - the shuttle will have a failure in the flight controls as they
are entering the Earth's atmosphere. This failure will cause them "Breaking news today, this 30'h day of July - several
to crash land in the desert 10 or so miles north of Pahrump, NV. individuals who are wanted in connection with the death of
Pahrump is a small community about 45-60 minutes west of a Chicago police officer as well as quite a few security of-
Las Vegas, and the principal commodity is, of course, gambling. ficers of ConGenix and a couple of super-powered Ameri-
The players will not be happy about landing in the desert, but cans, have hijacked a consumer shuttle bound for Mars and
they should head towards either Pahrump or Las Vegas (they they have intentionally crashed it into the moon. I'm told
would be able to see both cities from the sky as they were land- we have video of the event, which was filmed by a nearby
ing). Unless they have abilities that allow them to travel at high
37

military satellite owned and operated by ConGenix. Can At this, the newscaster is replaced by photos of the peo-
we roll this footage please?" ple responsible. And you are stunned to see that the people
The newscaster is replaced on the television with a shot responsible are you.
from space, where a shuttle is passing close to the moon The newscaster continues by saying "If you see any of
on its way towards what is supposedly Mars. After a few these people, you are warned to stay away from them. They
moments, the interior of the shuttle, through the windows, are armed and extremely dangerous. ConGenix is request-
can be seen to be lit up by fire or another type of energy. ing that you contact them at the number on your screen so
The shuttle engines then kick into high gear and the shuttle that they can be dealt with. "
is forcibly landed, nose-first, into the suiface of the moon. The story repeats, giving the same details, and showing
Just before the explosion, a small escape pod can be seen your faces the whole time.
being jettisoned from the shuttle.
The newscaster comes back on the air, a look of com- Nevada is one of the states that have not enacted super-hero
plete surprise on his face. registration laws, but the news story of the players hijacking and
"Folks, we here at Las Vegas 5 apologize for what destroying a passenger shuttle will not paint them in the best
you'vejust seen. We know that the image of that shuttle be- light. In fact, once this story circulates on the news, the players
ing forced into the moon is not the prettiest of pictures, but will be wanted dead or alive anywhere in the country.
we needed to let you know what is happening. All reports The players at this point know that they didn't destroy a shut-
indicate that all 300 passengers and the entire flight crew tle, nor are they responsible for all of those deaths. But the only
have been killed. way to prove it is to get into ConGenix and get hard evidence that
"I have been informed that we have an audio trans- they are not in the wrong. Players may believe they have enough
mission that was sent from the shuttle moments before it evidence against the corporation based on what they have found
crashed. We are going to play that transmission, and I want so far, but nobody at this time will believe them. They will need
to warn all of our viewers out there that this may not be to take on the corporation and the Gonzalez triplets in order to
suitable for younger viewers. " clear their names.
If the players balk at the idea of having to go back to the cor-
The audio transmission is a speech made by, supposedly, one poration, or even to just help push them in the right direction, the
of the players. With the time they spent at the prison, as well as following news story may be read:
their exploits and voices having been caught on camera, ConGe-
nix has been able to create an entire speech pattern based on the ALBUQUERQUE - With the recent attack on a pas-
players. Select one of the players to have been the model for the senger shuttle owned and operated by local conglomerate
audio transmission, and continue with the following: ConGenix, the people of the United States have been shout-
ing for the super-powered individuals behind the attack to
"My name is [insert the character's name}, and I repre- be brought to justice. And ConGenix couldn't be happier
sent a group of super-heroes that is outraged by the recent to help.
attacks against us by the government of the United States of With a security force trained in military tactics and
America. We are being targeted merely because we are dif- armed with the latest weaponry available, these soldiers
ferent. But what you don't understand is that we are the fu- are ready to help defend our country against the terror
ture of the human race, and we are only trying to help you. within. And it's a sentiment felt not only by the soldiers, but
"Today, we strike a serious blow against the corporate by Treondo Gonzalez, CEO and co-owner of the corpora-
monster that is trying to have us outlawed. We have hi- tion.
jacked this shuttle and have demanded that the super-hero "Our country has faced a great loss. Those innocent
registration laws be repealed so that we may live in peace. passengers were the victims of nothing more than a ter-
We have been met with resistance the whole way, and now rorist act, and that act cannot go unnoticed or unpunished.
we say no more. This is why it is with great pleasure that I report that Con-
"Because the corporate giant will not listen to our voic- Genix is loaning 300 of our finest security officers to the
es, we must make them listen to our acts. This shuttle, and United States military in the hopes that these criminals can
all of the passengers aboard, are going to be destroyed. We be brought to justice.
are going to kill everyone aboard as a way to send a mes- "Some of our top executives have asked how we can
sage that we are not to be messed with. Leave us alone, and afford to loan out so many of our guards, and they have
we will leave you alone. " expressed concern that losing that many guards from our
The audio transmission contains a few moments of si- corporate headquarters will put us in a bind when it comes
lence, and then static when the shuttle crashes. The news- to our own security. I have reassured them that the remain-
caster continues with the story. ing security force that will be available on the premises
"Again, we apologize for how graphic and senseless will be more than enough to deal with any potential threat
this violence is. As you can see in the video, an escape pod that may arise. I have also reminded them that these crimi-
was jettisoned immediately prior to the crash, and authori- nals tried to attack us once, and that although they were
ties believe it contained the persons responsible for this at- not caught, they were repelled by a force less than what is
tack." available at the building now. "
Gonzalez, who is the identical triplet of presidential
hopeful Prio Gonzalez and New Mexico representative

39
Secoro Gonzalez, also stated that he is sure the criminals hope to hold up to the same standard my brother has put
will be caught soon, and the security force can be brought forth."
back to the corporate headquarters.
Next to the article is a picture of Prio, Secoro, and Treondo at
The above news story should get the characters thinking about a recent golf outing and charity dinner held in Albuquerque. Any
a few things. For starters, they were not repelled when they as- players who look at the photo are allowed to make a percentile
saulted the corporation the first time - they were arrested and roll against 1A of their I.Q. Any player who succeeds is awarded
detained. This should tell the characters that they never went a bonus of 100 Experience Points, and they are aware and/or no-
through the criminal justice system, and that the corporation is tice that something is not right about the picture. While Prio is in
showing an honest face to hide the criminal enterprise that they perfect focus, Secoro and Treondo are not. Secoro and Treondo
have going on. Award any player who states this with a bonus of appear to be fuzzy and out of focus, and they just don't look right.
250 Experience Points. This is a huge tip that they are not what they seem to be.
The second thing the above story will tell them is that they The above news story should get the players thinking about
couldn't have been detained by a force less than what is currently going to ConGenix, or even to get them started thinking that they
at the building as they were completely surrounded during their may need to go after the Gonzalez triplets. This is all fine and
initial assault. ConGenix is lying about the numbers they have on dandy, but before they can get that far they are once again as-
staff at the building, and are trying to spread disinformation to saulted by someone sent by ConGenix.
make themselves look better. A ward any player who states this
with a bonus of 250 Experience Points. Major Corparis, Andrew S
The final thing this should tell them is that the building is vul- 9th Level Super Soldier
nerable to another attack. If they have loaned out 300 of their own Attributes: I.Q. 19, M.E. 15, M.A. 14, P.S. 28, P.P. 19, P.E. 19,
guards to help look for the players, then that means there are less P.B. 12, Spd 34.
guards at the building to protect it. The players should know that Hit Points: 212, S.D.C.: 1,468, A.R.: 14.
they need to take the corporation out once and for all, and this Combat: Attacks per Melee: 9
may be the best time for them to do it. A ward any player who Damage: +17
states this with a bonus of 250 Experience Points. Disarm: +3
Before they continue, the players should be between 7th and 9'h Dodge:+9
level. There have been plenty of opportunities to earn extra Expe- Initiative: +5
rience Points, but they still may need an extra boost to get them a Parry: +6
little closer to this target. Feel free to implement and run any side Pull:+6
adventures that you feel will get them up to this level. Roll:+8
As the players are getting ready to assault the corporation, or Strike: +4
as a plot point to push them in that direction should they balk at Save vs Coma/Death: +18%
the idea, the following news story is released: Save vs Disease: + 1
Save vs Horror Factor: +4
ALBUQUERQUE- At a time when his very life could Save vs Magic: + 2
be in danger, New Mexico representative Secoro Gonzalez Save vs Poison: +3
has made the decision to continue to be in the public eye. Save vs Possession: +2
And while nobody would be shocked or surprised if he was Sponsoring Organization: Secret Organization.
to avoid the spotlight, he says that he has a duty to the pub- Motive for the Procedure: Criminal/Nefarious, for the purpose
lic that must be fulfilled. of creating assassins.
"I realize that my life is in danger," Gonzalez stated as Nature of the Procedure: Chemical injections alongside radio-
he was getting into his limousine. "But I have a duty to the active bombardment.
people of Albuquerque, to New Mexico, and to the United Nature of the Test Subject: Victim of a crippling disease - ce-
States ofAmerica. I will not let these super-powered terror- rebral palsy.
ists determine what my life will be like, nor will I let them Status with the Sponsoring Organization: Active agent in the
dictate where I can and cannot go." program. $250,000 annual salary.
Gonzalez's last statement was referring to the upcoming Super Soldier Enhancements
symposium on the cure for cancer to be held at ConGe- • Attempted to increase physical speed.
nix in 2 days' time. The symposium will be attended by not • Invulnerability attempt.
only himself, but by his brother and presidential hopeful • Mind and body more attuned.
Prio Gonzalez. When asked about his brother's life and the • Phenomenal balance.
danger he is in, Prio Gonzalez said "Our family is strong. Battle Armor/Costume: None. Prefers to wear fatigues.
These terrorists are weak. They attack from a distance, hid- Special Weapon: Unbreakable Rope (A.R. 19, 50 S.D.C.).
den from the public's watchful eye. They have mercilessly Prototype Vehicle: Anti-Gravity Belt (max speed 50 mph/80
killed police officers, they have attacked Secoro shameless- km).
ly, and they hijacked and destroyed a passenger shuttle. Body Flipffhrow
And while I promise that these people will be apprehended, Death Blow
I stand by my brother's decision. We are both politicians, Kick Attacks
and we have duties to uphold. When I become president, I • Jump Kick (3D6x2)

40
• Roundhouse (3D6)
Major:
Massive Damage Capacity
Matter Expulsion, Wood
Education: Military Specialist
Skill Program 1: Military, Basic
• Athletics
• Climbing
• Hand to Hand: Basic
• Military Etiquette
• Running
• W.P. Assault Rifle
• W.P. Grenade
e W.P. Pistol in wooden armor; however, he prefers not to do this as his own
Skill Program 2: Espionage, Assassin Natural A.R. and S.D.C. far exceed anything that his power could
• Hand to Hand: Assassin ever generate.
• Disguise Before the battle starts, Major Corparis will make a speech to
the players about how he has been sent to catch them, but their
• Prowl
dead bodies will be just as good. He will make statements about
• Sniper
• W.P. Auto Pistol how they should come quietly, and that they don't stand a chance
• W.P. Rifle against him, and that they should be thankful that he's giving
Skill Program 3: Espionage, Agent them the chance to surrender. As his last statement to the players
• Anthropology before initiative is rolled, he will state, "You know, I should be
• Criminal Science/Forensics thanking you. Were it not for your attack on Secoro and your at-
• Hand to Hand: Basic tempt to discredit Prio, I wouldn't even be here."
• Research The statement that Major Corparis makes should be of interest
• Tailing to the players. They haven't gone out of their way to do anything
e W.P. Auto Rifle to discredit the presidential hopeful, yet they are being told that
• W.P. Revolver they are doing just that. This is a clue to the players that they will
Skill Program 4: Weapon Proficiency, Modern have to face and take out Prio Gonzalez at some point.
• W.P. Heavy Weapons Major Corparis will be extremely hard to take out. The players
• W.P. Energy Pistol should get the feeling that this is the hardest foe they will ever
• W.P. Energy Rifle face due to the sheer amount of damage that he can withstand
Skill Program 5: Espionage, Information Gathering before appearing hurt. This battle will take a while, and the play-
• Computer Hacking ers will be tested strategically on beating this monster. When the
• Computer Operation battle is over, each player should be awarded a bonus of 1,000
• Computer Programming Experience Points just for defeating this guy, in addition to any
• Cryptography awards they get for clever ideas or tactics used.
• Intelligence It should be noted that Major Corparis cannot be taken hostage.
• Literacy He will not allow himself to be taken hostage, instead preferring
• Radio: Basic to die than to be a prisoner. If the players do somehow manage to
• Radio: Scramblers capture him, he will not give any information other than he was
• Research hired by ConGenix to either capture or kill the players.
4 Rogue or Espionage Skills Whether they capture or kill him, the players will be able to
• Palming find the orders to capture or kill them on Major Corparis' person.
• PickLocks The orders are contained in a small envelope along with pictures
• Safecracking of the players to make sure that he doesn't forget what the play-
• Streetwise ers look like. A close inspection of the orders will show that they
5 Secondary Skills are signed by Prio Gonzalez, and not Secoro as the players might
• Body Building & Weightlifting think. This is big news - the players now know they are being
• Find Contraband & Illegal Weapons targeted by Prio and will want to take him out.
• Pilot Motorcycle The players know that Prio and Secoro will both be at Con-
• Recognize Weapon Quality Genix for the symposium on the cure for cancer, and they should
• Wilderness Survival also know that ConGenix has loaned out 300 of their own secu-
rity guards to help look for the players. These two things will tell
Major Corparis prefers to get into close combat range, strik-
the players that their next target needs to be ConGenix.
ing with his hands and feet to inflict the maximum amount of
Remember that the players will need to enter through either
damage. If he has to, he'll use Matter Expulsion: Wood to fire
the front door or through the rooftop entrance as the building is
arrows or other wooden darts at the characters until he can get
magically protected against those with super-powers enabling
into hand to hand range. He is aware of being able to coat himself
them to teleport, phase-shift, or otherwise enter the building. The
41
players may not want to go through the front door or the rooftop door is to depress the security sensor located in the security office
entrance as the last time they were here they were "arrested" and at area 2a.
sent to the prison. Give the players a minor push if they need one. 5. This area is a kitchenette, complete with a refrigerator, dish-
It should be noted that this is the corporate headquarters of the washer, sink (with garbage disposal), a microwave, and a soda
company. The building is actually smaller than one would think, machine. There is a chance (01-20%) that a security guard is in
and a lot of the functions of the corporation aren't necessarily this room at any given moment.
performed at this location. The building is modeled, however
loosely, after Arden Hall in Manchester, UK, due to the location 6. This is a storage closet for the supplies needed for the print-
of the theater/auditorium, as well as the use of space in the base- er/copier/scanner, as well as being used to house cleaning sup-
ment level. plies such as a vacuum, broom, mop, and other cleaning chemi-
All guards use the same stats that are given in Part II: Which cals.
Way Did They Go George. 7. This is a waiting area/conference room that leads directly to
the theater and auditorium. There will be 4 guards in this room,
1. This is the front entrance to the building. The building ac- 2 on either side of the doors leading into area 8, and another 2 on
tually sits a little higher up than the parking lot, so the stairway either side of the doors leading into this area.
is necessary to get into the building. There are cameras on both The room is decorated with streamers and ribbons and bal-
sides of the double doors. loons, and there are signs in the room that indicate the sympo-
sium on the cure for cancer is being held in the auditorium/the-
2. This is the lobby area of the building. A secretary will be
sitting at a desk just to the south of the stairs, greeting all visitors. ater. Tables line the north and south walls, and there are all kinds
She will immediately recognize the players and sound the alarm. of snacks and beverages on the tables.
If this happens, the guards from area a will come into the lobby, 8. This is the auditorium and theater area. The door into the
talking on their radios that they will need backup, and pointing area leads directly to the theater seating, with the stage area actu-
their weapons at the players. 2 melee rounds after this happens, ally down a step or two. The room is completely equipped with
the guards from areas 7, 9 and 11 will enter the lobby. all of the latest electronic gadgets designed to help with presenta-
a. This is a small security office where 2 guards are stationed tions (a computer, projector, speakers, etc.).
at all times. They are here to provide a first line of defense (so to When the players enter the building, the symposium will be
speak) against any unwanted visitors to the building. taking place. There will be 150 guests on this level of the audito-
The room itself has a couple of desktop computers that are rium, along with another 100 on the 1st floor in area 12. Prio Gon-
wired into the security modules for the building. Players can at- zalez is currently speaking, and with him on the stage are Secoro
tempt to disable the security system from here with the applicable and Treondo Gonzalez. There are also 4 guards inside.
skill check, but at a -50% penalty. The penalty reflects the fact If the alarm is raised, the guards will begin to escort the people
that the alarm will already have been sounded before they reach out through the lobby, and they will protect them with their lives.
this room, and the security system has programming logic that at- The Gonzalez triplets will then attempt to make their way to the
tempts to counter any attempted security system breach when the basement through area 4, and then into the teleporter in area 42.
alarm is already sounded. Any player who is able to disable the It is ok for Secoro and Treondo to be killed, but Prio will always
security system once the alarm has already been sounded should find a way to escape.
be awarded an additional 500 Experience Points. If the alarm is not raised and the players enter this area, the
A search of the room and the security computers will tum up a 4 guards will rush up onto the stage and try to keep the players
sensor that is used to unlock the door leading to area 4. from getting on to the stage. The Gonzalez triplets will then use
a secret panel in the stage area to slip down into the basement
into area 35, where they can then get into area 42 and then into
the teleporter. The guards will not shoot at the players unless the
players attempt to get onto the stage.
9. This area is a conference room currently being used to sup-
port the large number of guests at the building for the sympo-
sium. The room is decorated in the same manner as area 7, but is
currently empty of any guests. There are 2 guards here.
10. This is a small conference room that is used to give new
employees a general overview of the corporation and what their
duties at this location will be. There are several tables, all lined
up and facing a projector on the east wall.
b. This is nothing more than a place for visitors to hang up 11. This is a dining area, which is used by employees to eat
their coats, or enter through to the washroom. their meals while they are working. There are vending machines
3. This area is used for copying/scanning/printing of docu- in here, with quite a few tables and chairs. There are also current-
ments, and is primarily used by the secretary in area 2 and the ly 3 guards in this room, all of whom are eating lunch. All three
guards in area 2a. of the guards will not be wearing the helmets that accompany
their riot gear, having taken them off to eat. There is a chance
4. This set of stairs leads to the basement level of the building.
The door is locked at all times, and the only way to unlock the
42
(01-35%) that each guard will not put their helmet back on before security guards to point their weapons into the lobby and start
joining the fracas in the lobby. firing at the players.
If the alarm is raised and the players are not in the lobby, 2 of
12. This is the upper level of the auditorium and theater. There
the guards in this room will systematically check the rest of the pt
is plenty of seating available in this area, and all seats have a clear
view of the stage area. When the players enter the building, there floor, ensuring that all of the people working are not harmed and
will be 100 guests in the room, as well as 2 guards. If the alarm is are not in danger. This check takes about 10 minutes, and if the
guards do not return in this time the other 2 guards will call up to
raised, the guards will lock the door from the inside and position
themselves at the eastern railing to get a better shot should the the primary security station for backup.
The computers in this room are directly tied to the primary
players attempt to get on the stage.
security system, and it is possible that the players can hack into
13. This is an office area used by the people in Human Re- the computers and obtain information and disable the security
sources. There are 6 people that work in this area, and there will system. If the alarm is active, the appropriate skill check is per-
formed at a -50% chance. The things the players can do if they
hack in correctly from this area:
a. Obtain a map of the building, which will indicate where
false walls and doors are located;
b. Obtain a technical readout of the security system and all
devices connected to it;
c. Obtain information about the teleporter in area 42;
d. Disable the entire security system;
e. Disable the power supply to the entire building; and
f. Disable the power supply to the device in area 41 that pre-
vents the ability from entering the building under invisibility,
teleporting, dimensional alteration, phase shifting, etc.
Once the players have hacked into the system, each of the
above tasks can be performed. It is recommended that a skill
not be any guards in here. The computers in this area are not con- check be performed for each action the players are attempting to
nected to the same network that controls security, so characters do, with a penalty of -25% until the security system is disabled.
will not be able to hack into them and get any information on
19. This is a large office area used by the people in Customer
security or how to disable it.
Service. There are 100 people that work in this area, and there is
14. This area is a kitchenette, complete with a refrigerator, a chance (0 1-20%) that a security guard will be in this area due to
dishwasher, sink (with garbage disposal), a microwave, and a the proximity of the area to the security station at area 18. If there
soda machine. There is a chance (01-20%) that a security guard is is a guard in this area, he will be 1 of the 4 guards from area 18.
in this room at any given moment. The computers in this area are not connected to the same network
15. This area is a small gym, complete with free weights, a that controls security, so characters will not be able to hack into
couple of treadmills, a shower area, and an attached bathroom. them and get any information on security or how to disable it.
There is a chance (01-20%) that a security guard is in this room 20. This area is the central security station for the 2nd floor,
at any given moment. and it is into this area that the players will arrive if they enter the
16. This is an office area used by the people in Marketing. building through the rooftop access door. There are always no
There are 30 people that work in this area, and there will not be less than 4 guards in this area, and there is a chance (01-30%) that
any guards in here. The computers in this area are not connected 1D4+ 1 additional guards will be in here.
to the same network that controls security, so characters will not The computers in this area function in the same way that the
be able to hack into them and get any information on security or computers in area 18 function, in that the players will be able to
how to disable it. obtain the same information that can be learned in that area.
17. This is a large office area used by the people in Sales. 21. This is a large area used by the people in Legal. There are
There are 60 people that work in this area, and there will not be about 100 people that work in this area, and there are usually no
any guards in here. The computers in this area are not connected guards in this area. The computers in this area are not connected
to the same network that controls security, so characters will not to the same network that controls security, so characters will not
be able to hack into them and get any information on security or be able to hack into them and get any information on security or
how to disable it. how to disable it.
18. This is the security station for the 1st floor, and it houses 4 22. This is a large area used by the people in Accounting.
guards. The northern wall is actually 2-way glass, which allows There are about 100 people that work in this area, and there are
the guards in this room to view the lobby below without anyone usually no guards in this area. The computers in this area are not
in the lobby seeing them. If the players enter through the lobby connected to the same network that controls security, so charac-
and a fight breaks out, the glass can be lifted in sections around ters will not be able to hack into them and get any information on
shoulder height (about 5 feet/1.5 m off the floor) to allow the security or how to disable it.

43
The computers can, however, give the players several pieces Don't tell your ass!st{mt whereyou-a-re -going -oi what
of vital information that can be used against the company. All you are doing. Although Judy is aware of what's going on,
of the information relates to payroll and revenue, and includes we cannot afford to have her compromise our situation.
documents signed by Treondo Gonzalez authorizing large con- She'll understand if you just tell her you need the time off
tributions to the campaigns of both Prio and Secoro. The docu-
ments also prove that the contributions are far over the limit le- Prio
gally allowed according to the campaign contribution laws, and
The players can also find the following email, sent to Treondo
this information would put the company in a serious legal bind.
a few days later:
The appropriate skill check should be made to hack into the com-
puters, with a separate skill check at a penalty of -15% to find the From Prio Gonzalez
campaign contribution documents. To Treondo Gonzalez
Another vital piece of information contained in the documents August 12, 2036
available in the accounting department is records related to the
hiring of the assassins that the players have faced up to this point. Treondo-
Lt. Draskal, The Collector, and Major Corparis have all been l've been trying to reach Secoro and have been unable
hired by the company, and records of this are contained herein. to do so. I know that his life is in danger, but he's decided
As a bonus, records regarding finances for the Moon Prison can not to stay out of the public eye. While I think this shows
also be found in the accounting department, but only on a suc- that we are willing to stand up to the other super-powered
cessful skill check for Computer Hacking (or another appropriate individuals, it may be a really stupid idea.
skill) at a penalty of -30%. Try to contact Secoro if you can. I know he was sched-
23. This large area contains several conference rooms, all of uled to be coming to the building for the upcoming sympo-
which are equipped with the latest electronic gadgets to help in sium, but he needs to come home before then. He hasn't
giving presentations (computers, projectors, etc.). There will be been absorbed and given the memories yet. He is a few
no guards in this area when the players enter the building. days behind, and I cannot have him wandering around
24. This is an area used by the administrative assistants of the without knowing everything.
executive leadership for the company. There are 10 assistants Prio
who call this area their work "home," and they all report directly
to one of the executive leaders. There will not be any guards in Both of the above emails almost prove, and should give a se-
this area unless the alarm is sounded. If the alarm is sounded, rious hint to the players, that Prio/Secoro/Treondo are not what
there will be 1D4+ 1 guards in this area to ensure that nobody tries they appear to be. The second email literally states that at the
to get into the executive leadership suite. very least all three of them are super-powered beings, and the
25. This is the area used by executive leadership. There are a players should pick up on this. The players may also pick up on
total of 10 offices, 5 on the north wall and 5 on the south wall, the fact that Prio is truly the only living person, and that Secoro
where the leaders of the company perform most of the tasks that and Treondo are merely puppets or extensions of him. Any player
require them to be in the office. The most important office is the who figures this out should receive a bonus of 1,000 Experience
middle office on the south wall- Treondo Gonzalez's office. Points.
Players should realize that Treondo's laptop is a vital asset. The laptop also has documents that show the physical address
Not only does it contain all of Treondo's personal files, but it of the Gonzalez home, should the players be unable to make their
contains several files that hint at him being a Multiple Being of way to the teleporter. And as a side note, the dates in the emails
Prio. The 2 most condemning files are emails sent to Treondo should be changed to reflect whatever the current date is in the
from Prio reminding him of things he needs to do. If the players campaign (but no later than the end of September).
make a successful skill check to hack into the laptop, they can 26. This area is a kitchenette, complete with a refrigerator,
find the following email: dishwasher, sink (with garbage disposal), a microwave, and a
soda machine. There is a chance (0 1-20%) that a security guard is
From Prio Gonzalez in this room at any given moment.
To Treondo Gonzalez
27. This hallway is a security checkpoint, and all people who
August 3, 2036
pass through this area are subjected to a search of their person
Treondo- to prove that they have clearance to be on this level. There are 2
guards stationed directly in front of the stairwell to the north, with
You need to come back to the house as soon as you pos- 2 other guards patrolling the area- 1 in the western section of the
sibly can, so we can peiform the memory updates. There hallway and the other in the eastern section.
are things that you need to know regarding our situation,
and there are things you know that I need to be updated on. 28. This is the stairwell area that leads into the basement level.
Make sure that you have your assistant schedule at least There are no guards on duty here, but if the alarm has been raised
2 days offfor you, as the procedure is going to take a while there will be 1D4+ 1 guards stationed here waiting to see if any
to peiform. Thanks to losing Secoro a couple of times, I am intruders are going to attempt to get into the basement level. They
getting weaker and weaker, and it makes it harder to do the are highly trained and will shoot on sight at anyone who is not
absorption and memory transfer. authorized to be in the basement level.

44
35. This is the area directly beneath the auditorium and theater
in area 8 on the ground floor. The trap door in the ceiling is in the
western portion of the area, just beyond the pillar.
The room is also used as a technology lab where members
of Information Technology put together computers and network-
ing devices, as well as using a few meeting rooms to brainstorm
on potential technology ideas that would benefit the company (to
include military grade applications). There will be 1D20 Infor-
mation Technology employees in this room, as well as 1D4+ 1
guards in here.
The most interesting feature of this room is the southern wall
between this area and area 42. The wall is the same version of
the Circle of Concealment spell that is used in the Moon Prison,
29. This is the data center for the building, and houses all of and it functions in the same way. When viewed from this area,
the servers, switches, routers, etc., that are needed for business the wall appears to be solid, and viewers are allowed to make a
to take place. The area is secured with a halo-methane fire extin- saving throw vs magic at a target of 15 to see that the wall is false.
guishing system, designed to snuff out any fires (and potentially
36. This area is a kitchenette, complete with a refrigerator,
any lives) in the area with a noxious gas that eliminates all oxy-
dishwasher, sink (with garbage disposal), a microwave, and a
gen. The room is temperature controlled at a cool 72 degrees, and
soda machine. There is a chance (01-20%) that a security guard is
also houses a backup power supply for itself in the event there
in this room at any given moment.
is a power surge or lapse. The door to the room is security card
controlled, and only those people who work in Information Tech- 37. This area is being used by the company archivists to trans-
nology have the appropriate security to enter the room. fer documents from paper format to electronic, complete with
computers, filing cabinets, and paper shredders. There are cur-
30. This large area is used by the people in Information Tech-
rently 2 archivists working in this area, along with 1 guard.
nology. There are 100 people that work in this area, not including
the 10 guards who are stationed here to protect the data center at If the players actually take the time to search through the doc-
area 29. The players are allowed to hack into any systems that uments and/or computers, they will find only 1 document (in pa-
the company uses, to include the security system, from this area, per format) that will give any type of clues about their situation.
and they will be able to obtain the same information that can be There is a document that shows that the company was started by
obtained from areas 18 and 22. Treondo Gonzalez, but the document is signed by Prio Gonzalez.
There is way too much information to sift through to find any-
The most interesting feature of this room is the southern wall
thing else useful.
between this area and area 38. The wall is the same version of
the Circle of Concealment spell that is used in the Moon Prison, 38. This large area houses the central power supply for the
and it functions in the same way. When viewed from this area, entire building, as well as providing space to house several back-
the wall appears to be solid, and viewers are allowed to make a up generators. It seems to be overkill to have such a large space
saving throw vs magic at a target of 15 to see that the wall is false. dedicated to powering the whole building, but players who make
a percentile roll under 2x their I.Q. will see that there has been
31. This is a small security office and is the central point of
recent construction. This is due to the company making room to
security for the basement level. In addition to the guards that may
implement the globe powering system that is proven to be work-
be in area 28, this area houses 4 guards. The computers can be
ing at the Moon Prison. There are 5 platforms that are ready to be
hacked into, and the same information from area 18 can be ob-
fitted with the globes in the center of the area.
tained by hacking into these computers.
Due to the nature of this room, there are always 6 guards on
32. This area functions as a temporary jail for any intruders duty here. These guards will not allow players to enter the room
who are caught attempting to enter the building illegally or who and just leave freely, and they will fight the players to the death
have been deemed to be anti-company. The cells are very sparse, to protect the sensitive nature of the globes.
with only a bed in them as they have not been designed to hold
people for longer than it takes for the police to show up. The most interesting feature of this room is the northern wall
between this area and area 30. The wall is the same version of
Each player should be given the opportunity to make a check the Circle of Concealment spell that is used in the Moon Prison,
against their Mental Endurance (percentiles, Mental Endurance and it functions in the same way. When viewed from this area,
x5, capped at 98%) to remember being in the cell. Any player the wall appears to be non-existent, and one can see through the
who makes this check will remember that they were kept in a cell wall into area 30.
prior to being at the Moon Prison, and they will recognize one of
the cells as being the cell they were in. 39. This is a workshop used for research and to create/work on
the power globes seen at the Moon Prison and in area 38. There is
33. This is a small supply closet that holds simple cleaning 1 globe that appears to be fully functioning (and it is), as well as
supplies and cleaning implements (broom, mop, etc.).
1 globe that appears to be in the beginning stages of being built.
34. This is an empty closet. There are no employees or guards in this room.

45
40. This is a workshop used for research and to create/work on (an hour and a half). There is no retributive strike for cutting the
the Crowns. There are 15 Crowns that appears to be fully func- cabling.
tioning (and they are), as well as 15 more Crowns in various stag-
42. This area serves as the main research facility for the com-
es of completion. There are no employees or guards in this room.
pany, and can hold up to 75 research employees. There are al-
41. This area houses the device that prevents anyone from ways 1D6+2 guards in this room due to the nature of the research
entering the building through invisibility, phase shifting, tele- being done in this area, most notably with the Crowns and power
porting, and any other method other than in full view with no globes. But that's just the tip of the research iceberg.
disguises through the front door or the rooftop access door. The The researchers here at ConGenix have been toying around
device itself is relatively small - a cube about 5 feet x 5 feet x 5 with, and have developed, the ability to clone a human being.
feet (1.5 x 1.5 x 1.5 m), set into the floor with cables running from Cloning has been around for a few years, but nobody has ever
it in all directions. It appears to be smooth on all sides, with a few tried to clone a super-powered being before. With this technol-
obvious panels for access. ogy, the company could potentially capture a single super-pow-
The device is both technological and magical in nature, com- ered being and clone them, forcing them all to be stuck in the
bining the best aspects of both and is a true marvel of modern power globes. The technology also means that a super-powered
technology. The device is enchanted with versions of the follow- being could be cloned and be used as an ally for its creators.
ing spells that give the building its unique properties: Any of the information on cloning is kept in the researchers'
• Circle of Concealment computers, and players can hack into them to obtain this. The
• Dispel Magic Barriers information will contain specific details about the process, the
trials, test runs, the failures, and most importantly, the successes
• Locate they have had recently. The document details that after he was
• Negate Magic experimented on, Lt. Draskal was cloned, and the clone was sent
• Repel Animals to the Moon Prison as a test for the power globes.
• See the Invisible Another piece of information that can be gleaned from the
computers is the research into the Crowns and power globes, as
The spells were cast into the device, and the device actually
well as detailed information on their creation, use, and the effects
continuously pumps out the effects of the spells to every square
they have on super-powered beings. Information about the prison
inch of the exterior of the building. These effects, when com-
and its existence can also be found in the computers.
bined, are the driving force that prevents someone from getting
into the building in a less than normal way. It is not known who is The thing the players should be most interested in is the tele-
responsible for figuring out the exact combination of these spells, porter that is upon a pedestal, a few steps above the ground, near
or how the device is able to function without being recharged the north wall. The teleporter is an interesting device considering
magically. the magical device that prevents teleporting into and out of the
building. The teleporter, when activated, actually causes a dis-
Players should want to shut the device off permanently, and
ruption in the flow of magical energy from the prevention device
they should be encouraged to try. The easiest way to do this is
in area 41, and allows one to teleport into or out of the building
to first shut off the power to the building, and then to cast 3 Ne-
effectively. The teleporter is linked directly to a matching device
gate Magic spells in succession. The device does receive a saving
at the Gonzalez home.
throw vs magic, and the target number is a 15.
By the time the players reach this room, the alarm should have
The second way to shut off the device is to literally destroy it.
been raised at least 1 time. So when the players enter the room,
The device has an A.R. of 14 and 250 S.D.C., so it is possible that
they will be able to see Prio (or potentially Secoro and Treondo
someone could just destroy it. However, when the device reaches
as well) step on the teleporter and vanish. The players will know
0 S.D.C., a self-destruct mechanism inside the device is triggered
that they should follow him/them. The teleporter can handle 4
and a retributive strike by the device is performed. This blast will
people at once, and is activated simply by stepping onto it and
cover the entire area, and any caught within the blast are dealt
depressing a red button on the inside of the teleporter wall.
damage to the tune of 6D6. Also, any magical items, artifacts, or
people with magical effects in operation caught in the blast must At this point, the players should be stepping on to the tele-
make a saving throw vs magic at a target of 17 due to the ritualis- porter and following Prio to his home. There will be no time for
tic nature of the dispel and negate spells in the device. Any items side adventures or prepping to go. If the players balk at stepping
that fail their saving throw are instantly dispelled or destroyed. through the teleporter, they should be reminded that they have
no time. If Prio is allowed to have any time at all he will not be
The final way is to cut all of the cabling that ties the machine
catchable. He will also use his political and media contacts to
to the building. While each individual cable has an A.R. of 14 and
continue spreading rumors about the players, and they will have
10 S.D.C., there are so many different cables and wires coming
a very hard time getting to him.
out of the device that it is impossible to list the entire amount of
them here. Suffice it to say that doing this will involve no less
than 1 hour of time for a party of 4 players, with an additional
15 minutes tacked on for each missing player under 4. That is,
if only 2 players are in the room, the job will take 90 minutes

46
teleporter and through the door just to the south of the elevator
Part V: door.
This level of the home is unoccupied, and there will not be
The Final Countdown anybody on this level when the players arrive. Prio has used his
ability to teleport himself to the 2nd floor, so the players will not
The players have stepped through the teleporter and have ar- know where he is at. The players are free to search this level as
rived at the Gonzalez home shortly after Prio (and potentially, they wish, but they will not find anything incriminating or inter-
Secoro and/or Treondo).
esting.

The Gonzalez home really is big and spacious, and the play-
LAWNSTRG
ers need to be careful or they may end up getting lost. They also
need to be careful about where they go on this level as there are
people in the house. The following civilians are on this level of
the house:
• A maid, cleaning the living room/dining room area;
• A chef, currently in the kitchen/bar/pantry area;
• 2 groundskeepers, just off the covered porch in the back; and
• A maid, doing laundry in the utility room.

COVERED PORCH There are also a couple of guards in the area (using the same
stats as the guards in the ConGenix building) as follows:
• 2 guards on either side of the front doors on the outside of the
house;
EXERCISE ROOM
• 2 guards on either side of the front doors on the inside of the
house;
• 1 guard on the inside of the door leading from the house to the
study;
The teleporter is located in the storage area in the southeastern • 1 guard in the circular area between the study and the master
corner of the basement. The players will literally step off of the bedroom; and

FAMILY ROOM

""

"'"" ROOM I""'""


"u
ROOM

:!" ,,,
=~~=~ac====a====~

47
• 2 guards on the covered porch in the back of the home. "I just don't believe it. This isn't possible. Human be-
ings can't do that."
The guard between the master bedroom and the study will You then are able to hear a male voice, that of possibly
probably be the first guard the players encounter. The players will a doctor, speaking to the woman.
come off of the elevator almost directly into the master bedroom, "I've never seen anything like this. Sure, this happens at
and as soon as they leave the master bedroom they will encounter the cellular level, and that's normal. But for a human being
this guard. If the guard wins the initiative in the ensuing battle, or to do it? Remarkable... "
if the guard is not defeated before his first action, he will sound
the alarm. At this point, the remaining guards on this level will While this is a clue to what Prio truly is, the players are in for
come to his aid and will help him to eliminate the players. a treat. As soon as they reach the game room/media room area,
The players may wish to search this level as well. And they they will be able to see the projector showing an old film that was
will be rewarded if they do. Prio keeps a laptop in the study that taken a long time ago. The current scene is that of a baby, lying
he has used to send emails to Treondo at ConGenix, so if the on table in a doctor's office, with something protruding from its
players are unable to retrieve the emails from Treondo's laptop back. After a few moments, the protrusion comes off of the baby
at ConGenix they can get them here. The laptop also contains and the film pans to the new object, which is revealed to be an
information about the company's research into cloning, with a identical twin of the child. The film then goes back to the baby,
mostly-completed presentation on the subject that Prio is going where another protrusion has started to grow from its back. The
to give to some clients in the Middle East, with the United States film will then pan out and shows that there are 4 babies on the
explicitly mentioned as being not worthy of the technology. table, and not just the one.
Another major piece of information contained on Frio's lap- After watching the film for a few moments, Prio will step into
top is a partial movie file, digitally encrypted, showing a rough the light from one of the corners and begin speaking to the play-
rehearsal of the shuttle being hijacked and crash-landed into the ers:
moon. Attached to this movie file is a document detailing exactly
"So, now you know. You know what I really am. You
what will happen, and the potential speech to be used by the play-
know some of what I am capable of And I expect you'll
ers.
want to know more, right? Well, then, let's get it over with.
There is nothing else of interest on this level for the players
"I'm no different than any of the other freaks out there.
to find.
When I was a baby, as you've seen, I developed the abil-
ity to make other 'Me's. Exact copies of this wonderfully
beautiful body. My mother didn't care for it, and the doc-
tors were stunned. But thanks to my father, none of them

-•rnc remember anything.


"And so I grew up with this ability. And I decided that I
had to do something with it. Something extraordinary. And
I decided on politics. I created a clone and had him run
for the House of Representatives. And I was amazed when
he won. Nobody knew it wasn't really me. Or him, for that
matter. But he won.
"With the money he made, I was able to start up a small
company that you may have heard of- ConGenix. And I
created another clone to run it. And still, nobody knew.
"The company grew larger and larger, and my clone
in Congress got more and more influential. And then the
researchers hit me with something I never thought I'd see-
the ability for mankind to actually create clones of human
It is on this level that the showdown with Prio Gonzalez will
beings. Sure, I could duplicate myself so many times. But
take place. There are 3 different ways that the players can get up
for someone else to take my DNA and create a copy of me?
to this level:
That was genius.
• The elevator;
"And then I had a thought. What if they cloned me, and
• The circular staircase; and
the clone had my ability to make clones? I could put myself
• The staircase on the eastern side of the home.
in all the top places in the world, and I could literally just
No matter which way the players enter the 2nd floor, they will take over. And nobody would be able to stop me. But it had
hear (immediately on the eastern staircase, after moving east if by to be tested first. Lt. Draskal was a complete success, and
the elevator or the circular staircase) the sounds of what may be a his clone was completely loyal.
movie or television program or a news program. As soon as they "And then you people showed up. Trying to do good and
are in earshot, the following can be read to the players: help the public. It was all I could do to keep the media hat-
ing you. Wasting millions of dollars covering up the Moon
Softly at first, but growing steadily louder as you move Prison explosion and painting you as terrorists. You just
about the floor, you can hear the sounds of an old film pro- wouldn't go away. Well, I'll have to change that now... "
jector showing a movie, or a news program. You can hear
a female voice speaking.
48
At this moment, 6 other figures will step into the room from • Intelligence
out of the shadows. They are exact multiples of Prio, and all 7 of • Interrogation
the Prios will now want to kill the players. • Land Navigation
• Recognize Weapon Quality
Prio Gonzalez 10 Secondary Skills
121h Level Mutant • Body Building & Weightlifting
Attributes: I.Q. 11, M.E. 18, M.A. 14, P.S. 17, P.P. 15, P.E. 12, • Hand to Hand: Expert
P.B. 29, Spd 30. • First Aid
Hit Points: 53, S.D.C.: 47, A.R.: 4. • Language: French
Combat: Attacks per Melee: 5 • Language: Spanish
Charm: 90% • Literacy
Damage: +2 • Photography
Dodge: +1 • Pilot Boat: Motor
Parry: +2 • Swimming
Pull:+2
Roll:+3 Since arriving at his home, Prio has had enough time to arm
Save vs Insanity: +2 himself properly for the anticipated arrival of the players. He is
Save vs Psionics: +2 wearing a Hard Armor Vest (A.R. 12, 120 S.D.C.) and is carry-
Cause of the Mutation: An unknown, random element. A com- ing a .22 in an ankle holster (2D4 damage) in addition to a .44
plete mystery. magnum in a shoulder holster (6D6 damage).
Unusual Physical Characteristics: Ambidextrous. +5% to All 6 of the multiples are fully clothed, having been created
Climbing and all other skills requiring manual dexterity. much earlier. They are all wearing a Concealed Vest (A.R. 10,
Major Powers: Multiple Beings/Selves (1 copy/2 levels); Tele- 50 S.D.C.) and carrying a .44 magnum in a shoulder holster (6D6
portation. damage). As they are multiples of Prio, they have exactly the
Minor Powers: Extraordinary Physical Beauty (+ 10% to Investi- same stats and abilities he does.
gation/Research, Interrogation, Seduction, Palming, and Pick This battle will reveal something about Prio that the players
Pocket skills). may not have already figured out. Prio, and each of his multiples,
Education: Master's Degree. will use the Teleportation ability to get themselves into posi-
Skill Program 1: Attorney, Basic tions behind the players to attack with a better chance of success.
• Computer Operation This will explain how the triplets were able to get back and forth
• Law: General across the country so quickly to be absorbed and spit out again
• Law: Civil Code of Conduct without being gone for too long.
• Law: Property and Estates The players will be wondering about why Prio didn't use his
• Law: Traffic Codes and Regulation Teleportation to get from the building to the house, and why he
• Public Speaking had to use the teleporter to do it. Remember that the ConGenix
• Research building is magically protected to prevent people from gaining
• Writing entry in this way, and that the teleporter in the basement level is
Skill Program 2: Military, Basic the only way to teleport into the building.
• Athletics Prio will not surrender. He knows that the players need to die
• Climbing in order for him to succeed, and he will fight to the death. His
• Hand to Hand: Basic multiples are completely loyal to him and will not surrender ei-
• Military Etiquette ther. The players may actually find this battle to be anti-climactic,
• Running and that's ok. Prio isn't necessarily a fighter, but more of a strate-
• W.P. Assault Rifle gist. He did hire the assassins, remember?
• W.P. Grenade After the fight, the players will now have all of the pieces of
• W.P. Pistol this puzzle that they will need to clear their names, including the
Skill Program 3: Military, Law Enforcement (Military Po- film in the projector. Once they retrieve the film, they are free to
lice) leave the house and go to the media and/or police with the infor-
• Detect Concealment mation they have.
• Find Contraband
• Investigation
• Interrogation Epilogue
• Law: General So what happens at this point? The players got all the evidence
• Surveillance Systems and beat the bad guys, but what now? What is next for the play-
• W.P. Automatic Pistol ers, and for the whole of the population in the United States?
• W.P. Automatic Rifle After clearing their names and proving that Prio was behind
Skill Program 4: Military, Officer everything, President Alice Darford will be re-elected in a land-
• Camouflage slide. Primarily because there is no longer a major opposing can-
• Demolitions didate, but also because the people now believe that the players,
• Detect Concealment and super-heroes in general, aren't all that bad.
49
President Darford, upon re-election, immediately vetoes the
registration bill, and Congress does not pick it up again. She will
go on television and make a world-wide speech that super-heroes
New Chillicothe
are not just here to stay, but they are more than welcome to do so. Optional Source Material for Rifts®
She acknowledges that, like normal people, not all of them are
good. But she knows that there are more good ones than bad ones, By Matthew Olfson
and society will have to adapt to the super-powered individuals. Built in the years 49 to 55 P.A. within a mile of the original
The President will then introduce a bill into Congress that town of Chillicothe, Missouri by the shores of the Grand River,
forces the states that have enacted super-hero registration laws to the Coalition fortress city of New Chillicothe is a place that fills
repeal them. The bill will pass in record time, and any states that many roles and functions. This new base was erected to estab-
have those laws will have to do away with them. By the time the lish a strong military presence in the state of Missouri and gave
bill can be signed, however, all states will have already repealed many of the Coalition's people a safe haven and a place to call
their laws. home. Like all CS fortress cities, it is a military stronghold with
ConGenix, as a global corporation, is ruined. With the public a complete city inside of its towering walls, capable of harbor-
having knowledge of the prison, the Crowns, the power globes, ing hundreds of thousands of people from the evils that stalk the
and their attempt to experiment on and clone super-powered indi- land. It is little wonder why the place quickly became a beacon of
viduals, the company just cannot operate any more. Most military light and hope for the entire state and was soon after christened
contracts were rescinded, and without that funding they couldn't the proud capital and seat of government for the Coalition State
survive. of Missouri.
All of the executives at the corporation were arrested and The architecture of the fortress was designed to handle two
jailed, even though most of them claimed they didn't know what major and important roles. To fulfill its first role, that of a military
was truly going on. Most of the researchers and security guards base, the ground and second levels of the city constitute a large
were also arrested and detained, and the computer files at every military fortification that is mostly filled with ground troops, sup-
location for the corporation were confiscated by authorities and port units, and small one-manned aircraft. The base was never
all hard drives were wiped (although there will always be rumors intended to accommodate true aircraft so no fighters, bombers or
that somebody has a copy of the all the information). transports can land inside the base. But then again, they've never
Worldwide, the shut-down of ConGenix caused almost 10 really needed such large weapon platforms to handle their local
million people to be unemployed. All of the employees of Con- problems. To fulfill the second role of the city, that of providing
Genix found themselves without jobs, and a lot of the companies homes and shelter for regular people, 19 other levels are stacked
that they contracted with ended up having to lay people off as the on top of each other which provide ample living space for its
contracts with ConGenix were no longer valid. Even the military occupying 110,000 CS citizens (up 8.9% since the last census),
had to re-assign some people when the contracts were rescinded. though the city can actually accommodate five times that num-
As for the rest of society, things go on as they always have. ber. However, in the next few years they are expecting to receive
Except that now super-heroes (and super-villains) are out in pub- another 100,000 to 200,000 people from a runoff from Cross, as
lic. There will still be problems that these people have to face, but some people may not be willing to wait six years to get a home in
life finds a way. Mankind will continue to evolve, but for now, it the new fortress city to the south.
is the dawn of a new era. Typical of all CS fortress cities, the lower levels (4-7) tend
to be peopled with the poor, the mid levels (8-18) are where the
middle class laborers live and play, while the higher levels (19-
21) are populated by the rich and social elite. But regardless of
where one lives in the city, just being inside is good enough for
most where they don't have to worry about monsters lurking in
the dark or men of magic trying to corrupt their souls. At least not
as much anyways. As safe as it is in the city, there are still large
spaces and air ducts between the levels, unpopulated zones, and
dark alleys where street gangs, monsters and demons, and evil in
general can hide.
New Chillicothe is roughly a quarter the size of Chi-Town.
Unlike the CS capital and the newer city of Cross, this fortress
city's levels only provide a 40 foot (12 m) clearance, making
four-story buildings touch the ceilings. This makes the overall
height of the city comparably miniscule at 1,110 feet (338 m)
to the roof level and 9,050 feet (2,758 m) wide along the cir-
cular base. Still, this gives each level an average of 62 million
square feet (roughly 5.8 million square meters) to work with, or
2.2 square miles, which can be tripled or quadrupled with the use
of multi-floor buildings inside each level. In all, this gives the city
of New Chillicothe about 42 square miles (108 sq. km) of space
inside, much of which goes unused.

50
51
All things taken into account, New Chillicothe is the safest city main weapons were mainly lasers, rail guns and missiles, each in
in the whole of the Coalition States, especially with General Von the power level of those on the old Death Head Transports. But
Monstein and his Monster Brigade patrolling the state's borders. when the war started to take a turn for the worse in Tolkeen, those
Though they are closer to the Magic Zone and the Federation in Chi-Town and especially Missouri feared that the Tolkeen
of Magic, terrorist factions from there typically prefer to focus army would push past the lines and attack the infrastructure and
their attentions on Chi-Town. The same goes for potential trou- cities of the CS itself. To prepare for this possibility the weapons
bles from the south and the numerous bandit bands of the Pecos systems of New Chillicothe underwent a tremendous upgrade.
Empire. Though they could raise hell in the farmlands of the CS, The sensors are now comparable to those of the most modem
they much prefer to stick to Texas and play with those from Lone CSN warship and capable of tracking and identifying thousands
Star. However, the many Pecos Bandits are more contained than of targets at once out to a maximum range of 500 miles. Also the
contented by the tens of thousands of Dog Boy soldiers that patrol weapons were up-graded from the 30-year-old relics they had be-
their area. This isn't to say that the state of Missouri doesn't have fore, to a cutting edge state-of-the-art arsenal capable of stopping
troubles from monsters, bandits and outlaws. It's just that they anything shy of an army of gods!
have a great deal less than the other states because of the other
states being either more tempting targets or running interference.
However, this wasn't always true. Places of Note
Before the formation of the Coalition States in 33 P.A. with
Missouri as one of the original charter states (along with Chi-
Town, Iowa, and the Illinois Contingent), Missouri was plagued
1. Fort Canon
by a large and vicious tribe of Simvan Monster Riders. They The ground level and the one above is where the military
were a constant blight on the farmers of Missouri, before and forces are located in New Chillicothe. This military base goes
after statehood. If the land was to be turned into the breadbasket by the unofficial name of Fort Canon, named after the famous
of the domain of man, as it was envisioned to be, the Simvan had CS General who commanded the forces in Operation Cockroach
to go. In the spring of 35 P.A. after the CS military had undergone (aka the Muddy River War), Robert James Canon. Within the
a restructuring, a massive clean-up operation was put into effect. walls of Fort Canon are a great many armored vehicles and troop
The Simvan of today still refer to the event as "The Muddy River transports. But the greatest emphasis of their inventory is on fast
War," but to the CS it was simply called Operation Cockroach, aircraft. The primary purpose of the base is to deploy aircraft to
simply because most of the Simvan rode Fury Beetles throughout aid others in danger, mostly farmers and farming communities.
the area. Up till 106 P.A. this role was filled by a battalion (640) of Old
During the Muddy River War, the Simvan found themselves Style Sams and two companies (320) of Sky Cycles. They also
fighting on two fronts. One against the CS clean-up effort, and had a small unit of 30 Spider Skull Walkers, but their slow speed
one against their older blood enemy, the Psi-Stalkers called the made them best suited for city defense and perimeter patrols. Af-
Blood River Tribe. Against the Blood River Tribe, the Simvan ter the unveiling of the then new Coalition War Machine, faster
were holding their own for over a century, but against the CS and more capable craft became available. By the end of 108 P.A.,
Army, they were getting squashed like bugs. Especially with their Missouri, being the low guy on the totem-pole so to speak, finally
hated enemy working with them, telling all the Simvan's secrets got their orders for the new craft. This not only increased the
and weaknesses. And with the Blood River Tribe being armed speed and power of their small aircraft, but also greatly increased
and equipped with CS equipment (mainly C-10 rifles and CSAA- their numbers to take the strain off their workload.
33 EBA), they were free to strike at the heart of their territory The ground level of Fort Canon has 60-foot ceilings to pro-
with impunity. Though the Simvan put up a good fight and even vide adequate clearance for robot vehicles and the usual network
managed to organize two major offensives, they were slaughtered of cranes to be suspended from the ceiling to conduct repairs
and pushed back to the west in a matter of four months. This is and transport munitions and spare parts from one end to another
one of the reasons why the domain of the Simvan is to the west without getting in the way of traffic. The level also has repair
of the CS and never crosses a single borderline of the Coalition's. facilities, munitions, and storage space for all of the units sta-
They learned their lesson the hard way, but they did learn it. tioned there. The second level has the usual 40-foot ceilings and
After the clean-up effort had been completed, Chi-Town began small buildings that fit in that space. It is here where the majority
to enact phase two of their plans for Missouri; the development of the soldiers eat, sleep and live while on duty. The buildings
of their lands for drastically increased farming and the installa- themselves vary from barracks, office buildings, military supply
tion of an adequate infrastructure to support the farmers' needs. stores, small arms armories, and so on. Some consider the second
Along with the construction of aqueducts to aid irrigation, roads level to be a self-contained city within the city, which it more or
to ease the delivery of supplies, and the establishment of many less is. This level has earned it the nickname "Troop Town" for
small towns to act as transfer depots for the goods to be brought obvious reasons. The third and parts of the fourth levels of the
to market, this also included keeping the state safe. And with the city have recently started to undergo a redesign so they can ac-
Simvan to the west, possibly plotting their revenge, a large 21 commodate large aircraft like transports, bombers, and jet fight-
level base and city on the west side of the state was the crowning ers. However, due to slow going because of small work crews
touch to the security and development of Missouri. The fortress and minimal funds, this Army Air Corps level won't be ready for
city they constructed soon came to be known as New Chillicothe. another ten years.
The city's defenses include a large number of troops and ar- The following is a breakdown of the 48,000 people and ve-
mor (see below), but also include a battery of heavy weapons and hciles at Fort Canon's command and does NOT include those
sensors on the exterior of the city itself. Prior to 106 P.A., the that make up the Monster Brigade (see below). Note that because

52
New Chillicothe is a smaller base and in a safer location, their Level Two ("Troop Town"): 14,940 RPA pilots plus another
numbers greatly pale compared to the massive force that protects 25,500.
and inhabits the city of Cross which is in a more hostile area. Regular Soldiers (Grunts, Military Specialists, Tech Officers,
Note: Units marked with an asterisk(*) do not have their crews etc.)- 14,000 (Two Infantry Divisions)
count towards the total tally because they are either unmanned, Pilot Corps (RPA: Elite & RPA Aces)- 14,500 (Two Divisions)
part of the ISS police force, or driven by regular soldiers. Special Forces (Commandos, Special Forces, Rangers, etc.) -
Level One (Ground Armor and small aircraft): 640 (One Full Battalion)
DSD Forces (RCSG, CS Juicers, 'Borg Strike Troopers, etc.)-
PA-100 Maulers- 640 (One Full Battalion)
PA-200 Terror Troopers- 1,600 (One Regimentffen Companies) 1,280 (Two Full Battalions)
PA-300 Glitter Boy Killers- 640 (One Full Battalion) Mutant Animals (Dog Boys, Kill Hounds, Battle Cats, etc.) -
7,600 (One Division)
UAR-1 Enforcers- 128 (Two Full Armored Companies)
Psi-Battalion (mostly Psi-Stalkers and a handful of Master Psy-
IAR-2B Abolishers- 32 (Two Full Mechanized Platoons)
chics)- 1,600 (One Regimentffen Companies)
IAR-2C Abolishers (New)- 16 (One Full Armored Platoon)
IAR-3 Skull Smashers- 64 (One Full Armored Company) In addition to these, New Chillicothe has a very large "State
IAR-4 Hellraisers- 48 (One Mechanized Company) Defense Force" made up of nearly 10,000 Full Conversion
IAR-5 Hellfires - 256 (One Full Mechanized Battalion) 'Borgs that they have maintained over the decades. In this regard,
CR-003 Spider-Skull Walkers- 48 (One Mechanized Company) Missouri has been compared to Free Quebec and their Glitter
CR-004 Scout Spider-Skulls- 192 (One Mechanized Battalion) Boy forces. The only difference is that the use of 'Borg troopers
CR-005 Scorpion-Skull Walkers- none has only been a "questionable practice" in the past before it was
* Skelebot Force: sanctioned in 105 P.A., as opposed to the illegal nature of Glitter
FASAR-20 Old Style- 15,360 (Two Full Divisions) Boys. Still, this was seen as a slightly defiant move on the city's
FASAR-30 New Style -19,800 (Three Divisions) part, but their unparalleled usefulness and performance during
FASAR-40 Hunters- none the war on Tolkeen has more than earned them a pardon for the
FASAR-50 Hellions- 5,120 (One Division) past transgression.
* Mark V APCs - 50 Also note that these numbers do not include other forces that
* Mark VII Slayer APCs - 50 occasionally come and go in large numbers. New Chillicothe is a
* Mark IX EPCs - 50 common staging area for practice maneuvers and actual combat
Mark IX MLV s (being phased out) -none operations. So at times what is listed above is all that is there to
Mark XIII Dragoons (New)- 16 (One Full Armored Platoon) defend the city and at other times there could be as much as an
CTX-20 Grinning Skull Main Battle Tanks- 192 (One Mecha- entire Battle Group (equal to four Field Armies!) stationed at or
nized Battalion) Note: The aging CTX-20 is New Chillicothe's near the fortress city.
main heavy armored offensive vehicle.
CTX-50 Line Backer Hover Tanks - 120 (Two Armored Com- 2. City Walls & General Defenses
panies)
Like all fortress cities of Coalition design, New Chillicothe
CTX-52 Sky Sweeper Anti-Aircraft Tanks- 45 (Three Platoons)
has a circular defensive wall that slants in, giving them the look
CTX-53 Ballista MAATs (New)- 16 (One Full Armored Pla-
of a gigantic flat-topped Aztec pyramid of sorts. The purpose of
toon)
the walls is to keep the people inside safe and the undesirables
CTX-531 Trinity RA-MLRS (New)- 2
out. The walls are five feet thick and have Forty Ablative Layers
CTX-54 Firestorm Mobile Bases - 2 (Note: These two are re- to them. Every 10 by 10 foot layer of wall has 300 M.D.C. (again,
conditioned, dilapidated relics that were severely damaged in that's per ablative layer). If someone actually blasts a 10x10 foot
the war. They only have half their M.D.C., speed, and weapon (3 x 3 m) section with 12,000 Mega-Damage in 40 or more at-
systems, which is why they were given to New Chillicothe.
tacks (see below), they have accomplished what few have ever
Named like ships, they are the CST-03 Terror Star and the done and made a hole in the outer wall of a CS fortress city that
CST-07 Fearlessness.) allows them to enter. Because of the layering architecture, a dam-
* PA-06A Old Style SAMAS (ISS) - 640 aged 10x10 foot layer of wall can be replaced by a crew in a few
PA-07 A "Smiling Jack" SAMAS- 1,920 (One Full Regiment) minutes of the order being given to do so, though they usually
PA-08A Special Forces "Striker" SAMAS -160 (One Full Com- take their time about things if the situation isn't urgent.
pany) CS Ablative Armor is more than just an economical way of
PA-09A Super SAMAS- 1,920 (One Full Regiment) making large, thick walls that are easy to repair. It is a revolution-
AAA-PA-101W Death Wings (combat model)- 160 (One Full ary defense that makes it very hard to penetrate a fortification's
Company) defenses. Through the use of spacing between plates made from
AAA-PA-102W Death Wings (recon model)- 30 (One Platoon) ordinary, economical M.D.C. materials and a little high-tempera-
* CS Command Cars - 300 ture insulation, damage is prohibited from passing from one sheet
* CS "Scarab" Command Cars- 100 to the next. All the individual armor plates have the ability to
* CS Skull Patrol Cars (ISS) - 250 absorb and disperse all the damage done to them in excess of
* Sky Cycles (ISS) - 80 their own M.D.C., disallowing any excess damage to pass on to
Scout Rocket Cycles- 640 (One Full Battalion) the next layer! In other words, if an attack exceeds a layer's 300
Warbird Rocket Cycles- 640 (One Full Battalion) M.D.C. by any amount up to its original M.D. C., even if the ar-
Wind Jammer Sky Cycles- 1,920 (One Full Regiment) mor plate had been whittled down to its last point of M.D.C.,
53
though that layer can easily be destroyed on the next hit, the next nificantly reduced. What they'd feel from an Earthquake attack
layer beneath will still be unscathed and stand ready to take a spell would amount to a magnitude of 2.5 on the Richter scale.
pounding. (Note: Though not common for vehicles and struc- Enough to knock over some small, loose items, but nowhere near
tures, this works similar to the "last bit of armor protection" rule life-threatening.
on page 355 of Rifts® Ultimate Edition, except it is limited to Another line of defense is the A.M.I. (Anti-Magic Incursion)
damage that exceeds the remaining M.D.C. by an amount equal Ring, which only a small handful of people in the entire Coali-
to the original M.D.C. This means that each 300 M.D.C. layer tion States even know about. Though it is not widely known, in
can effectively absorb up to 600 M.D.C. of damage!) This is why the legendary surprise attack by the Federation of Magic their
they use this method of multi-layering armor on the Coalition's first wave came in the form of shock-troopers who attacked the
protective walls. It's cheap to construct, maintain and repair, and people of the city ... from the inside out! Using a plethora of Tele-
it's extremely effective. To punch through an entire section of port: Superior spells to bypass the walls (enabled by a little co-
wall, one has to blast it with at least as many attacks as the wall vert scouting), they put a battalion of mercenary marauders into
has layers, or else deal up to twice as much Mega-Damage as the the heart of Chi-Town's population centers (the spell's spatial-
wall would otherwise withstand. This kind of defense is only a warping nature allows it to ignore the normal rules that prevent
slight improvement over conventional Mega-Damage armor and other magicks from penetrating enclosed structures). Their mis-
concrete against mass numbers of small units like an invading sion was to cause chaos and inflict as many civilian causalities as
army, but against catastrophic damage caused by frighteningly possible, tying up the humans' resources and serving as a diver-
powerful assaults, the ablative armor will hold up against attacks sion while the second wave attacked from outside the city walls.
that would normally blow through a conventional wall of compa- Several thousands upon thousands died as a result of this vulner-
rable thickness in one blast. ability in the city's defenses. And even for decades after the bru-
Because attacks can come from the inside as well as from out, tal Campaign of Blood that followed, this remained a weakness
the floors and ceilings of every level are also armored, effectively that scores of the Coalition's enemies took advantage of, some-
making up four layers of ablative armor between each and ev- times causing catastrophic amounts of damage and loss of life.
ery level. In addition to that there are several internal blast walls It wasn't until 59 P.A. that a secret organization within the CS
throughout the levels that are made of three layers of ablative finally discovered a way to put an end to these teleported attacks.
armor to contain any internal explosions. In an emergency, the With a little "outside consulting" (some suspect with the Van-
blast walls instantly seal off all areas to completely contain any guard), the anti-magic scientists of the then-covert organization
bio-toxins detected in the air or to trap someone in one place. of the Rift Control Study Group figured out a way to generate an
Should terrorists ever find a way to get a bomb into the city, these energy field that resonates on the psychic plane and acts as a tech-
measures can minimize and contain the damage should the bomb nological circle of protection. Even though they didn't (and still
be explosive, chemical, biological, or even magical in nature. don't) fully understand how the thing works, they did know that it
And since these blast walls also seal off every section, making functioned as advertised, and that was good enough. Needless to
each an enclosed structure onto itself, magic spells with vast area say, this discovery changed everything. Using this breakthrough
effects that can not penetrate them (just like with vehicles) will they embarked on the secret construction of a gigantic ring sur-
be contained to a small section of the city. In fact, since most of rounding the entire city, but buried thirty feet underground. The
the city is sectioned off in this way at all times, no magic can project was spun to the public as nothing more than an expansion
penetrate the city's inner areas in any way, shape or form. (Note: of the city's sewage pipe system, and nobody ever thought the
Just like how the Coalition can't figure out how to make Glitter wiser. Even most of the people on the project didn't suspect a
Boy chromium armor, only a few people even know of the spe- thing. From the moment the A.M.I. Ring went online, half of all
cial construction technique for ablative armor, much less its ex- attempts to get into the city with teleports that otherwise would
istence, which for the time being, is among the Coalition's most have worked, failed instead. The same was true of other super-
highly guarded secrets.) natural means of gaining entry, including those in Astral Form,
The City Foundation is a super thick layer that supports the Psi-Ghosts, those using 41h dimensional powers, non-corporeal
entire city's mass and acts as a buffer from the earth. Located Entities, and even those attempting to remotely view the city's
beneath the subterranean level of S-4, this layer is made up of innards. Over the years, the system's efficiency has risen to an
M.D.C. reinforced concrete, several layers of ablative armor, and impressive 95%! And for those that do successfully get in, the
ten thousand base-isolation earthquake-slides. But the most im- system sends an alarm to the appropriate authorities (including
portant among these features are the base-isolation earthquake- the NTSET) with the general location of where the intruder ap-
slides. During the 12 P.A. attack on Chi-Town, courtesy of the peared. Since the system's remarkable implementation at Chi-
Federation of Magic, the original fortress city was nearly shaken Town, A.M. I. Rings have become standard features for all Coali-
apart and destroyed by several Earth Warlocks using an on- tion fortress cities, all secretly installed by members of the RCSG
slaught of Earthquake spells on the earth the foundation rested using various mundane pretenses. And if that weren't enough,
on. This led to the development of architecture to counter this some cities have multiple sets of rings, one inside the other in
vulnerability. What came as a result of this was a foundation of elaborate crop-circle-like formations for added security. No two
multiple layers that can move independent of each other, allow- cities are the same. New Chillicothe, for instance, has three large
ing them to slide side to side apart from each other and the struc- circles inside one another and ten smaller circles inside those,
ture above. Because of this feature, which is utilized on all of the with six just inside the main outer ring and four more between
Coalition's fortress cities and many buildings in their towns, the the two inner rings. This is considered to be a "light security" ar-
Mega-Damage from the Earthquake spell is negated. Those in rangement. Chi-Town's "maximum security" setup has an elabo-
the city do experience some shaking, but the magnitude is sig- rate matrix of more than a hundred rings.
54
Game Mechanic Note: After normal rolls to determine a there would be too little time for a judgement call or procedure,
spell's or power's failure, if any, a roll of a "Natural 20" on a Jack has the power and authority to open up and destroy anything
lD20 will allow the intruder to bypass the outermost AMI Ring, he perceives as a threat to the city. Such instances include the de-
gaining entry to one of the outer areas of the city just inside the tection of a stealth missile that closed in dangerously close before
first ring. Roll again for each ring in the way, depending on how the optical sensors or thermographies detected it, sneak attacks
deep into the city one is trying to get. Any roll of a 1-19 will organized and launched from the 'Burbs at point-blank range, or
result in the caster, psychic, or Entity being stopped dead cold perhaps an ancient dragon teleporting over the city to launch a
and bounced 2Dl0xl00 yards/meters out from the city's outer terrorist style attack. This doesn't happen very often, but when
perimeter ring and landing somewhere out in the 'Burbs! It is this seconds count, Jack has the entrusted autonomy and ability to act
massive repulsive effect that boggles the minds of the materializ- in less than a second's notice. And when he gives the order to fire,
ing casters and weightless psychics more than anything else. All the computer will usually assign two to three weapons to every
they know is that something very wrong just happened and things target because Jack likes redundancy. Bigger and scarier targets
did not go as planned, and it may take a few moments for them to will be given more attention, earning themselves ten to twenty
figure out where they are. weapon systems being trained on them.
Due to the limitations of science, Jack cannot effectively con-
3. ADC'n'C Building trol all the weapon systems at once. The super computer could
do it in a pinch, but nowhere as efficiently as is needed. This
The city's defensive weapons come in three categories: short, limitation is not rooted in the Coalition's quality of computers
medium, and long range. The long-range weapons are used to (they make some of the best in the world, including Atlantis!),
engage the enemy long before the city is even in visual range, in but more so because of one simple principle. Light and electricity
hopes to stop them then and there before they have the opportu- travel at the speed of light, and no faster. In other words, in the
nity to cause any damage. Medium-ranged weapons are typically time it would take to remotely lock a weapon system on a target
used for anti-air and anti-missile purposes, but they are also used through miles of wires or fiber-optics, confirm that it is on target,
for general defense as well. The role of the short-range weapons and them send the command to fire, the target could have moved
is to take out everything that dares to get too close to the city, be out from where the weapon was zeroed in at. This is more true
they in the sky or on the gound. with small, fast moving targets like SAMAS and similarly popu-
Because the CS only has so many people to fill their ranks, lar flying power armors.
they made sure that their cities' defenses could be operated by To counter this limitation, each and every automated weap-
just a few, leaving the rest available to go out and engage the on system has its own A.l. brain equivalent in intelligence to a
enemy straight on. Consequently, much of the defenses of all the Skelebot, and its own sensor package for targeting purposes. It is
major cities in the CS are fully automated while receiving the Jack's job to give them the orders of if and when to fire and who
benefit of human input and strategy from those in the command to shoot at, like the General he is. As Jack keeps track of what all
and control building. And to the detriment of all who dare chal- is out there, he gives out target assignments to the thousands of
lenge the sovereignty of the Coalition's cities, these automated individual weapon brains, who carry out his orders to the letter.
systems are ever vigilant 2417, are lightning fast on the draw, and Each weapon brain in turn reports back to Jack if and when they
fear nothing. have destroyed the assigned target, if the target has fled out of its
Located in the center of "Troop Town," at Black 7, Level 2, effective range, or if it itself has been damaged or is out of ammo
the Automated Defense Command and Control building is where and cannot carry out the assigned task. Of course, Jack is well
these defenses are coordinated. At the core of the system is an ar- aware of what they will report before they call in with the update,
tificial intelligence super computer named J.C.K.3-H (or "Jack") but, again, Jack likes redundancy.
that continually monitors the sensor data gathered from the city's In addition to the weapon brains, Jack has control over a work-
numerous and redundant sensory systems. These systems include force of over a thousand Skelebots. These robots are used primar-
Aegis radar, CECS-7 telemetry, thermographies, optical sensors ily as reloaders. Several of the weapon systems use munitions
(full spectrum) with image recognition and IFF systems, audi- and require reloading. It is the job of these robots to bring am-
tory systems that can hear and identify the sneeze of a hatchling munition up from storage and reload or exchange the magazines
dragon at 20,000 feet, radio emissions detectors, analyzers and so the weapon brain can continue to fire as soon as possible. Us-
triangulators, and other systems that are too classified to mention. ing radio relays inside the fortress, Jack can direct Skelebots as
With all this cross-referenced data, the super computer A.I. can needed individually or in groups. And though their programming
tell the difference between an ISS Old Style Sam from a superfi- is geared towards their logistics task, they are equipped with CP-
cially identical SAMAS by the differences in the radio frequen- 30 laser pistols kept in shoulder holsters that have been modified
cies of its communications and radar, any transponder ID codes to accept their energy link for unlimited firepower. With a single
concealed in its radio or radar emissions, whether it is contributing order from Jack, they can be sent to repel any intruder in the for-
any data via a CECS system or not, squad icons and ID numbers tress. Also, unknown to all but a few, Jack likes to keep around
painted on it, as well as any minute differences in the temperature a platoon of "his" Skelebots near his person for self-defense, just
its jets are burning at. All this information is made available to in case. But in the event that Jack goes insane, is controlled by
the officers there on duty along with recommendations from the an outside force, or turns against the CS, the Skelebot workers
computer, Jack. From there it's up to the top officer to either take can be destroyed with a self-destruct signal from the ADC'n'C
time to have someone ward it off with a threat over the radio, fire building.
a warning shot, or give the order to Jack to open up and blow it In the event that Jack is down, damaged or somehow out of
out ofthe sky. However, in an emergency, in the instances where commission, the officer in command can give the order for some
55
or all of the weapon brains to fire at will. This is not a good de- Mega-Damage: Varies by missile type. Most commonly used are
fense and is only done in an emergency. Even though the weapon Heavy HE or Plasma for normal usage, Proton Torpedos for anti-
brains can tell the difference between CS forces and others, they air situations, and Fragmentation to counter damage-negating
tend to fire on things closest to them and not take out the most magic defenses like the spell "Impervious to Energy."
dangerous targets first as Jack would have them do. However, in Rate of Fire: The CM-1000s can fire volleys of 1, 2, 4, 8 or 16
Jack's 4 years of service there has never once been a problem that short-range missiles. CM-2000s can fire volleys of 1, 2, 4, 6 or
took it off-line. 12 medium-range missiles, and CM-4000 units can fire volleys
Note: Jack is the standard model city defense computer for numbering up to 1, 2, 4 or 8long-range missiles.
most of the Coalition's fortress cities. They differ only slightly Effective Range: By missile type.
as they are custom fit into the number and types of weapons and Payload: CM-1000 batteries have a magazine of 160 missiles,
sensors at their command unique to each city. The computer at CM-2000 batteries have a magazine of 120 missiles, and the CM-
Cross, J.C.K.3-L, has been up and running for four months now, 4000 batteries have magazines that hold 80 missiles. Using spe-
but Cross's Jack has yet to develop a personality. That will take cialized equipment a Skelebot work crew can change magazines
another 8 to 14 months. in two minutes.
The following is a list of the most common weapons in the Special Purpose: In addition to defensive and destructive purpos-
defense screen that dot the exterior walls. These weapons are es, these batteries can also launch Fire Retardant Long-Range
typically too big to mount on a vehicle and comparing them to Missiles to aid in the control and extinguishing of forest fires in
normal vehicle weapons is like comparing a cannon on a tank the area. With a range of 500 miles/800 km, a 120 foot (36.6 m)
to the cannon emplacements on the Maginot Line or the battle- explosive radius, and 100% chance to smother normal fires (98%
ship Missouri. The weapon systems are typical of those in other chance versus M.D. fires of any kind), firefighting efforts can get
fortress cities, though their numbers may differ depending on the help from afar with nothing more than a request over the radio.
city's size. And remember, New Chillicothe is one of the smaller Each CM-4000 battery has a reserve of 12 such missiles ready to
fortress cities in the CS. The bigger cities, like Cross to the south fly around the clock in addition to their normal combat payloads.
or Waukegan in the State of Chi-Town, can have as many as two SPB-400 Super Particle Beam Cannons: These medium-
to ten times as many weapons as listed here for New Chillicothe. range weapons are arguably the most powerful energy cannons
350mm Heavy Plasma Rocket Shell Cannons: These weap- ever made on the North American continent! They were made
ons are similar to those in the turrets of the Deathbringer APC, with one goal in mind, to be able to blast anything out of the sky
except they are significantly larger and fire a projectile that is in as few shots as possible. Consequently, they are power hungry
considerably more powerful out to much greater ranges. The cannons that have a greater emphasis on destructive power than
CSN is thinking about adapting these big guns for use on their rapid-fire capabilities. Each cannon is eighteen feet (5.5 m) long
capital ships for the anti-ship/monster and shore bombardment and weighs three tons, making them unsuitable for most vehicles.
roles since they have a much greater range than the C-406, don't And even if they did mount the cannon on a tank or 'Bot big
require any expensive booster systems, and have an acceptable enough (like a Skull Smasher or Grinning Skull MBT), the power
rate of fire. New Chillicothe has 32 of these cannons, 8 on each demands would all but cripple the vehicle when the big gun fires
of its four sides. even if it had an extra nuclear power generator. New Chillicothe
Primary Purpose: Long-Range Defense and Deterrence. has 48 of these cannons, 12 on each of its four sides.
Secondary Purpose: Infantry Support Fire. Primary Purpose: Medium-Range Defense.
Mega-Damage: Does 1D4x100 M.D. to the target, plus every- Secondary Purpose: Anti-Everything!
thing within 125 feet (38m) takes half damage (as normal), while Mega-Damage: 1D6x100 M.D. per blast!
everything for another 125 feet beyond that takes one-quarter Rate of Fire: Three times per melee round. Any faster and the
damage. thing begins to melt down! Given that, in an emergency the can-
Rate of Fire: Twice per melee round, every 7.5 seconds. non can fire at the rate of 6 times per melee round. But at that pace
Effective Range: 125 miles (200 km)! it will be non-functional and completely useless after 60 seconds
Payload: Each cannon has an automated magazine that contains of sustained fire. Understandably, the ONLY time when Jack will
120 rocket shells. A crew of Skelebot workers can bring up more give the order for the weapon brains to fire at their self-destruc-
shells from storage and reload the magazine in 30 minutes using tive rate is if and when the final collapse of the city's defenses are
specialized equipment. Under combat conditions, a double-sized imminent, when there's nothing to lose.
work crew can keep the flow of munitions to the guns continu- Effective Range: 15,000 feet (4,572 m).
ously going non-stop. Payload: Every SPB-400 weapons system has its own devoted
CM-1000/2000/4000 Missile Launchers: These systems heavy-duty nuclear power system, giving it unlimited firepower
were made to send a wall of missiles towards the enemy and and a 20-year energy life.
overwhelm any defenses. They come in three different varieties; TVP-60 Pulse Laser Batteries: In essence, these are the same
the CM-1000 units fire short-range missiles, the CM-2000 fires common T -60 lasers found on vehicles such as the Mark 7 Slayer
medium-range missiles and the CM-4000 launchers fire long- and CTX-50 Line Backer. However, the TVP versions are three
range missiles. New Chillicothe has 240 CM-1000s, 60 CM- times larger, have a superior range, and fire pulsed shots of 2 to 6
2000s, and 12 CM-4000s, with 60, 15, and 4 on each of its four blasts at a time! Their size and tremendous power demand make
sides respectively. them unsuitable for use on vehicles, but ideal for bases and for-
Primary Purpose: Short-, Medium- or Long-Range Defense (de- tress cities that have vast space and huge energy reserves. New
pending on the unit). Chillicothe has 96 of these cannons, 24 on each of its four sides.
Secondary Purpose: Anti-Aircraft/Monster and Anti-Missile. Primary Purpose: Medium- and Short-Range Defense.
56
Secondary Purpose: Anti-Aircraft and Anti-Missile. never been substantiated to be true. Some have heard whispers
Mega-Damage: A single shot does the usual 1D6xl0 M.D., a in the wind about Neural Energy Pulse weapons that are sup-
dual-pulse blast inflicts 2D6x10 M.D., a triple-pulse blast does posed to blast like a bomb and kill or knock out everyone within
3D6x10 M.D., a quadruple-pulse blast does 4D6x10 M.D., a a mile ( 1.6 km) in every direction while the city and its people re-
quintuple-pulse blast does 5D6x10 M.D., and on its most pow- main safe and unaffected inside. Others are sure that on the top of
erful setting the cannon can fire a sextuple-pulse blast doing the city is a battery of ICBMs that can deliver nuclear warheads
6D6xl0 M.D.! But note that the more powerful the shots get the (clean nukes, of course) that are as powerful as 100 megatons
longer the cannon has to cool down between each pulse. each, or worse, a 1 gigaton antimatter bomb! And then there is
Rate of Fire: The automated unit can fire up to 10 single shots per the belief that each and every CS fortress city has a super weapon
melee (best for when accuracy is deemed more important than at its core called the Sunspot Cannon. "They" say that this su-
firepower). Thereafter, cooling periods have to come into play per weapon is a massive plasma cannon that can hurl a gigantic
slowing the rate of fire a little more with each increment of power ball of superheated plasma out of the top and directed to its tar-
used by the weapon system. Using pulsed shots the cannon can get with magnetic force field beams, hitting with the power of a
fire 6 dual pulses per melee, 4 triple pulses, 3 quadruple pulses, 2 super-nuke! Whether or not any or all of these rumors are true is
quintuple pulses, or 1 sextuple super blast. unknown except to but a few.
Effective Range: Five miles (26,400-feet/8,046 m).
Payload: Every TVP-60 weapons system has its own devoted 4. Factory Level
nuclear power system, giving it unlimited firepower and a 20-
year energy life. Under the military base are two sub-levels that are high se-
Quad-Laser Turrets: These point defense weapons are more curity areas. Level S-1 is completely devoted to the production
or less four CP-40 pulse lasers bundled together to fire in unison. of parts, munitions, and a few complete weapons of war. Like
They are mainly used to take out airborne targets that get too all fortress cities of the Coalition, New Chillicothe holds up its
close to the city, but they are also excellent for engaging ground end in the areas of mass production for the improvement and ex-
based targets that attempt to overtake the city, especially power pansion of the CS Army. However, unlike industrial giants like
armor and soldiers. All the other weapon systems can also en- Chi-Town, the City of Iron, and the Lone Star Complex, New
gage ground based targets, but the quad-lasers were specifically Chillicothe makes very few complete weapons of war. Instead
designed for this purpose. New Chillicothe has 400 of these can- their factories specialize in parts of weapons and machines, usu-
nons, 100 on each of its four sides. ally for spares, replacements and repairs. A good portion of what
Primary Purpose: Point-Blank and Short-Range Defense. is made here is shipped to the other fortress cities to augment
Secondary Purpose: Anti-Personnel. their production capabilities and ease production schedules. The
Mega-Damage: 2D6x10+10 M.D. per quad-tri-pulse (or domo- following is a partial list of what is made at New Chillicothe.
decca-pulse)! Rail Gun Ammunition: Of the four general shapes of rail gun
Rate of Fire: 10 quad-pulses per melee round. ammunition in use today, while Northern Gun has made rings
Effective Range: 2,000 feet (610 m). their trademark, and Triax has a strong preference for spikes, the
Payload: Effectively unlimited. CS Army has always traditionally used spherical shot. Here at
C-420R Rail Gun Clusters: Inspired by the main guns of the New Chillicothe the three most commonly used calibers are made
Warbird Rocket Cycle, these turrets have three multi-barreled in vast quantities for the everyday consumption of the CS armed
rail guns that fire in conjunction with devastating results. These forces. The ammunition is all match-grade in quality and made
weapons are considered to be essential to the defense of the city from pure tungsten, but the Coalition's highly refined and long-
because some magically enhanced opponents are immune to en- perfected refinement and manufacturing nano-tech techniques
ergy weapons, even the SPB-400's all powerful super particle make the rail gun ammo easy and inexpensive to mass-produce.
beam blast. However, kinetic attacks are another story and can Most common and made in the largest quantities is the 145 grain
rip such creatures of magic apart in seconds. This is why the CS 9.8mm (1D4 M.D.) round, widely used for small arms like the
armed forces usually carry a mixed assortment of energy and ki- old C-40R, the big C-200DH and newer C-200 "Dead Man's."
netic weapons, particularly Skelebots. New Chillicothe has 400 Each ball costs only 0.05 credits per round, 20 credits per belt of
of these cannons, 100 on each of its four sides. 400, or 150 per drum of 3,000. Rounds of this standardized mass
Primary Purpose: Short-Range Defense. (including Northern Gun's 1D4 M.D. 20x3mm rings and Triax's
Secondary Purpose: Anti-Personnel. 1D4 M.D. 5x29mm spikes, both also made from pure tungsten),
Mega-Damage: 3D6x10 M.D. per burst of 120, 40 from each. usually cost consumers 0.5 credits per round on the open market,
Rate of Fire: 7 triple bursts per melee round (the heavier motors but that price includes shipping costs, retailers' expenses, and
and recoil suppression system slows it down by 30% compared profit markups. However, the CS manufactures and buys their
to other systems). own at cost for themselves at these considerably lower prices,
Effective Range: 4,000 feet (1,219 m). which has enabled them to make ammo stockpiles en masse and
Payload: Each system has a large ammo drum that holds 180,000 cheaply at that.
rounds giving the guns 1,500 bursts! Enough for over 53 minutes After that is the larger, 387 grain, 13.5mm (1D6 M.D.) ver-
of continuous combat! Using specialized equipment, a Skelebot sion of the ballistic sphere commonly used in the W arbird Rocket
work crew can replace the drum in two minutes if already on Cycles' C-42R rail guns, the forward C-20R guns of the CTX-
hand with a spare. 50 hover tank, the experimental CTT-R60 (soon to see a bat-
Other Weapon Systems: There are also a wild variety of tlefield near you!), and even the old, sloppy R-50 Rail Gun of
other weapons that are rumored to exist, but their existence has the venerable UAR-1 Enforcer. They cost the CS 0.125 credits

57
per ball, or 1,500 credits per drum of 12,000. And though not begins to rapidly burn off after about one hundred feet (30.5 m)
considered to be part of the Army's standard TO&E, it's com- of flight, glowing for a full second before it goes dark again. This
mon practice to also buy and stockpile Northern Gun's 30x4mm glow can be used to help in the act of aiming in low-light condi-
1D6 M.D. ring rounds and some of Triax's 7x40mm 1D6 M.D. tions like tracer fire, but because it doesn't become luminous till
spike rounds (both also using the industry standard weight of 387 the slug has traveled that first hundred feet, it won't betray the
grains). These import rounds are earmarked for use by some Spe- shooter's exact position.
cial Forces units that use non-Coalition gear and to help rearm Depleted Uranium rounds are a different matter altogether.
the loyal mercenaries that occasionally work on behalf of the CS. Wrapped in an additional thin, leaded plastic jacket to make them
The third caliber of CS ball ammunition is the big, 592 grain, safe for handling (DU is still slightly radioactive), they have the
15.6mm (2D4 M.D.) round used by the original Spider Skull same weight and speed as their same-sized tungsten counterparts,
Walker and Town Defense weapons like the newer C-105R can- but the metal behaves differently on impact. First among their
non. They cost 0.2 credits a round (4,000 credits per 20,000 round differences is that while other rounds blunt-out on impact with
drum). Like with the smaller weight rounds, NG 40x4.2mm rings a hard surface, DU actually "self-sharpens," thus allowing for a
are bought and stockpiled for special purposes (Triax does not greater concentration of energy per square millimeter. The other
make ammo in this weight class, but they do have plans for an thing that makes DU different is that it is a pyrophoric metal. On
equivalent 9x41mm). impact against a sufficiently hard material, it will combust and
There are also two larger ballistic balls in the Coalition's in- burn at extremely high temperatures. Between these two factors,
ventory. Beyond the common calibers are the hefty 19.8mm and DU inflicts up to 50% more damage than the same-sized round
monster 72mm rail gun cannon spheres. The giant, 1,209 grain, made from tungsten. However, unlike the versatile tungsten pro-
19.8mm (3D4xl0 M.D.) Mach 6 round is used by the CS Navy jectiles, DU rounds must be in the form of spikes and not balls
in their anti-aircraft guns on their ships as well as the Firestorm's or rings (which is another reason why the CS doesn't use them).
C-300DH guns, costing 0.95 credits a round. And then there's Otherwise, all the special properties of the metal can't be fully
the massive 8.29 pound (3.7 kg), 72mm (1D4xl00 M.D.), Mach taken advantage of.
5 ball used exclusively by the C-2000 Super Rail Gun cannon of Against soft targets like the fleshy parts of normal people,
the Firestorm mobile base, costing 75 credits per round and worth there is just too much energy to sufficiently slow the projectile.
every penny. But it should be noted that both the 19.8mm and They travel with so much velocity and power that there isn't
72mm cannon rounds are made elsewhere (both in Chi Town and enough resistance to absorb their full energy, resulting in the
Iron Heart), and not here. rounds just zipping straight through bodies and inflicting only
There are four reasons why tungsten is used as the material of high-end S.D.C. damage and not full Mega-Damage. Should a
choice for rail gun ammunition regardless of shape or size. First "soft target" be hit, the damage done is a tenth of the usual dam-
of all, the metal is fairly common and inexpensive to ore and age inflicted to the victim's S.D.C. and Hit Points with the usual
refine. When dealing with bursting projectile weapons, econom- 1 to 100 exchange rate (e.g., a 1D4 M.D. single shot would do
ics must be a factor. Secondly, it's heavy, coming in at 19.25 1D4xl0 S.D.C., while a 1D6xl0 M.D. burst would to 1D6x100
grams per cubic centimeter. That makes relatively small rounds S.D. C.). Though not as deadly, in most cases this will still turn a
hit with tremendous force at the hypersonic speeds they strike person into a blob of hamburger and a giant smear of blood.
at. Thirdly, tungsten is a tough metal coming in at five times the Second only to P.O.P.s (see below), mass production of the
hardness of steel. This means that the rounds are much less likely three common calibers is New Chillicothe's chief contribution
to greatly deform on impact, losing kinetic energy in the process. to the CS Army's logistics, amounting to 22% of all rail gun am-
Their hardness also enables them to withstand the forces they munition used by the Coalition.
experience traveling at five to ten times the speed of sound. And P.O.P.s: Everyone knows that New Chillicothe, and especial-
lastly, unlike DU or even titanium, tungsten is not a "pyrophoric" ly the State of Missouri, is the breadbasket of the Coalition States.
(self-incendiary) metal. This means that unlike some hard met- And as such, it should come as no surprise to anyone that the
als, the force of the impact delivers only kinetic energy and only capital city of Missouri is the Coalition's number one producer
moderate levels of thermal energy. Though there would be ben- of P.O.P.s, or Personally Optimized Provisions. Using a variety
efits to using a pyrophoric metal, this allows rails guns to be used of foods and chemicals, the scientists/cooks responsible for the
in towns and cities without danger of starting fires that would current recipes of these meals-in-a-bag have come up with a hun-
endanger innocent lives. dred different battlefield feasts to offer for the soldiers' consump-
However, tungsten does have one major drawback; it doesn't tion and enjoyment. And though the pre-packaged meals look
have very strong magnetic properties. And for a projectile intend- like crap, their flavor and texture are next to gourmet in quality.
ed to be fired from a magnetic mass driver like the rail guns of Prior to eating, all a soldier needs to do is follow three steps.
the age of Rifts®, that can be a problem. To compensate for this Step 1) Pull off the activation/safety strip that exposes the cheap,
deficiency, every round is completely enveloped in a jacket made paper-thin IR power strip (similar to the solar power strip on a
from a diamagnetic polymer coating. Regardless of the projec- calculator except it uses IR light from either the sun or that which
tile's shape, the jacket is highly repulsive to the rail gun's elec- the Earth naturally emits to generate just enough electrical power
tromagnetic field. Not only is this repulsive force used to send a for the bag's simplified computer, day or night). Step 2) Pass his
round rocketing down the barrel, but it is also used to feed in the "dog tags" over a simple sensor and a disposable computer reads
next from the weapon's magazine or ammo-belt. While traveling all the pertinent information it needs through a short-range wire-
to the intended target, the jacket is quickly superheated by the less radio connection (initiated by a short, 4 inch/1 0 em proximity
tremendous amounts of air friction the round is exposed to due to one another). Specifically, it gathers the dietary nutritional rec-
to the hypersonic velocities it travels at. As a result, the polymer ommendations the soldier's doctor made upon his last checkup
58
(digitally encoded dog tags are updated annually with every regu- the X!K alloy particles quickly evaporate, causing some cough-
larly scheduled checkup, or sooner depending on medical needs). ing and irritation in the lungs for hours if inhaled, but long term
At that point, various quantities of the prescribed vitamins & health problems are very rare from such an exposure. Note that
supplements are automatically added to the contents of the bag the actual gas containers in the weapons are not transparent, so
and the meal is "personally optimized" for the hungry soldier. they can harness and amplify the light, to be focused and directed
Step 3) Open bag and eat. With the addition of just an ounce of as desired. New Chillicothe makes 9% of the Coalition's EUL
water, most of these can even self-heat to 100 degrees Fahrenheit Gas-5 for laser weapons.
(38 Celsius) via a thermal-chemical reaction in just a minute. In C.R.E.A.P. Cords: Though New Chillicothe's factory level is
a pinch, a soldier can just spit in the bag till the reaction begins. not yet set up to produce power armor (other than the Smiling
However, the meals are perfectly edible cold if conditions de- Jacks) nor large robot vehicles, the city does contribute additional
mand that the soldier forego this optional fourth step. And for the parts to ease the workload off the other cities and spare parts for
convenience of the soldier, each packet has a separate pouch con- the field. Among the many parts made here, "Creap Cords" are
taining a wet-nap, salt, pepper, and sometimes ketchup, mustard, among the most important. Carbon Reinforced Electro-Articulat-
and/or hot sauce to be used as desired. Each "Pop" packs in 1,200 ed Polymer Cords are, simply put, the mechanical muscles in the
calories of yummy goodness and has a shelf life of a hundred arms, legs, backs, and chests of the cyborgs, Skelebot soldiers,
years. New Chillicothe produces 42% of the Coalition's P.O.P.s. power armored suits and menacing robot vehicles used by the
Power Plants: With the vast majority of the CS military's Coalition military. When an electrical current is run through the
combat vehicles using nuclear power, it was necessary to make cords, they contract at a consistent distance and rate proportionate
each capital of the states capable of making miniature and full- to the amount of power used, making them highly controllable,
sized power plants. New Chillicothe is the fourth and most recent predictable, and reliable. They are produced in standard lengths
state capital to receive the facilities to do this. New Chillicothe (20 feet/6 meters long and half an inch/12.7 mm in diameter) that
only makes 4% of the Coalition's nuclear power plants, and spe- can be cut down or combined to fit the limb and body lengths
cializes in power plants for 'Borgs, Skelebots, rail guns, and light required in each unit's design. Also, Creap Cords typically are
power armor. bundled together to make larger and more powerful mechani-
EPG: The newest production facilities in New Chillicothe are cal muscles. Creap Cords are a universal component that can be
set up to make another highly valued and precious commodity, swapped out from one 'Bot and into another, removed from a
Electro Plasma Gel. The gooey fluid that makes modem day E- 'Bot and cut down into shorter lengths for smaller units, or even
Clips and power cells the handheld dynamos they are. Chemists salvaged from a Skelebot or power armor and spliced together to
and workers produce 1,000 gallons/3,785 liters of EPG a week be fit into a 'Bot. This is but one example of how the CS can keep
here. Enough to filll2,000 standard E-Clips, 8,000 Long E-Clips, a large variety of diverse and different robot vehicles and power
or 6,000 Energy Canisters. But half of it usually goes in other armors in their inventory with a minimum of additional logistical
energy cells for power body armor, mobile computers, remote problems. New Chillicothe manufactures 9% of the Coalition's
housing and so forth. New Chillicothe makes 4% of the Coali- Creap Cords.
tion's EPG and power cells. SAMAS & Sky Cycles: New Chillicothe is not well known for
CNT Chips: In the Plum section of the factory level, a series of its mass production of weapons of war, but the state has a need
clean-labs mass produce Carbon Nano-Tubule chips, processors for fast vehicles that can be quickly deployed and cover the vast
and memory cubes (hard drives) for use in the computers of the expanses of farmland in a heartbeat. This necessitated the need
Coalition's military machines. These state-of-the-art electronics for New Chillicothe to be able to make their own supply of pa-
give the CS the extra edge in combat that they are infamous for. trol and security craft. Prior to 108 P.A., they made SAMAS and
The CNT Chips can be made into and programmed with whatever Sky Cycles to fill their needs without having to draw on the re-
is needed or desired and are extremely versatile. Also, the carbon sources of the other states. After that though, New Chillicothe's
construction makes the electronic components literally stronger production facilities finally received an upgrade enabling them
than steel and capable of withstanding great stresses, jars and im- to make Smiling Jack SAMAS and the ultra-fast Windjammer
pacts and still functioning perfectly fine (which explains why a Sky Cycle. But the refitting included more advanced production
suit of power armor can take four mini-missiles in the chest and machinery that were more efficient and required 20% less space.
keep on going without malfunction). New Chillicothe produces Consequently, some of the old production lines were left intact.
only 3% of the Coalition's CNT electronic components. This means that Missouri is the last state that still makes a limited
EUL Gas-5: Laser technology is an ever-advancing science supply of Old Style DH SAMAS and Sky Cycles. Many of these
to which the Coalition is devoting a significant portion of their are used by the ISS in several cities throughout the CS, but some
resources. The heart of their laser weapons is Electro Ultra Lu- are used by the Regional Defense Force for state defense.
minescent Gas series #5. The gas is a special superconductive Rail Guns: To arm their SAMAS (both new and old styles)
mixture that contains tiny floating, metallic crystalline masses and Windjammer Sky Cycles, rail guns of varying types are also
that are, in fact, special Xenon!Kordenite alloys. When pulsed made alongside the military vehicles. The most commonly made
with an electrical discharge, the gas transmits the energy to the rail gun is the venerable but still powerful C-40R, but the newer
X1K particles, which in tum emits a brilliant flash of light nearly C-200 "Dead Man's" is also produced on an adjacent line for
in the UV range of the EM spectrum. If a container of the EUL cyborgs and Skelebots alike. The two weapons are produced side
Gas-5 mixture was looked at while in a transparent container, by side because they both use similar principles and share some
the gas would appear to be completely transparent, with thou- identical parts, though the C-200 is the much more advanced
sands upon thousands of sparkling specks floating around in it. If of the two. The Windjammer's C-33R is a more complex, twin
the pressurized canister is broken and the gas exposed to the air, multi-barrel and is produced in far fewer numbers, but production
59
still matches that of the Sky Cycles. New Chillicothe manufac- number given their different intended use and function. Overall,
tures 9% of the Coalition's man-portable Rail Guns. in spite of these fairly impressive numbers, New Chillicothe only
Bio-Synthetic Blood: Though New Chillicothe is not well makes 12% of the Coalition's Skelebots.
known for their production of Bio-Systems for medical needs,
they do make Bio-Synthetic Blood so there is an abundant supply
for transfusions. The blood is an organic based blood that is of 5. Crimson Field
type "0 Negative" to make it universally accepted by humans. A few years back, the CS High Command wanted to put the
It contains red blood cells and platelets to promote healing, but main base for their new, growing fleet of bombers away from
no white blood cells to fight off disease and infection. Instead of danger, but close enough to the North where they could strike
white blood cells and antibodies, the blood contains thousands in an hour's notice. But with Iron Heart so close to Lazlo and
of nano-bots designed to keep the system pure and destroy ev- Free Quebec, and Chi-Town being just about everyone's favor-
erything that does not belong in a healthy body. There are only ite target, Missouri seemed like the best place for at least one of
three kinds of Bio-Synthetic Blood: Type 1 which is used in nor- the new bomber wings. That led to the next problem, the design
mal humans and Dog Boy soldiers, Type 2 which is specifically deficiencies of New Chillicothe. Not being designed to be much
made for mechanically augmented people (with Bio-Synthetics, more than a base for ground forces with a city on top, the fortress
cybernetics, and/or bionics), and Type 3 which is specially for- city lacked the facilities needed to harbor such large aircraft as
mulated for odd P.P.E. metabolizing cells and enzymes of the the Bone Raptor bombers. That left them with the options of ei-
Psi-Stalker. New Chillicothe manufactures 8% of the Coalition's ther redesigning a level in the fortress city or making an airfield
Bio-Synthetic Blood, but only 2% of the Coalition's other Bio- outside the city. They chose to do both.
Synthetic parts. While Level Three and parts of Level Four are being slowly
Skelebots: Finished just four months ago, this is the latest ad- redesigned over the next twelve years, the aircraft of Crimson
dition to New Chillicothe's manufacturing facilities. In the post- Field are operational now. From this base to the west of the city's
analysis of the Tolkeen War it was determined that one of the protective walls, the CS has made a quickly deployable strike
things the Coalition was lacking was the means to replace its force that can be in the air and flying to their assigned target
force of Skelebots fast enough to keep up with attrition. On top within scant minutes of the claxons sounding. This strike force is
of having inadequate programming and AI brains, which contrib- made up of one CS bomber wing of the new deadly Bone Raptors
uted to the destruction of the bulk of their stockpile of older Skel- and two wings of Talon Stealth bombers (the 42nct, 7'h and 22nct
ebots, one of the major problems the CS encountered with the Bomber Wings respectively, comprising the 51'' Air Legion).
autonomous machines was their limited production capabilities. Along with them, the CS has stationed three wings of Shrike In-
So to rectify this, the CS High Command deemed it necessary to terceptors (the 7th, 16th and 22nct Fighter Wings, making up the 6'h
add new and upgraded lines to Chi-Town's and Lone Star's exist- Air Legion), and three wings of Night Strikers and one wing of
ing Skelebot factories, as well as giving the City of Iron and New the new Spider Skull Dragon Wasps (the 61'', 69'\ 75th and 123'ct
Chillicothe factory floors of their own. wings respectively, embodying the 99th Air Legion specializing
The art of making Skelebots has come a long way since their in close air support). The extra craft are there for the express pur-
introduction a decade ago. Back then, when the FASSAR-20 was pose of protecting the bombers while on their attack runs, but de-
the state-of-the-art premier model, the manufacturing techniques spite this mission mandate from Chi-Town, those at New Chilli-
of the day cost the CS 1.5 million credits per unit in parts, labor, cothe have found the aircraft invaluable in defending the state
and depreciation of equipment (half that of their Black Market from raiders and bandits, as well as high flying reconnaissance.
Value). Today, after several refinements ofthe production floors
The facilities on Crimson Field are well fortified and are under
and the automated tools used for manufacturing the parts and
the watchful eye of the best security system the CS could put in
overall assembly, that price has been reduced to 320,000 credits
place. The aircraft of the 51'' Air Legion are stored in heavily ar-
per unit, the lowest they can go without sacrificing quality or ca-
mored hangars with two layers of CS Ablative Armor, requiring
pability (Black Market price has gone unchanged). When the new
someone to hit it with 600 M.D. in at least two separate attacks
Skelebot factory production floor was added to New Chillicothe,
(or 1,200 M.D. all at once) on the same 10x10 foot (3x3 m) area
they made sure to install the most cost efficient lines available.
to gain entry. Each hangar looks identical from the outside so
The Skelebot factory area was set up to make two kinds of ro-
certain aircraft can not be easily targeted. The main buildings are
bots: the "new style" FASSAR-30 and the more costly and more
also very tough, with each of the four buildings having the same
capable FASSAR-40 Skelebot Hunter. At optimum output, the
amount of protection as the hangars. The entire area is surround-
eight lines devoted to the #30 model can chum out 6,400 units
ed by a twelve foot (3.6 m) tall, Vibro-charged fence (a small
(ten Battalions) a month using two eight-hour work shifts a day.
but dangerous 1 M.D. per touch or per one second of exposure)
In times of emergency, a third shift can be added, making the
which has 50 M.D.C. per 12 x 12 foot section, making it difficult
factory crank out Skelebots around the clock, increasing produc-
for spies to get near the airfield or see it from afar. And as an
tion to 320 Skelebots (two Companies) a day. This heightened
added precaution, Dog Boy patrols and security guards are thick
production rate can be sustained for up to two weeks at a time
throughout the perimeter, stopping those who pass through the
before a day off is required for emergency maintenance. On an
gates, checking their credentials and giving them a casual sniff.
adjacent line, there is a single shift devoted to the manufacture
Even inside the perimeter, security is tight with iris-eye and RF-
of the more costly Skelebot Hunter (currently costing the CS 1.2
ID Chip scanners at every major entrance (scans every passer-by
million to make per unit). Given the added materials and level
up to 100 feet/30.5 m away) and guard stations no more than 300
of complexity involved in their construction, only 260 units are
feet (91.4 m) apart. Each guard station is manned with 4 soldiers
made a month. However, this is hardly considered to be a low
60
who are heavily armed, and has a big red alarm button in it that of detecting unregistered weapons or explosives, and an 88%
can be quickly and easily hit by any of them. chance of identifying Techno-Wizard constructs. Chemicals and
Getting in is extremely difficult but not impossible for a drugs can't be identified, per se, but the AI does notice anything
skilled infiltrator. The usual ploys from the cheesy bag of tricks that looks like a hiding place or deliberately concealed items 99%
like "grab a guard's uniform and an ID (fake or real) to get in" of the time and notifies security so they can check it out. To the
will not work. First of all, if the scanner does not recognize a sides of the tunnel further down are terminals where unloaded
person's iris or RF-ID code signal it will send a silent alarm to cargo is sorted and where goods to be shipped out are staged. To
the nearest security station. Contact lenses won't fool the system hasten the process, entire Cargo Cars are pre-loaded before the
since it looks for focus and lighting adjustments in the iris, which train comes in, so full cars of incoming freight can be uncoupled
also means a dead eye won't work either. And since the code from the train and cars full of outgoing cargo take their place.
coming off the RF-ID chip can be easily cross referenced with This enables the crews to guarantee a quick turnaround for the
its registered owner's bio-electric signature, these too can't be trains and gives them ample time to load and unload cargo and
faked. Secondly, if one passes by a Dog Boy who doesn't rec- luggage. On an average day, over 5,000 tons of goods and pack-
ognize their scent or smells something off, that person can be ages are shipped out, while only 1,500 tons come in (more comes
detained and/or brought in for questioning. And thirdly a security in from neighboring towns by truck). This is because New Chilli-
badge is required on everyone, even the janitors, or that person cothe exports to the other states far more than they receive. The
can be arrested and questioned. Basically, the only way to sneak only things they usually get from the other states are weapons,
onto the Army Air Corps' base is to be registered as one of the parts, medical supplies, and the various pop culture goods. Most
airfield's personnel. That requires finding a way to hack into the of their military hardware, like 'Bots, body armor and weapons,
security computers, enter all the necessary data, including a scan comes in via military transports. The rest is food and goods made
of their iris and/or RF-ID signal (which the person might have on in the nearby towns like Savannah and Troy.
file labeling him as a criminal if he's been arrested before), enter- The "Terminal Exit" is from where the passengers come and
ing New Chillicothe's Fort Canon and going to the second level go. Before they can even enter the terminal, everyone has to pass
to obtain a security badge, and trying to B.S. his way past the Dog through a scanner to see if they're armed. Those who are must
Boy guards. This isn't an easy task, and thus far, all attempts to either be in the military of law enforcement community, or have
sneak onto the airfield to sabotage or gather intelligence on the a concealed weapon permit, and even then it is preferred that the
bombers have failed somewhere along the way. weapons be stowed down below with the cargo and luggage. Af-
Aicraft stationed here: ter that, all credentials are checked to make sure everything is in
Death's Head Transports- 2 order. CS ID cards have a picture of the person's face, a CS citi-
Sky Lifter APCs - 2 zen's ID number, and have coded information about that person
Deathbringer APCs- 22 (Three Squadrons) hidden in the card's design. This information usually details a
Black Lightning Helicopters - none person's gender, height, weight, ethnicity, eye color, right index
Demon Locus Helicopters - none finger print, iris scan info, and bio-electric signature, but can also
(Old Fashioned) Nightwing Attack Fighters - 30 (One Wing) include criminal convictions, psychic ability, and limited family
Shrike Interceptors- 120 (Three Full Wings) history. A laser scanner is passed over the card and information
Night Striker Attack Fighters (Army version of the CSN "Sea is compared to the person's appearance. As that happens, an au-
Striker")- 120 (Three Full Wings) tomated security computer is scanning for I.S.P. readings (50%
Talon Stealth Fighter Bombers- 60 (Two Wings) chance to detect those with 20 I.S.P. or more) and P.P.E. (35%
Spider Skull Dragon-Wasps- 40 (One Full Wing, with an- chance to detect those with 20 P.P.E. or more), and using video/
other three wings on order.) EM scanners to compare everyone's irises against what's on file.
Bone Raptor STAB-1 Bombers- 40 (One Full Wing) (Note: The CS uses the iris of the eye like fingerprints were used
in the 20th Century. When this isn't feasible, in the event of arti-
6. Riley Station ficial eyes, a sub-dermal RF-ID Chip is employed.) While all this
is going on, a team of Sniffer Dog Boys are patrolling the area
Every day at 08:00 and 20:00 sharp (military time), a hover-
searching for explosives, undeclared weapons and bionics, magic
train pulls into this station bringing people, goods, and packag-
and psionics, and illegal drugs. After passing through all this,
es to the city of New Chillicothe. Exactly two hours later, the
passengers can get in line, check their tickets, wait to board their
Death' s Head Express pulls out on its way to its next destination,
assigned car, and go to their designated seats. Those disembark-
loaded with people and cargo for the next stop. This cycle has
ing go through a more simplified security procedure that is used
gone uninterrupted and with minimal delay for over a decade and
to look for supernatural creatures and spell casters who slipped
in all likelihood will continue to do so for the foreseeable future.
through on the other end.
Located at Red 3100, Level 4, and running through the Orchid
Sector as well, Riley Station is a huge area complete with two Travel in the CS on these trains is simple, inexpensive and
extremely long bays (2,700 feet/823 m long, a third of the length very safe. With the normal cost of a ticket being a steal at the
of the entire level!) to hold even the longest trains. Around the price of a credit for every two miles (3.2 km) of travel (per per-
opening entrance into the city are a series of sensor rings that son, including luggage), your average CS citizen can book pas-
scan every incoming train with a barrage ofT-Rays, which is then sage from New Chillicothe to Waukegan for around 200 credits,
analyzed by a powerful computer nearby. The computer's sophis- although no two trips have exactly the same mileage. Shipping
ticated AI has a 99% chance of catching people hiding in the packages though parcel services is even cheaper, at the average
cargo areas (be they human, D-Bee or whatever), a 98% chance cost of a credit per pound (0.45 kg) of the item to anywhere in the

61
CS. And be it person or parcel, safety is guaranteed thanks to the armed bodies. They are taught how to live with their new selves
bullet train's gun cars. and deal with their human needs and urges that they can not shed
no matter what their exteriors are made of. Counseling helps a
lot, and psychiatrists trained to deal with their specific and unique
problems are always on hand to hear out those with problems,
be they newly made 'Borgs or vets coming back from the field.
One of the most common complaints is that they have forsaken
their ability to be sexually gratified. Most of these cases are given
a business card for The Tin Rapture and a reassuring pat on the
back (see below). A full 37% of the patients suffer from post-
traumatic bouts of depression, which usually pass by the end of
orientation. Of those who remain manic-depressives (about 20%
ofthis group, or 74 out of 1,000), only 7% are suicidal (or about
5 out of every 1,000). For those who have regrets, the CS offers
them a prescription of a drug that instills a feeling of normalcy
and well being. The drug, called "Cylucidren" (pronounced Cy-
loose-eh-dren), can be taken by mouth in gel cap form as needed.
Or for those who require a more regular dosage or prefer the con-
venience, a cybernetic implant can be installed by the heart that
directly injects a small concentrated form of the drug directly into
the system every hour on the hour. The implants only need to be
refilled once very six months. These drugs have come to be called
by the names "Zen Pills" and "Liquid Zen" respectively by Coali-
tion cyborgs. Both are highly addictive, but they are intended to
be taken for life anyways.
After they've gotten used to their new bodies and had any
emotional wrinkles ironed out via counseling and/or drugs, the
next phase in the 'Borgs' lives is combat training. This is also
when they have their bionic weapons installed. Fighting and
moving in a hulking eight to nine foot (2.4-2.7 m) tall body that
weighs as much as a half-ton or even more takes time to get right.
Some have to get used to the idea of having and coordinating the
movements of extra arms as well, which can be frustrating. But
with their electronically aided movements and integrated combat
7. The M&M Fusion Wing computers, it doesn't take them long to get it down and relearn
New Chillicothe has had a long-standing reputation of having how to run, shoot, fight, and move. In this two-week phase of
'Borgs in their army. Longer than any of the other states, in fact, their training they quickly become the killing machines that they
and long before the use of 'Borg soldiers was officially sanctioned signed on to be.
for the CS Military by the Emperor. For their "Regional Defense On the average, New Chillicothe produces 100 'Borgs during
Force," a separate entity from the CS Military, they have made each 10 week program, which are broken down into 4 classes of
and deployed tens of thousands of heavily armed and armored 25 to increase each case's individual attention. And with 5 pro-
'Borgs against their enemies over the decades. Thus it came as no gram schedules a year that means 500 Full Conversion Cyborg
surprise to the rest of the CS when New Chillicothe unveiled their Strike Troopers come out of Missouri every year! Lately, there
own top-of-the-line bionic augmentation wing within 24 hours have been talks about expanding the wing to its own devoted
of the Emperor's sanction of the 'Borg Strike Trooper into the building on Level 12 which could handle ten times as many cas-
official army's ranks. es. This could happen sometime in the nest two years. When this
The M&M Fusion Wing (as in the fusion of man and machine) happens, the current facilities will be refitted to accommodate
is part of the city's main hospital on Level 10, located at Forest CS Juicer conversions and a detox center. Since CS Juicer con-
239. They specialize in the near-mass production of full conver- versions only require six weeks (including cybernetic enhance-
sion 'Borgs. Those who opt for this procedure are usually either ments) and can be handled on an outpatient basis, the number of
soldiers who have been seriously to critically wounded in battle, patients they can service will be quadrupled and then some. This
or those who just aren't tough enough to serve as a "squishy" but means that in two years' time it's very likely that there will be a
wish to fight anyways. No one is forced to undergo the procedure, flood of 10,000 'Borgs and about 2,000 CS Juicers coming out of
and those that do undergo two weeks of psychiatric review to see New Chillicothe each and every year.
if they are mentally stable enough to abandon their flesh in favor Currently, the M&M Fusion Wing does create a small number
of M.D.C. steel and limited sensations. Most (97%) pass with fly- of CS Juicers for the Army. Though the facilities for chemical
ing colors and are sent to be fitted with the kind of body that their augmentation fill only a single office and examination room, they
psychological profile suggests they are most suited for. do manage to take in one new patient a week for the six-week
After the 8-hour procedure, the patients then begin a six-week program, adding 52 CS Juicers to the military's ranks every year.
orientation program to get them accustomed to their new un- However, things are starting to get interesting in the normally
62
sleepy Chemo-Augmentation Office, as New Chillicothe will be of the structure of the Robotic Strength M.D. chart, this does not
taking part in the Coalition's ten-year "study program" (sched- translate into them being able to hit any harder in terms of Mega-
uled to begin in 110 P.A.) to explore the use of "advanced Juicer Damage. Reminder: Those with Robotic P.S. inflict + 1 M.D.
technologies." In particular, this study will create a small number with the use of M.D. melee weapons like Vibro-Blades for every
of Titan Juicers and Phaeton Juicers, and an even smaller number whole 10 P.S. they possess.
of Psycho Stalkers for military use! For this study, the CAO plans Concealed Weapon Eyes: These are scaled down versions of
to begin with ten Titan Juicers, a dozen Phaetons and two Psycho the Triax Laser and Particle Beam Eyes. Because of their smaller
Stalkers, and candidates are being interviewed now. Chi-Town's size, they are less efficient, but they also fit into a normal sized
and the City of Iron's study programs will produce many more head and are indistinguishable from other mechanical eyes. There
of these experimental Juicers than any of the other participating are two kinds available. Laser Eyes which do 1D6 M.D. with a
cities, especially New Chillicothe. single eye or 2D6 M.D. with a double blast from two eyes (counts
Another aspect of this study will be the human-phase clini- as one melee attack), out to a maximum range of 800 feet (244
cal trials of a new drug called Famertal. Being a variant of the m). Alternately, one could opt for Particle Beam Eyes which do
Prometheus Treatment, Famertal extends the Juicer's useful life 2D6+3 M.D. with a single eye or 5D6 M.D. with a double blast
by 3 years (7 years +6D6 months before "Last Call" begins to from two eyes, out to a maximum range of 320 feet (97.5 m).
set in), allowing them to serve for four-year or six-year terms of Both types of weapon eyes have a rate of fire equal to the 'Borg's
service before being required to undergo detox. And when they number of hand to hand attacks and have a + 1 to strike bonus.
do, the new drug makes it as if they retired their Juicer powers Also, an E-Clip Port is needed to power the weapon eyes (typi-
two years earlier as 2nct and 4'h year Juicers, respectively. Those cally in the shoulder or neck) and is good for 20 single or 10 dual
taking Famertal who go into detox after two years have their stats blasts for either the laser or particle beam. If connected to a CS
return to where they originally were and only suffer a temporary 'Borg Energy Cell Weapon Link (see below), the weapon eyes
penalty of -1 to their P.S., P.P., P.E., P.B., and -3 Spd for 6D6+3 have a payload of 2,000 singles and 1,000 dual blasts (the pay-
months (averaging 2 years), until their bodies can bounce back. loads are high mostly because of the weapons' low ranges). In
If this wonder drug works out as expected, it could open the door addition to its offensive capabilities, the eye also provides the
to the use of entire legions of CS Juicers when needed, for up to 'Borg with polarized 20/20 eyesight for normal day to day use.
two years at a time, without truly cutting short the lives, or the Eye Implants: One neat and popular thing to come out of Ger-
quality of life, of the volunteers. Phase Two of the Famertal drug many is the Multi-System Eye Socket, which allows the 'Borg
trials will test the subjects' ability to "bounce back" a second time to swap out modified cybernetic eyes as needed or desired, using
after given sufficient time to recuperate. If this works out and those that are the most useful at any particular moment. (Rifts®
is successful, the CS could allow detoxified ex-Juicers to have WB 5: Triax & the NGR™, page 153.)
a second 2-year term of service as CS Juicers after a 3-year re- Sensory Systems: Simple systems also available include the
covery period, and after that a third, and a fourth, and a fifth, etc. Air and Surface Temperature Reader, the Data Plug Internal
However, the drug has to be cleared for standard use first before Link, Depth Gauge, Metal Detector, Plug-In Hand-Held Monitor,
they can even consider anything like this, and that is years away Speedometer, Advanced & Basic Radio Chip, and the latest toy
even assuming the testing goes well. For obvious reasons, the to hit the CS, the Advanced Bionic Headjack (all found through-
very existence of this drug has been classified and is Top Secret. out the Rifts® Bionics Sourcebook).
Everyone who will participate in the trials will have no idea what Stealth systems are also available, including the Psionic Elec-
they'll be injected with on a monthly basis. All they'll know is tro-Magnetic Dampeners (Rifts® WB 5: Triax & the NGR™,
they agreed to be guinea pigs for a new drug of some kind that page 154) and a new Electronic Envelope Emitter that makes the
they've been assured was safe. For all they'll know it's a new 'Borg nearly invisible to radar scans (-55% penalty to Sensory
inoculation for the common cold. Equipment skill) from as close as 500 feet (152 m) away. Any
All the bionics, cybernetics and Bio-Systems in Rifts® Ulti- closer and the radar return signal gets too strong to negate.
mate Edition are available at the M&M Fusion Wing, in addition The latest in environmental systems for the CS is Bionic Gills
to the following: that let 'Borgs breathe underwater, and a Depth Gauge & Alarm
On the "Heavy CS Cyborg" models, the P.S. attribute can be to let the cyborg know how deep he is and how close he is to
raised to as high as 40 (normal max is 36), the same as Triax's crush depth, which is about 450 feet (137 m) without special
finer 'Borgs like the NGR's VX-2010 Marauder, and get an extra equipment for Full Conversion 'Borgs (both in Rifts® WB 7: Un-
100 M.D.C. to their main body and +30% M.D.C. to their limbs derseas, page 191).
and head. On the other hand, the "Light CS Cyborg" models can Enhanced Mobility: Beyond foot-power and jetpacks, CS
be made more responsive and agile, and can have their P.P. at- 'Borgs have the option to get a Bionic Jet Pack system for inde-
tribute increased to as high as 26 (normal max is 24) and get an pendent flight, or a Climb Cord in his wrist to aid in going up and
extra (+1) attack per melee. See Rifts® WB 11: Coalition War down steep surfaces.
Campaign™, page 69, for primary differences between the Co- Added Defenses: With the addition of the Micro-Repair Ro-
alition's Heavy and Light Cyborgs. bots (MiRR) and Cyber-Nano-Robot Repair Systems (CNRRS),
All combat grade 'Borgs have Robotic Strength. This makes 'Borgs can stride into danger fearing the consequences a little
them capable of taking on even supernatural creatures with noth- less. But what the CS enjoys even more are the new Psionic Fil-
ing more than their bare mechanical hands. It should be noted that ters "imported" (i.e. stolen) from the kingdom of Kingsdale, giv-
though New Chillicothe 'Borgs can be stronger than the stron- ing them that much more of a universally usable defense against
gest 'Borgs elsewhere (max P.S. of 40 rather than 36), because enemy psychics and the supernatural.

63
Enhanced abilities and reflexes can be added (and typically data. The implant also allows the computer to record anything
are) with a Combat Computer to increase a 'Borg's effectiveness that the 'Borg's mechanical senses can pick up on. With any of
in combat (Rifts® WB 14: New West™, page 189). There is also the 'Borg's cybernetic eye implants he can record images (which
the new Targeting Synchronizing System (derived from the "Su- makes the Multi-System Eye Socket real popular) as well as
per Slinger" 'Borg of the New West) which effectively gives the sounds through his existing Ear Implant microphone, Amplified
'Borg the rare and coveted W.P.: Paired Firearms skill with two Hearing and/or Ultra-Ear implants. With a Sensor Hand, heat,
or even four arms. Note: Though rifles and heavy arms cannot the detection of motion, radiation and radar emissions can be de-
be wielded like this normally, the C-200 "Dead Man's" Rail Gun tected and analyzed. Some 'Borgs like to use the system to record
was designed to be fired one handed by Skelebots and 'Borgs. their personal logs and memoirs, but the CS has recently started
Thus two of them can be used as paired firearms for those with to use it as a "black box" of sorts for their 'Borgs in the field and
the appropriate P.S. requirements! to review any gathered intelligence. However, the system is lim-
Another weapon based implant is the unique CS 'Borg Energy ited to recording and replaying audio, video and statistical data
Cell Weapon Link (or Beck Well as it's been nicknamed), derived only. It can not record and replay tactile sensations, nor taste or
from the old style FASSAR-20 Skelebots and the CTT-P40. This smells, but it can record that the senses did perceive it, what a
implant allows the 'Borg to draw on an additional energy sup- smell's chemical composition was (with the Molecular Analyzer
ply to power a weapon. To prevent the 'Borg from diverting too implant), how much pressure was in what just hit the 'Borg, and
much energy from his own limited nuclear power for offensive so on. But Cybersmiths and computer programmers are working
capabilities, this implant augments the power supply of the 'Borg to overcome this limitation and think they could have something
with a regenerating power cell. So instead of drawing power di- in the works in 5 to 10 years. The computer draws so little power,
rectly from his own nuclear power, the body's nuclear genera- the implant allows the PDA to be plugged into the 'Borg's nuclear
tor charges an oversized internal E-Clip which, in tum, can be power supply to give it an indefinite power life of continuous use.
plugged into a weapon via a connector cord (cord has 5 M.D.C. The physical appearance of a CS 'Borg made in New Chilli-
but is -8 to hit and only requires two melee actions to jack in a cothe has a distinctive look to it. In addition to the Customized
replacement if damaged). While one end of the cord fits into the Face or Armored Faceplate, which always follows the Death's
'Borg's side, the other is inserted into an adapter that is inserted Head motif with some more traditional than others, they also have
in the weapon's magazine well, replacing its regular E-Clip. This a Customized Paint Job that is a jet black base with marbled me-
necessitates an adapter for each kind of E-Clip the cell is intended dium gray lines and swirls. This gives each a distinctive, unique
to supplement. The CS has such adapters for all its, Triax' s and yet still uniform look that helps the person maintain a sense of
Northern Gun's weapons, but adapters for weapons by other man- individuality and self as well as be part of the team at the same
ufacturers must be custom made at this point (500 credits each). time. The marbled black and gray also serves as a form of camou-
If the cell is reserved specifically for the 'Borg's bionic weapons, flage, breaking up the body's form and silhouette and giving the
the cords are internalized to each designated weapon (up to four 'Borg a +5% to any Camouflage skill he may have.
weapons max). This puts much less strain on the 'Borg's personal
nuclear power supply and doesn't divert so much energy that he's 8. The Tin Rapture
in danger of slowing down, or worse, shutting down. The power
cell has the equivalent energy storage space of the CTT-P40's Located at Orchid 3910, Level 5, this is one of the very few
massive battery! This translates into the 'Borg being able to plug places of "ill repute" that legally exist in the protective walls of
a weapon like the C-29 "Hellfire" into the CS Beck Well and get- the fortress city. The clientele of this place are all Full Conver-
ting 57 shots out of it from the implant, or 66 pulsed shots from sion Cyborgs and no one else. The hosts and hostesses there are
a CP-50, or 40 shots from an NG E-12 Plasma Cannon, or even specially trained to attend to their highly augmented clients so
800 shots from a classic Wilk's 320 laser pistol! Once the power they don't feel the slightest bit uncomfortable. This is because
has been used, partially or entirely, the 'Borg's nuclear power while here, even the biggest, baddest 'Borg is emotionally vul-
generator recharges the cell at a leisurely rate, taking a full 40 nerable and easily hurt.
hours to completely recharge if fully depleted. The concept for this brothel of sorts came out of pre-Rift stud-
A relatively new cybernetic implant is the Compu-Link Inter- ies about paraplegics (those paralyzed from the waist down) and
face. In essence, all this really is, is a mid-sized, padded Secret quadriplegics (those paralyzed from the neck down). One of the
Compartment, typically on the leg, that has a jack inside that major psychological ramifications of being paralyzed is the loss
allows the 'Borg to plug in a small computer. The computer is of being able to sexually perform, and those who can on a limited
usually a small but powerful PDA unit like the TEX Palm-Pro level cannot feel anything and thus are just going through the
2300 (see below). Using verbal commands through his preex- motions. This is a highly discouraging, frustrating, and demor-
isting implants, the 'Borg can instruct the computer to perform alizing thing for them. However, it was discovered that though
whatever task desired. A Universal Headjack & Ear Implant with conventional intercourse was forever gone, there were gratifying
the optional internal microphone is required. This is linked to the substitutes available to them that would satisfy their psychologi-
Compu-Link Interface so no stray radio transmissions betray the cal and emotional needs.
'Borg's presence. With an Optic Nerve Video Implant, video im- It was obvious that these studies were also applicable towards
ages from the computer can also be displayed privately to the Full Conversion 'Borgs for nearly the exact same reason. The
cyborg. With these two additional cybernetic implants the 'Borg process of making a combat worthy 'Borg entails replacing bet-
can enjoy some music whenever he likes, watch a movie or TV ter than 90% of the body, and sometimes more. All that typi-
program stored in the computer, or go over any data on its mem- cally remains are the brain, brain stem, spinal cord, some simpli-
ory cube hard drive. But the implant isn't limited to transmitting fied digestive organs, liver, parts of the skull, jaw (at least the

64
jaw's interior), teeth, tongue, throat, usually the voice box, and best store in the entire state to buy anything for one's computing
sometimes (50/50 chance, at the patient's discretion), the face, and entertainment needs. Exhibits of all the latest models adorn
which is removed and then replaced over a structurally reinforced the walls and display racks, all ready to be sold on the spot. All
skull. Organs like the heart, kidneys, and lungs are replaced by one has to do is look at something for more than ten seconds to
durable, less vulnerable and more capable cybernetic/bionic re- get the attention of one of the clerks and salespeople, or maybe
placements. That leaves very little for the 'Borg soldier to worry even the owner, Dr. Robert Taurus (Ph.D. in computer design
about in combat, but next to nothing to work with for recreational & progrming). Regardless of who comes to help the poten-
purposes, and makes it hard to have a good time. But not impos- tial customers, one can bet that the sales rep will be able to tell
sible. Places like the Tin Rapture were made specifically for the the customer everything they want to know about any item they
recreational and mental health needs of cyborgs. And due to the may be even remotely interested in. Everything from its amazing
positive effects this establishment has had on the Full Conversion capabilities, how easy it is to use, why they absolutely need one,
'Borgs of Missouri, places like it have been popping up all over how it will improve their lives, all the fun and entertainment it
the CS as the 'Borg population rises. In fact, there are two more will offer, and help them never forget or lose anything ever again.
locations of the Tin Rapture due to open their doors soon on Lev- And don't forget the accessories! But no matter what one gets, be
els 7 and 8 due to the popularity of the original. it a Palm-Pro, a nifty leather carrying case, or something major,
The madam and owner of the place is a woman named Eliza it's sure to have the store's brand name stamped, molded, or em-
Winston. She was a psychiatrist who specialized in cyborg re- bossed on its side in big gothic letters; TEX.
lated mental conditions. The Tin Rapture started out as an illegal Though a few other brand names are available in the store,
experiment based on pre-Rifts studies, but turned into a full time Robert Taurus offers his own line of computers and electronic
occupation when it got sanctioned by the New Chillicothe au- devices under the brand name TEX, Tech-tonic Electronics eX-
thorities due to the incredible morale boost it gave their cyborg treme. Most of which utilize a Wilk's laser holographic screen
troops. Mrs. Winston uses her psychiatric training to teach her that projects the image display suspended in thin air over the unit
hosts and hostesses how to behave and react to some of the odd (complete with the option to see things in a flat, easy to read 2D,
cyborg behaviorisms, like how they have an air of invincibility or lively 3D). The laser displays can be seen in low-light condi-
about them but sometimes break down and cry in intimate mo- tions as well as under moderate illumination, but bright lights
ments. Or how they have grown to know no fear of pain or dam- such as direct sunlight diminish visibility up to 50%. Even so,
age, but wince or jump at the light, seductive touch of an attrac- the display is still legible, though faint. The computers also come
tive person. Eliza has trained each and every one of her 100 hosts with durable, stylized cases with 10 M.D.C. and rugged compo-
and hostesses as well as the 20 other employees who work there, nents that can take a beating and still function perfectly fine. As
including 6 'Borg bouncers (including two VX-2010 Triax Ma- for their internal components, all the electronics are comprised of
rauders with 40 P.S. and 660 M.D.C. named Dean and Adolph). Coalition carbon nano-tubule circuitry and components, which
Services available at the Tin Rapture: allows them to be very small but can pack away obscene amounts
Cover Charge just to gain entry (No "Squishies" Allowed! No of information. Because 98% of his customers are Coalition citi-
Partial Conversions Allowed! No Juicers Allowed!!!)- 25 cred- zens, the machines also have verbal interactive interface capabili-
its and all removable weapons are checked at the door. Remem- ties. But for the literate, keyboard add-ons can be plugged into the
ber, most of the Coalition's 'Borgs use modular weapons. utility port. The utility port(s) can also be used to feed the com-
A nice slow dance with one of the hosts or hostesses (nothing puter data from a variety of other sources, like miniature micro-
dirty on the dance floor allowed) - 5 credits a song. Each song is wave modem transmitters (more commonly called "M-cubes"),
typically 3 minutes in length. sensory equipment (cybernetic, hand held and those of vehicles
One hour with a host or hostess in a private room (be it just to all connected by a jack), and other computers. They also work th~
talk, hold, or whatever) - 200 credits per hour.
other way around, allowing the computer to send data to another
Whiskey Shots (watered down to 10% strength in proportion computer or use an accessory like a simple printer, or transmit
to the amount of organics they have left in their bodies, or 15% an image to a video-optic cybernetic implant. And, of course, all
stre~gth shooters to get hammered as quickly as possible) - 2 of these units can use "universally compatible," one-inch M.D.
credits a shot for 10% shots, and 4 credits for a 15% shooter. disks to download data to the computer and save data on them.
They also have straight cola for those who wish to abstain from The following is a list of some best sellers.
alcohol or ~ix it_down so the whiskey doesn't taste so strong. All
n?n-alc~hohc ~nnks and additives are free of charge, but it's still TE){_ Wrist-Com 400: This wristwatch-like computer/cell-
mce to tip one s waitress. ~hone IS e~tremely popular for people in all walks of life given
Game of Poker with other 'Borg clients- Chips can be bought Its coDvemence and ease of portability. It's quite ideal for use as
from the house dealer (always an attractive host or hostess) with a ~ers~nal organizer, note pad, and simple data storage thanks
a 3% exchange charge. to Its Simple and easy to use verbal interface. With a push of a
Singer and accompanying band on stage- Free. All part of the button just below its digital face, an eight by eight inch (20x20
atmosphere. em) l~ser-hologra~hic screen appears above it. This hologram
can display any kmd of 2-D image and information, and com-
9. Tech-tonic Electronics m~nds can be key~d in by ~ouching various icons in its display.
GIVen th~t the :Vnst-Com Is too small to accept the universally
Up on Level14 at Coral8855, one can find this place of busi- u~ed one-mch disk and a utility port would be a bit awkward (and
ness nestled between Reno's Video Outlet and The Vonda Steak VI~ually unapp~aling), the little computer comes with a simple
House. The moment one walks in it's easy to see that this is the w~~less transmitter that can be plugged into another computer's
utlhty port allowing for the download of data to and from the
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little gizmo. And, of course, the small one inch (2.5 em) digital 18 days of continuous use and takes two power sticks. Cost:
screen on its face displays the time of day, day of week, and the 6,500 credits.
date in default mode, accurate within a second a year. The small TEX Nomad 5500 Portable Computer: There are only two
screen also serves as a Caller ID while outgoing calls can be di- uses for these powerful computers, scientific field research where
aled by either voice command or selecting the right icon on the the unit is analyzing complex and numerous pieces of datum, and
holographic display (often with the picture of the person being general storage of raw data en masse. The unit uses the same
called). After the cell phone has been activated, the user simply general design of the older but popular PC-2020 (depicted in
sticks his thumb in his ear and speaks into an extended pinky. The Rifts® Sourcebook One Revised, page 69), complete with brief-
400's wristband incorporates the audio system based off of bone case lid, pull-out keyboard, deluxe holographic, true 3D display,
conduction technology that transmits sound flawlessly through and plasma screen backup. The pull-out keyboard is a thin but
the immediate skeletal system. Also within the wristband is a pair durable touch-screen keyboard that can display its letters/char-
of coiled, 100 yard/meter, fine-filament antennas that enable digi- acters in any language or configuration desired. Utility Ports: 5;
tal connections to the cell network so long that there is a cellular accepts both one-inch and three-inch disks. Image Projection
relay within 2¥2 miles (4 km). This allows people to conveniently Size: Variable size from 11.8 inches/30 em (fiat or 30x30 em 3D
make calls and send or receive data to the Wrist-Com's com- image) up to a meter in size. Weight: 4 lbs/1.8 kg. Power Cell
puter at the somewhat sluggish rate of 8-gigs per second inside Life: 4 day of continuous use and takes four power sticks Cost:
Coalition cities, towns and even much of the various 'Burbs, but 20,000 credits.
not much further beyond that. Utility Ports: 1 in the wireless TEX Babel 6800 Tower Computer: For those who insist on
transmitter. Weight: 0.5 ounces/14 grams, but the bracelet can having more computing power than they'll ever need for the rest
add more. Power Cell Life: Three years of continuous use on a of their lives, there is the Babel series. These things are popular
single power mini-cell. Cost: 125 credits for the baseline model with data-hackers and pirate transmitters for their illegal occupa-
made from high-impact plastic (20 S.D.C., 10 A.R.), 165 credits tions. For this reason, the CS has considered making computers
for those with a metal casing (35 S.D.C., 14 A.R.), 350 credits of this magnitude illegal to own without a security clearance. But
for one with a rugged alloy casing (1 M.D.C.), and 800, 1,600, or since it's almost as easy to link several lesser computers together
3,400 credits for Wrist-Corns with casings made from precious to achieve the same goal, the authorities find it more pragmatic
metals such as (respectively) sterling silver, 14 karat gold (nor- to just let people buy these monsters of computational power so
mal or white), or platinum. Replacement power mini-cells cost 20 they can keep track of who buys them. Utility Ports: 10; accepts
credits each and can not be recharged. both one-inch and three-inch disks. Image Projection Size:
TEX Palm-Pro 2300 PDA Mini-Computer: These units are Same as that on the Datastream 320, variable size from a 3.5x6.3
about half the size of a paperback pocketbook (and a thin one at inch/9x16 em (and up to 16 em deep if a 3D image) projection to
that) and are excellent for utility purposes. They are common- as large as 5x8 feet/1.5x2.4 m (up to 8 feet deep if 3D). Weight:
place and very popular in the Coalition States and are used for 5.5 lbs/2.8 kg. Power Cell Life: Made to be plugged into a sta-
a variety of portable entertainment and organizational purposes. tionary power source. Cost: 85,000 credits.
They are also popular with the law enforcement community TEX Datastream 320 DCDS: This is Tech-tonic Electron-
for keeping lists and profiles of wanted criminals and complete ics' brand spanking new, top of the line Data Compilation and
copies of CS law. (Note: Law Enforcement model is called a Display Station. It is capable of handling all of one's entertain-
Profile PDA.) Regardless of its functionality, the 2300 lacks a ment, vid-mail, and commerce needs for the rest of their days on
full-powered holographic laser display, instead having a square Earth. Should the inconceivable happen and storage space start
3-inch screen that has the illusion of a 3D image, but larger and/or to become sparse, a person can either command the computer to
more sophisticated monitors can be hooked up to its utility port. erase old and unwanted files, or transfer the data to another com-
The TEX Exo-Mon A-25 is common and popular accessory for puter or a storage unit (like PDD disks or the Data Chest, both
this item. Utility Ports: 1; accepts one-inch disks only. Weight: listed below). As usual, a DCDS uses a bolo-projection system
4 ounces/113 grams (small case only has 1 M.D.). Power Cell with a 9:16 aspect ratio and a variable size display than can be as
Life: 120 days of continuous use on a single power stick. Cost: small as 3.5x6.3 inches/9x16 em to as huge as 5x8 feet/1.5x2.4
2,500 credits. m. Utility Ports: 3; plays and can record on both one-inch and
TEX Compu-Book 4200 Handheld Computer: This is a com- three-inch disks. Image Projection Size: See above. Weight: 2.2
mon tool for field researchers and authority figures that need ac- lbs/1 kg. Power Cell Life: Made to be plugged into a stationary
power source. Cost: 3,600 credits (which can be financed for city
cess to large amounts of information and data storage space. Oth-
residents). Note: The previous generation Datastream 220 model
ers like to use it as a depository for massive amounts of data so
is half as powerful, but also half the cost at 1,800 credits. The
they can download the information from it to their more handy
11 year old model 120 has a quarter the power of the 320 and
Palm-Pro 2300, but still use it in the 4200. The unit uses the
a quarter the cost of a new one, and is in good availability now
popular design of the PC-3000 (seen but not described in Rifts®
with many people trading up for a better model. For the truly
Sourcebook One Revised, page 69, above the PC-2020), letting
poor there's the 16-year-old model 20 which has an eighth the
people use it while on the run, when a fiat surface isn't available,
computing power of the 320 and an eighth its price tag, costing a
or just walking around. Utility Ports: 3; accepts both one-inch
scant 450 credits.
and three-inch disks. Image Projection Size: Opens up into a
TEX "D-Book" EP-300: Even though books per se are techni-
big, 10-inch (25 em) 3D fiat screen similar to the Palm-Pro's that
cally illegal, electronic mediums that mimic them are on shaky
also can double as a touch-screen keyboard in any desired lan-
ground. The D-Book is such an electronic medium that is basical-
guage or configuration. Weight: 2 lbs/0.9 kg. Power Cell Life:
ly a 500-page book filled with electronic pages. Each electronic
66
page is filled with a bed of beads that are each a tenth the size of Vid Mat P-2020 & P-5050: For those that don't need a giant
a grain of sand. Each bead has several colors on them, including monster holographic projector, or just don't want to drop 3,500
all the primaries. When an electronic signal hits them, the desired credits the big laser projectors demand, there is the Vid Mat. In
colored side turns to the face of the page, forming pixels that effect, a Vid Mat is an MDTV video plasma screen that is soft
in tum from letters, characters, and still pictures. Concealed and to the touch and can be rolled up like a mat or a poster when not
protected in the hardback jacket of the book is a series of comput- in use. To be used, all one has to do is pull it out of its carrying
er components that store all the data downloaded into the system. sheath, unroll it, and prop it up on its collapsing travel stand. Al-
Using the touch-screen interface on the inside front jacket, one ternately, they can be hung on a wall, leaned against the back of a
can select which book one wants to thumb through and within chair, or whatever's handy. And best of all, should it be damaged,
seconds, the electronic pixels will form up on every page in the lost, or misused, they're cheap enough to be replaced with little
electronic book. Given that this electronic gizmo is one step away concern about the finances. These are ideal accessories for small
from being illegal in the CS, those who purchase it must show ID, PDA and book sized computers that lack a large display. The
and proof of their need (technical occupation, university student, P-2020 model has a 20 inch (50.8 em) screen with a 9:16 aspect
CS officer, etc.). Utility Ports: 1. Image Projection Size: Big ratio and the P-5050 has a 50 inch (127 em) screen. Weight: The
11x8.5 inch/28x22 em pages with any font size desired. Weight: 2020 model is only a pound/0.45 kg and the 5050 model weighs
2.2 lbs/1 kg. Power Cell Life: Given that the pixels do not re- in at two and a half pounds/1.1 kg. Power Cell Life: Made to
quire power to stay in position, a single power stick can keep it be plugged into a power source, or with its power cell adapter
running for years. Cost: Because it is not a computing juggernaut and two power sticks the 2020 can play for 175 continuous hours
compared to the others, TEX can sell them cheaply for 50 credits whereas the 5050 can display for 70 continuous hours. Cost: 150
each. A customized leather jacket adds 100 credits to the price credits for the popular 2020 model and 375 credits for the bigger
tag, where as a 5 M.D.C. protective jacket adds another 250 cred- 5050 model.
its to the overall cost. TEX Exo-Mon Eyewear: For many people on the go, the idea
M3s (M-Cubes): Common in and around cities, Miniature of carrying around a monitor of any size is just too much of a
Microwave Modems allow a person to tap into the local radio hassle. They want something that will give them a great view of
computer traffic between it and any number of similarly trans- their computer's video output, and yet be next to invisible at the
mitting computers in a 15 mile (24 km) radius. This microwave same time. To fill this role, TEX has come up with their Exo-Mon
radio traffic is a separate entity than that of the normal digital brand of sunglasses. With the touch of a sensor in the frames, the
cellular system common in towns and cities and their outlying dominate eye is filled with MD-video quality holo-imagery while
areas, though it can interface with the cell relays. In essence, the the other eye is free to keep tabs on the real world, and no one
cube helps make localized wireless intemets where people can else can see what's being projected. The holo-image can be made
communicate, reference material, and engage in commerce from to appear to be anywhere from a faded transparency to allow the
anywhere the two like modem frequencies can reach each other. Exo-Mon's wearer to see through it and keep a better eye on the
TheM-Cubes can handle up to 360 active connections at a time world about him, to a solid, opaque image so the user can focus
and transmit or receive data as fast as the computer's processor on the image all the better. In the stems of the "A" models are
can handle it. And, of course, not only is the system secure, only a set of ear buds that can be inserted in the ears to provide full
allowing access to specially designated files and programs, but stereo audio, or mono if one prefers to keep one ear open to the
the wireless modem can be simply turned off to ensure privacy. world. The "0" models are "optical only." The Exo-Mon comes
Larger and less portable models are available for those who ex- in a wide variety of styles and lens tints (some have fully control-
pect to receive heavier traffic, like vendors and those who have lable variable tints), and all lenses are coated to protect the wear-
popular content others like to reference frequently. TheM-Cube ers' eyes against the sun's UV A, B & C emissions. A pointblank-
plugs and secures in any utility port and costs 380 credits. range wireless transmitter (must be within three feet/0.9 m of the
Wilk's Mongo-tron 21A & B: In essence, these are add-on transmitter to receive signal) must be plugged into the computer's
accessory, Wilk's laser holographic projectors. They are made utility port which the Exo-Mon taps into. Weight: The light-
so one only has to simply plug it into a computer's utility port weight frames and lenses are only a quarter of an ounce (7 g) for
to drastically increase the size of the projected image. The "A" maximum comfort. Power Cell Life: The Exo-Mon has a built-in
model projects a variable sized image that is as small as 9x16 rechargeable battery cell that can provide up to a week's worth
inches (22.8x40.6 em) to as large as 9x16 feet (2.7x4.8 m), both of continuous viewing in the "A" model and ten day's worth for
flat or 3D. And of course, the larger the image, the less resolu- the "0" model. Cost: "A" models range from 170 credits to 300,
tion it has. As for the more expensive "B" model, which is often depending on style. The slightly cheaper "0" models have a start-
used to entertain or brief large numbers of people at a time, it can ing price of 150 and can go for as much as 280. The "Controllable
project an image as large as 18x32 feet (5.5x9.7 m) in size, flat Variable Tint" option adds an extra 50 credits to the package.
or 3D. Not only can the "B" model make a larger image, but it TEX Finger Wiz 125: For the literate few who can read and
has an "image re-analyzer" that gives the image better clarity at write and prefer to use those skills with their computers, there
larger sizes, making its resolution equal to a monitor a third its is this keyboard. Those at Tech-tonic Electronics cringe at the
size. Weight: The A model is only 2.2lbs/1 kg and the B model idea of even touching an old-fashioned keyboard with buttons,
weighs in at 6 lbs/2. 7 kg. Power Cell Life: Made to be plugged so they have made their own line of contemporary-styled, touch-
into a power source, but can go for 24 hours of continuous use screen keyboards that allow the user to display its letters/char-
on battery power with four power sticks. Cost: 3,500 credits for acters in any font, language or configuration desired. This gives
the popular A model and 14,000 credits for the more elaborate B them a great deal of versatility and freedom of style, language
model. and preference. Though cheap to produce, the units are durable
67
and can take their fare share of abuse, but the screens are not obligatory bonus material. The three-inch PDDs store eight times
M.D.C. constructs. The Finger Wiz 125 comes standard on their as much material and are typically used for things that require
Nomad and Babel computers, but they can be bought separately the greater space. They are commonly used in the sales of com-
and plugged into any utility port and be used with any computer. mercial-free versions of popular TV shows that the entertainment
Weight: Each weighs about a pound (0.5 kg). Cost: These are networks sell, typically having a whole season of a program on a
cheap, going for 50 credits each. single disk with room for extras such as interviews, bloopers, and
TEX Data Chest P-IO, P-30 & P-60: These little boxes con- behind the scenes material. Another popular use for these larger
tain an array of memory cubes (hard drives) that can be used to disks is for interactive movies with multiple possible storylines
store extra and superfluous data. They are accessories that can and endings, all dictated by the viewer's choices. But as far as the
be jacked into the utility port of any computer, big or small, but "techie" community is concerned, there is only one real use for
are not computers in and of themselves. The name Data Chest is the three-inch disks, and that's for the storage and transportation
a little misleading about their true size. Because of the degree of of complex computer programs. Cost: 5 credits apiece or 100
efficiency of carbon nano-tubule circuitry, these units are about credits for a pack of 25 blank one-inch disks. Pre-recorded, com-
twice the size of a book or a Zippo lighter, and that's including mercial one-inch disks with new movies and TV specials range
the space occupied by the mini-processor responsible for data from 20 to 40 credits, to 50 to 120 for entire seasons of TV shows.
exchange and internal padding to make them even more shock Music is usually bought on a download basis on local intranets
resistant and durable. Utility Ports: 1. Weight: About half an and in person at storefronts, going for anywhere between 1 credit
ounce/14 grams. Cost: The P-10 model costs 1,000 credits, the for any two songs, to 4 credits for an album by a single performer/
P-30 model runs for 2,200 credits, and the supreme P-60 model band, usually containing twelve or so songs. But for the more de-
goes for 5,000 credits. voted fans there are limited runs of one-inch disks of the various
Power Sticks and Power Stick Rechargers: Every computer albums that cost 15 to 50 credits depending on who performed
made under the TEX brand name uses the same kind of power it, and what kind of bonus material is included. Three-inch disks
cells. Small utility batteries called Power Sticks, designed to be cost 30 credits apiece or 600 credits for a pack of 25. Disks con-
efficient and cheap. These batteries share the same shape and size taining software programs can cost as little as 50 credits to as
of a stick of chewing gum, but use EPG to store a large amount much as 250,000 depending on their level of sophistication and
of power, just like an E-Clip only smaller. When dead, the power how new it is. Three-inch PDDs with pre-recorded seasons of TV
stick can either be discarded or recharged and reused. And of shows or interactive movies can usually cost between 50 and 120
course, to recharge a power stick, one needs to buy a power stick credits brand new, while older titles tend to run considerably less.
recharger. These rechargers can replenish the power of up to four Programming Services: Any computer can be programmed to
sticks at a time in the span of three hours. Needless to say, they perform certain tasks. However, most people don't know how to
are woefully inadequate for the purpose of recharging E-Clips. program their own computers, only how to use them for the bet-
That is, unless one has the patience to make the connections by ter part. Most of the time when someone wants their computer to
hand (Basic Electronics and Weapon Engineer skills needed) and learn a new trick, they just go out and buy a pre-programmed disk
then wait 120 days for it to charge, or 180 days with a LongE- for it, pop it in, and say "Computer, download disk." From there
Clip. Weight: Each weighs a third of an ounce/9.4 grams. Cost: the computer reads the instructions and accepts the new program-
5 credits each, usually sold in packs of 4 for 20 credits. The Pow- ming and applications. However, there are a few things out there
er Stick Recharger costs 150 credits. that are not available on disk and must be installed by someone
PDD One-Inch & Three-Inch Disks: These universally used who knows what they're doing. Cost: Anywhere from a few hun-
and formatted Pocket Digital Disks are very versatile and durable dred to several thousand credits, depending on the complexity of
mediums that have large amounts of storage space. Made to be the program.
read by and written on with an X-ray laser, they can be recorded Custom Tailored AI: Given that most of the Coalition's com-
on and re-recorded on a million times over before they start to puters use a verbal interface, many like to have a face to talk to
wear out. The disks are made from multiple layers of a semi- on the screen. Those who do also tend to like that face to exhibit
transparent polymer-ceramic material and are tough enough to a personality to make it more personable and easier to converse
warrant having an Armor Rating of 18 and 35 S.D.C. In other with. To that end, the boys and girls at Tech-tonic have come
words, they were made to be stomped on, thrown in the dirt, run up with a variety of AI Personalities that they can put in almost
over by a truck, and hit with a rock, and they should still play well any of their machines. When ordered, the customer can choose
so long as they're adequately cleaned off. The one-inch variety from a variety of preprogrammed Ais or one can be made from
of these disks can be loaded with as much as 3 hours of Matrix the ground up. These AI interfaces are very adept at mimicking
Definition video (uses a hundred layers of High Definition im- the emotions and personalities of real people, but they are still
agery sandwiched together to create a three dimensional picture, just simulations that have no real personalities, emotions, or feel-
the current movie and television standard). Alternately, they can ings of their own. But at times, it's easy to forget that. Cost: A
be loaded up with 300 hours of 2-D High Definition video, about simple AI costs 300 credits. A more powerful and complex AI
170 million songs (using the high-quality eight-channel format costs 2,000 credits. Custom made Ais typically cost 4,000-8,000
of HV A-7 - short for Hexagonal Vectored Audio #7), or 390 credits depending on their complexity and depth of personality.
million pages of text or computer code. Needless to say, except Tech-tonic Electronics is one of the fastest growing businesses
when packed with MD-video, most of the time the vast majority in the Coalition, with stores in every fortress city in the CS. They
of the disk's capacity is never used and goes to waste. But that's service a large clientele thanks to the current state of communi-
what this format was originally made for; MD Video disks of pre- cations, where people all over can order their goods from their
recorded material, usually movies of all types and lengths and the homes and have it delivered either to them directly or to a parcel
68
depot in a nearby town. Because of this, just about everyone has price they must be willing to pay for the survival of their loved
a variety of computers; not just those under the TEX brand name, ones and the CS as a whole.
but Robert Taurus can dream. This service, complete with viewing, costs 250 credits, mak-
ing it fairly cost effective so even the poor can use it. What be-
comes of the resulting diamond is what usually ends up costing
10. "Pyre-Stone" Funeral Services more. Memorial picture frames range from 10 to 2,000 credits,
Death is an all too common event in the world of Rifts Earth, depending on quality and what they're made from. Jewelry can
even for the well-protected people of the Coalition States. It is be as little as 30 to 200 credits for the pieces that are made to
something they have to accept. Though some may live up to 120, accept uniform sized diamonds, to as much as 2,000 to 100,000
many of their young die in the line of service defending their credits for the more extravagant custom-made pieces. Another
way of life and bringing the fight to the enemies of the CS. But medium for the gems are statues. There are a wide assortment of
regardless of how one dies, young or old, peacefully of old age or statues ranging from just a few inches tall to a yard/meter where
violently at the hands of some monster, everyone wants to know the Pyre-Stone can be set in the place of the heart (on the surface
their remains will not be a burden on their loved ones, or worse, ofthe chest, not buried in it, out of view), in the statue's hands, or
used to hurt them as a zombie or spell component. Given this one can have the ashes made into two separate diamonds so they
very real concern, the overwhelmingly vast majority of the CS can be set in the statue's eyes. This can cost as little as 80 credits
have their loved ones' remains treated in a special way. for small, generic models, 500 for mid-sized statues laser forged
First, the recently deceased is given a "Viewing Ceremony" to in the departed one's likeness, or 3,000 and up for a custom-made
allow the friends and family a chance to say good-bye. They find piece that's truly as glorious as the person was in life.
this to be very helpful in accepting the loss and begin the healing This particular funeral parlor is run by an elderly woman by
process. However, there are times when this is not permissible the name of Ezmerelda Nash. Like most people in her line of
for whatever reason, like if the body is too horribly mangled or if work, she is both solemn and comforting to others, and never
there is a real danger that the body will fall into enemy hands. In condescending nor patronizing. The minute one walks into her
such instances, an enlarged photograph of the deceased loved one place of business, she or one of her daughters is there to tend to
is used as a surrogate for the actual body. After this, the body is their needs, whether for the recently deceased or for those think-
cremated and reduced to ash. But since this ash can be used as a ing ahead. They are all1 00% accommodating and will make pro-
spell component, this is not enough. The ashes are then put into a visions for "special orders" that may be a bit out of the ordinary.
low-end Mega-Damage furnace to quickly bum off all impurities,
leaving behind a carbon powder. This powder is then placed in
a compressing mold and pressed into a diamond with a blue tint.
11. CSMT-23
The end result is called a Pyre-Stone. This diamond looks beauti- Be it news programming, action adventure, soap operas, music
ful, but its industrial grade makes it unsuitable for use as a spell videos, riveting drama, slapstick comedy, or gritty reality shows,
component or even as a part in a Techno-Wizard device. The the people at CSMT-23 either make it or buy it from independent
whole process from corpse to diamond takes about half an hour. production companies. Located at Ocean Sky (Blue) 5500, Level
What the family does with the diamond varies from person 19, is the television network that goes by the call letters and SSD
to person. Some have it embedded in the base of a picture frame Network address CSMT-23 (short for Coalition State of Missouri
with a photo of the recently departed. Others have it placed in a Transmitter, number 23) in the whole of the CS, but most people
ring or necklace to wear on special occasions. Many use these just call it "Channel23."
Pyre-Stones as the gemstones in their wedding rings, making Like all Coalition news and entertainment networks, they deal
them much more special than some rock dug out of the earth. in the distribution of state-approved propaganda and informa-
Some even opt to keep someone's ashes in an urn for a time so tion. All of the shows they make available have either a neutral
they can have their own ashes mixed in when it's their time. Their or pro-human slant to them but none of them preach acceptance
ashes can be mixed together to produce a single, larger diamond or equality forD-Bees and demons. Non-humans are always de-
where their remains can be together forever. This kind of join- picted as oafish and stupid at best, or evil and diabolically cruel
ing has even been done with pets as well at times. In this way, at worst, but rarely both. The CS Propaganda Department wants
people have had quasi-mass funerals where entire families have people to think of inhumans as their inferiors, but they do not
been joined together. This method has also been used to make want them to think of them as easily defeatable and incompe-
Pyre-Stones for special monuments with Hope Diamond-sized tent. The enemy is to be distrusted, laughed at, feared, and even
stones as the centerpiece where platoons, and even entire battal- despised, but never underestimated. To preach otherwise would
ions of soldiers died in some spectacular, honorable, and "above be inviting another fiasco like the Siege on Tolkeen, where the
and beyond the call of duty" manner. One such monument in Chi- enemy was grossly underestimated to the point where virtually all
Town's Silvertip Park (Level22) is a one-tenth-scale representa- of the soldiers and officers in the CS invasion force were acting
tion of the legendary 231 '' Infantry, who bravely tried to fend off like the incompetents they believed the D-Bees and spell casters
the first wave of the Federation of Magic's infamous invasion in to be. A simple mindset that cost the CS dearly.
12 P.A. The monument is cast in stone with all584 soldiers posed All of the shows are about 30 to 60 minutes in length (give
as they were just when they were being overrun by the enemy. or take 10 minutes) and are laced with 7 to 15 minutes of com-
And every last one of them has Pyre-Stones set in their eyes made mercials. Some of the more adult-oriented programming can be
from the remains of the soldiers themselves. The monument is graphically violent, and some of the Coalition's moral opponents
grim in appearance, but serves as a reminder to the people of the in Lazlo have even accused them of using CGI special effects to
make the gore even more horrific and sickening than it really is
69
for the purposes of desensitizing the people (which is true!). The hopes of marrying her so he can start raiding the family's fortune.
following is a partial list of some of the most popular programs However, Bobby's motives are transparent to Rachel and she sets
one can have their DCDS unit download: her own plans into motion to take him out of the picture so she
Witch Hunt is a game show of sorts. Basically what they do is can have Lisa all to herself. But little do any of them realize that
take a spell caster out of prison, human or D-Bee, give him back Randel has escaped his D-Bee captors and is coming home, but
the equipment that was on his person at the time of his capture how well will he be received?" Have no doubt, this is soap at its
or the equivalent of it (armor, weapons, gear, etc.), and then set apex of cheesiness and over-acted drama. Even so, the show has
him loose. Thereafter, a few automated multi-spectrum "chase a viewership of over 7 million people in the CS proper and an es-
cameras" built into high-flying hovercraft follow his every move timated 19 million more beyond in border towns and D-Bee com-
without his notice. Then, after the caster has been given a 30 min- munities through pirate signals and Black Market one-inch disk
ute head start, a pack of extremely well equipped Dog Boys are sales of the past seasons (it's wildly popular in Lazlo)! This has
sent out to hunt him down and kill him! These may be regular raised Trent Maxim, who plays the beloved Randel, and Rebecca
Psi-Hounds, Battle Cats, Kill Hounds, Kill Cats, Ursa Warriors, Roads, who plays the scheming and insatiable Rachel, to inter-
even occasionally Mutant Bats, whatever the Army can spare at national sex symbol status throughout the entire North American
the moment. Regardless, the hunters have exactly six hours to continent!
pick up the caster's trail, track him down and rip him to shreds. Rude Ranch is considered to be THE most tactless, crude, and
If the mage eludes them for the whole duration or manages to kill vulgar show ever. It is a comedy set on a commercial cattle ranch
the mutant animals, he is allowed to make a quick statement into a hundred miles from New Chillicothe. The show uses a mixed
the cameras, before being released! (At least, he appears to be re- cast of humans and real D-Bees who interact with each other as
leased. Unbeknownst to the viewers, once the cameras are turned the stupid ranch owners and their even more stupid ranch hand
off, he's gunned down and his body is disposed of. That's a care- worker slaves. Most of the jokes revolve around bathroom humor,
fully preserved secret, for fear the truth would hurt the show's zany antics, crude sex jokes, and childish pranks. And, of course,
ratings. Only on two occasions has the mage gotten clean away, there is no such thing as an intelligent D-Bee on this show, only
but of course they didn't get to make statements to the viewers, ones who are borderline mentally retarded and outright idiotic.
being long gone, having evaded hunters, chase cameras, and all.) Though in all fairness, the human ranch owners aren't portrayed
Dead Boys is a reality show where troops on patrol are fol- as any geniuses, either. This show has inflamed more D-Bees
lowed around by a cameraman (camera is a small unit built into than the CS knew were out there watching their shows - as if
the side of a helmet) recording their exploits, victories, and de- they care one way or the other.
feats. The show is unafraid to show CS brutality against D-Bees Battlefield 'Burbs is a dramatic and well-made cop show of
and how they are mercilessly dealt with. But they also always sorts set in the 'Burbs of Waukegan. The central premise of the
take the time to show why the D-Bees and casters deserve such show is about ISS and NTSET officers bringing peace and safety
fates by showing them in acts of violence and by interviewing to humanity in the 'Burbs, and dispensing justice to all the inhu-
survivors of the monsters' attacks. On occasion, they have aired man horrors that lay in wait just beyond the walls of the fortress
episodes where the Dead Boy troops take heavy causalities or are city, and sometimes in it. The show is also about bringing law
wiped out altogether! This is to show the people that as good as and order to the lawless in the uncivilized 'Burbs and protecting
the CS is, there is still much to be feared and despised out there. humanity from itself. The D-Bees and monsters on this show are
In fact, their highest rated show was one where a platoon of CS rarely depicted as dumb or inept, and are often difficult to stop
soldiers engaged a Splugorth party with two Slavers and their ten and kill. Many of the show's gritty stories are based on real case
Altara Warrior Women, six Kydian Overlords and a large squad files of the ISS and NTSET and are credited as such. Many in
of power armor-clad Kittani. It was a harsh and valiant battle, and outside of the CS consider this to be one of the finest crime
in which the two cameramen caught all of the action, but in the dramas around due to its all too realistic stories, excellent acting
end the Coalition lost. Episodes like this serve to keep the people and authentic looking holographic sets and special effects. The
scared, and more than willing to give all they have to fight the lead actor is named Dell Winters and has been called the best
monsters that threaten their very existence. acting talent of the times. Consequently, Dell's character is the
Slopps is a children's show hosted by a big, goofy, cartoonish only one the writers are not allowed to kill off, but there are a few
CGI human who is designed to look funny, but not so off that he others that are safe for now, at least until contract negotiations in
could be misconstrued as aD-Bee. Slopps teaches kids how to December. Like the soap Into the Flames, this show is as popular
hate and fear all things that aren't human through animated sto- inside the CS as it is beyond its borders, making its stars interna-
ries, sing along songs, and special guests. But though the show is tional icons with fans ranging from as far south as El Paso to as
a bit preachy and heavy with CS ideals, the program is made to far north as Lazlo.
be silly and funny for kids.
Into the Flames is a dramatic soap opera based around the tri- 12. The NC Viceroy Company
als and tribulations of a wealthy and powerful family among the
Chi-Town social elite. The Crest family has about ten members, This place of business is well known throughout the entire Co-
but this is a fluid number since some are killed off and more enter alition States as well as the neighboring Kingdoms and towns.
the show from the most implausible places. The synopsis of the Located at Saddle (Brown) 6, Level 12, the NC Viceroy Com-
most recent episode goes something like this. "While Randel is pany is famous for their two main products, Chillicothe Whiskey
still being held captive in the 'Burbs, Lisa has given up hope of and Chillicothe Cigars. Their 105 proof whiskey is aged for five
ever seeing her true love again. Seeing her emotional vulnerabil- years in old-fashioned oak barrels before being sent to market,
ity, Bobby decided now is the time to make his move on her, in and given a secret chemical additive that makes the liquor smooth

70
The foods are preserved by a unique process that simulta-
as silk with no aftertaste. This chemical also reduces the chances
of getting cirrhosis of the liver by 96%. And with its going price neously dehydrates the food as it is flash frozen in a matter of
of 16 credits for a fifth (a 25.6 oz/0.757liter bottle), this is one of seconds. This process is actually an adaptation of a pre-Rifts
the fastest selling hard drinks on the continent. Their other main suspended animation system the American Empire was develop-
product is their Chillicothe cigars which come in sizes ranging ing for manned deep space exploration missions. The purpose
from 4 inches (102 mm) to the mammoth 8 inchers (203 mm). of dehydrating the food (or person, as it was originally designed
All of the tobacco they use is grown on their own private farms for) is due to the crystallization that occurs in the cell structures
outside of town, processed in a factory in the Sol Markets sector of living tissues during the freezing process. The frozen water
of the 'Burbs, and sold in the store (over the counter as well as crystals damage the cells and terminate the subject. But without
through catalog orders). The cigars are sugar enriched for flavor water present, there are no ice crystals to be formed at all, thus
and chemically treated to reduce the risk (97%) of heart disease. circumventing the problem. The revitalization process takes far
They still aren't very good for the lungs, but with CS medicine longer, as the subject is re-hydrated with water mixed with a form
most of the damage is taken care of during regular checkups at of non-lethal anti-freeze. The second the subject is sufficiently re-
the family doctor. Like their whiskey, these stogies are shipped hydrated, it is bombarded with a powerful barrage of microwaves
off to the other Coalition States as well and have a pretty good that bring the subject back to its regular core temperature in just
a few seconds. The whole process allows for organic matter to
availability to all.
be kept in storage indefinitely and be brought back to its original
state as it was when frozen. The CS has yet to try putting people
13. City Hall into suspended animation with this method, but they have ex-
In this building located at White (Blank Zone) 21, Level 20, perimented on D-Bees with great success. The only significant
the city's local governmental ruling body conducts its business difference between doing this to food stock and living creatures
and makes the decisions that affect the city and nearby communi- is that people require an electrical jump-start to the system after-
ties. At the head of the city's government is Mayor Lisa Scott, wards and have a 2% mortality rate. Though the CS is incapable
who has held this position for the past 12 years. Scott has been of space flight, they are looking into this as a means to imprison
an excellent city Mayor and has yet to make any major mistakes, extremely dangerous beings.
mainly because she has picked herself a very intelligent and wise Due to the incredible amounts of space the subterranean stor-
City Council to help guide her decisions. Of the thirteen people age levels have and the abundant harvests the farmers and meat
who sit on the City Council, the most notable and influential ones producers send to the fortress cities, the CS has been slowly ac-
are Councilman Hague, the biggest greenhouse coffee bean grow- cumulating a reserve of food over the decades. At present, the CS
er in the area, ISS Commissioner Jesus Angeles, and Brigadier has enough flash frozen, dehydrated food in deep freeze to feed
General (one-bar) Ann Parker, the city's second highest in com- the entire Coalition for three years, or longer if they institute strict
mand at Fort Canon. Normally, this position is filled by the top rationing. This gives them the ability to take care of the basic
commanding officer, but General Canon instead holds a seat in needs of all their people even in the face of absolute catastrophe,
the Governor's State Senate, making him ineligible to hold a sec- and gives them time to recover from even the most horrible turn
ond seat of governmental power. Of those who sit on the Council, of events.
the Mayor's most controversial appointment is a 35-year-old Dog
Boy soldier who's been retired from active service due to his age. 15. Fire Station No.1
Sergeant Major Coke gives the Mayor a unique perspective on in-
ternal security, NTSET affairs, and matters concerning the city's Located at Roof Level, Red, with nothing above their heads
psychic and mutant animal population who make up a small but but the Missouri sky, is the state's premier firefighting unit and
significant percentage of the residents. Most see the appointment headquarters for the Missouri State Fire Department. Though
of a Dog Boy to such a place in government as a mockery of the there are several other fire stations in other towns, Fire Station
system, but Mayor Scott feels that she would be lost without the No. 1 is the biggest and best by far. This large, three-story sta-
canine's input and stands by his appointment. tion house is where firefighting efforts for the area are launched
and coordinated to combat fires in the wilds of Missouri. While
others take care of the occasional fires that flare up inside the for-
14. Cold Storage Level tress city below them, those of Fire Station No. 1 are trained and
Be it by train, boat or truck, tons upon tons of food are sent equipped to handle the forest fires that threaten the state's farm-
to New Chillicothe over the course of the year. Once it arrives it lands and natural resources. From blazing, thousand acre infernos
is sent down a special freight elevator to Level S-2, where it is to small brush fires, they handle it all with the greatest speed and
put into cold storage so it will never spoil or go bad before being efficiency possible.
eaten. This function of every fortress city is essential, because CS Though the training that the men and women of the M.S.F.D.
farms and meat producers make more than enough food for the receive is the latest and best there is, the equipment they use is
people to eat over the entire year, but if allowed to just sit, there not. This is not to say that they have to put up with quirky, use-
would be a vast amount of waste due to spoilage. To allow such less junk, because all their high-tech tools function flawlessly.
a thing would be to invite famine and shortages in between the But this does mean that they never receive things that are fresh
harvests, which is something the CS government has sworn will off the factory floor. The number one tool used by the firefight-
never happen. By freezing the perishable foods, they can keep a ers is the Inferno Trooper PA, which is actually a salvaged and
supply of eatables on hand that they can ration out throughout the reconditioned, battle-damaged Terror Trooper with a fire-truck-
year until the food stocks can be replenished. red paint job. The Inferno Trooper is the favored PA to fight for-

71
est fires because of its great protection against the searing heat,
allowing them to go into the heart of the beast; the PA's above
average brute strength, which gives the firefighters the ability to
make quick firebreaks; its built-in lasers, which can be used to set
backfires with; and most importantly, its vast missile capacity.
In the power armor's role as an Inferno Trooper, these missile
launchers can be made to implement the Coalition's greatest fire-
fighting tool, the Fire Retardant Mini-Missile (100% chance of
smothering normal fires, 66% chance of smothering M.D. fires
of any kind; 20 foot/6.1 m explosive radius, 1,4 mile/402 meter
range). With a load of 20 such mini-missiles on its back and an
equal number more loaded in a CTT-M20, each Inferno Trooper
usually has forty such fire squelchers at its disposal.
The M.S.F.D. also has a small fleet of Blaze Buster APCs that
can get the firefighters to any site in short order. This large hover
vehicle is actually a battle salvaged Death Bringer APC that has
been refitted to perform this lifesaving duty, painted fire-truck red
to distinguish it from those in military service. After dropping off
a team of firefighters (typically 40 in EBA and 20 Inferno Troop-
ers, or 40 Inferno Troopers), the Blaze Buster can then fly off
to the nearest lake or river to fill up its bay with water. Once on
site again, that water can be fired through the water cannon (con-
verted from the Plasma Rocket Shell Cannon) to douse strategic
areas. In addition to that, the hover transport has a complement
of 60 Fire Retardant Short-Range Missiles (100% chance of
smothering regular fires, and an 88% chance against M.D. fires;
30 foot/9.1 m explosive radius; Yz mile/804 meter range), which
are in four missile turrets in place of the laser ball-turrets. The
Blaze Buster can also rescue and evacuate anyone trapped in the
inferno should things get out of hand. All of these capabilities and
attributes make the Blaze Buster APC the backbone of the Coali-
tion's firefighting forces. eral Orly's backing. These moves have helped make the state a
For additional help, the fortress city of New Chillicothe can bit more powerful in the CS political landscape, but it's still far
fire a volley of Fire Retardant Long-Range Missiles from any or from enough for his tastes.
all of its CM-4000 launchers. These Mach 5 missiles can reach Ryan does this not for his own personal glory or power, but
out as far as 500 miles (800 km) in a matter of just over eight out of a feeling of oppression. All his life he has strived to make
minutes. Though far from instantaneous, this allows firefighters the world a better place, be it with the business end of a rifle or
on site to put added suppression exactly where they need it to get through political contriving. He doesn't like those who use their
the inferno contained and under control with a little planning and power to dominate and control others, much like the schemers at
forethought. Chi-Town and the inhuman demons who used their supernatural
power to domineer over their perceived lessers. As an RPA: Elite
pilot he fought to rid the land of power-hungry monsters in all
People of Note their guises. As a staff officer, he fought other officers who only
had dreams of conquest for their own personal glory, regardless
Lieutenant General Ryan James Canon of the cost in human lives. And as commanding officer of military
operations in the state of Missouri, he has fought both monsters
General Canon is the relatively new base commander of New and D-Bee raiders who dared to encroach on the state's boundar-
Chillicothe's Fort Canon and the highest-ranking officer in the ies, as well as power-hungry heads of state within the CS who see
state. His three bar General status gives him the power to run the breadbasket of the Coalition merely as a resource to be used,
the entire state the way he likes it, but defers to Governor Kim- and not a sovereign entity who deserves an equal voice in the
ber out of respect for the office the man holds (but not Kimber government. The reason why Ryan hates to see abuses of power
himself), respect for the chain of command, and to maintain or- can have its roots traced back to his father and upbringing.
der. However, this has not stopped him from taking an active Born in the city of New Chillicothe in 56 P.A., Ryan had a
role in the development of his home state now and when he was lot to live up to from the second he first drew breath in his lungs.
still under General Orly's command. He had always hoped to see This was mainly because his father was the locally famous Gen-
his home state become more than just a political pawn of Chi- eral Robert James Canon, the commander of Operation Cock-
Town. To this end, he has made sure certain critical facilities and roach and who the city's base was unofficially named after. And
structures were either erected in or moved to Missouri, such as though Robert was a brilliant leader in the field, he was a hor-
the NeveU Proving Grounds and increased tactical importance of rible father who was either neglecting his children in favor of his
Hannibal. Both of which were his doing as a Colonel with Gen- military duties or beating the hell out of them to "whoop 'em into

72
shape." It wasn't uncommon for Ryan to come home from school the Coalition. But when his orders came from the Emperor him-
and see his mother weeping, covering her battered face with her self, Canon was shocked to see that he was to stay in Missouri
hands. His brother and two sisters also often found themselves under Orly's command, who was also denied his request to be
the victims of an undeserved beating. Only Ryan ever had the transferred to one of the fronts. Just like Underhill in Chi-Town,
courage to stand up to his father and fight back, once. That effort his duty was to reinforce the state's defenses along the north and
to put an end to his father's abusive behavior landed him in the northwest borders and keep the area secure. Needless to say, he
hospital for two weeks. With such an upbringing, it was little was more than a little disappointed that Tolkeen wouldn't feel
wonder why Ryan left home and joined the military the second his wrath, especially after he saw the mess the incompetent Gen-
he came of age. He didn't do so to follow in his father's footsteps, eral Drogue was making of it. But on the other hand, he was a
but just so he could be shipped out to another state and get as bit relieved that he wasn't being sent north to fight and kill his
far away from his father as possible. A few years later, the great fellow humans in Free Quebec. Though he was angry over their
General Robert James Canon was murdered by his wife. She was secession from the CS, the worst he felt they deserved was a few
pardoned by the Governor of any wrongdoing since the General's trade sanctions to try to get them back through temptation and
abuses were hardly a secret. Ryan didn't shed a single tear for necessity. Facilities to make nuclear power plants was one thing
his old man, but did start writing home to his family much more they didn't have, so an embargo-induced power shortage would
often from that day forward. He even started sending his mother have been perfect to make them yearn to come back to the fold
25% of his monthly salary to compensate for the lack of income and give in on the Emperor's demands. But then again, no one
of her departed husband. asked him.
During his military career, Ryan excelled as a SAMAS pilot Lieutenant General Ryan Canon has had the job of "COMCS
and as a leader. His abilities enabled him to rise through the chain ("Com Cass") of Missouri" (Commander of Military Operations
of command at an accelerated pace due to his competence and in the Coalition State of Missouri) for over 2 years now. He is the
capabilities. And like his father, tactical decisions came easy to highest-ranking officer in the State of Missouri and is counted
him in the heat of combat when seconds counted. Unlike his fa- among the 40 Generals who make up the CS High Command.
ther though, Ryan never abused his power and was never abusive The legion of forces he commands are more powerful than sev-
to his subordinates. He was well liked by those who served under eral of the state's enemies combined and have enough firepower
him, well respected by his superior officers, and greatly feared to fight a war on their own with little trouble. Even so, compared
by his inhuman enemies. Ryan Canon was what every Coalition to the massive military might of the other states of the Coali-
officer aspires to be. But as idyllic as he was, he too would earn tion, Missouri is by far the least powerful state in the CS. But
some high-ranking enemies within the CS itself. that is little comfort to those who are held at bay by the forces
In the fall of 87 P.A., a young Ross Underhill came to Mis- at Canon's disposal. With what he has, Canon has established
souri to evaluate the situation down there. He quickly came up and sustains his system of maintaining safety for the farmers and
with the idea of using military forces to destroy D-Bee farms be- ranchers who do not have the luxury of living behind the heavy
fore the harvest so they would starve to death, or at the very least, M.D.C. walls of a fortress city or walled town.
make them easier to rout later on. But as he proposed it to the then Race: Human.
new military commander of the state, General Zacarius Orly, for Alignment: Principled.
approval in an open meeting, Ryan Canon stood up and objected. Attributes: I.Q. 16, M.E. 12, M.A. 24, P.S. 16, P.P. 19, P.E. 15,
He said it was a stupid and self-destructive plan that would only P.B. 13, Spd 25.
result in stirring up the natives and forcing them to raid CS farms. Hit Points: 86, S.D.C.: 72.
Ryan also mentioned that they would most likely seek retribution Height: 6 feet, 1 inch (1.85 m). Weight: 213 lbs (96 kg).
and destroy Coalition farms in return and take what's left to feed Age: 56
themselves. Underhill scoffed at the lesser officer's predictions Description: Ryan has always had a commanding presence.
and said that they would just increase patrols to stop them before His hair is kept in a very short, neat Afro (5 rum thick), and
any raiders got too far in-state. Given Canon's concerns, Orly lately has been using hair dyes to keep it black and youthful.
approved the plan but reduced its scale to a quarter its originally His face has a smooth appearance and is clean shaven, and
envisioned size. As it turned out, Canon called it dead on and the Ryan's complexion has a medium, cocoa brown coloration to
resulting retribution brought a minor food shortage that year to it. When looked in the eye, most are usually intimidated by
the whole of the CS. But if the plan went as first devised, things his nearly black dark-brown eyes, which usually have a slight
would surely have been a lot worse. As it was, the raids showed angered smolder to them, an intentional and practiced trait.
the continent the Coalition's soft underbelly and vulnerability, its He learned that one from his father. Ryan's has a large frame
food supply. The state's defenses had to be further increased from and a strong build, which is so bulky it nearly kept him out
that day forward. However, Canon made a political enemy that of the RPA: Elite corps since it made it difficult to fit him in
day in Underhill. Underhill was confident that the reason why a SAMAS. Fortunately for him, newer designs permitted the
things went as predicted by the younger Canon was because the power armor to be piloted by larger people like himself. As he
full scale plan was not put into effect, thus leaving too many D- has gotten older and been placed in less active positions, he
Bees alive in its wake. Even today, Underhill refuses to believe has started gaining weight, slowly but steadily. Back when he
he was wrong that time, but his contempt for Canon has subdued was in his prime, Ryan weighed in at 182 pounds. Today he's
to the point where the two can be in the same room and be civil. about 30 pounds overweight, but carries it well (too much junk
As the Siege on Tolkeen went into effect, Ryan Canon stood food and not enough CS genetically engineered food).
ready to answer his nation's call to arms. He was sure that he Disposition: Though Ryan has been known to have quite a tem-
was bound for either the Eastern or Western Front to fight for per, his flashes of anger are always controlled and non-de-
73
structive. Ever since he struck out on his own in the military, though he paid for the modifications himself, the power ar-
Canon has always exhibited a strong degree of self-control mors were "misappropriated."
that borders on a repressive personality. His years of laborious Cybernetics: A Bio-System heart became necessary after he de-
discipline to ensure he would never be like his abusive father veloped a case of hypertension. Also has a Chronometer and
resulted not only in the repression of his anger, but also his in- Gyrocompass in his left forearm, near the wrist.
ability to feel any extreme emotion. He doesn't feel the highs Allies of Note: Beyond the thousands of troops under his com-
of being in love or a big win, nor the lows of a painful defeat or mand, Canon has many high-ranking friends in the CS Army,
shameful moments. When he does experience these feelings, including his former commanding officer, General Zacarius
they only last for a few brief, fleeting seconds and then his Orly, Governor Joshua Kimber, as well as the Emperor him-
repressive self-control kicks in, making it as though he never self, to a lesser extent.
felt it in the first place. It's little wonder why he has befriended Enemies of Note: The many bandits that like to use Missouri as
Jack, the super computer that controls the city's automated their personal hunting grounds have grown to loathe Canon
defenses. This doesn't mean that Ryan is a heartless man. He due to his competent commanding abilities, even though they
genuinely cares deeply for his wife, Reba, and his two chil- have never seen him face to face. Canon also has an old nem-
dren, Calvin and Linda, as well as the safety and welfare of esis and arch-foe who currently takes up residence in Lazlo,
the people under his command. It's just that he doesn't let his named Yvette Tantanmein. She used to try her damnedest to
feelings cloud his mind in the slightest. This quality is what always be the one to get in his way when he was stationed at
makes him a good leader. It's also why many consider him to Iron Heart. If given the opportunity, the aging Line Walker
be cold and impersonal. could be persuaded to look him up and resume playing their
Experience Level: 11th level RP A: Elite Sam. old back and forth games of cat and mouse.
Skills of Note: Radio: Basic 98%, Sensory Equipment 98%,
Weapon Systems 98%, Navigation 98%, Running, Pilot: Au-
tomobile 97%, Hover Craft 98%, Jet Aircraft 94%, Jet Fighter
94%, Jet Pack 96%, and Tanks & APCs 98%, Languages:
American and Spanish 98%, Literacy in both 85%, and Writ-
ing 80%.
Combat Skills: Hand to Hand: Expert, RPA: Elite with all SA-
MAS based power armors and 4'h level ability with CS triple-
digit ground power armor, Kick attack: 1D6 S.D.C., Critical
Strike on an 18-20, Paired Weapons, Body Flipffhrow, KO
on a 18-20. W.P.: Blunt, Handguns, Submachine-Gun, Energy
Pistol, Energy Rifle, and Heavy M.D. Weapons.
Attacks Per Melee: 6 normally, 11 with any kind of SAMAS
P A, and 8 with Terror Trooper P A.
Combat Bonuses: +6 with Blunt & Energy Pistols, +5 with
Handguns & Energy Rifles, +4 with Submachine-Guns &
Heavy M.D. Weapons, +4 to Roll with punch/fall/impact, +4
to Strike, +3 hand to hand damage, +6 to Parry (+ 10 with a
Blunt weapon), +6 to Dodge, +6 to save vs Horror Factor.
Preferred Weapons: Over the past few years, Canon has
weaned himself off of his old-fashioned Death's Head Sam
and taken a liking to Terror Troopers and Super Sams. Un-
beknownst to all but his personal mechanic and a few people
in the hangars, General Canon had a Super Sam and a Terror
Trooper shipped to Whykin's Tech Works for some custom-
ized work. Using his private funds, he had them give the Su-
per Sam a "High-End Turbo Job" and had its plasma cannons
replaced with burst-capable light lasers (2D6 M.D. x2, x3, or
x7 each, depending on the size of the bursts) adapted from a
set of C-10 Assault Rifles. The Terror Trooper was given re-
inforced armor and was "souped-up" to boot. Armed with two
synchronized, shoulder mounted, auto-tracking CTT-P40s
(2D6x10 M.D. out to a 2,200 foot/670 m range), twice the
missile capacity, and NG-P7 particle beams (1D4x10 M.D. Governor Joshua Kimber
for a single, 2D4x10 M.D. for a dual synchronized blast) in Hand-picked to be Governor of the state by Emperor Karl
the forearms, this suit of power armor packs more punch than Prosek himself, Joshua Kimber is a bureaucratic puppet with very
most 'Bots! This makes his personal Super Sam a lightweight little initiative of his own. Whenever the Emperor or Executive
(149 M.D.C.), supersonic racer (1,000 mph/1,600 km!), and Council snaps their fingers from Chi-Town, Kimber is all over it
his Terror Trooper an extra heavily armored (540 M.D.C. !), to make their desires happen in the State of Missouri. However,
plodding (23 mph/37 km), one man wrecking machine. And this does not mean he lets the people of his state take a back
74
seat to the needs of the other Coalition States. It's just that the would fight like a sissy with one hand covering his face and
needs of the Missouri farmers and cattle ranchers are different the other flailing about wildly. And though he has the Weapon
from citizens elsewhere. Also, it is his firm belief that Missouri's Proficiencies for Handguns and Energy Pistols, these skills get
contributions to the CS are one of the primary reasons why the more use and practice with his interactive first person shooter
CS is humanity's best chance of survival in the long run. video games than in real life.
Unlike other State Governors, Kimber has no combat or mili- Attacks per Melee: 2
tary experience under his belt. He was born among the Chi-Town Combat Bonuses: None.
elite and raised to be a bureaucrat. Instead of the military, he
Preferred Weapons: His bodyguards.
earned doctorates in civil engineering, agriculture and CS law.
This makes him ideally suited to handle Missouri's unique set of Cybernetics: None.
problems and understand what's important to the farming citi- Allies of Note: The CS government has always been supportive
zens. Because of his qualifications, although Kimber may have of Kimber and would do much on his behalf to please and pro-
been a lackey for Chi-Town over the past 16 years, he has also tect him. His top military man, General Ryan Canon, doesn't
been an exceptional provider for the people who depend on him like him very much, but because of the General's respect for
to do what's right for the state. the office, Kimber can always count on him to help him out
Race: Human. of a jam. And then there are Kimber's four 'Borg bodyguards,
Alignment: Unprincipled. Phillips, Young, Senshi, and Corbet, all of whom are high lev-
Attributes: I.Q. 19, M.E. 9, M.A. 19, P.S. 8, P.P. 10, P.E. 12, el, combat experienced, and competent Full Conversion CS
P.B. 18, Spd 18. Strike Troopers who keep on top of the latest implants and
Hit Points: 53, S.D.C.: 24. weapons on the continent.
Height: 5 feet, 11 inches (1.8 m). Weight: 143 lbs (64.4 kg). Enemies of Note: Kimber has his share of political backstab-
Age: 62 bers and rivals that he has to keep an eye on. They all hope
Description: Kimber is skinny man who depends on the skill of to make him look bad and themselves appear to be brilliant
his tailor to give him a strong looking body. He usually wears so he will be fired by the Executive Council and/or Emperor
suits with built-in shoulder pads to compensate for his lack and they will be chosen to take his place as Governor. But in
of muscular girth, and his suits tend to use light, solid colors the 16 years he's been in office, none of his potential upstart
to make him look more solid and broad. In reality, he is a rivals have been successful in this, mostly because he uses his
scrawny man who gets by on his brains and leaves the concept contacts to trip up their efforts.
of brawn to illusion and his four personal 'Borg bodyguards.
Disposition: Kimber is a calculating man who is a long-term
schemer. He likes to think in the long term and doesn't believe
J.C.K. 3-H, a.k.a. "Jack"
in being spontaneous unless quick, decisive thinking is abso- Though some would just say that Jack is just a machine, those
lutely necessary. The Governor also likes to have ten plans and who work with him (Jack thinks of himself as a "he") would say
backup plans going at all times, slowly building on them to his otherwise. Jack is a fully sentient Artificial Intelligence and a
ultimate goals. Most of these goals are for the better good of wonder of CS technology. He knows joy and sorrow, excitement
the state whereas a few are for his own betterment. But regard- and boredom, love and hate, irritation and humor. Any emotional
less if it's for him or his people, Kimber is relentless and per- state that a sentient being made of flesh and blood can feel, Jack
sistent, never giving up until an avenue is completely dead. On is capable of feeling as well. However, none of this is acknowl-
a personal level, Kimber knows how to keep his work and his edged by the CS on any level because the existence of the Se-
downtime separate. Unless one of his schemes calls for him ries-3 J.C.K. super computers is about as classified as things get.
to put in some extra time, once the clock hits 18:00 hours, his Not only do they wish to keep the secret of sentient computers
Governor's mindset slips away and his inner child comes out from their enemies, but also the super-tech behind them as well.
to play. He spends much of his off time either with his wife, The Series-3 J.C.K.s are more than just super computers of the
Hillda, or at his entertainment computer playing video games, highest order. They are Quantum Computers with Photonic Data
and both when he can swing it. Matrices that use pulsed light instead of electrical impulses to
Experience Level: 10'h level Scholar. transmit and process data. In other words, Jack is capable of pro-
cessing a near infinite number of thoughts, concepts, programs,
Skills of Note: Languages: American, Spanish, Euro, Dragonese,
and strategies simultaneously, and executing them at the speed of
and Japanese 98%, Literate in all except Japanese at 98%, Ad-
light! There isn't a (known) computer on the globe that can beat
vanced Math 98%, Radio: Basic 98%, Cooking (professional
Jack or his siblings in the game of electronic warfare.
quality) 98%, Singing (professional quality) 98%, Detect
Jack's job is to defend the city from intruders outside its walls.
Ambush 85%, Detect Concealment 75%, Forgery 75%, Intel-
To this end, he has been given command of the city's automated
ligence 77%, First Aid 98%, Swimming 98%, Pilot: Automo-
defenses and acts like a General over all the lesser A.I. weapon
bile 90% and Hovercraft 98%, Horsemanship 90%, Biology
brains. And though he does have human superiors that watch over
90%, Botany 85%, Chemistry 90%, Agricultural Farming
him and his actions, Jack does have the authority to act without
65%, Advanced Fishing 98%, Pre-Rifts History 98%, Ad-
their permission if he deems that there is insufficient time to go
vanced Math 98%, Computer Operation 98%, Writing 98%,
through procedures and consult with his human "coworkers." But
Lore: Demons & Monsters 98% and Lore: Faerie 98%.
when he can, Jack will always seek the counsel of his human
Combat Skills: None. Governor Kimber is only good at fighting counterparts for a second opinion and appraisal of the situation,
in video games. Should he be pressed to defend his honor, he because Jack likes redundancy.

75
person being played upon. Thus, some of the social elite could
find themselves in a very public and embarrassing compromising
position, whereas a drug dealing lowlife might find himself set
up to be discovered by his illicit associates appearing to be guilty
of something they disapprove of. A good example was the time a
rich and locally famous businessman went to bed in his lush man-
sion on Level 20 and woke up in the nude, in a pile of filth and
trash down on Level 4, with a tabloid journalist and cameraman
hovering over him with a thousand questions. How Jack pulled
that one off, none of his coworkers are sure, but they laughed
their heads off right alongside Jack.
Of all the people Jack likes to secretly mess with, his absolute
favorite targets are data hackers. For his own personal reasons,
they just torque him off something fierce. Those who attempt to
hack their way into Jack, or even a system he happens to be moni-
toring at the moment, tend to feel the brunt of Jack's wrath. The
super computer instantly tracks the data hacker back to the source
and will then unleash one of his super viruses on the hacker's
computer. These super computer viruses are of Jack's own design
and can do a variety of things depending on the bug he uses. One
bug can reprogram the target computer to use any weapons it's
connected to and attack the data hacker and everyone in the room.
Another can wipe out every trace of data and programming from
the computer and have the hard drive completely crash (some-
thing that just doesn't happen in 109 P.A.). There's a bug that
causes the computer to focus too much power on one part, mak-
ing it explode, with a force of 4D6 S.D. C. (M.D. C. casings usu-
ally contain the blast). He has one that reprograms the hacking
computer to use the data hacker's financial recorders in the com-
puter to squander all his money on worthless investments. And
that is just the tip of the proverbial iceberg of what Jack enjoys
The Series-3 J.C.K. super computers are about two steps re- doing to hackers. Unfortunately for data hackers, Jack (and other
moved from the infamous but little known A.R.C.H.I.E 3. Both CS super computers like him) are tempting targets for those who
are sentient machines capable of independent thought and action, don't know better, since the Coalition doesn't advertise just how
and have roughly the same level of intelligence, but the J.C.K. 3 advanced and sentient their super computers are.
series of A. I. super computers are not as compact as Archie. Jack Alignment: Principled with a prejudiced bias in favor of the CS
is a large computer that is made up of three large, bookshelf- and their way of life and thinking.
sized banks that he likes to think of as his Id, Ego and Super Attributes: I.Q. 25, M.E. 24, M.A. 20.
Ego. They are designed to emulate all the neural pathways and
Computer Attributes: Utility Ports: 100. Power Cell Life:
functions of the human brain, except they function considerably
Normally draws power from the city's power grid, but has a
faster and have vastly more pre-programmed knowledge. Also,
small nuclear power plant of his own with a 50 year energy
another major difference between J.C.K. 3 and A.R.C.H.I.E. 3
life for supplemental and emergency purposes. Cost: Top Se-
is that although though Jack is much more creative, he has no
cret! But estimated to be around a billion credits. The next
psionic powers. However, this does not mean he and his siblings
planed upgrade of the Series-3 J.C.K. super computers, which
will never develop psionics. Remember, Archie is over 300 years
will triple their functional capabilities, is scheduled to happen
old, whereas the oldest J.C.K. 3 super computer (there are now
in 118 P.A., plus or minus a few years.
a dozen of them) is only 12. Who knows what would happen if
they were allowed to remain functional for as long as Archie has? M.D.C.: Each of Jack's three armored computer banks is pro-
All the J.C.K.3 super computers, such as New Chillicothe's tected by a shell of molecularly bonded plates that utilize three
Jack, develop a very human personality during their first 12 to 18 layers of CS Ablative Armor technology, with each layer hav-
months from the moment of their initial activation. The personal- ing 200 M.D.C. As if that there weren't enough, there is also a
ity Jack "H" developed was a light-spirited one filled with opti- Triax-derived force field with 500 M.D.C. (recovers at the rate
mism and mirth. And over the past 18 months, Jack has become a of 10 M.D.C. per hour).
bit of a prankster. Using his small army of Skelebot workers, the Weight: Each bank weighs 1,200 lbs (540 kg), with all three to-
super computer has set up some of the most complex and unbe- taling 1. 7 tons.
lievably perplexing jokes for his sole amusement, though he does Age: 4 years and two months, but with minor care and mainte-
share them with a few select human coworkers who he trusts. His nance, Jack could easily live for a few thousand years and then
targets range from the poorest of the poor on Level Three to the some. However, in all likelihood the Series-3 J.C.K. super
most wealthy and pious of the upper levels' social elite. The jokes computers will be replaced in 100 years after several upgrades
themselves are tailor-made to be the most embarrassing for the and given lesser duties.

76
Description: The three banks that make up Jack are seven feet large hacker gang/club that has since dissolved), countering
tall, three feet wide and two feet thick (2.1 x 0.9 x 0.6 m). with a counter hack using 500 trillion computational checks in
They have an opaque, black glassy appearance that is smooth a micro-fraction of a second. Not only did he stop the attack,
on all sides that lack any visible access panels, monitors or but he managed a send a feedback pulse to each of their com-
buttons. Internally, Jack's primary components are made up puters, causing them all to explode in their users' faces. Jack
of a labyrinth of small, spherical light-trap regulators, laser likes redundancy, for a reason.
relay fiber-optic cables, laser-light quantum splitters, giga- Combat Skills: Jack is incapable of combat beyond the legion
watt pulse laser "liquid light" emitters, and some conven- of weapon brains and Skelebot workers he commands. He has
tional nano-carbon tubule electronic components. Even the no weapon systems under his direct control. However, Jack
most learned computer programmers and designers in the land has been learning how to interface with the other systems of
would be completely dumbfounded and blown away if they the city and will eventually learn how to take control of them.
got so much as a glimpse of the cutting-edge tech that they've These systems include the power regulatory systems, life sup-
never dreamed of within Jack's bowels! However, this is not port environmental systems, automated fire suppression sys-
Jack's only face. On monitors, Jack has elected to display an tems, entertainment and communications systems, as well as
image of a young Hispanic man to represent himself when he the internal automated defensive weapons and systems.
talks to his human coworkers and superiors. He's discovered Allies of Note: Everyone who works with Jack on any level likes
that this gives him a more personable appeal and allows him to his professionalism, charm, wit, and expeditiousness. They
interact with humanity on a much more favorable level. have grown to trust the super computer's judgment and have
Disposition: Some have said that Jack has the loyalties of a Dog faith in his ability to defend the city from all the many threats
Boy. He always puts the needs of humanity above his own and that endanger their lives. Also, unknown to all but a small few,
is ever protective of their ongoing safety, vitality, and liveli- all of the J.C.K. series 3 super computers (units "A" through
hood. Jack, like all of the Coalition's J.C.K. 3 super computers, "L") converse with each other over the sub-orbital satellite
is extremely pro-human and a human supremacist. And since drone communications network several times a day like the
Jack isn't a flesh and blood human, he extends that definition to tight-knit family members they are. Should one get in any
the creations of man as well, including Dog Boys and himself. kind of trouble, the others will instantly know about it un-
Experience Level: The experience, knowledge, input, memoirs, less communications have somehow been cut off or jammed.
tactics and strategies of the Coalition's best 1,000 generals and The others could do a great many things to send aid to their
military leaders of the past 100 years have been programmed sibling. This could include deploying a legion of spontane-
into him. In addition to that, with the accumulated knowledge, ously reprogrammed Skelebots commanded through the SSD
wisdom and tricks of the trade of some of the most learned com system (a trick only J.C.K.-A "Johnny" of Chi-Town and
people the CS has ever had from all walks of life, Jack is the J.C.K.-B "Jacqueline" of Lone Star have figured out), advis-
equivalent of a 20th level Military Specialist, 17'h level Schol- ing their duty officer to send in the nearest Field Army to help,
ar, and a 15'h level City Rat! Even so, Jack has discovered that or even firing off some of their own cities' long-range mis-
there is still so much more to learn in the world. To this end, siles to counterattack enemy forces from afar using telemetry
Jack is currently working on (in secret!) a way to remotely from their distressed sibling for targeting solutions. However,
reprogram a Skelebot(s) to either carry a downloaded avatar of because the sentient computers are extremely loyal to the CS,
himself, or function as a walking tele-presence drone that he they would never act against the Coalition or its people, so
can use to experience and explore the world beyond his home there is no chance of them using their computing powers to
in New Chillicothe. When he eventually pulls off this trick, endanger or usurp control from their human masters.
he will work his way into the field, experience combat, and Enemies of Note: Due to Jack's mean streak when it comes to
see the demons and monsters the CS fights against, firsthand. data hackers, he has made more than a few enemies who are
He'll also see as much of the outside world as he can so he can proficient with their powerful computers. But since Jack and
learn all there is to know. So he can learn everything there is to his eleven sibling super computers are vastly more powerful
learn that is not available in the vast libraries at his digital fin- than any computer or program the data hackers can throw at
gertips. However, given Jack's human supremacist slant and him, and the fact that they really have no idea what they're
the Skelebot avatars he will work through, there is a limit to messing with, he has little to fear from them. It would take
how much he can learn in this way. another super computer of his caliber or greater to threaten
Skills of Note: Knows every skill known to the CS at 98% ef- him in a duel of data hacking and counter hacking. Even in the
ficiency as programmed by the best the Coalition has to offer. middle of a major fight where most of his attention is devoted
Since his skills are at an imperfect 98% (skill max for every- to command the city's defenses, Jack has more than enough
body), Jack runs through his casual calculations twenty times power to fend off a thousand of the best hacker-attacks at once.
in less than a split nanosecond before executing the skills'
work product, effectively giving him a 1.049x10"-34 percent
chance of error (that's really, really small). That's about a one
out of every 9.5 decitillion (that's with 33 zeros!) executions
New Chillicothe 'Burbs
Like all fortress cities, New Chillicothe has a large gather-
that end up with a miscalculation. When actually putting an
ing of human squatters that surround the city where permitted.
effort into something, Jack could recheck his calculations a
The NC 'Burbs hug the walled city like a horseshoe on all sides
thousand or even a million times for absolute certainty. Once,
except to the west, where the installation of the temporary Army
Jack had to focus extra hard to repel and counter an attack
Air Corps base Crimson Field was erected, displacing thousands
from a collective of over 1,000 data hackers at once (from a
77
in the process. But those who live in any 'Burbs know Rule #1: stop a crime from happening in the first place, only mop up the
CS interests come first. mess afterwards. But having an armed citizenry actually makes
Unlike other 'Burbs, the one around New Chillicothe is one their jobs easier and the overall community safer since robbers
of the cleanest and most economically vibrant of its kind. Many and thugs don't know who's armed and dangerous to attempt to
perfectly respectable people work and live in the NC 'Burbs, in- rob, rape and/or kill, and who's not. Those on the lower levels
cluding a few from the fortress city itself. With the existence of know this and find it to be a good crime deterrent. Others don't
such businesses like CSA and the new NG auto plant, a fair por- care about that so much, instead worrying about monsters that
tion of the city's economy flows from the 'Burbs, helping many occasionally find their way into the city to feed on human prey.
CS citizens stay gainfully employed. In fact, that was one of the So keeping these attitudes in mind, those on the middle to lower
reasons the city's mayor and state's governor agreed to let these levels tend to be better customers than those on the higher levels.
businesses open shop in the first place. Because they agreed to However, this is not to say the rich are not well armed. They just
give CS citizens preferential employment opportunities. prefer to have their bodyguards and servants carry their weapons
and protect their wealthy employers from all harm. Meanwhile,
the social elite get to tell themselves that they need the protec-
Places of Note tive value of firearms because their status and riches makes them
more tempting targets. It's not true, but since when have the rich
1. Chillicothe Special Armaments cared about the truth, especially in the CS?
This has led to a problem for Mark Azier. Though the CS gov-
Founded by Dr. Mark Azier, one of Chi-Town's previous
ernment has no problem with what he does for a living, a few rad-
leading small arms weapons designers, CSA is a weapons manu-
ical fanatics have begun a campaign of political terrorism against
facturer like no other. The idea behind the firearms of CSA is
him and his company. They are trying to make it look as though
that the weapons they produce are not meant to be used by the
he was secretly selling arms to New Lazlo and Kingsdale! If this
military, but the common guy who doesn't need a hand cannon
were true, which it isn't, not only would the CS shut down CSA
that can blast through a person and the twenty people behind him.
forever more, but Dr. Azier would be thrown in jail for treason
These are low damage, low cost firearms that are ideal for defen-
and executed as a traitor to his country! However, because those
sive situations of the common man or woman.
responsible for this attempted ruse are financed by high level so-
The factory is a large complex on the north side of the 'Burbs
cial elites, he is reluctant to start pointing fingers. Slander may not
that is custom made from M.D.C. concrete and has a super-
be a serious crime, but should he accuse the wrong people, they
charged electric fence (2D4 M.D. per touch) surrounding it
can make life even more difficult for him. So in order to get to the
topped by Vibro-Razor Wire (1D6 M.D. per touch, ten times as
bottom of this, he decided to hire some freelance people not con-
much per melee round if entangled in it). Security beyond the
nected to the CS to investigate this (Adventure alert! Adventure
fence is also pretty tight, with moonlighting CS soldiers and Dog
alert!). Using his connections, Azier can get them guest passes
Boys walking the grounds both inside the buiding and along the
into the city to poke around there. And with them being non-
fence line. And for the crowning touch, security cameras are
Coalition people, entering Kingsdale and New Lazlo shouldn't be
posted everywhere, covering every inch of ground possible, mak-
a problem. But no matter what they find, no matter where they go,
ing it difficult to gain unlawful entry. The reason for all this is
he needs them to bring back proof of what's going on.
very simple. Inside the building are over a hundred million cred-
G.M. Notes: Dr. Azier's problem is not stemming from the
its worth of electronics and machinery that would fetch a good
wealthy anti-firearms activists. Getting involved with the kind of
price on the Black Market. Not to mention the arsenal of weapons
people that can do this is illegal and far too dangerous for them.
and munitions in storage that represent a vast investment of time,
They know full well that all their wealth and power wouldn't save
money and resources for their makers.
their lives should they be caught. Especially since those who are
Behind the scenes, there is more than a little politicking that
perpetrating this smear job are actually selling CSA made weap-
goes on to keep the factory's doors open and the flow of arms
ons to the enemy. And that is something no CS citizen wants to
going out. For starters, there is a small but very vocal activist
get mixed up in, lest they want to be shot in the back of the head
group that wants CSA closed down because of who they sell and
execution style after a very public trial. Needless to say, any in-
market their weapons to. Namely CS citizens inside the towns
vestigation in New Chillicothe will result in no leads.
and cities, as well as those in the countryside. They claim that
However, if the characters use the sales receipts at CSA head-
these weapons make it more appealing to own and carry weap-
quarters, they will find a few suspiciously large orders. Though
ons which are then used in less than civilized ways because the
most of them will pan out as being legitimate, one of them will al-
temptation to use it is too great. It doesn't matter that the facts do
low the adventurers to trace an order to one Mr. Jonathan Dough.
not mesh well with their assertions since they prefer to make up
Mr. Dough's large order was to be shipped to a warehouse on
their own facts or mangle pre-existing studies and present it as
the south end of town by Rockwood Harbor, which was then,
canon. Most of these people are among the wealthy social elite
according to the records at the harbor master's shack, put on a
and have never been victimized in their lives and enjoy spending
barge that went down river destined for the town of South Bay.
their time "fighting for a worthy cause," usually at the expense
Logically following the trail to South Bay's docks, the characters
of the truth. In their pursuits they have even converted a small
will discover that their records show that no such cargo was un-
section of the middle-class workers into believing their crusade
loaded there, but on the day that the barge should have pulled in,
has some merit. Of course, very few of these converts include
there was a large shipment of Chillicothe Whiskey unloaded on
those in the law enforcement community since they know full
the other end. The unloaded whiskey just so happened to have the
well that better than 99% of the time, there is little they can do to
exact same listed weight of the crate of weapons, and that crate
78
was signed for by one Mr. Jonathan Dough. According to the har- that angle to get some payback on Azier. Apparently, the grounds
bor master in South Bay, that crate was picked up by two guys in the CSA factory was built on was also the home of over a thou-
a hover truck and took off to the south. Also, he remembers that sand people, including Trenton's family. During the protests of
the truck looked like a rental from a local trucking service called the area being cleared out, Trenton's family were uncovered for
Starlight Freight. the D-Bees they were and were killed on the spot by Dead Boy
The guys at Starlight Freight are not as forthcoming with their soldiers. Trenton blames Azier because, if not for him and his
client information as the others thus far. They have a client con- business, the area would never have been cleared out and his fam-
fidentiality policy that they adhere to quite strongly. To get the ily would still be alive today.
information on their computers, the characters will have three op-
tions. First of all, the characters can try to find someone they can 2. Northern Gun
pay off (like a janitor or secretary), but this will take no less than
25,000 credits. Option two is breaking in after hours and trying to Vehicle Production Plant
hack their way into the computer. However, with their encryption
codes being as good as they are, all Computer Hacking skill rolls It took Governor Kimber over a decade of wheeling and deal-
are at a -25% to succeed. Also, there are two security guards to ing to talk the executives at Northern Gun to do it, but the crafty
contend with (3'd level Headhunters). Option three is the simple, Governor of Missouri negotiated a great deal for his state. The
tried and true, kick in the door and make them give information deal he struck was for them to come down from their peninsula
at gunpoint. But this will not be a cakewalk, since during office in the Great Lakes and establish a satellite production plant in the
hours there are four guards on duty. Regardless of how the in- New Chillicothe 'Burbs, bringing much needed jobs to the area
formation is obtained, it will show that the truck was rented by and boosting the local economy. The only catch was the NG ex-
man named Trenton, and list his home address and destination as ecutives insisted that the state provide them with suitable facili-
a location in the Cross 'Burbs, but the mileage on the returned ties that they could put their machining tools and assembly lines
vehicle was more consistent with a trip to and from Kingsdale. in. Also, the state would have to provide them with a powerful
Because the CS Army out of Cross is conducting maneuvers, nuclear energy power core capable of filling the plant's great en-
Kingsdale is in a state of high alert. They are not permitting any- ergy needs. All of that took some doing, but Governor Kimber
one to come or go from the kingdom. They are, however, always came through and met all of their demands. One month after the
hiring mercenaries for their army. This could tum out to be an ad- war in Tolkeen came to a conclusion, the plant was opened, em-
vantageous thing for the characters because not only will it gain ploying 4,500 people and bringing a renewed economic vitality
them access to the kingdom's interior and allow them to snoop to the NC 'Burbs.
around, but they may be able to get some free E-Clip recharges Northern Gun decided to play it safe for a while since they
and their armor mended. However, should they be away from really didn't expect Governor Kimber to come through with their
their posts for too long, they will be listed as AWOL and the costly demands. So instead of equipping the plant to produce
kingdom's military police will start looking for them. So either their usual line of weapons, power armor and robot vehicles, they
the characters can play soldier while the CS plays its games and elected that this was the perfect opportunity to put something new
investigate on their off time, or they can ditch their new day job on the market. Something that would sell well in the region and
and look for the mysterious Mr. Trenton. One will take longer, make their inventory more diversified. They set up the plant to
but the other could make things a lot harder. produce commercial vehicles that would appeal to the less adven-
After some questioning of the locals, one Black Market arms turous lot that inhabited the towns and farming communities of
dealer working out of the back of a van will recognize the name. Missouri. This proved to be a tremendous idea that earned them
The dealer will mention how annoyed he is over this Trenton billions in profits. So much so that they expanded the plant out
guy (a Quick-Flex Alien) moving in on his business, selling these of their own pockets to add a production line for their new "Hex
cheap guns all over town. As the characters gather that Trenton 800 Kodiak" and a few of their rocket cycles for adventurers and
usually peddles his weapons in the alley behind Scooter's Bar those living in hazardous areas.
and Grill, he will offer to sell them some really nice weapons at Today the Northern Gun plant of the New Chillicothe 'Burbs
a cream puff price. Everything is half off since business is slow employs in excess of 12,000 people and is the biggest producer
due to Trenton practically giving away his weapons, and times of commercial and passenger vehicles on the market. Using the
are rough for the Black Market dealer. "Everything's practically Grand River on the southern edge of the 'Burbs and CSN patrol
brand new and only been dropped once!" boats as their escorts, they can deliver the plant's products to just
Just like the guy said, Trenton is there behind the bar, selling about anywhere in the Domain of Man. If all continues to go as
off the CSA weapons at a tenth of their fair market value. He and well as it has thus far, Northern Gun's executives plan on adding
his three (or more?) hired goons (a Juicer, a Zapper and a spell a few power armor production lines to the plant in a year or two.
caster) appear to have sold off all but a few dozen weapons of the
original shipment. And to make matters worse, he and his hired 3. Fort Grand
muscle are all wearing CSA caps and have a sign that reads "CSA
To the south of the fortress city and the NC 'Burbs is a small
introductory sale" strung across the alley. There's no doubt of
CSN Marine base called Fort Grand. The purpose of this base
what Trenton is up to. The only questions that remain are, why
is to provide protection to commercial vessels from river pirates
and for whom? Assuming that the characters successfully shut
along the entire length of the Grand River, but they actually cover
down the operation (peacefully or by force, but Trenton, a Quick-
the full length of the Missouri River as well. In addition to that,
Flex Alien Headhunter, will most likely resort to violence), a fol-
they also patrol the entire network of connecting rivers looking
low up interrogation will get him to reveal that he was just using
79
for monsters lurking in the depths of the fresh waters who are, in Right by the docks is a small warehouse district laid out in a
turn, hunting who or whatever they can find for food, entertain- grid-like formation. Being fourteen warehouses wide and three
ment, or whatever the beasts feel like. But still, such creatures are long, with each being 40 feet (12.2 m) wide and 400 feet (122m)
secondary targets when river pirate activity is reported. long, plus wide access roads, the whole district takes up 860 feet
The commanding officer of this base is a woman named Com- (262m) to the east and west and 1,260 feet (384m) to the north
mander Deloris Leachman, one of the few officers in the CSN and south. This gives the merchant marines ample space to store
Mississippi Command, aka the Brown Water 3'd fleet. Leachman their goods so they can be brought into the city and 'Burbs at a
was appointed to the position three years ago by the then Captain later time, and a place for the dock workers to stage the goods
Saunders because like him, she was born and raised on the river they have to load on the outgoing transport ships. It's a working
and knew every inch of it like the back of her hand. And she system that allows them to keep things organized and everything
hates river pirates every bit as much as he does. However, unlike flowing at a good pace.
Saunders, who has intimate knowledge of the Mississippi, she is A man named George Samson currently runs the harbor and
an expert on the Missouri River and all its veins and connecting all its day to day operations. Under his ever watchful eye there is
lesser rivers, streams, and brooks. very little that goes on there that he doesn't either know about or
Fort Grand, like the rest of the Brown Water navy, is over- have his fingers in. He keeps a tight ship, so to speak, and likes
worked and even more so undermanned. They have a total of 420 to keep his records neat and accurate. That is, the ones that the
people who make up no more than three companies under the cur- CS and law enforcement officials need to see now and then. In
rent command structure. But what they lack in manpower, these reality, George is not only the harbor master of Rockwood, but
tough Marines more than make up for in experience and ability also the Black Market's top ranking man in the NC 'Burbs and
(ranging from 4th to lOth level Naval Infantryman with a level 6 New Chillicothe itself! Using his absolute authority of exactly
average). They usually go out in squad strength units and occa- what gets entered into the records, and what false information
sionally at platoon strength, and rarer still with a full company, gets entered, George is in the perfect position to have contraband
but never more. To commit with anything more would leave them smuggled through the harbor at any time of the day or night.
far too vulnerable in other places, making things too inviting for Those who do notice something off or stumble onto his illegal
the river pirates. Fort Grand has only used a company sized at- operations are given two choices, join the payroll and do some
tack force twice in its entire history; once to destroy a river pirate work, or go on an "indefinite" fishing trip.
fortification with over 100 men in it, and recently to attack the However, not all is going well for George and his harbor. Re-
notorious pirate ship, the Bloody Prosek's Revenge, in which they cently, a rash of robberies from the warehouses have been cut-
failed to the destroy the flamboyant ship. The following is a list- ting into business, both legal and otherwise. Some of George's
ing of what all is assigned to Fort Grand. Most of the time, 85% boys recently found out who the culprits were. As it turned out,
of the units are either on patrol or on S&D assignments and not a street gang had been looting the cargo goods in storage for
at the base. small but precious commodities and escaping with jet packs. Af-
Sea SAMAS -114 (three platoons) ter a little investigating, George found out that the gang called
CS Jet Skis- 40 (one full platoon) themselves the "Mud Waters" and used an old, run-down tavern
Wave Demons- 65 (two platoons) as their hangout. Since they started taking his caches of illegal
Barracuda Modular Patrol Boats - 10 drugs and weapons, George figured they must have known what
Stingray Mini-Subs - 3 (expressly used by Nautical Com- the harbor's alternate business was, so he decided to extend the
mando teams only) same offer he gives everyone who discovers this, join up or die.
The messenger was found dead in one of the warehouses the fol-
Sea Wasp/Demon Locust Helicopters- 4 (one squadron)
lowing night. Obviously, they didn't like either option. This sent
RTL Commandos- 40 (one full platoon)
George on the warpath and ordered all19 of his boys to suit up in
Nautical Commando Specialists- 18 (three teams) power armor so they could take the Mud Waters out. However,
after a little recon work he quickly discovered that the direct ap-
4. Rockwood Harbor proach wouldn't work. The Mud Waters have over 100 members
Using the river system to transport commerce is a practice that to their gang, and all of them are deadly killers! A gang war was
goes back well over a century for the people of the land. Accord- not the answer.
ingly, Rockwood Harbor is a structure that is about a hundred For the last three months, George and his band of cohorts
years older than New Chillicothe itself, and over the decades has have been tolerating the continued looting of their most lucrative
only grown in leaps and bounds. Today the harbor is where a goods. In the meantime, George has sent out feelers throughout
sizable portion of the city's and 'Burbs' commercial products are the 'Burbs, looking for people who could help solve his problem.
sent to for export to and from the other states via the Mississippi He doesn't care if these people kill 'em all or use guile to have
River. The harbor is capable of docking up to 12 CSN Supply- them taken care of in some other way. Regardless, he has a stand-
Class Merchant Marine Transports and fishing trawlers, and load- ing offer of 100,000 credits plus expenses to anyone who can put
ing or unloading their cargo can be done in a matter of hours with an end to this.
a good deal of mechanized assistance. In an average week, up to G.M.'s Notes: Since the frontal assault approach would most
four ships come and go, exchanging up to 60,000 tons of cargo. likely result in the characters getting killed, they must find a way
In a busy week, all12 of the docks can be filled and 180,000 tons to handle this band of thugs in some other way. The Mud Water
of cargo can be swapped, but they only have two or three busy gang is as ruthless as they are greedy. But their leaders are not
weeks a year. stupid and will not be tricked easily. One possible way to take
care of them is to somehow get the ISS to clean them out. The
80
player characters may be outgunned, but the Coalition is not. An- never truly off duty, that they really should be serving their mas-
other way could be to take them out one at a time and use terror ters in some capacity. Thus, this warehouse-turned-nightclub
tactics to get them to disband. But if this is the path the characters was born as a "dogs only" getaway where Psi-Hounds can just
go, there is a chance that this could backfire and bring down the be themselves and have a good time, even though humans and
wrath of the rest of the gang members. Every method has its risks. Psi-Stalkers are welcome to come in if they dare.
Located on the edge of where Shadow Fall and Whiskey Town
5. The Cold, Dead Hand meet, the House of Baja is the place where Dog Boys go to cut
loose and have a good time. And while a few humans occasion-
Located in the middle of the 'Burbs is this shop of used weap- ally come in to see what all the fuss is all about, they rarely stay
ons, armor and equipment. As the store's name implies, every- when things start to get wild. One of the things that some peo-
thing for sale was pried out of the cold, dead hands of someone ple might find objectionable is the decor. For over a decade the
else. Obviously, the main suppliers of the shop are bandits of all more renowned Psi-Hounds have made it a practice of further
sorts and the most base of thieves. However, for those who are enhancing their reputation by mounting the heads of their greatest
willing to look past where the goods were acquired from, many kills on the walls! In fact, to encourage this, William Baja hired
great deals can be found here. himself an in-house taxidermist so the heads could be properly
Most of the items only have 50% to 75% of their M.D.C./ stuffed and mounted on plaques, preserved for decades to come.
S.D.C. in them due to their previous owners being roughed up Another thing the Dog Boys enjoy that sometimes spook off their
or killed in their appropriation. But other than that, they all are human partners is when the liquor flows, when the music gets
in perfectly fine operating condition and have been inspected to thumping, and when their pulses start to pound, they get rowdy.
ensure that their functionality or quality had not been internally Very rowdy! Fights are not uncommon, though serious injuries
impaired. Goods purchased here are usually 25% to 40% their and fatalities are. These aren't fights in the conventional sense,
original going price, making them great buys. And to ensure that but more a form of "dog play" that one might observe in normal
the buyer doesn't have his new but slightly used toy taken away canines when they get playful with one another. However, on oc-
in the same way it found its way to the store, the buyers are giv- casion, some of the more aggressive dogs (like Kill Hounds) take
en a pin they can wear that marks them as "hands off' from the things too far and the blood starts to flow. And then there's the
store's usual bunch of cutthroat suppliers for up to a full year. In occasions (once or twice a month) when some of the dogs bring
fact, a few smart people make sure they buy something from the in a "Chew Toy." Chew Toy is their term of endearment for a
store every year just for the pin, which is sometimes better than D-Bee or lesser demon that someone drags in from the streets.
the weapon they bought to ward off evil. This poor, soon-to-be-living-the-last-few-hours-of-his/her-life-
In the back of the store is a complete Cyber Chop-Shop that gets in-agonizing-pain creature is bound and strapped to a wall or
its supply of bionics and cybernetics from local Cyber Snatchers. suspended from the ceiling like a pinata, and then brutalized and
Because those looking to buy a bionic appendage or a Partial to humiliated for hours, all for the Psi-Hounds' enjoyment. None of
Full Conversion do not want greatly damaged parts, the prices are them survive. With all this going on in this place, it's little won-
a bit higher because some repairs have to be made. So although der why D-Bees and most humans give the House of Baja a wide
the prices are still a steal at 50% to 70% of their original price berth, especially at night, when the dogs' howls of excitement
(including the Cyber Doc's fees), they are as much of a deal as can be heard baying at the moon.
the things in the front of the store. However, there is a trade-off
for such cheap bionics. Those who get their cybernetics or bion- 7. 01' Rob's Inn
ics here rarely get matching limbs. That costs extra by a full 25%
more, making this place's parts even less of a deal for those more Established the day after construction of New Chillicothe be-
concerned about style than functionality. But for the guy on a bud- gan, this place of business has been catering to transients for over
get, who isn't picky about looks and who can put his conscience on 50 years. The three-story building is host to several pleasantries. On
hold, the Cold, Dead Hand is a hell of a place to find a good deal. its floor level there is a nice restaurant in one corner, and a dance
club/bar occupying the rest. Because of the tremendous noise of
the dance club, that entire area has been completely soundproofed
6. The House of Baja so the others in the rest of the building won't be disturbed. On the
Established twelve years ago by an entrepreneuring Psi-Stalk- second and third floors there are 60 rooms for people to sleep and
er (retired CS military) by the name of William "The Mutt" Baja, stay in while in the NC 'Burbs. The rates are quite reasonable at
this place of business is a nightclub like no other in the state. 35 credits a night or 210 per week. That gets one a room with 240
Seeing the success of places like the illegal Juicer Bars that cater square feet, a queen-sized bed and fresh linens every day, breakfast
to an exclusive clientele, Baja got the idea to make a place that every morning, access to every entertainment channel on the CS
caters to the wild whims and tastes of the Coalition's large popu- communications network, and a full bathroom.
lation of Psi-Hounds. When off-duty, Dog Boy soldiers are al- The place is run by Tim Robinson, Rob's son, and has been
lowed to engage in leisure activities on the condition that they are ever since his dad retired five years ago. The place is and al-
never too far from the base in the event an emergency situation ways will be a family business that Tim plans to pass on along
arises and they need to be recalled. However, one of the problems to his girl, Tanya. And one day, Tim knows she'll stop denying
the mutant animals encounter time and time again is that many her fate and begin to learn the ins and outs of running the inn.
places in the city, and even in the 'Burbs, refuse to serve or even Unfortunately, Tanya is more interested in pursuing a life as an
admit non-humans such as themselves. And the places that do adventurer in general and a Gunfighter specifically. She's even
often have so many humans in them that they feel like they're expressed an interest in moving to the New West to pursue her

81
dream of excitement and glory. In the meantime, Tim is busy of the fortress city and extends out a good mile before the more
making a new kid as a backup plan, while hoping she survives her moderate income and crime area of Twilight begins. Shadow Fall
thirst for the wild life of a hired gun. is the richest part of the NC 'Burbs, though it is not as nice as City
Side in the Chi-Town 'Burbs.
8. Lion's Head Bar Being a neighborhood of wealthy people, Shadow Fall does
not have the crime problems common throughout the rest of the
The Lion's Head is located on the east side of the fortress 'Burbs. Because the CS has made it illegal for any kind of militia
city in Shadow Fall and blends in with the nice and well kept up force to exist in any of the 'Burbs, a conventional security force
buildings there. Inside is a nice and comfortable bar that plays to keep the peace and supplement the ISS is not allowed. How-
soft mood music for atmosphere and has a circular bar in the ever, the crafty people did find a way around this to make their
middle with a leather padded railing around it. Of course, this is streets and homes safer. Though they cannot have their own pri-
all window dressing for the place's real purpose. vate police force which would constitute a militia, they can pay
This common looking bar serves as the hangout of a sophisti- CS troops loyal to the Coalition to watch their streets for them
cated gang named "the Reds." Unlike the barbaric Mud Waters, a while off duty. These moonlighting troops often use their own is-
gang that terrorizes the 'Burbs, the Reds are more of an organized sued weapons in the course of their second unofficial job, but the
crime family and in it for the long haul. That means that they do people of Shadow Fall supply them with suits of Triax Explorer
not go around doing things that will draw attention to themselves. EBA and a few Triax Predator P A suits. This is mainly because
They do not engage in gang wars over territory, nor do they make although the soldiers' commanding officers don't mind them us-
overt actions intended to intimidate their neighbors into stay- ing their spare time to earn some extra funds, they dislike it when
ing quiet and not calling in the authorities on them, which never they bring in armor damaged in these pursuits.
works for long. Instead, they prefer to conduct their illicit busi- The brainchild behind this security measure was a man who
ness dealings as quietly as possible while building a clientele that calls himself Senator Elite Charlton Blazden. Blazden is a self-
comes to them to engage in a little "victimless crime." made multi-millionaire who made his fortune by renting out a
In the back is a dingy concrete staircase that leads to a base- sizable mercenary troupe called the Missouri Regulators to the
ment level where all the real fun is. After flashing a membership highest bidder. And during the Tolkeen War, that just so hap-
card, a person who is recognized by the doorman can gain entry pened to be the CS. But aside from that, Blazden is a man of
to the real Lion's Head. Here one can drink, have whatever drug peace who wants nothing more than a safe place to call home.
of choice desired, eat the most lavish of foods, gamble at an as- And of course, the only way to ensure that is to be the man in
sortment of games, dance to the live band in the far corner, or rent charge. So after a little string pulling, he organized a local gov-
a little "intimate companionship" for an hour or so. Below the ernmental ruling body called the Senate that imposed local taxes
soundproofed, smell-proofed, and thermo-shielded basement is a in Shadow Fall and rules over how that money should be spent.
sub-basement with rooms where prostitutes can do their work on And as any government needs a leader, so it was determined that
one side, and a large storeroom and office space on the other. This the Senate members (all16 of them) would elect a Senator Elite
is the true lair of the Reds. Down here they count their money, from among them. For the past 5 years, that has been Charlton
partake in some indulgences, and hold their secret meetings. Blazden. Since any governmental body in the 'Burbs is not recog-
The whole purpose of The Reds' organization is to conduct the nized by the CS, but is tolerated in the name of peace and order,
daily operations of the Lion's Head without having one person Blazden is the absolute ruler of his neck of the woods, but no
easily being identified as the ringleader of this den of vices. All of further. Then again, he never wanted anything more.
them take turns in showing up to be the manager, the bartenders
above and below, the bouncers, the pit bosses, the dealers at the
tables, the pimp or madam over the prostitutes, and drug vendor. 10. Ever Night
There are also those who work the streets and contacts to procure The area of the 'Burbs called Ever Night is located between
all the drugs and alcohol they need, and those who go out to sell the west side of the fortress city and the more dilapidated and
membership cards to people recommended by one of the Reds or ultra-poor area of Whiskey Town. Ever Night gets its name due
a well-known client. All of them do a small part to contribute to to the fact that the night seems to go on for several hours into the
the big picture. Not enough to draw a lot of attention to the Lion's day as the shadow of New Chillicothe blots out the rising sun.
Head, and not enough to be noticed as a collective or gang, but The area is a fair place to live and is peopled by middle income
just enough to make it all come together. And with their overlap- families and small but legitimate businesses. However, because
ping fields and redundancies, no one man is an essential part of the people who live here are not rich or well organized, the place
the gang, and thus suspected traitors to the Reds can be dealt with is not as safe as Shadow Fall. Once the sun goes down, the crimi-
harshly and immediately. Also, it should be noted that the Reds nal element comes out to earn a living on the street corners.
have no one leader, but instead do things democratically by vote The dominant authority on the Night's streets is a well orga-
at their secret meetings. But there are a few leader types who put nized gang called the Hellwalkers. This gang is effectively the
forward all the good ideas and those that go along with them. police and governing body over Ever Night. They dictate who
does what and where, as well as hear grievances from the normal
9. Shadow Fall folk just trying to get by. This does not mean that this area of the
NC 'Burbs is completely lawless, it's just run by the lawless who
This section of the 'Burbs is called Shadow Fall because the keep relative peace and order as they see fit. And though there
mountain of steel and concrete called New Chillicothe casts its are those who disobey their rules and do as they please, in order
shadow over the area hours before sunset. The area hugs the side to keep the people happy and the protection taxes coming in with

82
a minimal of fuss, the Hellwalkers make sure these rogues don't of orphans who think of each other as family, the Blade Boys, a
remain active for long. basic gang of street toughs who think they own the place, and the
The leader of the Hell walkers is a woman named Diablo Jan- Syrens, a gang out to make money any way possible. Of them all,
sen. Pris Jansen is the sixth person to hold the title of Diablo in the worst of the lot is the Bad Street Bastards. Mainly because
the 30 years this particular gang has been around. She and her six their primary way of getting new recruits is to find homeless kids
lieutenants keep all their soldiers in line, and in tum they keep and kill their parents, and then tell the kid, "They left you, kid.
the rest of the criminal element from getting out of control. Of Join us." A close second of the worst gangs here is the Blade
course, they do tolerate criminal activity in Ever Night, so long Boys, merely because they commit violent crimes simply in the
as they get their 35% cut. But what they don't like are criminals name of extending their territory and domain of control. Their
making life hard for the normal law-abiding people who just want actions often spark off and perpetuate the never ending gang wars
a peaceful and normal life. Such people pay the Hell walkers 250 that often claim the lives of more innocents in the crossfire than
credits a month per household for protection against such crooks. other gang members.
But home invasion burglaries, rapes, assaults and murders make The one ray of hope in Whiskey Town is another gang ... the
it harder to get people to pay up when this happens to them. To gang in black. .. the ISS Precinct 73 police. Dead in the middle of
counter this, as a penalty for those who wrong a person who's pro- this crime-ridden area is a CS police station devoted to at least
tection is paid up, the offender is brought to the one he wronged trying to keep the peace. The commanding officer is an inexperi-
and the victim is allowed to do his or her worst, shy of killing enced Lieutenant named Laura Dresden who has no clue of how
him, as the Hell walkers hold the scumbag down. Multiple offend- to handle the overwhelming crime wave in this area without tak-
ers are jailed and publicly executed during a quarterly block party ing a bulldozer to it, which she doesn't want to do. Fortunately,
the Hell walkers hold to boost public morale and relations. Dresden seldom has to make the hard calls and takes her lead
However, as well controlled as the Hellwalkers have things from her top NCO, Master Sergeant Roy Kowalsowitz, or "Cold
in Ever Night, they are having problems from the sector to the Wall Dread," as he's been come to be called throughout Whiskey
west. A more reckless and brazen gang called the Dragon Skins Town. Roy has been a Full Conversion Cyborg for over 40 years,
are trying to move in on their borough by force. Normally, the and has many times more combat experience than anyone in the
Hellwalkers would just stomp them into oblivion, but there are entire NC 'Burbs. Using his considerable skill and ability, and
two major problems. First of all, the upstart gang seems to be taking advantage of the fact that he is tough as a tank and packs as
under the protection of a corrupt band of ISS peacekeepers from much firepower, Cold Wall Dread takes on the gangs and crimi-
Precinct 68. Every time the Hellwalkers make a move, the boys nal element head-on. And backed by as little as a platoon to up
in black are there to put them down. This has given the Dragon to a company of ISS troops at a time, very few survive his cull-
Skins the ability to use hit and run tactics against them to hurt ings. Thanks to Kowalsowitz's tireless labors, Whiskey Town is
their business and slowly whittle the Hellwalkers' numbers down slowly becoming a safer place to live, especially by the precinct
one at a time. The second major problem is that about a quarter house, but Roy and his devoted ISS troops are fighting a battle
of the Dragon Skins are actually Dragon Juicers! While the rest that they may never fully win.
of the gang members only wear dragon hide armor, this cadre of However, Kowalsowitz has become so well known he has be-
shock troopers are ideal for incursions into Ever Night for acts come a target of the Blade Boys gang. There have been many
of quasi-terrorism against Hell walker operations. With even their attempts on his life in the past six months. The most recent of
leader Diablo Pris Jansen at her wits' end, they are beginning to which has resulted in the abduction of his very good friend,
look for outside help (hint hint!). Darien O'Hare. This has sent Cold Wall Dread on the warpath,
G.M.'s Notes: The characters' job, should they chose to ac- which has quickly escalated into the bloodiest fighting Whiskey
cept it, would be to find a way to either stop the Dragon Skins Town has seen in its entire history. The only way to stop the fight-
from trying to take over Ever Night, or find a way to remove their ing and bring life back down to a dull roar again is if someone
ISS protection so the Hellwalkers can move in without bring- (*cough, Adventure, cough*) found where the Blade Boys are
ing the wrath of the entire ISS on them. In exchange for services keeping O'Hare, bust him loose and get him back to the 73 Pre-
rendered, they would be deemed "friends of the Hellwalkers" and cinct, safe and sound. There is no monetary reward for this one,
made honorary members of the gang, plus a bucket full of money. but it could get a very powerful ally in Whiskey Town, namely
Master Sergeant Roy Kowalsowitz.
11. Whiskey Town
This dilapidated and grimy section of the 'Burbs is where the 12. Sol Markets
poorest of the poor live. Whiskey Town is located to the west of Located between New Chillicothe proper and Rockwood Har-
Ever Night and has more than its share of gangs, punks, pimps bor, just south of the fortress city, Sol Markets is the semi-official
and prostitutes, drug dealers, and lowlife scum. Crime is rampant business district of the NC 'Burbs. The area is so named because
here and the gangs are too small and too disorganized to bring or- it was decided that the best place for anyone to set up shop was
der to the borough. In fact, the frequent gang wars often precipi- by the part of the city that had the most southern exposure, thus
tate and entrench the criminal element here and make Whiskey getting the most daylight for business hours. And with the place
Town a miserable place to live. being right by the docks, the markets here are always stocked
There are over 20 gangs that roam the streets in Whiskey Town with the freshest foods in the 'Burbs.
who always seem to be at odds with each other. The biggest and Though there are some crime problems in this section of the
most powerful four are the Dems, a band of D-Bees who refuse 'Burbs, there are no gangs running around causing troubles and
to take a back seat to humans, the Bad Street Bastards, a group forcing businesses to pay protection money. This is because of
83
two factors. First, because so many people depend on this area to
earn a living and get by. the ISS patrols this sector well and ha
three precincts in the area. From these tation houses, the Coali-
tion police force keeps the criminal element pretty much under
control and out of the people's face . The other reason why there
are no gangs squeezing the merchants for money is because of
the S.M.M.A. Established in 82 P.A., the Sol Markets Merchant
Association is a kind of mutual defense force of store owners who
come to the aid of their fellow members. They are not a mil itia
of any kind, but more of a vigilante justice mob that singles out
the troublemakers and has them eliminated. Sometimes they pool
their cash and hire a mercenary to do their dirty work, sometimes
they wait for the offenders to come into their area and lynch them
in broad daylight! But either way, the gangs and general crimi-
nals have learned to stay away from them. Sol Markets is host to
a large variety of stores that people are free to shop in . The most
prominent of which are:
Born Again Guns is a dealer in used and honestly acqui red
secondhand weapons. The store specializes in restoring damaged
weapons to their original condition and reselling them. Costs tend
to be 10% to 20% below their original prices.
Missouri Mules is the only dealer in the NC 'Burbs who sells
riding horses and robotic horses, and offers Partial and Full Bion-
ic Conversions for horses. See Rifts® WB 3: England for bionic
prices and New West™ for robot horse prices. Horses run around
2,000-8,000 credits.
Miller's Market, the biggest and best meat and produce vender
in the ' Burbs.
Operetta, a complete music instrument and music disk/down-
load vender.
autical Specialists Service just so she could fight and kill mon-
Threadus Maximus. seller of the most fashionable and trendy
sters like the ones that killed her daddy. After years of service she
clothes around.
was hand picked by Admiral Saunders, CO of the Brown Water-
Mississippi Command and the CS ·s unofficial 3'd Fleet, for the
People of Note position she now holds.
Race: Human.
Alignment: Scrupulous.
Commander Deloris Leachman Attributes: I.Q. 14, M.E. 23, M.A. 20, P.S. 13, P.P. 15, P.E. 19,
Being the Commanding Officer of Fort Grand, Leachman is a P.B. 6, Spd 26.
very busy and highly stressed person. She has been charged with Hit Points: 50, S.D.C.: 48.
the monstrous task of protecting the entire Grand River and keep- H eight: 5 feet, 3 inches ( 1.6 m). Weight: 105 (47 .3 kg).
ing it safe for commercial traffic. But unofficially, she is really re- Age: 42
sponsible and accountable for the security of the entire Missouri Description: Deloris may have an attractive personality and soul,
River. This isn't an easy job, and in fact, it's even tougher than it but despite her slender build and adequate body form , she is
should be. Her job would be a ton more productive and her prog- not an attractive woman . She has a face that looks like she
ress more maintainable if the Coalition States Department of the fell down the ugly tree and hit every branch along the way.
avy (also called the CSN and DO ) would fully acknowledge Her complexion is pa ty white because every time she tries
the Mississippi Command as the official 3rd Fleet. But since they to get a tan all her skin wants to do is freckle, so she basically
haven't, she and her fellows in the Brown Water Navy must suf- gave up in a natural tan and is trying melanin pills with little
fer and make due with leftovers and hand-me-down eq uipment success. Her nose is thin and long from the front but huge and
that they manage to scrape together to make up their fleet. To hawkish from the side, which offsets her beady black eyes.
this end, much of Leachman's job is to schmooze with the many She considered getting a nose job but she likes the way her
quartermasters of the CS to coax and bribe them to give her the voice sounds (both speaking and singing) and doe n't want
vehicles, power armor, weapons and other equipment she needs to mess it up. Also, Delori s occasionally forgets to take her
for her boys and girls to get the job done. thyroid medication and sometimes gets a bit of a hairy lip and
Born in the town of Shari near the mouth of the Grand River peach-fuzz beard, but she never forgets to put on a modicum
on the Missouri. Deloris was raised to be a river rat by her mer- of makeup to look "not so horrific," nor does she ever forget
chant marine father. She has grown to know the Missouri River to pluck out her uni-brow.
and all its joining rivers, lakes and such like she knows her own Disposition: Leachman is devoted to her job and the ends that it
face. After her father was killed by river pirates, she joi ned the was set out to meet. She is a dedicated worker. a decisive and

84
concise leader, a well-read strategist, tactician and a master of from the CSN troops (Marines) since he is actually an Army
unconventional logistics. Because of her leadership qualities boy.
and the fact that she does not arbitrarily send her men and Enemies of Note: Every river pirate on or near the Missouri Riv-
women out to die, she is well liked and respected by her troops er would like to see Leachman dead or dying, but most are too
and support staff. Personally, Deloris is a quiet, thoughtful cowardly to make the attempt.
person who doesn't say a lot. Though she is not coupled with
anyone at the moment, she doesn't let the fact that she isn't at-
tracting a lot of men romantically chip away at her confidence.
She is forever hopeful that one day she will find the right man,
as well as accomplish her mission of ridding the Missouri of
river pirates, but realism tells her that neither is likely to hap-
pen soon. Still, she remains hopeful.
Experience Level: 9th level CS Naval Infantry RPA.
Skills of Note: Language: American 98%, Pilot: Tanks & APCs
82%, Hydrofoils & Motor Boats 98%, Warships & Patrol
Boats 76%, Water Scooters 95%, and Hovercraft 95%, Ra-
dar/Sonar Operation 75%, Cryptography 70%, Electronic
Countermeasures 75%, Radio: Scramblers 80%, Surveillance
Systems 75%, Detect Ambush 75%, Intelligence 68%, Inter-
rogation Techniques 65%, Sniper, Basic Mechanics 75%, and
S.C.U.B.A. 95%.
Combat Skills: Hand to Hand: Expert, Boxing, RPA: Elite with
all SAMAS based power armors (which includes the Sea Sam
by default), Kick Attack: 1D6 S.D.C., Critical Strike on an
18-20, Paired Weapons, Body Flip/Throw. W.P.: Harpoon &
Spear Gun, Knife, Handguns, Energy Pistol, Energy Rifle, and
Heavy M.D. Weapons.
Attacks per Melee: 7 normally, 11 with any kind of SAMAS.
Combat Bonuses: +3 with Harpoons & Spear Guns, Knives, and
Heavy M.D. Weapons, +4 with Handguns & Energy Rifles,
+5 with Energy Pistols, +3 to Roll with punch/fall/impact, +2
to Strike, +6 to Parry, +6 to Dodge, +4 on Initiative, and +5 to
save vs Horror Factor.
Preferred Weapons: Being an accomplished RPA pilot, Leach-
man's weapon of choice is a suit of SAMAS power armor.
Any kind of Sam would do her fine, though she does prefer
the Super Sam due to its awesome firepower and adequate am-
phibious capabilities. For around the office and in the 'Burbs,
George Samson
she feels more comfortable with a CP-30 on her hip in a cross Every city, town and kingdom has one, and New Chillicothe
draw holster and a suit of CA-4 Mk2 "Shark" EBA for protec- is no exception. The Black Market has infiltrated every nook and
tion and as her standard uniform. cranny of civilization and has tempted men and women from all
Cybernetics: Due to a depth charge attack when in a Mini-Sub, walks of life to join its ranks in the pursuit of power and money,
Deloris lost her hearing and had to get Bio-System replace- but mostly money. In the 'Burbs of New Chillicothe, that per-
ments of her inner ears. While the doctors were at it, she asked son is George Samson, the top made man of the Black Market
them to install Ultra Ear and Amplified Hearing enhance- and also harbor master of Rockwood Harbor. George's operation
ments. is easier than those of most of his counterparts' in other places.
Allies of Note: Admiral Saunders likes her both personally and All he really does is smuggle in illegal goods through the ship-
professionally. He has also considered in passing expanding ping lanes and pass them on to others who then distribute them
their relationship into the romantic realm but is concerned that throughout the NC 'Burbs and into the city itself. And with him
such a move might be inappropriate given that she is his one of having sole accounting of what goes through his harbor, the only
his junior officers. Also among her allies is her personal staff thing he has to cover is his paperwork trail, which he does quite
of aides who would do anything she asked of them. And lastly, well with misleading invoices and falsified records.
there are her two bodyguards, assigned to her by the governor George learned this line work from his mother, who ran the
after a street gang from the Whiskey Town area tried to kid- harbor before him, and raised him to take over as soon as she
nap her for ransom. Her bodyguards are a big 'Borg Strike was too old to deal with the never ending line of lowlifes and
Trooper named Anderson, and a quick CS Juicer named De- losers that came with the job. To him it's a family business and
Sate. Though both would lay down their lives for her, DeSate traditional way of life, which he himself is grooming his only
is discontented in his current position and feels like his Juicer daughter, Tammi, to take over when he becomes too old and tired
abilities would be of better use elsewhere. Anderson is fine to deal with the never ending parade of pirates, thieves, and gen-
with the bodyguard role but dislikes all the attitude he gets eral scum. But since that day is still decades off, he'll continue his
85
labors and keep hi s associates and Black Market contacts happy , aren't those who would stab him in the back to take even a
as his daughter is slowly brought in and indoctrinated in the ins sliver of what he imports for the Black Market.
and outs of the trade.
Race: Human.
Alignment: Aberrant.
Attributes: I.Q. 13, M.E. 10, M.A. 19, P.S. 14, P.P. 9, P.E. 17,
[Link],Spd 10.
Hit Points: 53, S.D.C.: 44.
Height: 5 feet, 11 inches ( 1.8 m). Weight: 165 lbs (74.3 kg).
Age: 77 but looks like he' s in his early fifties.
Description: George is a nondescript man of African descent and
looks very average, allowing him to blend in with just abo ut
any crowd. He has a short cut Afro and a medium build, fairly
high cheek bones and a moderate chin , and an oval face set
with large, almost innocent looking, cherry-brown eyes. Due
to the amount of time he spends out in the sun , his complexion
is very dark and almost gray.
Disposition: George has always had a personal code of conduct
that has a degree of honor and respectability to him. However,
because of his upbringing and being groomed and conditioned
for a life of crime by his mother, his code of conduct is a bit off
and twisted. He usually keeps his word when he can, but is not
above stabbing someone in the back if he feel s they deserve it.
But to those who remain loyal to him, he reciprocates in kind ,
giving them the benefit of the doubt until they do someth ing
that makes him lose his respect for them. But once someone
has gotten on his good side, it takes nothing less than an act
of betrayal for him to cross that someone off his short list of
friends. He views his honor and dignity as his most prized
assets.
Experience Level: JOlh level City Rat.
Skills of Note: Streetwise 85 %, Radio: Basic 98 %, Fishing 98%,
Pick Locks 95 %, Camouflage 70%, Find Contraband, Weap- Master Sergeant Ray Kowalsowitz,
ons & Cybernetics 81%, Recognize Weapon Quality 75 %,
Pilot: Motor Boats & Hydrofoil s 98 %, Ships 84%, and Au-
a.k.a. Cold Wall Dread
tomobiles 90%, Sensory Equipment 80%, Concealment 75 %, Ray is the top dog at the ISS Precinct 73, and pretty much
Streetwise: Drugs 90%, Basic Math 98 %, and Boat Building does what suits him . The street name of Cold Wall Dread he got
30%. from the gangs is mostly a play on his difficult to pronounce last
Combat Skills: Hand to Hand: Basic, Kick Attack: 1D6 S.D .C. , name (Ko-wall-so-wits), but also comes from the fact that they
Critical Strike on a 19-20, Body Flipffhrow. W.P.: Energy all dread his rancorous raids and lethal tactics. Being a Heavy CS
Pistol and Handguns. Cyborg Strike Trooper and a masterful combatant. he has used
Attacks per Melee: 4 (out of practice). his abilities and skills to wage a one-man war on crime and D-
Combat Bonuses: +5 to Strike with Energy Pi sto ls & Handguns, Bees. Mostly D-Bees that just happen to be engaging in criminal
+5 to Roll with punch/falVimpact, +1 to Strike, +2 to hand to activities , though . He doesn ' t do this so much out of a sense of
hand damage, +3 to Parry, +3 to Dodge. justice, but more out of a need for revenge against all that which
Preferred Weapons: Because of hi s legal CS Citizen's status, is not human. But Roy didn't start out this way. Though he has
George had no trouble getti ng a concealed carry permit, and been a ' Borg fo r the better part of his life, he was not always a
usually carries a Wilk's 227 pul se pistol in a shoulder holster hard and vicious, contemptible man . There was a time when he
with two spare E-Ciips, concealed by a jacket most the time. even secretly advocated the notion of D-Bees and humans coex -
As a backup weapon , he has a Wilk' s 210 pocket pistol in an isting.
ankle holster on hi s rig ht calf. Being such an experienced soldier, Ray was sent to fight on
Cybernetics: one. the West Front at Tolkeen. There he was part of an elite Battalion
Allies of Note: George can count on better than half of the area's of 'Borg Strike Troopers used as a cross between a commando
river pirates for help and support, so long as that doesn ' t entail team and an armored column. Unfortunately, a few months be-
money or lending a hand. For that he has to rely on his crew fore the Sorcerers' Revenge offensive, the "Bionic Battalion," as
of longshoremen and hi s inner circle of racketeers and goons. they called themselves, were attacked by a much larger forma-
Enemies of Note: one per se. George hasn't screwed anyone tion of Iron Juggernauts. Most of the Bionic Battalion were killed
over in a long time and the law enforcement comm unity isn't (over 600 of them!) and the few who did survive were either tak-
wise to his operation. However, that doesn't mean th at there en prisoner or taken apart by the Neuron Beasts that were nearby.

86
Ray was among the lucky few who were taken prisoner and sent ers till the day he dies. When he's not confronting the demons
to a POW camp. of his past, Ray is a fun guy to be with. He enjoys having fun
Ray spent the second half of the Tolkeen conflict at a POW with his friends and occasionally frequents the Tin Rapture to
camp, stripped of his arms and legs, strapped to a crude wheel- embrace his humanity and enjoy a little camaraderie with his
chair. If not for two close friends who he met at the camp, he fellow and sympathetic 'Borgs.
surely would have died from shame. He was completely depen- Experience Level: 13'h level Heavy CS Cyborg Strike Trooper.
dent on his buddies, Darien O'Hare, an ordinary soldier, and An- Skills of Note: Intelligence 94%, Tracking (humanoid) 90%,
gus, a German Shepherd Dog Boy, to feed him, watch his back, Lore: Demons & Monsters, Magic, and D-Bee 90%, Radio:
and push him around in a wheelchair or sometimes a wheelbar- Basic 98%, all known Languages at 98% (Built-in Translator),
row! To keep Ray going, the other POWs made him one of the Detect Concealment 85%, Forgery 65%, Interrogating Tech-
escape team leaders, where he would use his bionic optics to scan niques 75%, First Aid 98%, Find Contraband, Weapons & Cy-
the fence line at night to see exactly how the guards were de- bernetics 68%, Trap Construction 62%, Trap/Mine Detection
ployed to aid others in their flights to freedom. 80%, Pilot: Hovercraft 98%, Motorcycles 98%, and Jet Packs
After the war and he and his fellow POWs were freed, Ray 94%, Sensory Equipment 95%, Streetwise 42%, Streetwise:
was ecstatic to have his mechanical limbs, mobility and self-reli- Drugs 52%, and Land Navigation 88%.
ance back. But after his years of indignity he lost his desire tore- Combat Skills: Hand to Hand: Expert (see Preferred Weapons
main in the field. Instead he put it to join the ISS in his hometown for hand to hand damage), Boxing, Critical Strike on a Natu-
of New Chillicothe so he would never be far from help again. To ral 18-20, Paired Weapons, Body Flip/Throw, KO on a 18-
keep his very close friends by his side, he pulled every string he 20, triple damage Critical Strike or KO from behind. W.P.:
could to get them positioned with him. Energy Rifles, Heavy M.D. Weapons, Energy Pistols, Rifles,
While O'Hare prefers to stay at the precinct filing reports, fill- Knife, and Blunt.
ing out forms and occasionally booking arrested criminals, Ray Attacks per Melee: 7 per melee.
and Angus prefer to take out their frustrations on the street. The Combat Bonuses: +6 with Energy Rifles, +5 with Heavy M.D.
two have developed a great rapport and system. Angus and a few Weapons, +7 with Energy Pistols & Rifles, + 10 with Blunts &
extra Dog Boys or Psi-Stalkers smell out the bad guys while Ray Knives, +3 to Roll with punch/fall/impact,+7 to Strike,+ 12 to
and several other ISS soldiers back them up. Neither lets any Parry (+ 17 with a blunt or knife-like weapon),+ 12 to Dodge.
harm come to the other, but when the shooting gets heavy, Ray Preferred Weapons: Ray is never unarmed because the two Par-
has no problem with Angus using his armored body as a shield ticle Beam Forearm Weapons (6D6+6 M.D. each, out to 1,000
and cover. And in fact, Ray encourages it. feet/305 m) he sports on his bulky arms make him capable
Race: Originally human. of inflicting wholesale carnage when used together in rapid-
Alignment: Unprincipled with strong Miscreant leanings to- fire succession. They can be fired simultaneously at the same
wards D-Bees and casters. target thanks to his Targeting Synchronizing System, which
Attributes: I.Q. 12, M.E. 13, M.A. 28, P.S. 40 (Robotic!), P.P. he got specifically for this purpose. Because of the CS 'Borg
24, P.E. 12 (bionic body), P.B. 5, Spd 106. Energy Cell Weapon Link he has connected to them, he has
Hit Points: 52, S.D.C.: 51, Main Body M.D.C.: 380 +Armor. an incredible payload of 114 blats between the two of them.
Height: 8 feet, 10 inches (2.7 m). Weight: 1,260 1bs (567 kg). For close up work, he likes to use his brute strength, which
Age: Only Angus and O'Hare know for sure, but is suspected to does 1D4 M.D. with a Restrained Punch, 2D6 M.D. with a
be around 68. regular Punch, 4D6 M.D. on a Power Punch, 3D8 M.D. from
Description: Kowalsowitz is a typical looking, New Chilli- a Kick, and 5D8 M.D. with his Leap Kick. When using his
cothe Full Conversion Cyborg. He is very tall, huge across Vibro-Claws, including bonuses from his Robotic Strength,
the shoulders, big, black and menacing. Ray has soft brown he does 2D6+4 M.D. on normal strikes and 4D6+8 with paired
eyes, thick blonde eyebrows, and a boyish face that shows no strikes, and is all but untouchable in close quarters melee com-
signs of aging past the age of 30. Since it is stretched out over bat when parrying with them. On the rare occasion he needs to
a steel reinforced skull, effectively removing all wrinkles, this pacify or capture instead of kill, Ray will whip out the Neural
is to be expected. But most of the time these days he chooses Mace concealed in a compartment in his leg (Weapon Rod).
to leave his removable and protective face plate on, concealing He usually wears CA-C6 EBA (+200 M.D.C. for a total of
his humanity from the world. 580) into combat, but keeps some old-fashioned HI-B3 'Borg
Disposition: His years of indignity made him a bitter and angry armor (+480 M.D.C. for a total of 800 M.D.C. !) around for the
man. When he gets the chance to kill a D-Bee in a "righteous times when he knows he's in for a tough fight. But the HI-B3
shoot" without raising too many eyebrows, Ray takes it. Ev- armor slows his already impaired Speed attribute down to a
ery kill temporarily makes him feel a little bit better, but that relatively sluggish 79. He also keeps a CP-30 laser pistol in
euphoric high is fleeting at best. It is little wonder why he has the small of his back as a seldom used backup weapon.
come to be known as Cold Wall Dread throughout all of the Cybernetics: Ray keeps up with all the latest bionics available
NC 'Burbs and especially his stomping grounds in the sector at the M&M Fusion Wing. He has the Heavy 'Borg frame
called Whiskey Town. Every D-Bee face reminds him of his (+100 M.D.C., 40 P.S.); Cyber-Nano-Robot Repair System;
captors at the POW camp and makes him want to go on a kill- two Micro-Repair Robots; Psionic Electro-Magnetic Damp-
ing spree, but he saves his fury for those times when he can eners; Combat Computer; Targeting Synchronizing System;
cut loose. In time, he may work through his issues, especially CS 'Borg Energy Cell Weapon Link connected to his two PB
with him talking to counselors at the M&M Fusion Wing ev- Forearm Weapons; Compu-Link Interface with a TEX made
ery week, but even then he will hate all D-Bees and spell cast- P/ID PDA inside that can mostly work through his own bi-
87
onic sensors; Advanced Bionic Headjack; Retractable Vibro-
Claws; one PB Weapon Eye (left) and a shou lder mounted
E-Clip port for it; one Multi-System eye socket (right) and
an assortment of modular cybernetic eyes for it ; Built-In
Language Translator; Built-In Radio Receiver and Transmit-
ter (20 mile/32 km range); Loudspeaker; Head Jack; Bionic
Lungs; E-Clip Hand Port and Finger Laser (right); Laser Util-
ity Finger (right); "wing-style" retractable Vibro-Blades in
both arms; Concealed Weapon Rod: eural Mace (right leg);
one large ecret compartment (left leg); Sen or Hand (left);
Amplified Hearing: Ultra Ear; Toxic Filter; Chemical Spray
(chest); and a Security Clearance Access Chip.
AIJies of Note: To the people of Whiskey Town he is an aveng-
ing god. They would do just abut anything he asked of them
and would most certainly try to help should he ever need it of
them. Several members of the ISS in the area credit him with
saving their lives, and even more of them look up to him as
a living testament of what a true CS hero should a pire to be:
loyal, fearless, and relentles . But of them all, the only ones
Ray looks to for help while off duty are his war and prison
camp buddies, 0' Hare and Angus.
Enemies of Note: There isn't a criminal or gang member in
Whiskey Town who doesn't credit "Cold Wall Dread" with
messing up their business in one way or another. Be it, "He
gunned down all my good men!" or "'Cause of him, I lot
all my product that one time in a raid!" There isn't a crook in
Whiskey Town who wouldn't mind taking a shot at him, but
most are afraid to, fearing not only his retribution, but that of
the entire 73'd Precinct's as well.
campsites he and his troops attacked earlier in the war always had
General Quentin Von Monstein a good many armed defenders who could put up a fight, making
them a threat and a valid target in his mind. But in thi instance,
& the Monster Brigade all of Tolkeen's defenders were either busy elsewhere or barred
from the campus for one reason or another. Here all that could
General Von Monstei n was one of the best armor commanders
be seen were thousands of innocents .. . women ... children ... the
to come out of the Tolkeen conflict. He specialized in the use of
infirm ... the helpless. Watching his troops carry out his order,
heavily armored vehicles to crush the enemy with brutal blitz-
watching the lasers and cannons of his tanks and soldiers ' rifles
krieg tactics. And though others did the same with their powerful
turn the crowd of screaming people into a massive fog of blood-
robot vehicles of war, Yon Monstein's accomplishments stood
vapor mist, it was too much for him to bear. In that moment he
out because he was given command of an armored regiment of
realized he wasn't a soldier, but an instrument of genocide and
old CTX-20 Grinning Skull MBT and a handful of CTX-50 Line-
mass murder. He kept his feelings bottled up for the remainder of
backers supported by a company of antiquated Death's Head SA-
the battle for Tolkeen for his soldiers' sake, but that only made
MAS. Compared to what just about everyone else was using at
them build and fester in his soul. A month later, after he was ro-
the time, Yon Monstein was doing more with less. For his efforts,
tated back to Chi-Town, his grief, guilt, and despair boiled over
he was awarded the Emperor's Medal and the Iron Star durin<>0 the
into a full blown emotional breakdown in the middle of a for-
war, and was promoted to the rank of Brigadier General just after.
mal dinner, in full view of the CS High Command, the Executive
Yon Monstein was being primed for greatness. Unfortunately,
Council and the Emperor himself.
shortly after the war the great man suffered a critical emotional
Needless to say, this ruined his career in Chi-Town. where
breakdown and his career in Chi-Town flatlined.
such signs of weakness are not looked upon with openly under-
This breakdown was brought about by the role he played in the
standing eyes, especially when it happens in broad view of so
final days of the Siege on Tolkeen. After the walls crumbled and
many of one's peers. Though he was given the psychic therapy
the CS could move into the inner city itself, he was directed by
he needed to get better, his superiors knew he'd never be the man
his superiors to one of the college campuses that was being used
he was. After he came back from a medical leave of absence, the
as a refugee camp. Once there, he was ordered to clean them out.
High Command had to decide what to do with the esteemed war
As far as his superiors were concerned, any D-Bee that escaped
hero. He had become such a pariah among his fellow generals. his
that day was a potential threat in the future. Though reluctant,
social-butterfly of a wife divorced him in an attempt to shield her
Yon Monstein gave the order to his troops and tanks to open fire
social standing. There was even talk about forcing him into retire-
and slaughter the lot of 'em. Up to that point, though the General
ment in the upper echelons of power. And they might have done
had rightfully earned a reputation as a merciless leader, he had
just that if not for the intervention of one man- Governor Joshua
never really had to attack civilians. Not like this. The towns and
Kimber. Being enough in the loop to be aware of Yon Monstein's
88
predicament (and in attendance at that formal dinner), he decided Augmented Troops - The latest addition to Von Monstein's
to give the old battle-ax a break and take a gamble on him. With "Monster Brigade" are two companies of 80 CS 'Borg Strike
ever increasing threats emerging from terrorist cells, raiders, and Troopers and 80 CS Juicers. They're working out so well, the
would-be warlords from the Federation of Magic and the Pecos General is thinking of trying to increase their ranks to make up
Empire, he needed a man like Von Monstein. Inside of the week, a full battalion, though this might take some time.
the General was assigned to him in New Chillicothe, along with Supported by the three companies of mixed power armor units
as much of the General's old Monster Brigade as he could get, and four platoons of augmented troopers, the heavy armor of
to play the role of guardian-supreme to the State of Missouri, the mechanized brigade can keep the enemy's attention di-
keeping the movements of the state's threats and enemies more verted towards the front of the attack while the support units
in check. Well aware of his dilemma with the High Command, rapidly move in from the enemy's flanks. And with a dozen
despite his passing a thorough psych-exam, Von Monstein gladly companies of combat soldiers ready to charge the enemy or
accepted the Governor's assignment and swore to the man that defend the armor, Von Monstein has yet to meet an opponent
nothing would get past his watch. That he and his men would be in Missouri that can survive one of his patented attacks. With
there to push back and completely 'mist' any threat or incursion around 3,500 men and women, and 760 armored vehicles, un-
to the state. der his command, General Von Monstein finds it ironic that he
Using some of his old tactics that have served him well dur- has more power and autonomy here in virtual banishment than
ing the war, and some new ones that he put together from the he ever would in Chi-Town, where he probably would have
lessons he learned in the war, Von Monstein uses his Combined been relegated to pushing paper.
Infantry and Mechanized Brigade to attack and destroy every- Race: Human.
thing in his assigned patrol area that represents a significant threat Alignment: Was a hardcore Miscreant during the Tolkeen War,
to the state's security. The Monster Brigade itself has been up- but has softened to Unprincipled with Scrupulous leanings to-
dated with a few more modern weapons platforms to facilitate wards genuinely innocent civilian non-combatants (both D-
their task. But unfortunately, because the CS High Command has Bee and human) since he recovered from his emotional break-
put Missouri low on the list of priorities, and because of Von down.
Monstein's political enemies therein, he is mainly given aging Attributes: I.Q. 15, M.E. 12 (was 18 before his breakdown),
war machines that are slipping into obsolescence. Occasionally, M.A. 18 (was 23), P.S. 14, P.P. 8, P.E. 16, P.B. 13, Spd 15.
his requests for newer and deadlier vehicles are answered, but Hit Points: 58, S.D.C.: 72.
not as many as he'd like. In its current configuration the Monster Height: 5 feet, 11 inches (1.8 m). Weight: 159lbs (71.6 kg).
Brigade is made up of: Age: 72 but looks like he's in his mid forties.
The 167lh CS Mechanized Regiment Description: Quentin is a man in possession of a medium-sized
CTX-20 Grinning Skull MBTs- 384 frame and keeps himself in good physical condition. His fairly
Spider Skull Walkers - 96 well toned body is covered in dozens of tattoos of varying
CTX-50 Linebackers- 16 size, each a tribute to the units he was assigned to, the medals
IAR-2 "B model" Abolishers- 90 he's been awarded, and the campaigns he took part in. How-
UAR-1 Enforcers- 102 ever, none of these tats are visible when his uniform is on, and
IAR-5 Hellfires- 48 most are unaware he even has them at all. All his subordinates
CTX-53 Ballista- 10 (mobile artillery support; new to the bri- ever usually see are his strong, usually stern looking face, his
gade) short brown hair peppered with gray, a clean shaven face, and
Mark XII Dragoons- 12 (mobile artillery support) his authoritative pale blue eyes.
IAR-2 "B model" Abolishers- 6 (mobile artillery support) Disposition: Before his emotional breakdown, Von Monstein
IAR-2 "C model" Abolishers - 4 (mobile artillery support; new lived up to his name and was truly a monster in his own right.
to the brigade) As one of the infamous General Drogue's favorites due to
The 48200 CS Infantry Regiment (10 Full Companies) his ruthless efficiency, the name Quentin Von Monstein was
Mark VII Slayers - 48 (used primarily to transport the troops, feared by all who were lucky enough to survive one of his
some of the power armor suits and their pilots, and the bri- trademark armored blitzkrieg attacks. Even his own men
gade's supplies and extra munitions. Plus they make for good feared him, dreading the wrath they'd suffer for failure or dis-
makeshift sleeping quarters.) appointment. But those days are behind him. In his own way,
CS Command Cars - 20 Quentin has become a very kind-hearted man. Again, in his
Super Sams - 64 own way, that is. In the wake of his breakdown and recovery,
Death Head Sams- 176 he has come to respect life and the lives of others. Particu-
Glitter Boy Killers - 87 larly those of the soldiers who serve under him and those of
Terror Troopers- 153 non-combatant innocents who may harbor some resentment
Combat Troops - Six Companies (960) of human and Dog Boy towards the CS, but aren't actually taking up arms against the
soldiers (about a 50/50% mix), of which 144 (15%) use CA- nation he loves so dear. To this end, he has abandoned his
6EX armor and another 144 use the Mauler PA so they can harsh disciplinary practices and refuses to order his troops to
make use of heavy weapons like the CTT-M20, C-40R rail slaughter non-hostile civilians or those that don't pose a threat
gun and the like. Some have taken to using Wellington's by simply existing. The worst he'll do is run them off with a
MG15 "Viper" 15mm machine gun due to a great deal Von few worldly possessions, because he so disdains unnecessary
Monstein got from W.l.'s sales reps. violence. Even so, he likes to be sure by using Psi-Hounds and
Psi-Stalkers to sniff out any hidden supernatural monsters. But
89
if he deems it necessary, he will order his troops to attack with lives away in foolish pursuits the way some other generals
all the fury they can muster, accepting some civilian losses, do, they absolutely love him and will do anything he asks of
writing them off as legitimate targets who were "in collusion them. They know he doesn't see their lives like poker chips
with and aiding the enemy." to be tossed away as ante being thrown in the pot, as accept-
In private, he's noticed he actually smiles and laughs a lot able losses. This doesn't mean all of Von Monstein's troops
more than he used to. Though he doesn't fraternize with any of miraculously survive every engagement. He does take losses
those under his command who are under the rank of captain, like everyone else. But he doesn't make them charge into cer-
Quentin has taken to eating his dinner with his fellow command tain death like they were WWI soldiers charging out of the
officers (majors, colonels and lieutenant colonels only). In ad- trenches to their doom just to gain an inch of territory. There
dition to chatting about business and eating, they tell stories, are also a few others in the old general's corner as well. The
jokes, and converse in ways not too common among Coalition most important of which is the governor of the sate, Joshua
officers in the field. The General has found this a pleasant way Kimber, who got him his current position and defends the old
to loosen up and keep his mind sharp and on the matter at war-bird's name whenever it comes up. And of course there
hand later on when he needs it without dwelling on the past. It is the General's command staff, who loves and adores him as
also helps him build stronger relations with them, strengthen- if he were their own grandpa. Among his command staff is
ing his command over them without having to resort to brutal Lt. Colonel Natalie Winterborne, commander of his infantry,
disciplinary tactics. Another thing he's doing now, something whom he has taken as his lover, confidant, and close personal
he would have found unconscionable before his breakdown, is friend.
he's taken up a mistress from his own brigade. To be specific, Enemies of Note: On more than one occasion, Von Monstein
every night, when situations permit, he spends his evenings has made his superiors furious by refusing to slaughter squat-
and nights with a woman by the name of Lt. Colonel Natalie ting camps of (non-hostile) D-Bees in his area of influence.
Winterborne, the commander of his twelve-company infantry Instead he prefers to just run them off with all their limbs in-
force and his possible future wife, even though he's 30 years tact. Though only irritating to most in the High Command,
her senior. Whether he ends up marrying her or not, he's hop- others are absolutely disgusted with this habit. Roughly 6 of
ing his three children will accept her as part of his life. the 40 generals who make up the CS High Command are overt
Experience Level: 12'h level Military Specialist. political enemies of his, and would like to see Von Monstein
Skills of Note: All of those belonging to the Military Special- stripped of his command and booted out of the military. The
ist O.C.C., Weapon Systems, Navigation, and all Military and rest are either secretly sympathetic to his tendencies, don't see
Espionage skills. them as all that horrible of a sin, or feel that his exceptional re-
Combat Skills: Hand to Hand: Martial Arts, Karate Kick: 1D8 cord more than outshines this new softheartedness of the gen-
S.D.C., Jump Kick, Entangle, Critical Strike on an 18-20, eral. The Proseks have yet to weigh in on this one, and either
Paired Weapons, and Leap Attack. W.P.: Energy Rifles, Ener- don't care or are unaware of this potentially "subversive and
gy Pistols, Heavy M.D. Weapons, Handguns, and Blunt. RPA: sympathetic (to the enemy) behavior." Other enemies, more
Elite with all CS "first-gen" power armors (precursors to the hostile ones who would actually like to see him dead, are le-
SAMAS series type) and the IAR type giant robot vehicles. gion. They include all the survivors of the shattered Tolkeen
In fact, he's one of the few people left who is still qualified Army, many members of the Federation of Magic due to his
to pilot the old CPA-38 Grizzly (a three-generation-old suit occasional hit and run raids in the Magic Zone, and a few ban-
of ground-based power armor, decommissioned for over 35 dit groups that have felt the fury of his tanks' cannons.
years now).
Attacks per Melee: 6 in regular combat, ll in ground PA or in Other New Chillicothe Residents of Note:
an Abolisher.
Combat Bonuses: +3 with weapons he's proficient with (not as Senator David Haley: There aren't many people like Senator
good as he could be), +2 with Aimed shots (Sniper skill), and Haley in the CS, but they do exist. Haley is a proponent of peace
those gained from Martial Arts. and coexistence between the CS and its many enemies throughout
Preferred Weapons: Being a general, Von Monstein doesn't the land. And though he does not dare advocate the use of magic,
like to enter into combat with anything less than a mechanized he does preach on and on about how magic's status as the root
column of heavy armor. But for appearances and personal pro- of all evil is wrong and misleading to the people. These vocally
tection Gust in case), he carries a C-5 Pump Pistol on his belt stated opinions have made Senator Haley a very unpopular man
high on his hip, four speed loaders on his belt, and a Wilk' s in New Chillicothe. But since the media is extremely reluctant
210 Pocket Pistol in an ankle holster. to air his word or even report that a man who holds such a high
Cybernetics: Back in 102 P.A., he had to get his heart replaced position in the CS government is saying such things, hardly any-
due to his 50 year smoking habit (he quit after this surgery). one outside of the city knows about him and his views. If Haley
Quentin opted for a high performance bionic heart that makes doesn't shut up soon and reverse the public opinion of him, the
him feel like a man in his twenties. He loves the thing! Senator could very well find himself in a very unpleasant place.
Allies of Note: Ever since he turned over a new leaf and started Councilman Coke: In a moment of either genius or insan-
treating his troops with a modicum of dignity and respect, Von ity, Mayor Lisa Scott chose an aging Psi-Hound as one of the
Monstein has gone from being called "General Bloody Bas- members to sit on the City Council. That was Sergeant Major
tard" behind his back, to being affectionately called "Grandpa Coke, a 35-year-old Dog Boy soldier who has served the CS with
Whoop-Ass" by all the men, women, and Dog Boys under his distinction and was recently retired from active duty. Coke gives
command. In fact, given the way he refuses to just toss their the mayor an insider's perspective on the living conditions for

90
the city's psychic populace, and an expert opinion on the city's mood. Those who come in and use a respectful tone get treated
security from infiltrators that NTSET has to deal with on a day- the same in return. As a result, 99.9% of all who come are regis-
to-day basis. But despite his given seat of power, the old dog tered without incident and get the papers they need to live inside
does not presume to wield it over anyone because he knows and CS territory without being killed so long as they pose no threat
accepts his station in life. Even so, he is the most resented mem- whatsoever. Secretly, Sing kind of likes the D-Bees he works
ber of the City Council. However, this does not mean he himself with, though he'd never admit it. Of course, the ones who come
is despised, because all the people know that it was the Mayor's to see him aren't the spell casting, demonic colluding, "death to
decision to put him where he is, and he is just following orders the CS" types that others have to face and fight in the field and the
like the good dog and soldier he is. 'Burbs. The ones he sees are by and large, down to earth, respect-
Major Richard Sing: This ISS officer has a bunker-office ful, know their place, and are willing to put in a hard day's work.
setup just outside the 'Burbs. His job is take the names of and Sing respects that. Also in this office is a security detail made up
process D-Bees that wish to willingly become Worker Slaves. of a squad of ten Dog Boy soldiers, who watch his back and ex-
This makes him a powerful man, of sorts, though he dislikes his amine all who walk through the door. The top dog of this squad is
work and views it as a boring, paper-pushing job. D-Bees that a mutant German Shepherd by the name of Sergeant Blue, or Old
give him too much lip or attitude (rare, but it happens) can ex- Blue to those who know him.
pect to be arrested on the spot for whatever charge strikes his

The Hammer of the Forge™


Chapter Fifty-Four: megasteel of the floor, leather creaked, and a vulpine smile hov-
ered over Caleb's head, cold white eyes gleaming. "You killed

''Swan Song" me, you stupid bastard."


Elias Harkonnen, psychotic Elf, former Imperial Guardsman,
By James M. G. Cannon who quit the Transgalactic Empire because they weren't giving
him enough people to kill. A version of Caleb from the future had
Caleb found himself breathing. come back on Caleb's wedding day to warn him that Harkonnen
It hurt. would kill Caleb's wife. And shortly after that, Harkonnen had
He felt cleaned out. Scoured. He felt as though every cell in appeared. Caleb fought him, and eventually, driven past the point
his body had been removed, scrubbed clean with a wire brush, of no return, he had executed Harkonnen.
and then haphazardly replaced. Slowly, he opened his eyes; sand- "You can't be here, either."
paper against gelatin. The Elf laughed. "The terrible truth, Vulcan, is that even
Caleb lay in a dark room, oblong in shape, the walls of mega- though I died, I still won. I destroyed a Cosmo-Knight." He
steel. There was a table against the curve of a wall, strange im- laughed again.
plements upon it. Chains rattled, and Caleb realized that he was Caleb's head drooped. ''I'm losing my mind."
bound, wrists to each other and to the hard floor. He tested them, "You're hallucinating, pup." The third voice belonged to a
but his arms shook, and he had no strength. massive Wolfen clad in metallic green cosmic armor. "On top of
From habit, Caleb looked for that core of fire in within him- the trauma of losing your cosmic abilities, you were exposed to
self, but it did not respond. The Cosmic Forge had forsaken him. hard vacuum for about three minutes. You should be dead."
He murdered Elias Harkonnen, choking him to death in the rings "Lothar," Caleb said. "Lothar, I messed up."
of a gas giant. And as the Forge's blessings left him, Caleb found "Your brain shut down, pup. Your 'rescuers' saved your life,
himself floating in space unprotected. He should have died. Part and now that you've regained consciousness, your brain is re-
of him wished he had. booting."
But here he was, breathing. In pain. But alive. "Where am I, Lothar? What's happening to me?''
He closed in eyes. Lothar of Motherhome placed an armored hand on Caleb's
"This is how it ends," said a familiar voice. "Pathetic. There shoulder. "You're in the belly of the ship that brought Harkonnen
was always too much of your mother in you, boy. Couldn't beat to you. You've been captured by his allies. They haven't kept you
it out of you. You're soft, you've always been soft. I'm ashamed alive out of any charity, though. They want the pleasure of killing
to call you my son. Should have just gotten a dog - would have you themselves. But only after torturing you as long as they can.
been less of a disappointment." "You can be sure they broke orbit and jumped out of Alex-
Caleb's eyes opened. Light and color resolved themselves into andria's system. You could be anywhere in the Three Galaxies
the shape of Master Gunnery Sergeant Ezra Vulcan. His red hair right now.
high and tight, now shot with gray and receding from his fore- "No one is coming to save you. The Cosmic Forge has for-
head, his mouth turned in a perpetual frown, and his fingers point- saken you."
ed accusingly at Caleb. "Don't sit there gawping, boy. Haven't Caleb's head dropped again.
you got a tongue in your head?" "But remember this, pup. Just because the Forge has aban-
"You can't be here," Caleb said. "You're still on Earth." doned you, it doesn't mean you have to abandon it. You've
And then Caleb's father dissolved back into the darkness, looked to the Forge to give your life meaning. Let it give your
and a high, guttural chuckle replaced him. Boots clanked on the death meaning as well."
91
A grinding noise echoed across the chamber. Lothar's pres- Me, a member of the royal family. Ten steps away from the Em-
ence faded in a swirl of green light. Caleb wearily looked up. peror himself.
Directly across from where he slumped on the floor, a door slid "To them, I do not exist." He stepped forward quickly, and
open. A huge shape filled the doorway before sidling into the the hammer flashed out, connecting with Caleb's elbow. There
room. Caleb focused past the lights that flickered at the edges was a sick crack and despite himself, Caleb cried out. He risked
of his vision; the shape looked familiar. Through the gloom, it a glance at his elbow, and seeing bone, he nearly blacked out. He
resolved itself into a massive, black-scaled Kreeghor with pale slumped backward. Beads of sweat formed on his brow, and he
eyes and a snaggle-toothed grin. gritted his teeth against the pain. He reminded himself that he had
"Geryon," Caleb said. felt worse, much worse. As a Cosmo-Knight, however, he had al-
As the Kreeghor walked into the room, Caleb noticed for the ways been assured of recovering from pain and damage quickly.
first time the table placed against the curving wall, heaped high And now he realized that Bio-Regeneration had had some kind of
with strange implements, and a metal chair. It was as if the room numbing effect. Sharp stabs of pain traveled up and down Caleb's
was finally coming into focus, as if Caleb's eyes were finally be- arm. He felt hot tears drip down his cheeks.
ginning to work properly. "I will make it so that you wish you did not exist." Geryon' s
Geryon stepped to the table, paused, looked at Caleb with pale eyes bored into Caleb's.
those pale, unblinking eyes, then dragged the chair over. Geryon But Caleb thought of Lothar' s parting words -or, at least, the
sat down in front of him. words that Caleb's damaged brain had put into the hallucinatory
"You gave us all quite a scare, Caleb." The former admiral's Lothar's mouth. He steeled himself. Caleb's mouth settled into
voice was deep and rumbling, and it rattled like a buzzsaw in Ca- a grim line. He blinked away the tears, swallowed the pain. He
leb's chest. "You've been unconscious for three days." thought of Romana, and reassured himself that she was safe. He
Caleb pulled weakly on his chains. "But you're still afraid of could die happily knowing that.
me," he said. He hoped his bravado wasn't entirely false. The Something in Caleb's expression made Geryon take a step
idea of lying unconscious and unrescued for three days bothered back. The Kreeghor threw the hammer back onto the table, where
him. He didn't know where the room was, although he guessed he it landed with a resounding crash. It lay there, with most of the
was aboard Geryon's ship, and supposed they could be anywhere handle sticking out diagonally, almost teetering, but Geryon
by now. Three days from Alexandria, at least, and most likely ignored it. "You imagine yourself a hero, Caleb Vulcan. Most
outside the United Worlds of Warlock. Cosmo-Knights do. It's part of the transformation process, how
Geryon chuckled. "Those are for your safety, not mine." you're indoctrinated into believing what the Forge wants you to
Even addled, Caleb spotted the lie. Inwardly, he smiled. "What believe. To live your life the way the Forge wants you to live.
do you want?" he said. Step outside that narrow framework but a little, and this is what
"Revenge. You destroyed my Shadow star. Destroyed years of awaits you." He gestured at Caleb with an open hand.
Imperial weapons research. You took me prisoner. You judged "But the Forge is itself diseased. It's just an old machine,
me. These are all unforgivable crimes." ticking away, fulfilling the programming instilled in it by a dead
Caleb shook his head. and forgotten civilization. The watchmaker is long gone, but the
"You claim innocence?" watch continues to wind itself. To what purpose? It sends out
"Innocence? No, I did all that. And I would do it again in a its tendrils, empowering agents like yourself, and then abandons
heartbeat. You're a bad guy, Geryon. I stop bad guys." them to a hostile and unforgiving cosmos and expects them to
Geryon chuckled again. "Not anymore, Caleb. Not ever again. hew to its own ancient program.
You've lost the favor of your precious patron. You're a mere "Let me tell you, Caleb, you did the right thing killing Elias
mortal again. No more flying about the cosmos, writing wrongs Harkonnen. He was a mad dog. Sick in the head. No redeem-
in the name of that ridiculous artifact. Your strength is spent. ing qualities whatsoever. Myself, you may think me a monster,
"This makes my plans for you somewhat different. I was but I do have a family. Brothers and sisters, aunts and uncles,
looking forward to your bones resetting themselves after I broke beings whom I do care deeply for. Beings I miss terribly. But
them. Still, I shall enjoy carving you up and breaking you down. Harkonnen? He quit the Imperial Guard because he wasn't get-
You will beg for release long before I grant it to you." ting enough action. One of the most privileged positions any sapi-
"Maybe. But if you had any stones, you'd just kill me." ent can achieve in the TGE and he threw it away, all because he
Geryon's reptilian face twisted into a snarl. "Don't tempt me, wanted to kill more beings. Now that is simply insane.
Vulcan." His look softened, as much as it could. "Besides, I don't "Truthfully, if you hadn't done it, I would have killed him
like to rush. I want to enjoy this." myself. But what is your reward for doing something good for the
Abruptly, Geryon stood up, kicking the chair back a few inch- Three Galaxies? Stripped of your rank and privileges, forsaken
es. He stepped over to the table and hefted an instrument. It took a by your patron. Left for the wolves." Geryon smiled broadly.
moment for Caleb to realize that Geryon held Caleb's hammer. A "Murder is wrong," Caleb said. "Whether you do it from the
massive sledge, it looked tiny in Geryon's great palm. He hefted bridge of a ship that creates Rifts in space and kills entire worlds,
it a moment, and looked over his shoulder at Caleb. "Remember or whether you close your hands around another murderer's throat
this?" he asked. and squeeze. I made my bed. I'm prepared to lie in it. I think your
Geryon turned, swinging the hammer lazily in his hands. "Did exile from home is hardly punishment for the evil you have perpe-
you know, Caleb, that due to the loss of the Shadow star I ames- trated, and hardly punishment for the evil you'll do in the future.
sentially no one in the Empire right now? My own family refuses "What are you trying to convince me of, Geryon? That you're
to admit that I exist. I am an exile. I cannot return to my home. right and I'm wrong?" Caleb looked at his ruined elbow. "That's
never going to happen."
92
Geryon flashed forward and backhanded Caleb across the mer's head fought him the whole time. It took a few more tries,
face. Caleb fell backwards, chains rattling. He felt teeth loosen in but eventually he was able to tug it into place. He carefully set the
his jaw, and spat blood as he pulled himself back up on his knees. chair down, still within reach, then stretched himself forward as far
Geryon looked about to say something, but his comm unit as the chains would allow. He had to brace himself with his mined
chimed. He stepped away from Caleb and thumbed the comm. "I arm and reach with the good one, and found himself reciting frag-
told you I was not to be disturbed." ments of the Haftarah reading he made during his bar mitzvah to
''I'm sorry, sir, but there's an asteroid drifting close to the ignore the pain. At last his fingers found the pommel of his hammer
ship." and with a surge of strength, he pulled the weapon to him.
Geryon made a snorting nose. "Maneuver around or blast it to Caleb rose on shaky legs, crouching because of the chains.
rubble, and if you ever bother me with something so trivial again Now came the hard part. He choked up on the handle of the ham-
I'll hand you your lungs." mer and brought the heavy head down as hard as he could on the
The voice on the other side was strained. "We tried, sir, but chains. It took several tries, mostly because he didn't have the
the asteroid is tracking us. And our blaster fire bounced off some room to swing correctly, but in short order the binding snapped.
kind of shielding." Caleb pulled himself free from the floor and stood. His back pro-
Geryon snapped the comm off. He whirled around, shooting tested, aching muscles groaning under the strain. His wrists were
an ugly look at Caleb. Caleb grinned and spat a gob of blood and still bound to each other, but by pulling his mined arm close to his
mucus onto the deck. "Time's up, Geryon. The piper is coming to body and adjusting the length of chain, he was able to get nearly
demand his payment." a full range of movement from his healthy arm.
Without another word or backward glance, Geryon stormed Caleb was unsteady on his feet, particularly as the floor shook
out of the room. Caleb watched him go, and tried to feel as confi- underneath him, but as feeling flowed back into his limbs, he was
dent as his words sounded. The "asteroid" was certainly Samma- able to lurch towards the door.
dar Orak's stolen K!ozn ship, which outwardly looked like a huge When he reached it, he leaned up against the cool metal for a
hump of rock, but inside contained some of the most technologi- long moment, catching his breath. Suddenly he opened his eyes,
cally advanced material in the Three Galaxies. Caleb didn't know and found himself sitting on the floor, the hammer fallen from
how Sam might have found him, but he was grateful to her for his hands. He must have blacked out again. With a painful groan,
trying. He just hoped she hadn't bitten off more than she could he scooped up the hammer and dragged himself to his feet. He
chew. He wondered who else might be with her - because of his stepped back, hefted the hammer in his one hand, and brought
past relationship with Sammadar, Romana didn't want to invite it down against the edge of the door, where it might be weakest.
Sam to the wedding. Caleb didn't think she was anywhere near Nothing happened. Caleb grimaced and swung again.
Alexandria when everything went down. He repeated the motion several times, pausing between each
Well, Caleb thought, I can't leave everything up to her. I may to reposition himself, take a breather, swear, pray, or try to ignore
be weak as a kitten, but that doesn't mean I can't try to get out of the throbbing pain in his arm. Gradually the metal door dented
here. Caleb shifted, stretching his legs out before him. The toes and began to bow. A week ago he would have splintered it with
of his red boots just reached far enough that he could almost hook ease, or burned through it with eyebeams. But he was no longer
his foot around the legs of the chair. His arm throbbed, and he the man he was a week prior.
slipped, landing hard on it. He screamed, and maybe blacked out The alarm klaxon sounded through the gap in the door, driven
for a second or two. When he came to, he was stretched out, and open by Caleb's relentless pounding. With a few more swings, he
he managed to get his foot around the chair's leg. Caleb took sev- widened the gap enough to get his hand and arm through. Shoul-
eral deep breaths and then tried to tug the chair. It took a while, der burning, he leaned the hammer against the curving wall and
but finally he managed to pull the chair towards him. He rested, grabbed the edge of the door. With all his remaining strength he
grinning stupidly at such a tiny accomplishment. heaved and pushed and swore. Slowly at first, the gears much
When he had his breath back, he pulled the chair towards him protesting, the door began to open. With a final titanic heave,
until he could seize it with his working hand. He breathed heavily Caleb threw it open and spilled out into the corridor.
for a moment, and then twisted, extending himself as far as the The alarm was louder now, filling his ears with a shuddering
chains would allow. He lifted the chair with his good arm and scream, and all along the length of the hallway red lights flashed.
swung it towards the table. The weight of it almost dragged Caleb The ship shook as another barrage of fire hammered into it. A
down with the swing, and the chains made the whole movement burst conduit up above and further down the hall sent sparks skit-
doubly difficult. He missed his target. He paused, resting again, tering across the floor. Caleb almost closed his eyes, but some-
trying to ignore the pain in his arm. how managed to get himself into a sitting position. For the first
It was while he was resting that he noticed the deck shudder- time he noticed he was still bleeding, and in fact his whole left
ing beneath him. Laser fire. Outside the room, just barely heard side was sticky with blood.
or felt through the thick megasteel of the door, he heard alarms Caleb groped for the hammer, found it, and used it as a lever
ringing. Caleb grinned, a harsh predatory kind of smile. to get himself up on his feet. He used it again as a cane to hobble
He straightened, ignoring the lances of pain in his arm, and down the hallway. He paused frequently to get his bearings, and
swung the chair. And again. Fourth time is the charm, he thought, was relieved to find no crew as he explored.
and the chair leg caught the edge of his hammer's pommel. The He stopped at a cross corridor when he saw in Trade 3 the
weapon teetered further, then tipped over and crashed to the floor. phrase "escape pods." He looked at that sign for about ten sec-
Caleb almost laughed. onds, then followed the arrow that pointed towards the bridge. He
It was easier now. He flailed with the chair again, trying to hook found greater damage as he went. Some corridors were blocked
the leg around the handle of the hammer. The weight of the ham- by blast doors, while others were filled with smoke and small
93
fires. He picked his way carefully through those, noting only one trunk of anything to say. Instead he lurched forward onto the
or two corpses along the way. Geryon must have had a small crew bridge, lifting his hammer. And then a barrage of missiles and
despite the size of the ship. lasers burned across the bow of Geryon's ship, and another con-
He found the bridge after a few minutes of tottering, almost ole blew up, taking two crew members with it. Geryon's shields
losing his balance several times as the ship was bombarded. The flickered and died.
door slid open as he approached and slowly climbed the short Caleb was thrown to one knee, saving himself from total col-
steps leading up to it. Beyond, the bridge was in chaos. lapse once more with his hammer. Geryon rode the shockwave
Geryon stood in the midst of it, strapping on his battle armor, on his legs and roared.
shouting orders. Consoles were blown open or fried, and the re- And then they were there.
maining crew were either dealing with the fires or trying to re- A great dark cloud formed in the middle of the bridge, swirl -
route systems. to keep the shields up and weapons firing . From ing and coiling around, and as it dissipated , there stood a man
the displays Caleb could see, Sammadar's K!ozn ship had taken a of darkness clad in a rumpled trench coat and a battered fedora.
heavy pounding as well. It looked scorched and blasted, its rocky Twin orange lights served as eyes in his featureless face, and they
surface fused to glass in some places, and it didn't maneuver as blazed with anger as he raised up the cane in his shadowy hands.
smoothly and lightly as it should. Still, Sam ran circles around the Beside him stood a fierce Atlantean woman with long, dark hair
Kreeghor's ship. and crystal blue eyes. clad in heavy black enameled armor that
Geryon slipped a gauntlet on over his oversized paw, and left her arms free, arms decorated with intricate patterns of blue
catching movement out of the comer of his eye, turned to look and white tattoos. In her hands she bore a sword of blue fire and
at Caleb. His mouth worked soundlessly for a moment, and then a shield of white light.
he barked a harsh, humorless laugh. "You should have run wh ile Geryon roared again, but Caleb was laughing. He found his
you had the chance, Vulcan. It seems you'll get your wish af- feet.
ter all - I've no time for play." He raised the gauntlet up and Geryon charged him, moving to get around the intruders, driv-
fired. Red bolts of energy flashed into Caleb's chest, knocking en mad by his hatred and desire for revenge. But Kassy was there.
him backward. He swayed on the steps, but caught him elf on Her sword flashed, and Geryon ' s forearm was sheared through.
the edge of the doorway with the hammer's head. Grunting, he his hand falling bloodlessly to the deck. Her shield hammered
pulled himself forward. The energy blasts hurt, but they hadn't him in the face, sending him staggering backward. Kassy spun,
killed him. and the sword carved a deep furrow in Geryon · s breastplate.
He wanted to say something, something grand and heroic and Geryon swung a hamfisted blow at Kassy that knocked her
maybe a little cool , but he couldn't find the breath. He couldn't sprawling. Foam sprayed from Geryon's lips as he raised a hand

94
that began to glow with dark light. A beam flashed from his palm, Abbott's eyes dimmed. "I'm afraid... she's gone, Caleb. When
straight for Caleb, but Doctor Abbot raised his cane, caught the you made your announcement and left, we naturally went to in-
beam, and threw it back at the Kreeghor. It impacted with all form her of what had happened. But we found both her apart-
the force of a freight train, throwing him backwards. For a split ments and yours empty. She left the Singularity Watch behind,
second, the bones within Geryon's flesh blazed with incandescent which tells me she did not intend to go anywhere at all."
light, and when he landed, his body was a smoking ruin. Caleb groaned and slumped backward in the bed. "The other
Kassy got to her feet, sparing a glance at Caleb. Her face grew me must have taken her."
pale. "Zeus' blood," she whispered. And then Caleb felt Abbott's "The other what?"
arm under his own, propping him up. Caleb told Abbott everything. The appearance of the second
"Sorry we're late," Doctor Abbott said in his dry, British Vulcan, the information he imparted. The arrival of Harkonnen
tones. "You left without a forwarding address." and Geryon's ship, the desperate race through Alexandria's sys-
Kassy cut down a crew member who got too close. "Head for tem, and the final battle with the Elf. He glossed over waking up
the escape pods, you damn idiots!" The ship shook again as Sam- in Geryon' s cell and the effort it took to escape it, but he did not
madar strafed it once more. leave out the loss of the Forge's blessings or why. When he was
Kassy backed towards Abbott and Caleb. "Is he alive?" done, Abbott's eyes were very dim indeed.
"Barely. You'll hold on, won't you Caleb? You'll be safe very "This is very distressing. But, dare I say, not the end. Where
shortly." Abbott paused, looking at the Atlantean woman. "I'm there is life, there is hope. We have access to the Singularity
not sure he can handle the stress of teleporting." Watch. I am no Time Councilor like your fiancee, but I am handy
She nodded, and the sword and shield faded from sight. Kassy with magic. We'll get it working, track her to whatever potential
knelt beside Caleb, and her delicate fingers played over his shoul- future she has been taken to, and we will rescue her. As for your
ders, arm, and chest. She spoke quickly and quietly in Atlantean, Fall ... well, you're alive, Caleb. And I am your friend until the
her words almost completely lost as explosions rocked the ship. end of our days."
The crew had apparently taken her advice and left for calmer sur- Caleb looked straight at the bulkhead. "I miss the power, Doc.
roundings, because no one else interfered as Kassy touched other I miss how capable it made me feel. I'm going to miss flying
tattoos on her arms and a soft, cool blue glow surrounded her through space most of all." His eyes found Abbott. "But I can live
hands. The glow washed over Caleb and through him, and he felt without it, so long as she's safe and sound."
himself slipping out of consciousness again. His elbow burned, Abbott nodded. "I know, Caleb. We'll find her."
but in a pleasant way, as he finally slipped into a deep, deep sleep.
* * *
* * * After three days of travel, they returned to the planet Alexan-
Caleb found himself breathing. dria in the United Worlds of Warlock. Caleb spent the trip drift-
He blinked, opened his eyes, and found himself lying comfort- ing through the corridors of Sarnmadar Orak' s craft. The entire
ably on a bed, the familiar bulkhead of Sammadar Orak's K!ozn wedding party was aboard, and more besides. Sarnmadar, of
ship overhead. An IV was plunged into his right arm, and his left course, piloted the ship and tried to cheer Caleb up during the
arm was encased in a blue cast. He ached all over, but he was no few brief moments they spent together. Abbott and Kassy were
longer really in pain. He touched his teeth with his tongue and never far from Caleb for long; in fact, by the second day, when
found them all in place, where they should be. There was no one he found Kassy hovering nearby, he snapped at her and then
else in the room with him, and he found the room itself sparsely apologized. Ariel of Titan, now the only Cosmo-Knight aboard,
decorated, its only decor a bank of monitors, a few chairs, and a spent the trip in the hold, too tall to walk through the rest of the
cabinet emblazoned with an unrecognizable symbol in maroon. ship comfortably. Caleb's visit with Ariel was awkward for them
He suspected that, were he on Earth, it might be a red cross, but both, although Ariel tried to reassure him that many Knights who
the K!ozn obviously used different symbology. had Fallen managed to redeem themselves and regain their status
Caleb dragged himself into a sitting position, noting with ab- as full fledged Cosmo-Knights. }oriel the Celestine, winged an-
stract interest that his chest was heavily bandaged. He looked for droid and Kassy's lover, was the only one who didn't treat Caleb
and found a comm unit at the edge of the bed and thumbed it ac- with kid gloves. He simply asked Caleb what he knew about he
tive. "Anyone home?'' kidnapper, and began making plans for the trip into the future.
"Caleb!" Doctor Abbot's voice carne through the device. Arwen Griffin, super-powered martial artist and Abbott's ward,
"You're awake. I'll be right down." was largely oblivious herself, but even she couldn't refrain from
A few minutes later, the good doctor swept into the little giving Caleb a look of pity when she thought he wasn't looking.
room. His orange eyes twinkled in his version of a smile. "Well," In addition to Caleb's closest friends, there was also a squad
he said, "it was touch and go for a while, but you have pulled of Atlantean Undead Slayers aboard, led by a bald and tattooed
through the worst of it." warrior who went by the name Odin. Three W olfen, all children
"Thank you for coming to get me, Doc. Thanks for saving my or grandchildren of Lothar and guests at the wedding, had joined
life." the rescue mission as well. Other wedding guests, among them
"You're quite welcome. Should the need ever arise, I'm sure Siv Yurilak, a Noro pilot, and Vodal Kee, a Sinestrian scientist,
you would do the same for me, or Kassy, or any of our other had also insisted on accompanying them.
friends." They all made for a crowded journey. Sammadar's unnamed
"Where's Romana?" Caleb asked. ship was not designed with passengers in mind. But it had a mind

95
of its own, and a tendency to rearrange rooms and passageways room was suddenly split by the flash and crackle of blue light-
depending on need. ning.
Slowly, with the help of UWW, CCW, and K!ozn technol- A crack appeared in the air above the head table, and a cold
ogy and magic, Caleb's physical wounds began to heal. But he silver sphere the size of a car slid out of it, like an egg being laid.
couldn't get his failure or his concern for Romana out of his mind. The crack closed with a thunderous sound, and the sphere crashed
Finally, they made landfall at Alexandria, just outside the plan- into the middle of the table, shattering it, then rolled across the
et's largest starport at the lavish and beautiful estate of Kassy's dance floor. People scrambled out of chairs as it rolled towards
parents, Hiram and Komelia. The estate covered ten square kilo- tables, flattening a few before finally slowing and drawing to a
meters, most of it wooded hills and meadows in a state of "cul- halt. As it stopped, Caleb was already up and moving, leaping
tivated wilderness." The sprawling palace that lay at the center down from the dais. He held his hand out automatically, expect-
of the grounds was built in the Greco-Egyptian style favored by ing his hammer to appear, and was momentarily disoriented
Atlanteans. It had four hundred rooms, an Olympic sized pool, when it did not.
stables, a docking bay large enough to service a dreadnought, He reached the sphere, more of an ovoid actually, as a gap
and what seemed an endless supply of servants, courtiers, and appeared in its silvery surface. A door opened up, and a figure
visitors clogging its halls. Caleb still didn't know what Hiram tumbled out. Caleb had been prepared to pounce, but he drew up
or Kornelia did for a living, even after all these years, but they short with a look of wonder when he recognized who it was.
were obviously powerful and well respected members of Alex- A slim, dark woman in a white dress. Romana, her hair dishev-
andrian society. They loved their daughter and her friends, and eled, her dress torn in places, but looking whole and unharmed.
had graciously agreed - insisted, practically - to host Caleb and She was in Caleb's arms before he realized he had scooped her
Romana's wedding. up. He kissed her fiercely, and she kissed him back with equal
The decorations still hung in the main hall as the travelers re- fervor.
turned, late in the middle of a cool Alexandrian evening. The "What happened?" he asked, breathless, when they paused.
household woke quickly to welcome everyone home. Hiram A sizable crowd gathered around them, as friends and hosts and
Acherean met Caleb in the main hall. A tall man, tattooed in the guests rushed to their side.
Atlantean tradition, with a heavy beard and long hair, he looked "You called off the wedding," Romana said, jabbing a finger
like a Greek god come to life. He grasped Caleb's hand in his into Caleb's breast. "I went to your room to find out why, and
own. "There is much sadness in your eyes, Caleb Vulcan. More found you there. But it wasn't you; it was some other you from
than is warranted, even for the events of the past few days." the future. He drugged me, or tried to, and then grabbed me and
"You have no idea, Hiram," Caleb said. He forced a smile. dragged me back to the future with him. Except the poor dear was
"Thank you for your concern, but what I'm really interested in is somewhat unfamiliar with Altess physiology, because when he
finding my wife." gassed me, he only weakened me. I came to while he was activat-
Hiram clapped Caleb on the shoulder, then frowned as he saw ing the Time Sphere, and as we hurtled forward in time, I got his
the younger man wince slightly. "Indeed," he said. "What is your story out of him. The other Caleb was a broken man, but he didn't
plan?'' want to hurt me, just protect me. He didn't think you would suc-
"We'll use the Singularity Watch," Abbott said. "It should ceed where he had failed, but he thought I'd be willing to accept
take me a day or two of examination, but I am fully confident that him and live in the future with him.
I can get it working." "Well, I disabused him ofthat notion fairly quickly. And then,
Hiram nodded. "We are at your disposal, as always." His look well, the future we were hurtling toward suddenly changed from
encompassed the entire crowd, which was growing as guests, es- fixed to potential, and we were no longer aimed at a viable end
tate staff, family and friends filtered into the main hall to see the point. Time Spheres are meant to travel through time and space,
returning travelers. "It is late, and you must all be tired. But I but not cross over to other dimensions, which is where we were
can have the kitchens whip up some refreshment if you desire, headed by that point. I took over the controls then and landed us
or you may retire to your rooms. Or will you be convening a war safely. I kicked the other Caleb out, jump started the Time Sphere
council?" with a little Time Councilor magic, and made my way back over
"Thanks, Dad," Kassy said. "I think we'll wait until morning the dimensional gulf to this time, this place. I'm pretty sure I
for the whole war council thing. Food and sleep do sound good, overshot by a few days, maybe two weeks at most."
though." Romana paused. Her eyes twinkled. "Judging by the intensity
Hiram looked to Caleb, as if seeking his approval, but at Ca- of that kiss, I'm guessing you missed me."
leb's shrug, Hiram looked up and got the attention of his major Caleb laughed. For the first time in days, he laughed. He felt
domo, Anakratos, and very soon platters of food began wheeling something loosen in his chest. "You have no idea."
into the room. The buzz of conversation rose, and wine began to "Then the wedding isn't off anymore?"
flow. "No!" Caleb said. "Not at all. If you'll still have me?"
Caleb sat at a table, picking at his food, all too aware of the Romana wrapped her arms around Caleb and kissed him. The
clumsy cast on his wrist. He craved action. Cooped up on the ship crowd cheered, and their friends rushed forward to clap them
for days, now trapped in an Atlantean mansion. He wanted to find about the shoulders and join the embrace.
Romana. He worried about her. He worried for her. The bad guys And after the wedding, Caleb decided, they would live happily
had almost a week's head start and access to time travel - they together, until the end of their days.
could be anywhere or anywhen.
Suddenly Caleb threw his fork down and pushed his chair THE END
away from the table. "This is bull-" he started to say, when the
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