Savage RIFTS Arcana and Mysticism

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RIFTS North America:


Arcana & Mysticism
Written By: Sean Tait Bircher, Robin English-Bircher
Additional Material: Sean Patrick Fannon, Bill Keyes, Simon
Lucas, Mack Martin, Jason Richards, Sean Owen Roberson
Cover Illustration: Konrad Krogull
Interior Illustrations: Tyler Clark, Donald Crank, Bien Flores, Maurizio
Giorgio, Ross Grams, Gunship Revolution, Darnell Johnson, Chris
Malidore, Mircea Nicula, Sabrina Pugnale, Carly Sorge, Jon Taylor
Graphic Design, Editing, and Layout: Aaron Acevedo, Ben Acevedo, Jason
Engle, Karl Keesler, Simon Lucas, Alida Saxon, Thomas Shook
Art Direction: Aaron Acevedo, Alida Saxon, Sean Owen Roberson
Line Manager: Sean Owen Roberson
Executive Producer: Simon Lucas
Rifts® Created By: Kevin Siembieda of Palladium Books®
Savage Worlds Created By: Shane Lacy Hensley

Playtest and Advice: Sean Tait Bircher, Robin English-Bircher; Jack “Flute” Holland, Michael Shippee, Megan
Moreno, Cori Redford; John "Venatus Vinco" Stevens and the savagerifts.com community; the illustrious
playtesters of the official Pinnacle feedback forums

WWW.PEGINC.COM

Savage Worlds is © 2019 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2019 Palladium Books Inc.
All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All
character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under
license.

1
CONTENTS
INTRODUCTION 5 Life in Arzno. . . . . . . . . . . . . . . . . . . . . . 60
What’s in this Book? . . . . . . . . . . . . . . . . . . 5 Places of Interest. . . . . . . . . . . . . . . . . . . . 61
The Arzno Territory. . . . . . . . . . . . . . . . 62
CHARACTERS 7 Native American Preserves . . . . . . . . . . . 62
Iconic Frameworks. . . . . . . . . . . . . . . . . . . . . 7 Life in the Preserves. . . . . . . . . . . . . . . . 62
Dragon Juicer. . . . . . . . . . . . . . . . . . . . . . . 7 Places of Interest. . . . . . . . . . . . . . . . . . . 65
Elemental Fusionist. . . . . . . . . . . . . . . . 10 Tryth-Sal . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Nega-Psychic . . . . . . . . . . . . . . . . . . . . . 12 Life in Tryth-Sal . . . . . . . . . . . . . . . . . . . 66
Zapper. . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Savage Tale: Worm Food . . . . . . . . . . . . . . 67
MARS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Way Out West. . . . . . . . . . . . . . . . . . . . . . 67
D-Bees and Mutants . . . . . . . . . . . . . . . . . 22 The Searchers . . . . . . . . . . . . . . . . . . . . . 69
Cactus People. . . . . . . . . . . . . . . . . . . . . 22 Wormrot . . . . . . . . . . . . . . . . . . . . . . . . . 70
Dwarves. . . . . . . . . . . . . . . . . . . . . . . . . . 24
Elves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 THE MAGIC ZONE 71
Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Background. . . . . . . . . . . . . . . . . . . . . . . . . . 71
Psi-Ghosts. . . . . . . . . . . . . . . . . . . . . . . . 26 Getting There . . . . . . . . . . . . . . . . . . . . . . 71
Vronwor. . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Flora & Fauna. . . . . . . . . . . . . . . . . . . . . 72
Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Lower Ohio River Valley. . . . . . . . . . 72
Background Edges. . . . . . . . . . . . . . . . . 28 Indian Mound Nexus . . . . . . . . . . . . . . 73
Combat Edges. . . . . . . . . . . . . . . . . . . . . 29 Devil’s Gate. . . . . . . . . . . . . . . . . . . . . . . 73
Iconic Edges . . . . . . . . . . . . . . . . . . . . . . 29 Magestar. . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Power Edges. . . . . . . . . . . . . . . . . . . . . . 29 Life in Magestar. . . . . . . . . . . . . . . . . . . 76
Professional Edges. . . . . . . . . . . . . . . . . . 31 The Mystic Triad . . . . . . . . . . . . . . . . . . . 77
Weird Edges . . . . . . . . . . . . . . . . . . . . . . 33 The Grey Seers. . . . . . . . . . . . . . . . . . . . . . 79
Magic and Psionics . . . . . . . . . . . . . . . . . . 34 The Society of Sages. . . . . . . . . . . . . . . . . . 79
Cloud Magic. . . . . . . . . . . . . . . . . . . . . . 34 The Vanguard. . . . . . . . . . . . . . . . . . . . . . . 80
Places of Power. . . . . . . . . . . . . . . . . . . . 34 Savage Tale: Misled to Slaughter. . . . . . . . 81
The Blasted Unicorn . . . . . . . . . . . . . . . . 81
GEAR 35 Where There’s Smoke… . . . . . . . . . . . . 82
Automatons. . . . . . . . . . . . . . . . . . . . . . . . . 35 Human Isn’t Vegan? . . . . . . . . . . . . . . . 82
Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Power Armor . . . . . . . . . . . . . . . . . . . . . 40 THE FEDERATION OF MAGIC 85
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 History of the Federation. . . . . . . . . . . . . 85
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 The Kingdom of Dunscon. . . . . . . . . . . . . 86
Government of the
AN ARCANE GAZETTEER 47 Kingdom of Dunscon . . . . . . . . . . . . . 87
The Spirit West . . . . . . . . . . . . . . . . . . . . . . 47 The City of Brass . . . . . . . . . . . . . . . . . . 89
The Magic Zone. . . . . . . . . . . . . . . . . . . . . 49 Nostrous . . . . . . . . . . . . . . . . . . . . . . . . . 89
Beyond the Magic Zone . . . . . . . . . . . . . . 53 Dragon’s Blood. . . . . . . . . . . . . . . . . . . . 90
Other Notable Locations in the
GAME MASTER'S HANDBOOK 55 Kingdom of Dunscon . . . . . . . . . . . . 90
The Mission Profile Table. . . . . . . . . . . 55 Stormspire. . . . . . . . . . . . . . . . . . . . . . . . . . 92
Life in Stormspire. . . . . . . . . . . . . . . . . . 92
THE SPIRIT WEST 57 The Master of Stormspire. . . . . . . . . . . 93
A People Returned. . . . . . . . . . . . . . . . . . . . 57 The City of Dweomer . . . . . . . . . . . . . . . . 94
The Journey to the West . . . . . . . . . . . . . . 58 Life in Dweomer . . . . . . . . . . . . . . . . . . 94
Geography . . . . . . . . . . . . . . . . . . . . . . . 58 The Lords of Magic . . . . . . . . . . . . . . . . 96
Flora & Fauna. . . . . . . . . . . . . . . . . . . . . 59 Forces of Dweomer . . . . . . . . . . . . . . . . 98
Arzno. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Factions in Dweomer. . . . . . . . . . . . . . 100

2
Places of Interest. . . . . . . . . . . . . . . . . . 104 Spiriting Away. . . . . . . . . . . . . . . . . . . 130
Savage Tale: Colossus Hunt . . . . . . . . . 106 The Wind Rises. . . . . . . . . . . . . . . . . . . 130
The Defector. . . . . . . . . . . . . . . . . . . . . 106 Aftermath . . . . . . . . . . . . . . . . . . . . . . . 132
The Defector’s Tale. . . . . . . . . . . . . . . . . 107
The Wrath of Leizak D’zir. . . . . . . . . . 108 SOULS OF DARKNESS 133
Suggested Sequence of Events. . . . . . . . 134
PSYSCAPE AND SOULHARVEST 109 The Orb of Mist . . . . . . . . . . . . . . . . . . . . 134
Life in Psyscape . . . . . . . . . . . . . . . . . . . . . 111 A Tense Meeting. . . . . . . . . . . . . . . . . . 134
Rooted in Two Realms. . . . . . . . . . . . . 112 Finding the Orb . . . . . . . . . . . . . . . . . . 136
The Psynex . . . . . . . . . . . . . . . . . . . . . . . . 112 One Vision. . . . . . . . . . . . . . . . . . . . . . . . 137
Government of Psyscape . . . . . . . . . . . . 113 The Shadow of Nxla . . . . . . . . . . . . . . . . . 137
The Psychic Academy. . . . . . . . . . . . . . . 113 Judgment. . . . . . . . . . . . . . . . . . . . . . . . 138
Places of Interest. . . . . . . . . . . . . . . . . . . . 114 Trail of Death . . . . . . . . . . . . . . . . . . . . 140
Soulharvest. . . . . . . . . . . . . . . . . . . . . . . . 116 Night Terrors . . . . . . . . . . . . . . . . . . . . 142
Nxla, Harvester of Souls. . . . . . . . . . . 116 Sweet Tea and Skeletons. . . . . . . . . . . . . 142
Into the Woods. . . . . . . . . . . . . . . . . . . 143
BEYOND THE MAGIC ZONE 119 Sweet Home Alabama . . . . . . . . . . . . 144
The Dark Woods . . . . . . . . . . . . . . . . . . . 119 Doing Good by Bad People . . . . . . . . 146
Flora & Fauna. . . . . . . . . . . . . . . . . . . . 119 Catspaws. . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Exiles of the Dark Woods. . . . . . . . . . 120 When First We Practice to Deceive . . . 147
Hamlet of Clavicle. . . . . . . . . . . . . . . . 120 Steal from Me. . . . . . . . . . . . . . . . . . . . 148
Lazlo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Break In, Break Out. . . . . . . . . . . . . . . 149
Life in Lazlo . . . . . . . . . . . . . . . . . . . . . 122 The Siege of Soulharvest. . . . . . . . . . . . . 150
The Free State of Lazlo . . . . . . . . . . . . 124 Complications. . . . . . . . . . . . . . . . . . . . . . 156
New Lazlo. . . . . . . . . . . . . . . . . . . . . . . 125
The Tomorrow Legion and Lazlo . . . . . 125 ARCANE FRIENDS & FOES 157
The Ruins of Tolkeen. . . . . . . . . . . . . . . . 125 Rogues’ Gallery . . . . . . . . . . . . . . . . . . . . . 157
The Splugorth Colonies. . . . . . . . . . . . . . . 127 The True Federation . . . . . . . . . . . . . . . 157
First Citadel. . . . . . . . . . . . . . . . . . . . . . . 127 Soulharvest. . . . . . . . . . . . . . . . . . . . . . 162
Splugorth Outposts. . . . . . . . . . . . . . . 128 Stormspire. . . . . . . . . . . . . . . . . . . . . . . . 167
Savage Tale: Castles in the Sky . . . . . . . 129 Mercenaries & Specialists. . . . . . . . . . . . 169
Down Below Poppy Hill. . . . . . . . . . . 129 Monsters & Creatures. . . . . . . . . . . . . . . 173

3
4
INTRODUCTION

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

5
grounds-eye view of life in this hostile Psyscape to Savage Rifts®, bringing this
world of magic and monsters. powerful psionic-driven faction into play.
Chapter Four provides the Savage Chapter Nine brings to life many
Rifts® Game Master a series of expanded other places of mystical and magical
Mission Profile tables, readying long- importance throughout North America:
range Tomorrow Legion patrols to the Dark Woods, the cities of Lazlo and
encounter new wonders, new allies, and New Lazlo, the ruins of Tolkeen, and the
new dangers. Splugorth Colonies of the northeast.
Chapter Five expands on information Chapter Ten presents the Plot Point
found in the Game Master's Handbook. The Campaign Souls of Darkness in which
Techno-Wizard stronghold of Arzno, the the Tomorrow Legion discovers the war
return of countless traditions of spiritual between the City of the Mind’s Eye and
magic among the Native Americans, and Soulharvest. Though the Legion has
the powerful influence of the Golden enough on its plate in terms of threats
Ones of Tryth-Sal infuse the Spirit West and challenges, this campaign introduces
with a rich variety of arcane power. a power that represents an existential
Chapter Six, Seven, and Eight delve crisis they can hardly ignore.
more deeply into the Magic Zone, covering Chapter Eleven provides a whole new
various key locations and revealing much bestiary of additional monsters and
about the City of Dweomer—including foes, often wielding dark magic and
the cold war between the Lords of Magic otherworldly powers to oppose anyone
and Lord Dunscon. They also introduce trying to make the world a little better
and a little safer.

6
CHAPTER
ONE

CHARACTERS

T
his chapter presents new Iconic HERO’S JOURNEY (TWO ROLLS)
Frameworks, new MARS packages, Dragon Juicers gain two rolls on any
and new races for starting characters tables except Magic & Mysticism or
to choose from. Existing characters will Psionics. They can roll on the Enchanted
find new Edges to acquire that may help Items & Mystic Gadgets chart, as dragon
as they explore the wonders and dangers blood allows them to use TW and magic
of the Magic Zone, and beyond. items (re-roll items that don’t make sense).

ALL THAT A JUICER IS…


ICONIC The alchemical combination of the
Juicer “cocktail” and dragon blood
FRAMEWORKS grants similarly enhanced speed, grace,
strength, and endurance—including
The following Iconic Frameworks Burn Rating and Burn Die—to a Dragon
represent powerful arcane paths to walk. Juicer (see Tomorrow Legion Player’s
Guide). Dragon Juicers can take the
Dragon Juicer Freshly Juiced Edge, and have access to
The process of creating Dragon the same Iconic Edges as a Juicer, with
Juicers was originally perfected in the the exception of Juicer Treatment Edges.
independent city of Kingsdale. Techno-
Wizards (and at least one radical dragon …AND MORE
alchemist) experimented at great length A Dragon Juicer possesses enhanced
with dragon blood as a supplement for senses, the small arms fire denying hide
the normal biochemical stew that gives of a dragon, and the capacity to wield TW
a Juicer his power. Further empowered devices. Like a Juicer, he heals quickly,
with supernatural might, a Dragon Juicer but in his case it’s a matter of magical
is a frightening thing…but also more regeneration instead of bio-comp nanites.
burdened, as he craves dragon blood The cost of this is the need for adult
while still facing an early death. dragon's blood for the rest of his days.

7
TO SURVIVE AND THRIVE— „ Dragonborn Senses: Dragon Juicers
THE DRAGON JUICER have the detect arcana power as an
Innate Ability with the reduced
Power Points cost from both the
„ Everything that makes a Juicer
Range (Self) and Aspect limitations,
survive and thrive applies to
and may Notice supernatural beings
you as well.
„ Invulnerability to small arms
within line of sight. They also have
Infravision, halving Illumination
makes you the bane of regular
penalties against warm targets.
i n fa nt r y— but opponents
„ Inherently Magical: Dragon Juicers
in power armor and robot
possess a natural pool of 10 PPE and
vehicles can stand up to you.
„ Your ability to use TW gear
can use TW devices, though they
cannot take Arcane Backgrounds.
gives you added versatility
„ Speed: Dragon Juicers increase Pace by
from the powers in TW armor
+2 and their running die by a die type.
and weapons, as well as the
„ Strength of Dragons: Dragon Juicers
capability to act as a back-up
begin with +2 Strength die types—
wheelman for TW vehicles.
with no Trait maximum—and begin
with the Brawny Edge. They deal
Mega Damage with all melee attacks.
„ Super Endurance: Dragon Juicers
begin with +2 Vigor die types; increase
Kingsdale and the Federation grant
the Trait maximum accordingly.
their soldiers all they need. Independent
They sleep half the normal amount,
Dragon Juicers should make friends
gain +2 on Fatigue checks, and have
with an adult dragon quickly, otherwise,
Environmental Immunity to the
they’ll either need enormous amounts of
Hazards of Cold, Disease, and Heat.
credits and trade goods, or else engage
„ Super Reflexes: Dragon Juicers begin
in one of the most dangerous practices in
with +1 Agility die type and increase
history—dragon hunting!
the Trait maximum accordingly. They
also begin with the Quick Edge.
DRAGON JUICER ABILITIES AND BONUSES „ Uncanny Reflexes: Dragon Juicer
Dragon Juicers gain benefits from their
reflexes are superhuman, granting −2
TW bio-comp's steady drip of alchemy.
to be hit by any attack they are aware
„ Armored Hide: The transformation of and +2 on Evasion rolls.
process grants +2 MDC Armor, which
does stack with worn armor. DRAGON JUICER COMPLICATIONS
„ Blood of Dragons: Dragon Juicers Dragon Juicers deal with many burdens.
may make a natural healing roll
„ Cybernetics: A Dragon Juicer' s body
daily to recover Wounds, or Injuries
rejects cyberware and implants.
once all Wounds are healed.
„ Death Wish: Walk the same end-is-
„ Burning Blood: The alchemical
near path of all Juicers, begin with
conversion process is grueling on
Death Wish (Minor).
the Dragon Juicer's body, and has
„ Dragon Blood is Life: The TW
destabilizing effects on the bio-comp
bio-comp system requires a pint of
system's effects. His starting Burn
adult dragon blood every month
Rating is reduced by two points.

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

9
societies holding dragons in high connection to the primeval forces of earth,
regard, where many view Dragon air, water, and fire—no one can predict
Juicers as vampiric abominations. which humans will have the elemental
„ Psionics and Magic: The alchemical forces awakened within them.
cocktail in Juicers makes any use of What is readily apparent, though is the
magic or psionics impossible. fact Elemental Fusionists are always born
„ Weakness: Anything dealing extra in areas far away from civilization, their
damage or effects to dragons has the true potential only able to manifest when
same effect on a Dragon Juicer. distanced from the artificial confines of
domesticated humanity. Fusionists are
DRAGON JUICER STARTING GEAR profoundly shaped at every level by the
Standard Starting Gear substituting first element they bond with. This "life
Dragon Skin Combat Armor, plus a TW sign" molds their temperament, favorite
Longsword and a TK Submachine Gun. places, colors, pastimes, and even destiny.

Elemental Fusionist HERO’S JOURNEY (TWO ROLLS)


Even more so than other humans native Gain two rolls on any tables of choice,
to Rifts Earth, like Psi-Stalkers and Psi- except for Body Armor, Close Combat
Ghosts, the primordial arcane energies Weapons, Cybernetics, Psionics, Ranged
newly reawakened in the world have Weapons, and Underworld & Black Ops.
permanently changed those known
as Elemental Fusionists. One is either COSMIC BALANCE
born an elementalist, or not. However, Elemental Fusionists can uniquely fuse
unlike their fellow mutant humans, their life sign with its polar opposite
parentage does not guarantee natural force, a dichotomy
the Fusionist's unique which they tap into deeply.
Unlike other arcanists,
their mastery of the
elements is an innate
one—it isn't like the
occult knowledge of
a Ley Line Walker, the
spiritualism of a druid
or shaman, the divine
communion of a Mystic,
or the internal strength
of a Mind Melter. Instead,
Fusionists are nature itself,
siblings to elemental beings,
manifestations of the founding
energies of the Megaverse®. All are
hardy outdoors-men and
women who eschew cities
and technology, only truly
at home in the unshackled
wilds of living creation. They
view the world in the violent

10
shifts of polar opposites, yin and yang, a „ Air/Earth: Gain access to the
surging sea of raw power where they are lightning fusion Trapping and these
free to manifest their will, free to observe powers: arcane protection, flight, sloth/
or enact change as they see fit. speed and telekinesis.
„ Fire/Water: Gain access to the steam
WAY OF THE ELEMENTS fusion Trapping and these powers:
Elemental Fusionists possess a unique arcane protection, divination, illusion,
form of Arcane Background (Gifted). relief, and stun.
Novices begin attuned to one arcane „ Fusion Synergy: Powers activated
element, their life sign, and may attune using the fusion Trapping gain a free
to others by taking the Elemental reroll on all related Trait checks. Gain
Attunement Iconic Edge. The Fusionist's a bonus damage die to bolt, burst,
life sign should be chosen carefully blast, and damage field, as well as a +2
because it grants special elemental Toughness bonus to barrier, entangle,
abilities, and its complementary pairing— and protection.
either air/earth or fire/water—will
determine his fusion powers (see below). ELEMENTAL FUSIONIST ABILITIES AND BONUSES
When selecting powers, ignore Rank Fusionists are gifted elemental masters.
requirements but only choose from the
„ Arcane Background (Gifted): Begin
lists for attuned elements. A number
with Survival d6, Focus d6, Arcane
of powers are commonly available, but
Background (Gifted), and 15 PP (not
those marked asterisk (*) are a choice
ISP/PPE). Choose an elemental life
unique to that particular element.
sign—air, earth, fire, or water—and
Air: barrier, blast, bolt, burst, deflection*,
gain detect arcana plus four powers
farsight*, havoc*, protection, smite, sound/
from the associated list above. As
silence*, and summon ally.
Gifted, Fusionists have access to
Earth: barrier, beast friend*, blast, bolt,
Mega Power Modifiers for all known
burrow*, burst, entangle*, pro­tection, smite,
powers, but can't use TW gear.
summon ally, wall walker*.
„ Elemental Brotherhood: Fusionists
Fire: barrier, blast, bolt, burst, damage
can see and uncannily converse
field*, darksight*, light/darkness*, protection,
with all elemental entities, including
smite, and summon ally.
spirits of light/dark, even if invisible.
Water: barrier, blast, bolt, burst, confusion*,
Such beings see them as brothers and
intangibility*, protection, smite, summon ally,
will offer or request aid if needed,
and warrior’s gift*.
though they aren't suicidal.
„ Primal Conduit: Fusionists begin
ELEMENTAL FUSION
with Strength and Vigor d6, and the
Fusing the power of their life sign and
Charismatic and Woodsman Edges.
its opposing force enable an elementalist
They may Siphon Power Points from
to unlock potent powers and abilities.
willing elemental beings or sources
Until attuned to the appropriate pair
of their life sign (by Size) gaining the
of elements, these abilities lie dormant.
benefits of ley line proximity from
Only one pairing or the other is possible,
sites of primal energy, see Places of
per the hero's life sign; no Fusionist has
Power on page 34.
access to both sets.
„ Primordial Bond: While in nature,
Fusionists have Danger Sense and

11
may make a natural healing roll air, fire, earth, water or lightning (his
daily to recover Wounds, or Injuries fusion ability) Trappings.
once all Wounds are healed; near a
life sign source this roll is hourly. ELEMENTAL FUSIONIST COMPLICATIONS
„ Sense Life Sign: Fusionists know the Fusionists are human mutants, unfamiliar
exact details of their life sign element to most, with unique considerations.
up to a Range of Spirit in miles as an
„ All Thumbs: On a base level,
action. Air signs know time, weather
Fusionists don't mix well with tech.
patterns, and air purity levels. Earth
„ Arcane Backgrounds: Their nature
signs know direction, magnetism,
doesn't allow Fusionists to take any
and mineral locations. Fire signs
other Arcane Backgrounds.
know temperature, flammability,
„ Cybernetics: Incompatible, even a
and the location of all fires. Water
single implant blocks all abilities.
signs know humidity as well as
„ Enemies: Bizarre mutants regularly
water location, depth, and purity.
mistaken for magic wielders,
„ Variable Trappings: Fusionists
Elemental Fusionists are often
have the Trappings of their attuned
designated “shoot-on-sight” targets
elements. When activating powers
for the Coalition and others who
they may choose which one to use.
violently reject all forms of the
An air sign Fusionist attuned to all
supernatural. Fusionists opposing
four elements and casting bolt, for
Lord Dunscon find True Federation
example, may freely choose between
territory to be hostile as well.
„ Human Mutant: Fusionists must be
TO SURVIVE AND THRIVE—
THE ELEMENTAL FUSIONIST human and can't choose another race.

ELEMENTAL FUSIONIST STARTING GEAR


„ Your character's life sign not Begin with standard Starting Gear.
only determines their elemental
affinity, but also their fusion Nega-Psychic
pairing and resulting access to A Nega-Psychic is a walking human
powers. Choose carefully, and rejection of paranormal powers and
get attuned with the pairing influence. A scholar or scientist might
quickly. point out the irony in using inherently
„ Be prepared, your Fusionist
preternatural abilities to combat magic,
may need a round or two of psionics, and the supernatural; a Nega-
preparatory casting before Psychic simply appreciates her ability
charging into the fray. On the to fight back against a world full of
flip side, once he reaches a high eldritch dangers.
Rank he'll have access to an
expansive power list. HERO’S JOURNEY (TWO ROLLS)
„ Your hero is especially in tune
Those Nega-Psychics who take on the
with his surroundings. Learn- role of the wandering defender seek
ing to leverage these abilities out whatever training, education, and
inside and outside of combat other advantages they can pick up to
will be crucial to his success. supplement their innate defenses against
paranormal abilities. The Nega-Psychic

12
gains two rolls on any charts except NEGA-PSYCHIC ABILITIES AND BONUSES
Cybernetics, Magic & Mysticism, and Whether human, near-human, Psi-Stalker,
Psionics. or otherwise, Nega-Psychics are born to
resist and combat the supernatural and
FOUNDED IN SKEPTICISM arcane powers. Extensive training and
The Nega-Psychic is the natural human practice are required to hone this capacity
evolution of those who opposed the into an effective set of offensive and
paranormal and supernatural in the defensive tools. At the same time, Nega-
days before the Great Cataclysm. Ancient Psychics learn how to fight and survive
accounts speak of inhuman threats and in a dangerous world where beneficial
dangers to normal beings from sources magic and psionics do them little good.
of which most of humanity had no know­ Nega-Psychics have a limited set of
ledge or understanding. Extraordinary powers: arcane protection*, banish, boost
individuals banded together to defend Trait*, darksight*, environmental protection*,
the rest of the population of Earth from havoc, smite*, and telekinesis. Powers
these hidden dangers. Among them were marked with an (*) have the Range
those of strong mind and expanded intel­ (Self) limitation listed under Trappings
lect who simply in Savage Worlds; ISP costs are reduced
refused to accept accordingly.
the paranormal
without rigorous
investigation.
Only when all other
expla nat ion s for
a problem wer e
ex h au sted wou ld
t hey t hen accept
t he presence of t he
supernatural—for which they were
well-armed and well prepared.

REBELS WITH A CAUSE


With her own psychic potential fully
developed into a suite of powerful
defensive capabilities, the Nega-Psychic
uses her powers to actively combat
paranormal threats.
While some Nega-Psychics actively
work with the Coalition States for
common cause or live as CS citizens, far
more prefer to take the battle to those
monsters and evil beings who threaten
the weak and the innocent, human or
otherwise, living outside of the safety of
a powerful fortress city.

13
TO SURVIVE AND THRIVE— as are inherently supernatural or
THE NEGA-PSYCHIC psionic monstrous abilities. Arcane
skills targeting the Nega-Psychic
„ It is difficult to use banish and suffer a −8 penalty, and she gains +8
dispel while in power armor, but to opposed Trait rolls to resist powers.
there’s nothing stopping you They may take Arcane Resistance
from using arcane protection to and the improved version to further
beef up the defenses of yourself increase these modifiers.
or your fellow passengers „ Rapid Healing: Nega-Psychics make

inside a vehicle. a natural healing roll daily to recover


„ Be wary of picking fistfights Wounds, or Injuries once all Wounds
with monsters. A Greater are healed. They are +2 on rolls to
Demon’s hellfire bolt might resist Poison and Disease Hazards.
wash right over you, but he can „ Rebellious Spirit: Nega-Psychics

still punt you pretty far. begin with the Brave and Strong
„ Your natural healing won’t Willed Edges.
help you in combat, and you
can’t benefit from healing NEGA-PSYCHIC COMPLICATIONS
powers. Keep some Bennies The “anti-power” of a Nega-Psychic is a
in reserve to Soak, and make double edged sword; they cannot benefit
sure the Bennies keep flowing from beneficial arcane or psionic powers.
toward you. They show up as a psychic blank and
tend to be reviled by supernatural beings
and those who abuse their power.
„ Beneficial Powers Resistance: Nega-
„ Arcane Background (Psionics):
Psychics can still wield TW gear,
Nega-Psychics begin with Arcane
such as firing a TW weapon or using
Background (Psionics) choosing
the farsight ability in a pair of TW
three powers from the above list,
goggles. However, anything external
the Major Psionic Edge, Psionics d6
that would give her a direct benefit to
and 20 ISP (10 ISP base, doubled by
herself (like healing or mind link cast
Major Psionic). Their powers are
by an ally) is rolled at a −8 due to her
not disrupted by their own Greater
Greater Arcane Resistance.
Arcane Resistance.
„ Cybernetics: Disrupting the inherent
„ Disrupt Magic: A Nega-Psychic can
power flows within a Nega-Psychic’s
use dispel any time (automatically
spirit can harm her resistances. Each
interrupting actions) as a free
point of Strain from cybernetics
action, rolling Spirit at no penalty
reduces the value of Greater Arcane
for different Arcane Backgrounds.
Resistance by one, so 3 points would
When activating dispel ISP costs are
reduce her resistance to 5.
paid normally, and she may use
„ Enemies: Supernatural creatures and
Modifiers she has access to.
beings tend to hate Nega-Psychics
„ Greater Arcane Resistance: This
with an unreasoning fury, often
Nega-Psychic ability reduces damage
attacking them first if their abilities
from all arcane sources (including
are discovered.
poison and disease) by 8 points. All
Arcane Backgrounds are included,

14
NEGA-PSYCHIC STARTING GEAR prejudice. Zappers gain access to the
Standard Starting Gear substituting same Iconic Edges Bursters can take in
Gladiator Medium EBA, plus a TK The Tomorrow Legion Player’s Guide, just
Revolver and Vibro-Knife. change all the flame and heat trappings
to electricity.
Zapper
Zappers are a rarer variant of Bursters. MIND OVER MATTER
What Bursters, masters of pyrokinesis, It may take them slightly longer, but
do with flame and heat, Zappers perform Zappers can reach the highest level of
with the manipulation of electricity—or psionic mastery. Unlike Bursters, Zappers
electrokinesis. Zappers who can be don’t begin as Major Psionics, but both
convinced (or coerced) to serve are highly the Major and Master Psionic Edges are
valued in the Coalition units that employ available to them with advancement.
psionics to combat supernatural threats. Zappers have a limited list of psionic
The rest simply use their gifts to make powers to choose from: arcane protection,
their way in a world that vaunts raw boost Trait*, burst, confusion, darksight*,
power over anything else. deflection*, detect/conceal arcana*, empathy,
farsight*, fear, fly*, light/darkness, mind
HERO’S JOURNEY (TWO ROLLS) link, protection*, relief*, smite*, telekinesis,
Zappers gain two rolls on any tables warrior’s gift*. Powers with an asterisk
except Cybernetics or anything to do (*) have the Range (Self) limitation listed
with magic. under Trappings in Savage Worlds; ISP
costs are reduced accordingly.
IT’S ELECTRIC!
Zappers and Bursters are similar in ZAPPER ABILITIES AND BONUSES
many ways, mastering a form of energy Zappers focus their extraordin­ary psionic
to dazzling effect. In the case of Zappers, potential by surrounding themselves
the capacity to create chaos and with fields of raw electrical
catastrophe to machines and might. They can also reach out
power sources makes them a into their environment and
force to be reckoned with… manipulate electric flows
or put down with to their will.

15
TO SURVIVE AND with a raise. The healing effect
THRIVE—THE ZAPPER requires draining a source with a
Size of at least Normal.
„ Your Electrical Aura extends to „ Arcane Background (Psionics):

any Fighting attacks you make— A Zapper begins with Arcane


armed as well as unarmed. Background (Psionics) choosing
Consider spending one of your three powers from the list above, 10
Hero’s Journey rolls on the ISP, and a d6 Psionics skill.
Close Combat Weapons table. „ Electrical Aura: As an action (no

„ Never underestimate how roll or ISP required) a Zapper can


much havoc Distracted and surround herself with a damage field of
Vulnerable wreak on Extras. electrical energy, causing 3d6 damage
Control the battlefield with to adjacent foes at the end of each of
your Electrical Mastery. his rounds, and providing +6 Armor
„ You are a walking nightmare to herself (stacks with protection
for autonomous robots, power and natural armor, but not worn
armor, and vehicles. The armor). This energy aura also adds
Coalition wants to shoot you 1d6 damage to any Fighting attack
on sight for a reason. she makes. If the Zapper spends 3
ISP when activating Electrical Aura,
for the next five rounds the damage
becomes Mega Damage and the
Armor provided gains the MDC
„ Absorb Electricity: As an action,
quality. Electrical Aura goes away
a Zapper can roll Psionics skill
whenever the Zapper is Incapacitated
to drain electrical energy from a
or is otherwise unconscious.
machine, building, or power source
„ Electrical Immunity: Zappers have
she touches. On a success, she drains
Immunity to all sources of electrical
half the stored electrical power of
lightning, and ion damage; she could
anything up to a large vehicle, causing
be struck by ten lightning bolts
it to work at about 50% effectiveness
while sitting on a major transformer
(half speed, drained charges, −2 on
and feel only a tingle. They have
device until recharged). With a raise,
Environ mental Immu n it y to
she completely depletes all electrical
Electricity Hazards, and gain +4 on
power and the system needs a full
rolls to resist electricity based arcane
recharge, new batteries, and so on.
effects. Zappers take −4 damage from
Causing a serious power drain in
fire or heat-based attacks as well as
an object Size Large or bigger, like a
laser, plasma, and particle beam
house or a Death’s Head Transport,
weapons.
may be attempted at a penalty of −2
„ Electrical Mastery: The Zapper has
or more (Game Master’s decision,
the Innate Ability to create, control,
generally −2 per Size Category above
and eliminate minor electrical
Normal).
and static effects using elemental
„ Arc of Life: The Zapper can heal by
manipulation for no ISP. As an action,
absorbing energy; she removes one
she may activate the Elemental
Wound when successfully using
Fury or Exalted Manipulation
Absorb Electricity, or two Wounds
modifier costing no ISP. Non-arcane

16
environmental protection has no „ Glitchy Electronics: Unless properly
effect against this ability. shielded (usually by an Operator
„ Lightning Bolt: The Zapper can hurl or Techno-Wizard), all minor
an electrical bolt of 3d6 Mega Damage electronics suffer the Glitch result
(4d6 on a raise) for one ISP, or 4d6 from the Technical Difficulties chart
Mega Damage (5d6 on a raise) for when within 6” of a Zapper using her
two ISP. Additional Power Modifiers powers.
may be used as normal. Lightning
Bolt has a Range of Smarts ×2 and ZAPPER STARTING GEAR
counts as a Mega Power Modifier for Begin with standard Starting Gear.
the purpose of utilizing the Blaster
Edges and their Power Modifiers. MARS
These additional arcane Mercenaries,
ZAPPER COMPLICATIONS Adventurers, Rogues, and Scholars
Zappers deal with many of the same packages follow the same rules as those
issues that face Bursters. in The Tomorrow Legion Player’s Guide,
including use of the Fortune & Glory
„ Cybernetics: A Zap-
table found there.
per's powers are not
compat ible w it h
cybernetics. Even
a single point of
Strain worth of
cyber­n etics will
be destroyed by a
Zapper using her BATTLE MAGUS
Abilities and Bo- One of the three
nuses (doesn't apply Br o t h e r h o o d s
to her Arcane Back­ of the Magi in the
ground powers). Zap- powerful magical city of
pers also suffer a −1 to all Dweomer, Battle Magi serve
Psionics rolls per point as the elite military arm of
of Strain. that community. More
„ Enemies: As with commonly called Battle
any powerful psy- Mages, members of
chic, the Coalition this Brotherhood train
and True Federa- to combine magic with
tion consider Zappers allied combat prowess and serve as the
with enemy factions to be a primary defenders of Dweomer.
dire threat to life and proper- Most of the time, this service is on
ty. They prioritize attacking the front lines of the city’s defenses,
them when hostilities break yet there are times Battle Magi are
out and hunt them with ex- dispatched outside the concealing
treme prejudice. magics of their home to fulfill
important missions for the Three.

BATTLE MAGUS

17
Rarely, a Battle Magus might team up a warrior-wizard and, instead, expend
with other heroes to address threats to intense amounts of effort and training
all good folk in the hopes of preventing on the practical matters of being efficient
them from ever coming near Dweomer. in combat as well as magically powerful.
„ Begin with Occult d6, Spellcasting „ Begin with Occult d6, Spellcasting
d6, Arcane Background (Magic), d6, Arcane Background (Magic), 10
10 PPE, and choose three powers PPE, use the Ley Line Walker’s spell
from the following list: arcane list and begin with three powers.
protection*, blast, blind, bolt, boost/ „ Begin with the Channeling Edge and
lower Trait†, burrow, burst, darksight, Master of Magic Edge.
damage field*, deflection*, entangle, „ Begin with three Combat or Power
environmental protection, farsight, fly, Edges of your choice, ignoring Rank
havoc, protection*, sloth/speed†, requirements.
smite*, warrior’s gift*. Powers
marked with an asterisk
(*) or dagger (†) may be
activated as Innate Abilities
only on the Magus himself. The
Powers marked with dagger (†)
may be activated as an Innate
Ability only when using boost
Trait and speed. Lower Trait
and sloth are cast normally.
All other aspects of Arcane
Background (Magic) remain
the same.
„ Begin with the Arcane
Marksman Edge and Magi
of Dweomer Edge.
„ Begin with d6 Athletics, d6
Fighting and d6 Shooting.
„ Begin with standard Starting
Gear, substituting Battler
Armor, plus a TW Flaming
Sword and a TW Firebolt
Pistol.

COMBAT MAGE
Combat Mages practice the
arcane arts with a stringent
focus on direct combat
application of their powers.
Though similar in some ways
to the Battle Magi of Dweomer,
Combat Mages care less
about the philosophy of being HIGH MAGUS

18
„ Begin with standard Starting Gear, HIGH MAGUS,
substituting TW Combat Mage AUTOMATON CREATOR
Armor and a TW Firebolt Pistol.
One of the great secrets of
HIGH MAGUS Dweomer is how the mighty
The smallest, yet most revered faction in Automatons that protect and
Dweomer is the Brotherhood of Creation. defend the city-state are created.
The High Magi are the crafters and High Magi of the Brotherhood of
creators responsible for making the great Creation are directly imbued with
items of power that defend the hidden energy from the Three Lords of
city-state against all would-be attackers Magic, which they use to animate
and make Dweomer one of the most these powerful weapons and
amazing places in all the Megaverse®. bond them to their Controllers. A
Few ever leave the confines of the city, High Magus must reach Heroic
for they bear the secrets of crafting the Rank before being taught the
powerful magic Automatons that may secrets of crafting and animating
one day repel the unrelenting might of an Automaton, which can only
the Coalition. be done in Dweomer. It takes
„ Begin with Occult d6, Spellcasting months to craft the body of the
d6, Arcane Background (Magic), 10 giant golem, and the rituals of
PPE, use the Ley Line Walker’s spell animation and bonding require
list and begin with three powers. three straight days of focus,
„ Begin with the Magi of Dweomer casting, and channeling enormous
Edge. amounts of PPE.
„ Begin with the Artificer, Minor Item
Creation, and Major Item Creation
Edges as well as the Repair skill at d6.
„ Begin with standard Starting Gear, unquestioned mastery of the arcane. A
substituting a TW Shock Pistol and Lord Magus is among the most capable
Ley Line Walker Medium Armor. arcane casters in the Megaverse®.
The Armor used by the High Magi
„ Begin with Occult d8, Spellcasting
is customized; the helmet has insect-
d8, the Arcane Background (Magic)
like eyes and an odd curtain of
and Power Points Edges, 15 PPE, use
beads around the mouth, giving
the Ley Line Walker’s spell list and
it an appearance unique to the
begin with five powers.
Brotherhood of Creation.
„ Begin with the Magi of Dweomer
Edge and One With Magic Edge.
LORD MAGUS „ Begin with standard Starting Gear,
Dweomer’s elite caste of spellcasters
substituting Ley Line Walker Medium
are the Lord Magi. Over time, they
Armor and a TW Shard Pistol plus a
may go from highly trained weavers of
Mage Staff. The Armor used by the
magic to supernatural, eldritch beings.
Lord Magi is customized; the helmet
In the meantime, they are the leaders,
has a crustacean or insect appearance
educators, and bureaucrats of Dweomer—
and the rest has a distinctive style
granted their elevated station to run the
unique to the Brotherhood of Magic.
kingdom and its armies because of their

19
PSI-DRUID PSI-SLINGER
The psionic gifts of a Psi-Druid lend Psi-Slingers are psionically-gifted
themselves much more to oneness with mutants—usually human or Psi-Stalker—
Nature than more standard psionic who focus on channeling their powers
practices. Choosing this road is often of destruction through firearms. They
guided by the emotional and spiritual rose to prominence in the area known
inclinations of the Psi-Druid discovering as the New West amidst the resurgence
her powers for the first time, especially of fascination with the cowboys and
if she doesn’t have a formal means gunfighters of ancient Earth history. Psi-
of instruction and guidance at hand. Slingers intuitively meld precognitive
Shamans and more traditional arcane senses with preternatural reflexes and
druids are often both amused and a keen telekinetic aptitude to become
confused by Psi-Druids, but certainly superhuman gunslingers. They also have
welcome them to the greater family of an uncanny ability to mute the intensity
those who wish to protect and nurture of energy attacks directed at them.
the natural world.
„ Begin with Psionics d6, Arcane
„ Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, plus
Background (Psionics), 10 ISP, use bolt, protection, smite, and telekinesis as
the Mystic's Miracles or Psionics lists Innate Abilities. Protection and smite
and begin with three powers as well have the Range (Self) limitation. Use
as detect/conceal arcana and healing. In the standard Psionics list and choose
the Psi-Druid’s case, all powers are one other power from it.
psionic and use ISP. „ Begin with Shooting d6 plus the
„ Begin with the Beast Master, Healer, Marksman and Steady Hands Edges.
and Woodsman Edges. „ Begin with the Danger Sense and
„ Begin with Healing d6 and Survival Quick Edges.
d6 „ Energetic Diminishment: While
„ Begin with standard Starting protection is activated, the Psi-Slinger
Gear substituting Adventure takes −4 damage from energy attacks
Survival Light Armor. (electricity, fire, ion, lasers, particle
beams, plasma, etc.).

20
„ Telekinetic Enhancement: When as boost/lower Trait*, smite*, telekinesis,
imbuing a Modern Firearm (see and choose two powers from the
Savage Worlds) or TW equivalent with following list: arcane protection*,
smite, the weapon does one additional bolt, darksight*, deflection*, detect/
die of damage. So, a Colt Peacemaker conceal arcana*, divination, empathy,
empowered with base smite by a Psi- environmental protection*, farsight*,
Slinger does 3d6+3 damage. havoc, healing, protection*, speed*, and
„ Begin with either the Arrogant, warrior’s gift*.
Heroic, Overconfident, or Vengeful „ Begin with Fighting d6, as well as the
(Major) Hindrance for no added Adept, Block, and Chi Edges.
benefit. „ Begin with the Psi-Shield and Psi-
„ Make one less roll on the Hero’s Blade Edges.
Journey tables. „ Psi-Warriors gain +2 on all Vigor
„ Begin with standard Starting Gear, checks to resist Cold, Heat, Hunger,
substituting two Colt Peacemakers. Sleep, or Thirst.
„ The Arts of Offense: The Psi-
PSI-WARRIOR Warrior's Psi-Blade damage dice
According to legend, when Psyscape’s count as Claws when applying
founders established the city in the bonuses from Edges.
harsh wilderness of the Magic Zone, they „ Begin with either the Code of Honor
quickly found the need for protectors and or Heroic Hindrance for no added
crusaders to take the fight to their enemies. benefit.
Collectively, the great psychic founders of „ Begin with standard Starting Gear
the city-state developed methods to mold substituting Gladiator Medium EBA,
the potential of reactive psychics—those plus a Psi-Pike.
with the innate ability to use mental
energy to create physical manifestations SHAMAN
of psionic power. These psionic initiates A Shaman follows one of the many
developed into amazingly gifted fighters mystical paths leading to unity with the
empowered by strength of will and mind. spirits, nature, and self. His belief system
Despite the veil of legend that obscures and cultural background determines
Psyscape from much of the world, the Psi- many details (including Trappings) of
Warriors survive on Rifts Earth as part of his magical and other practices. Shamans
its legacy. Two schools outside the City of are skilled at making magical talismans
the Mind’s Eye exist where a dedicated (sometimes called fetishes) imbued with
initiate can subject him or herself to the useful enchantments. Many Shamans
rigors of Psi-Warrior training. One is come from indigenous American tribal
in the village of Potomkane, near what backgrounds, but they are also found
was once Kettering, Ohio. The other among D-Bees and other animistic
is an Astral Realm known as Xanatoa, societies.
accessible from various nexus points and
„ Begin with Occult d6, Faith d6,
places of psychic power, provided the
Arcane Background (Miracles),
one searching has the knowledge and
10 PPE, use the both the Ley Line
skill to reach it.
Walker's list and the Mystic’s Miracles
„ Begin with Psionics d6, Arcane list and begin with three powers.
Background (Psionics), 10 ISP, as well „ Begin with Healing and Survival d6.

21
„ Begin with your choice of the Beast
Master, Danger Sense, or Healer D-BEES AND
Edge. MUTANTS
„ Begin with the Artificer and Minor
Item Creation Edges.
In addition to the races listed in The
„ Begin with standard Starting Gear
Tomorrow Legion Player’s Guide and below,
substituting Light Enchanted Armor,
many of the traditional D-Bee races find
plus a Spirit Bow and Spirit Spear.
homes for themselves on Rifts Earth—
Aquarians, Avions, Half-folk, Rakashans
SPIRIT WARRIOR
(not to be confused with Raksasha
Spirit Warriors are very much akin
demons) and Saurians all dwell in the
to Cyber-Knights and Psi-Warriors,
Magic Zone and beyond, barely different
serving as protectors of the innocent
from their descriptions in Savage Worlds.
and champions against supernatural
and tyrannical evil. Many come from
Cactus People
animist or indigenous American tribal
The Clszymllxbrrxxyfwrr earned their
societies, and gain their powers from
nickname from a surprising resemblance
interaction with Great Spirits, reaching
to humanoid cacti; their leathery green
them through the teachings and practices
skin sports needles instead of hair, and
of their culture. Though the specific
their eyes are contained in protrusions
Trappings of their powers can represent
resembling prickly pear fruit. They live
a great diversity of cultures, the essence
off a diet of sunlight and fresh greens,
of their abilities is generally the same.
draining the water, chlorophyll, and
„ Begin with Faith d6, Arcane Back­ vitamins from leaves through suction
ground (Miracles), 10 PPE, and select cups on their fingers. Cactus People
three powers from the following list: have neither mouths nor lungs and
burrow, burst, boost/lower Trait, damage communicate with their fellows and
field, darksight, detect/conceal arcana, other species through inherent telepathy.
elemental manipulation, environmental Most Cactus People dwell in small
protection, fly, healing, invisibility, far m i ng com mu n it ies scat tered
protection, smite, warrior’s gift. throughout the Southwest. Needing little
„ Begin with Athletics and Fighting d6. in the way of shelter and treasuring few
„ Begin with the Adept, Champion, possessions, these peaceful people are
and Holy Warrior Edges. content to live in the shadow of ruined
„ Spirit Warriors may make a natural pre-Rifts settlements. Unfortunately,
healing roll once per day (instead of t he regenerat ive propert ies of
every five days). Permanent injuries Clszymllxbrrxxyfwrr blood and their
may be recovered once all other docile nature make them an increasing
Wounds are regenerated—treat each target of the Splugorth and unethical
injury as an additional Wound (may sorcerers, eager to turn the Cactus People
try once per week). into health tonics and healing potions.
„ Begin with standard Starting
„ Bi z a r r e P hysiolog y : T hos e
Gear substituting Light or Heavy
unfamiliar with Cactus Person
Enchanted Armor, plus a Spirit Bow
biology suffer a −4 penalty to Healing
and a Spirit Spear.
and cybernetics checks. Juicer and
Crazy augmentations don’t work for

22
them. Compatible medical supplies/ mind link. If a Clszymllxbrrxxyfwrr
services and cybernetics cost chooses an Iconic Framework
quadruple the listed price. providing Arcane Background
„ Cannot Speak: Cactus People have (Psionics), he follows all the normal
no vocal cords and communicate rules for the Framework except three
entirely through a weaker form of of his starting powers are the ones
mind link (which they activate with listed above (even if not normally
no roll or ISP cost as a free action, allowed to that Framework). The
Range of Spirit × 4). Clszymllxbrrxxyfwrr gains two
„ Doesn't Breathe: The plant-like additional powers to his starting
Clszymllxbrrxxyfwrr do not breathe, total (e.g., a Cactus Person Burster
instead drawing necessary gases starts with five powers).
from their foods—they aren't affected „ Regeneration: Cactus People may
by inhaled toxins, can't drown, and make a natural healing roll daily to
don't suffocate in a vacuum. recover Wounds, or Injuries once all
„ Disease and Poison Resistant: Wounds have been healed.
Cactus People are rarely affected by „ Sunlight Dependency: Cactus
common earthly poison and disease, People need an hour of sunlight
and gain a +4 bonus to resist when each day. If they don’t absorb
they are susceptible. enough ultraviolet rays they become
„ D-Bee (Major): The initial Reactions Fatigued each day until
to Cactus People typically start at Incapacitated. A
Unfriendly, or Hostile for human day after that, they
supremacists. Those with an perish. Each
Unfriendly or lower Reaction will
refuse to sell wares or provide
services such as healing, repairs, etc.
Failed social checks
with Hostile parties
often result in
violence.
„ Hunted (Minor): Evil bandits,
slavers, and sorcerers target Cactus
People settlements to harvest their
blood for alchemical concoctions—
and because it just plain tastes good.
Tribal Simvan enjoy harassing them
for personal, sadistic amusement.
„ Low Light Vision: Cactus People
can see into the ultraviolet range—
ignore penalties for Dim and Dark
Illumination.
„ Natural Psionics: Cactus People
begin with the Arcane Background
(Psionics) Edge, a d6 Psionics skill,
and the following three powers:
detect/conceal arcana, empathy, and

23
hour spent sunning themselves „ Racial Animosity: Ancient enemies,
restores a level of Fatigue. Fully dwarves and elves are still coming to
covering clothing and armor blocks terms with their new circumstances
their ability to absorb sunlight. on Rifts Earth (where they should be
„ Restricted Paths: Cactus People have natural allies, as they were in eons
no capacity for speech and cannot past). Old habits die hard, though,
take Arcane Background (Magic) or especially for such long-lived races.
(Miracles), nor any Iconic Framework Dwarves suffer −2 on Persuasion
that includes them. checks when dealing with elves.
„ Reduced Pace: Dwarves have
Dwarves short legs compared to most races.
Dwarves are one of the more common Decrease their Pace by 1 and their
D-Bees of Rifts Earth, especially in the running die by one die type.
Americas, and make up a large percentage „ Squat: Dwarven proportions make
of the populations of settlements like most Rifts Earth armor and clothing
Castle Refuge, Kingsdale, and others problematic—these items must be
throughout the rest of the Domain of Man. custom-tailored at double normal
The long-lived, hardy folk are known to cost. Glitter Boy armor (including the
show immense hospitality to their own Iconic Framework) and most human
kind, especially those down on their power armor is not an option.
luck. Many second- and third- generation „ Technically Inclined: Dwarves
dwarves are renowned Operators, City have an innate knack for intuiting
Rats, and Techno-Wizards. engineering, science, and technical
concepts and are often attracted to
„ D-Bee (Minor): Dwarves tend to
related pursuits and occupations.
most freely associate with their own
Begin with d4 Repair and d4 Science.
kind. Their human-like appearance
mitigates the most xenophobic initial
Elves
Reactions, which typically start at
Though not quite as numerous as dwarves,
Uncooperative, or Unfriendly for
elves are found throughout Rifts Earth—
human supremacists. Those with
they are more numerous in Europe
an Unfriendly or lower Reaction
than North America. Elves are some of
will refuse to sell wares or provide
the original founders of Kingsdale, and
services such as healing, repairs, etc.
inhabit the Magic Zone, Lazlo, Tolkeen
Failed social checks with Hostile
(formerly), and the Domain of Man. Elven
parties often result in violence.
society can be quite insular, with elves
„ Low Light Vision: Ignore penalties
often coming across as arrogant, sarcastic,
for Dim and Dark Illumination.
and elitist to other races.
„ Near-Human Physiology: Those
While elves tend to take care of their
unfamiliar with dwarven physiology
own kind first, most are valiant defenders
suffer only a −1 penalty to Healing
of all intelligent life in the Megaverse®
skill rolls and cybernetics checks.
and have an innate cultural drive for
„ Physical Strength and Endurance:
excellence. This leads many elves to seek
Dwarves start with a d6 Strength and
prominence as elite professionals such
d6 Vigor, increase Trait maximums
as Cyber-Knights, Rogue Scholars, Ley
accordingly.
Line Walkers, and skilled men-at-arms
like Wilderness Scouts.

24
„ D -Bee (Minor): The in it ial Orcs
Reactions to Elves typically start Inter-dimensionally ubiquitous, orcs hail
at Uncooperative, or Unfriendly from an untold number of worlds. They
for human supremacists. Those proliferated on Rifts Earth, inhabiting
with Unfriendly or lower Reactions everywhere in North America from the
will refuse to sell wares or provide New West and Pecos Empire (where they
services such as healing, repairs, etc. make up nearly a third of all bandits)
Failed social checks with Hostile to southern Canada and Calgary. The
parties often result in violence. burly green-skinned humanoids are also
„ Enchantingly Beautiful: Almost known to inhabit the wilds of Europe and
all other humanoid races find elves other parts of the globe in great numbers.
to be beautiful, though with the Impressed by might and delighting
prevalence of slaving on Rifts Earth in martial competition, orcs often
this is not always an advantageous become the minions of power-hungry
trait (elves are frequently nabbed individuals who give them a chance at
first because they fetch the best price the destruction and chaos they crave.
at slave markets). Elves gain +1 to Many orcs are naturally drawn to the
Performance and Persuasion rolls tyranny of Lord Dunscon and the chance
with all races and peoples, except for constant battle against the “fairer
human supremacists. species,” skulking and robbing in the
„ Driven: Elves have the Driven shadows of civilized territory, a plague in
(Minor) Hindrance. the remote regions of the Coalition States
„ Impudent: Elven culture is often and the borderlands of Free Quebec.
insular and elitist. All elves have the
„ Bad Reputation (Major): Orcs
Quirk (Minor—Culturally Superior)
are infamous throughout the
Hindrance.
Megaverse ®. Due to their violent
„ Low Light Vision: Elves ignore
appearance and history, their initial
Illumination penalties for Dim and
Reactions with Strangers are two
Dark lighting.
levels worse than usual.
„ Near-Human Physiology: Those
„ Bite: Orcs have canine-like teeth that
unfamiliar with elven physiology
cause Str+d4 damage and can bite
suffer only a −1 penalty to Healing
grappled foes, see Natural Weapons
skill rolls and cybernetics checks.
in Savage Worlds.
„ Physical and Mental Prowess:
„ Big Brutes: Orcs are built for
Elves start with d6 Agility and d6
physical power—they begin with the
Smarts; increase Trait maximums
Brute Edge and Size +1, gaining +1
accordingly.
Toughness and increasing maximum
„ Racial Animosity: Ancient enemies,
Strength one step.
dwarves and elves are still coming to
„ Disagreeable D-Bee: Orcs suffer
terms with their new circumstances
a −1 Persuasion penalty, and the
on Rifts Earth (where they should be
orcish reputation for destruction and
natural allies, as they were in eons
mayhem result in initial Reactions
past). Old habits die hard, though,
which are typically Hostile at
especially for such long-lived races.
best. Human supremacists are
Elves suffer −2 on Persuasion checks
immediately violent unless a social
when dealing with dwarves.
skill check is successful. Merchants

25
will refuse to sell wares or provide Psi-Ghosts
services such as healing, repairs, etc. About 70 years before the establishment
„ Instinct Over Intellect: Orcs act on of the Post-Apocalyptic Calendar, a
their instincts, intellectual pursuits village of mutant humans in the Magic
are not common for them. They Zone began breeding true, akin to the
suffer a −1 penalty to all Smarts rolls, centuries-old Psi-Stalkers, handing down
but not Smarts linked skills. strong psychic powers and the ability
„ Low Light Vision: Orcs ignore to become an intangible specter. The
Illumination penalties for Dim and villagers used their powers to spy on and
Dark lighting. steal from other settlements, eventually
„ Near-Human Physiology: Those drawing the ire of other underworld
unfamiliar with orcish physiology factions who united to destroy the village.
suffer only a −1 penalty to Healing Scattered worldwide, the Psi-Ghosts now
skill rolls and cybernetics checks. live as loose-knit clans, hiring themselves
„ Physical Strength: out as “acquisition specialists” and
Orcs start with covert agents.
a d6 Strength,
„ Ghosting: A Psi-Ghost may
which increases
“ghost”—gaining the effect of
Trait maximum
intangibility—or reappear as an
accordingly.
Innate Ability with no roll or
ISP cost. Power modifiers can't
be used with this ability. While
ghosted she gains +4 Stealth
and +2 Intimidation, and is also
vulnerable to gas-based attacks
(such as tear or poison gas).
„ Mutant (Minor): Though
they may pass as normal humans,
Psi-Ghosts know they are Mutants
and interact poorly in most social
settings. Whether their identity is
revealed or not, initial Reactions
often start off Uncooperative
due to their aloof nature and
disregard for civil society.
„ P r e s e n c e Sensing
Psionics: Psi-Ghosts begin
with Psionics d6, Arcane
Background (Psionics),
and 10 ISP. One of their
three powers—chosen
from the standard
list—must be detect/
conceal arcana*,
which has the
Ra nge (self )

26
limitation. Detect arcana always dwelling at Dweomer serve the Lords of
activates with the Presence Sense Magic, with whom they feel a kinship—
modifier at no additional cost or some even worship them as exalted
prerequisite. If a Psi-Ghost chooses relatives. Small bands explore the world
an Iconic Framework providing on voyages of scientific and magical
Arcane Background (Psionics), he discovery. Some even join the Tomorrow
follows all the normal rules for the Legion, seeing a reflection of their own
Framework except one of his starting culture in the synthesis of science and
powers is detect/conceal arcana* (even sorcery at Castle Refuge.
if not normally allowed by that
„ Bi z a r r e P hysiolog y : T hos e
Framework), and the she gains two
unfamiliar with Vronwor biology
additional power to her starting total
suffer a −4 penalty to Healing and
(e.g., a Psi-Ghost Burster get five).
cybernetics checks. Juicer and Crazy
„ Restricted Paths: Psi-Ghosts cannot
augmentations don’t work for them.
take an Arcane Background or Iconic
Compatible medical supplies/services
Framework using PPE.
and cybernetics cost quadruple the
„ The Psi-Ghost Code: Even under
listed price.
pain of torture, Psi-Ghosts will not
„ Curious: The Vronwor's insatiable
rat out each other to those who hunt
appetite for learning and mysteries
them, nor will they betray the terms
means they begin with the Curious
of a contract. Begin with the Vow
Hindrance.
(Major) Hindrance.
„ D-Bee (Major): Unable to disguise
„ Wanted (Major): Psi-Ghosts are
themselves among humans due to
pursued by many powerful groups—
their great height and extra arms, the
including the Coalition States and
initial Reactions to Vronwor typically
True Federation—who seek to either
start at Unfriendly, or Hostile for
forcibly recruit them or, failing that,
human supremacists. Those with
eliminate them before their abilities
an Unfriendly or lower Reaction
can be leveraged by rivals.
will refuse to sell wares or provide
services such as healing, repairs, etc.
Vronwor
Failed social checks with Hostile
The Vronwor are four-armed giants with
parties often result in violence.
human appearances and proportions.
„ Environmental Weakness (Radiation):
Long ago, many sects of Vronwor
Vronwor physiology is particularly
withdrew from the incessant wars of
susceptible to the ravages of
their homeworld to pursue a culture of
radiation, suffering a −4 penalty to
intellectual curiosity scattered across
resist the hazard and +4 damage
various worlds of the Megaverse ®.
from radiation-based attacks.
Following the Coming of the Rifts a
„ Four Arms: Vronwor ignore 2 points
number of Vronwor made it to Earth,
of Multi-Action penalties each turn.
with many finding purpose defending
„ Giant Strength: Vronwor begin with
the weak and aiding those who would
d8 Strength and possess an unlimited
rebuild civilization.
Strength maximum.
Vronwor adventurers fought in the
„ Natural Psionics: All Vronwor
defense of Tolkeen, as well as the
possess an innate aptitude for
New German Republic's war with the
Psionics. Vronwor begin with d4
Gargoyle Empire. A faction of the giants

27
Psionics, the Arcane Background
(Psionics) Edge, 10 ISP, and may EDGES
choose powers from the standard
list. If a Vronwor chooses an Iconic
Framework providing Arcane
Background (Psionics), he gains two
Background Edges
additional powers to his starting
total (e.g., a Vronwor Burster starts MAGI OF DWEOMER
with five powers). Requirements: MARS (Magus), Arcane
„ Non-Standard Build: Vronwor have Background (Magic)
unique proportions which make The hero belongs to one of the three
commonly available equipment Brotherhoods of Magi factions in the
problematic. Subtract 2 from Trait hidden magical city of Dweomer, has
rolls when using equipment not Connections with the group and its
designed for them (including allies, and strong obligations to both
weapons and vehicles) and they his Brotherhood and the city as a whole.
cannot wear commonly available This Edge comes with the Hindrance
armor or clothing, which must be Vow (Major—Serve Dweomer), and
custom-designed and fitted—tripling the hero has a connection to the Three
purchase and repair costs. Glitter Boy which means he sometimes receives
armor (and the Iconic Framework) is instructions and tasks from them.
not an option, neither is most power Magi of Dweomer grants the Master
armor. Equipment and food cost of Magic Edge. The hero also gains a
double the listed price. Any Starting free reroll against opponents attempting
Gear is assumed to be custom built to banish or dispel his powers. Magi of
for the character. Dweomer always know how to find the
„ Paranthropophagous: No taboos hidden city of Dweomer.
exist in Vronwor culture against
consuming the flesh of sapient PSYCHIC OF PSYSCAPE
beings; on their homeworld, in fact, Requirements: Arcane Background
the giants ritually consume the flesh (Psionics), Occult d6+
of fallen enemies. The stigma against The hero is a member of the Psychics
cannibalism on Rifts Earth means of Psyscape faction, gains Connections
even Vronwor who no longer follow with the group and its allies, the Vow
this practice suffer −2 to Persuasion (Major—Serve Psyscape) Hindrance,
rolls among those unfamiliar with and will occasionally find their loyalties
the hero's restraint and good nature. tested or confronted by the faction's
„ Size 3 (Normal): Vronwor stand 13 – powerful enemies.
14 feet tall and weigh 1100 –1400 lbs. Psychics of Psyscape gain the empathy
Their Size grants them +3 Toughness. power. They can also use detect arcana
as an Innate Ability, gaining a +2 to
sense supernatural evil and dark arcana.
Psychics of Psyscape may transform into
beings of pure psychic energy, fusing
with a ley line to enter stasis for one year
per ISP spent.

28
Combat Edges The most legendary elementalists are
known by the title of "Warlock" and are
ARCANE MARKSMAN
naturally seen as "first among equals" by
Requirements: Seasoned, Arcane Back­
other elemental beings and Fusionists
ground (Any)
Attunement to the four core cosmic
If the caster doesn’t move in a turn
energies allows the Warlock to tap into the
and activates no more than a single bolt
laws of creation and life itself. Warlocks
or similar damage dealing power as her
gain access to these powers, learning one
first action, she may add a +1 bonus to her
immediately: banish, blind, boost/lower Trait,
Arcane Skill roll, or ignore up to 2 points
conceal arcana, disguise, dispel, drain Power
of penalties from Called Shots, Cover,
Points, empathy, fear, growth/shrink, healing,
Scale, or Speed.
invisibility, mind link, mind reading, mind
wipe, object reading, puppet, resurrection,
Iconic Edges
shape change (into a lesser elemental of his
ELEMENTAL ATTUNEMENT life sign), slumber, and teleport.
Requirements: Seasoned, Elemental Special: Before taking Warlock, a
Fusionist, Spirit d8+, Focus d8+ Fusionist must attune to all four elements.
The Fusionist becomes attuned to a
new element; either air, earth, fire, or Power Edges
water. Gain access to the element's power
DREAM VISION
list and learn one new power chosen
Requirements: Veteran (or special, see
from it. This also unlocks the associated
below), Major Psionic, divination
Trappings and a possible fusion pairing.
Some are able to open their minds to
This Edge may be taken up to once per
the flows of psionic and mystical energy
Rank until all four natural elements
through the ethereal world while their
are attuned.
thoughts are at peace—making visions
Remember that, while a Fusionist can
of the past, present, and even future
become attuned to all four elements, only
possible. The Grey Seers are well known
a single fusion pairing is allowed.
for their gift with this ability.
Once a session, when the hero either
LIFE SIGN HARMONY
sleeps or meditates for four hours, she
Requirements: Novice, Elemental
may activate divination normally. On a
Fusionist, Spirit d10+
success, she gains benefits equivalent to
The hero has fully embraced his
a raise result for divination in the form
primordial life sign element, gaining
of a prescient vision. With a raise, the
elemental manipulation and environmental
vision grants elaborate supernatural
protection as Innate Abilities. In addition,
premonitions or insight, and the GM is
Environmental protection makes him
encouraged to embellish the amount and
immune to all negative effects or
nature of the information received.
damage from his life sign, and elemental
If the character is a Master Psionic, a
manipulation Trait checks are made at +4
raise allows her to bring her companions
when using his life sign's Trappings.
into the Dream Vision (even triggering a
dream-state adventure, Dramatic Task, or
WARLOCK
Quick Encounter at the GM’s discretion).
Requirements: Heroic, Elemental
Special: Those with the Grey Seer Edge
Fusionist, Focus d10+, Special (see below)
may take Dream Vision at any Rank.

29
MINOR ITEM CREATION Edge—substituting their rules for Build
Requirements: Seasoned, Artificer, PPE- rolls—as an alternative to the TW
based Arcane Background, Repair d8+ Conversions and Upgrades process.
Practitioners of all forms of arcane
arts may learn to make items imbued MAJOR ITEM CREATION
with power through creation ceremonies. Requirements: Veteran, Minor Item
Whether called charms, fetishes, or good Creation, Master of Magic, Occult d10+
old-fashioned magic items, these devices Arcane artificers, fetish crafters, and
grant the possessor minor but useful Techno-Wizards may learn the secrets to
benefits. Minor Item Creation allows a greater enchantments and item making.
crafter to create items which may store This Edge allows crafters to create items
PPE (accessible by the wielder) or grant with up to two Minor and two Major
impressive bonuses. Upgrades, using known powers only.
Creating and enchanting a Minor Item Crafting materials have normal
takes 1d4 days plus the time necessary to Availability but cost double the amount
craft the object itself, and requires 10,000 of the listings for TW Conversions and
credits worth of extra materials (both Upgrades. Creating a Major item takes
mundane and arcane). When finished, 1d6 days plus 1d6 per 10,000 credits
the crafter rolls the lower of her Occult, worth of materials being used, plus the
Repair, or Arcane Skill at a −2 penalty. time necessary to craft the object itself.
Regardless of Arcane Background, if When finished. The crafter rolls the lower
working on a ley line or near a nexus of her Occult, Repair, or Arcane Skill at
point, every 10 Power Points (or doubling a −4. As above, if working on a ley line
thereof) of naturally available PPE adds or nexus point, every 10 Power Points (or
a +1 bonus to the crafter's roll, per the doubling thereof) of naturally available
rules for additional PPE for magic rituals PPE adds a +1 bonus to the crafter's roll
(see Rituals and Meditations in The per Additional PPE for Magic Rituals.
Tomorrow Legion Player's Guide). On a On a failure, the materials and time are
failure, the time and materials are wasted, wasted. On a success, she creates an item
but on a success, the crafter creates an with one Major Upgrade and one Minor
item with a Minor Upgrade (as per the Upgrade; on a raise an additional Major
TW Conversions and Upgrades rules in and Minor Upgrade are included. With
The Tomorrow Legion Player’s Guide) with a success the materials for unimbued
an additional Minor Upgrade on a raise. Upgrades are not consumed or wasted.
Only new non-mechanical and non- Only new non-mechanical and non-
electrical items may be created this way; electrical items may be created this way;
already existing items cannot be modified. already existing items cannot be modified.
This is a variant of TW Conversions and This is a variant of TW Conversions and
Upgrades, the two cannot be combined. Upgrades, the two cannot be combined.
Minor items do not require the wielder The imbued powers of Major Items do
to be able to channel PPE or ISP, but can require Power Points to function, which
only have two Minor Upgrade abilities. is why crafters must build PPE storage
GMs may limit the number of items into any items they want people without
characters may reasonably create in PPE or ISP to wield.
downtime or between sessions. At Legendary Rank, a hero with this
Important: Seasoned Techno-Wizards Edge may create artifacts—items with up
automatically have the benefits of this to four Minor and four Major Upgrades.

30
Use the same process (with the necessary his power list. The following powers
extra time and cost), with the final roll may be upgraded to Innate Abilities
made at −6. If successful, an item is this way: arcane protection, boost Trait,
created with the three intended Major deflection, healing, protection, smite, speed,
Upgrades imbued, as are three Minor and warrior's gift. All other aspects of
Upgrades. A raise means all the intended the character's Arcane Background and
Upgrades are imbued in the new item. powers remain the same.
Important: Veteran Techno-Wizards
automatically have the benefits of this CONJURER
Edge—substituting their rules for Build Requirements: Novice, Arcane Back­
rolls—as an alternative to the TW ground (Magic), Occult d8+, Spellcasting
Conversions and Upgrades process. d8+, Special (see below)
The Conjurer’s claim to fame is
PSI-WEAPON MANIPULATION straightforward—to bring forth animals
Requirements: Seasoned, Psi-Blade or and simple, non-magical objects out of
Cyber-Knight thin air at a whim. Of course, creating
Long practice with her Psi-Blade or Psi- anything from nothing is not as easy
Sword allows the wielder to manifest her as it appears. Powered technology and
weapon in the shape of a held, Medieval magic items are beyond the capabilities
melee weapon without moving parts (a of Conjurers; black powder and simple
rapier or spear, for instance, but not a gas-powered items (lanterns, stoves) are
flail, bow). Though its damage doesn't the most complex things they can conjure.
change, the psi-weapon gains the other As an action, conjurers can spend the
properties of the chosen shape, with the listed PPE to summon items based on
exception of the Claws property (so a their Rank as listed on the Conjurer
Psi-Blade warhammer gains AP 1, a Psi- Items table (see below). Conjured items
Sword halberd gains Reach 1, etc.). lasts one hour per Rank of the Conjurer.
A leather jacket summoned up by a
Professional Edges Veteran Conjurer lasts for three hours
before disappearing. Conjurers can
ADEPT keep summoned items around for one
Requ i r ement s: Nov ice, Arca ne additional hour per PPE they expend to
Background (Magic, Miracles, Psionic), maintain it. By taking a level of Fatigue
Arcane Skill d8+, Fighting d8+ (can only be recovered naturally) and
Adepts practice a tradition which hones performing a Ritual costing five times the
body, mind, and spirit into a single weapon; normal PPE, the conjured item becomes
examples from Earth’s history include permanent—see Rituals and Meditations
the mystical monks of Shaolin and the in The Tomorrow Legion Player's Guide.
internal alchemists of Wudang; on Rifts Conjurers must have the summon ally
Earth the Psi-Warriors follow this path. power if they wish to conjure animals.
Upon taking this Edge, for each of his Any summoned creature remains around
current Ranks and at each new Rank, for the same Duration as a conjured item
the adept may choose one known power (one hour per Rank of the caster). Having
to also become activatable as an Innate the beast friend power or Beast Master Edge
Ability with the Range (self) limitation. is a good idea for an animal-summoning
The adept must already have the power Conjurer. The GM has final say on what can
to begin with—chosen normally from and cannot be conjured at any given Rank.

31
CONJURER ITEMS
COST RANK TYPES OF ITEMS
Knife, scissors, bag of marbles, toothbrush, bowl, pair of
3 Novice
gloves or boots, small pot
Sword, shield, crossbow, 6 –12 arrows or bullets, handcuffs,
4 Seasoned
pliers, small chest, large pot
Great sword, flintlock pistol, chair, trunk, set of clothing with
5 Veteran
coat and hat, leather armor, spyglass, binoculars
Revolver, shotgun, couch, bed, 4-person rowboat, bicycle,
6 Heroic
plate armor, plank of heavy wood, lantern
Assault rifle, three frag grenades, flak jacket, small hut,
7 Legendary
6-person sailboat, dining room set

CONTROLLER
Requ i r ement s: Nov ice, Arca ne
Background (Magic), Agility d6+, Smarts
d6+, Occult d6+, Piloting d6+
Those who master operating the mighty
eldritch Automatons which build and
protect arcane-friendly cities are
called Controllers. In all practical
ways, Controllers are the Robot
Vehicle Jocks of the magical world.
The major difference is Automatons
simply won’t function for anyone who
doesn’t have this Edge. Most controllers
are trained exclusively by Dweomer,
especially since the fall of Tolkeen.

GREY SEER
Requirements: Novice, Mystic, Special
(see below)
These peaceful clairvoyants are a bane
to some and a boon to others. Burdened
with knowledge of countless threats to
both individuals and existence itself,
most Grey Seers prefer to remain
impartial in their tranquil enclaves. Some,
however, set out into the world to save it
from the evils they’ve seen.
A Grey Seer enjoys an enhanced form
of the Mystic’s Spiritual Channel ability.
If he spends at least 10 minutes in quiet

32
meditation and contemplation, he can due to their direct connection to the rulers
gain the benefits of divination without of their kingdom, the mysterious Three.
making a Vigor check. He can do this This Edge can be taken once per Rank.
a number of times per day equal to 1/2 The following effects must be taken in
his Spirit die; after that, he must begin the order listed. Once a character reaches
making Vigor checks as per Spiritual Legendary, they can continue to take it
Channel. Furthermore, Grey Seers gain once every two Advances to gain the
the effects of the Communion Mega benefit listed under Heroic.
Power Modifier for free, and a +2 bonus on
„ Novice: Gain detect/conceal arcana
all Trait checks related to Dream Visions.
as an Innate Ability; may sense
The Mystic is a member of the Grey Seers
supernatural beings within line of
faction, and has Connections with the
sight with a Notice check. Conceal
group and its allies. He gains +1 to social
arcana even works while sleeping,
checks with most folks and Reactions
it only stops working if forcibly
start one level higher than normal. The
Incapacitated. Those who already
faction's Enemies—including powerful
have this power gain a +2 on all rolls
ancient evils—will plot his downfall. To
related to its use.
maintain proper focus and commitment,
„ Seasoned: Gain the Ley Line
the Grey Seer must accept a vow of
Rejuvenation and Ley Line Sense
Poverty (per the Hindrance) and be a
abilities of a Ley Line Walker. Ley
Pacifist (per the Minor Hindrance).
Line Walkers instead gain a +2 bonus
on rolls related to either ability.
TOTEM WARRIOR „ Veteran: The character begins aging
Requirements: Shaman or Spirit Warrior
only one year for every five, and may
MARS package
make a natural healing roll once
Some tribal champions learn to
per day (instead of every five days),
commune even more deeply with the
even when not on a ley line. On a
animal spirits, opening up additional
ley line, the caster gains a natural
abilities. A hero with this Edge adds
healing roll once per hour and may
these powers to her power list: beast
recover permanent injuries—see
friend, growth/shrink, and shape change,
Regeneration in Savage Worlds
and chooses one to learn. She may also
„ Heroic: Choose one power to use as
activate powers while in animal form.
an Innate Ability, requiring no PPE
(additional Power Modifiers cost the
Weird Edges
normal amount). The power does
ONE WITH MAGIC not work if the caster is unconscious,
Requirements: Arcane Background asleep, or otherwise Incapacitated.
(Magic), Master of Magic, Occult d8+, Only powers with a Duration longer
Smarts d8+ than instant may be selected.
Across the Megaverse®, those who are „ Legendary: The caster’s body
born to magic and those who devote transforms, infused with arcane
themselves to its study may become energies granting +4 MDC natural
one with the arcane energies they wield. Armor (stacks with both worn
A prime example is the Lord Magi of MDC body armor and the protection
Dweomer, who transform dramatically power). The character is considered a
creature of magic.

33
Places of Power
MAGIC AND PSIONICS Many places hold power for those who
know how to tap into it. These include
burial grounds, places of cultural
Cloud Magic importance to ancient tribes, and natural
This is the elegant, alien form of arcane wonders such as crystal caves or hot
arts practiced by the Lyn-Srial, especially springs. For those trained in shamanic
their guardian Sky Knights and ways, these places can be a source of
Cloudweavers. These famous paladins PPE and other gifts. Anyone who comes
and priests among the clouds are easily from a shamanic tradition (Mystics with
built using the MARS Personal Concept the appropriate style and Trappings, as
Option in The Tomorrow Legion Player’s well as Shamans and Spirit Warriors)
Guide and Arcane Background (Miracles). can make an Occult roll when in such an
Sky Knights should choose the Adept, area. With a success, they gain the same
Champion, and Holy Warrior Edges, and benefits as if they were at a ley line.
expand from there. Cloudweavers should Elemental Fusionists treat formations
take Artificer and Healer. of the elements similarly, gaining the
Cloud Magic: Practitioners of this art equivalent bonuses of ley lines from
gain Weakness (Necromantic), suffering bonfires, pools, cairns, or thunderstorms.
a −4 penalty to resist effects and +4 Grand nature sites like volcanoes,
damage from such attacks. They may use waterfalls, geological formations, or a
Cloud Magic Trappings—which focus tornadoes have the same benefits for
on opening one's mind and the study of them as nexus points do for magic users.
eldritch aspects of clouds, wind, and sun— See Ley Lines in The Tomorrow Legion
granting +4 damage and effects to targets Player's Guide.
vulnerable to light or air Trappings.

34
CHAPTER
TWO

GEAR

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

35
total number of these Automatons at 90 The Controller can also take an
to 110, and everyone who knows of their action to stomp the giant feet of the
existence both fears them and wants Colossus, creating the havoc effect
the knowledge of how to build them. So over an LBT surrounding the golem
far, they’ve only been deployed extra- (doesn't affect the Controller).
dimensionally, due to the Lords of Magic Weapons:
wishing to keep them in reserve as a „ Magic Iron Mace (Str+2d10, AP 14,
secret weapon against any significant Mega Damage).
attack (or against the day they finally „ Eye Beams (Range 120/240/480, 5d6
decide to go on the offensive against Mega Damage, AP 10, RoF 2, Anti-
either Dunscon or the Coalition). Personnel).
Designed to look much like a metallic
Celtic warrior god, the head of the FIRE DEMON
Colossus shields the operator behind The sculpting and constant red-hot metal
a curled ram’s horn style crown. Only skin make the Fire Demon Automaton
the most elevated of those who serve appear every bit its namesake. Standing
the Lords of Magic are allowed to 20 feet tall and covered in flames and
bond with this ultimate weapon in the waves of heat, only the Controller of this
Dweomer arsenal. “fiery engine of destruction” is truly safe
around it. Dweomer only employs the
Colossus: Size 10 (Huge), Handling +1,
Fire Demons in assaults against forces
Pace 12+d8 (50 MPH), Toughness 60
well away from the city walls.
(30), Crew 1, Strength d12+10.
Notes: MDC Armor. Fire Demon: Size 6 (Large), Handling
Special: +1, Pace 14+d10 (75 MPH), Toughness
„ Fear (−2): Colossus Automatons 28 (8), Crew 1, Strength d12+6.
cause Fear checks at −2 when Notes: MDC Armor.
encountered. Special:
„ Spellcasting: The operator can „ Fear: Fire Demon Automatons
command the Colossus to cast the cause Fear checks when encount­
following spells, using the lower ered.
of his Piloting or Spellcasting „ Spellcasting: The operator can
Skill. These spells draw on the command the Fire Demon to cast
Automaton’s near-unlimited PPE the following spells, using the
store, and all can be cast using lower of his Piloting or Spellcasting
Power Modifiers: barrier, blast, bolt, Skill. These spells draw on the
confusion, deflection, detect/conceal Automaton’s near-unlimited PPE
arcana, farsight, mind link. store, and all can be cast using
„ Special Qualities: The Colossus Power Modifiers: blast, bolt, light/
has Arcane Resistance (Imp), darkness, smite. All Fire Demon
which it shares with its Controller, spells have Fire/Heat Trappings,
and can be activated/deactivated as see Savage Worlds.
an Innate Ability. It also has Fast „ Special Qualities: The Fire Demon
Regeneration (at Vigor d12), but emanates a constant aura of heat
the operator must spend 10 PPE of and fire damage, much like the
his own to activate it, and it only damage field power. It does 2d8
lasts five rounds per activation. Mega Damage to anyone who

36
physically contacts it or hits it in Frost Blasts coat their targets reducing
melee (and this damage is added visibility, affecting machinery, and
to its own melee attacks). This aura generally disrupting actions.
does not affect the Controller in
Ice Drake: Size 5 (Large), Handling
any way. The Fire Demon also has
+1, Pace 24+d12 (400 MPH flying)
Fast Regeneration (at Vigor d12),
or Pace 18+d10 (120 MPH walking),
but the operator must spend 10 PPE
Toughness 32 (12), Crew 1, Strength
of his own to activate it, and it only
d12+4.
lasts five rounds per activation.
Notes: MDC Armor.
Fire Demon Automatons (and their
Special
Controllers) have Immunity to all
„ Spellcasting: The operator can
flame and heat attacks.
cause the Ice Drake to cast the
Weapons:
following spells, using the lower
„ Flaming Hands (Str+3d4, AP 12,
of her Piloting or Spellcasting
Mega Damage).
Skill. These spells draw on the
„ Fire Breath (Range Cone, 3d12
Automaton’s near unlimited
Mega Damage, RoF 1, It Burns).
PPE store, and all can be cast
using Power Modifiers: barrier,
ICE DRAKE
blast, bolt, darksight, detect/conceal
The icy counterpart to the Fire Demon,
arcana, entangle, farsight, havoc,
the Ice Drake Automaton gives the
invisibility, smite, wall walker. All Ice
Dweomer military a very powerful air
Drake spells have Cold/Ice
force element. Constructed to look like
Trappings.
a blue-and-white dragon, the Ice Drake
„ Special Qualities:
has a saddle area for the Controller—
T he Ice Dra ke
meaning this Automaton unfortunately
exudes a constant
provides no direct protection for the
aura of damaging
Controller, who should definitely wear
cold, much like the damage field
some armor or protective gear of her
power. It does
own. An Ice Drake’s

37
2d6 Mega Damage to anyone who store, and all can be cast using
physically contacts it or hits in Power Modifiers: damage field,
melee (and this damage is added def lection, disguise, invisibility,
to its own melee attacks). This aura teleportation.
does not affect the Controller in „ Special Qualities: The Infiltrator
any way. The Ice Drake also has can use the intangibility power
Fast Regeneration (at d12 Vigor), as an Innate Ability with no roll,
but the operator spends her own 10 but it only lasts a single round. It
PPE to activate it, and it only lasts must wait a full round before using
five rounds. Ice Drake Automatons this ability again. The Infiltrator
(and their Controllers) have also has Fast Regeneration (at d12
Immunity to cold and ice attacks. Vigor), but the operator must spend
Weapons: 10 PPE of his own to activate it, and
„ Claws and Tail (Str+2d8 Mega it only lasts five rounds.
Damage, AP 12). Weapons:
„ Frost Blasts (Range Cone, 2d10 „ Ha nd-to -Ha nd Capabi l it ies
Mega Damage, RoF 1; on a raise, (Str+1d6 Mega Damage, AP 6).
instead of bonus damage, the „ Carried Weapons: The Infiltrator
target is Distracted. can carry any melee or ranged
weapons the Controller cares to
INFILTRATOR arm it with. These weapons cannot,
One of the few constructs built with however, become intangible when
covert and special operations in mind it uses that power; they drop to the
(rather than an overt combat capacity), ground.
the Infiltrator Automaton is about eight
feet tall and looks like a faceless glass KILAIRGH
humanoid. There is no way for the Based upon a strange predator creature
Controller to ride the Infiltrator, so it the Lords of Magic remember with
is operated remotely. The operator can fondness from their past elsewhere in the
be as far as Spirit × 10 away from the Megaverse®, the Kilairgh (pronounced
magical machine to maintain control and “kill-air”) is a 70’ long, 20’ wide man-
experience all its sensory input. Designed insect hybrid Automaton built for fear as
for stealth and intelligence gathering, well as combat.
it can handle all hostile environments While it moves much like a centipede
and has several features specifically when just traveling about, those who
engineered to those mission profiles. face it in combat are confronted with a
monster armed with slashing pincers
Infiltrator: Size 1 (Normal), Crew 0
rearing up to 30’ into the air. The Kilairgh
(operated by remote), Strength d12+4,
is a brawler meant to close with ranged
Toughness 20 (8), Pace 8
combatant vehicles and tear them
Notes: MDC Armor.
to pieces.
„ Spellcasting: The operator can
command the Infiltrator to cast the Kilairgh: Size 10, Handling +1, Pace
following spells, using the lower 14+d10 (80 MPH), Toughness 57 (29),
of his Piloting or Spellcasting Crew 1, Strength d12+12.
Skill. These spells draw on the Notes: MDC Armor.
Automaton’s near unlimited PPE

38
Special:
„ Fear (−2): Kilairgh Automatons
cause Fear checks at −2 when
encountered.
„ Spellcasting: The operator can
command the Kilairgh to cast the
following spells, using the lower
of her Piloting or Spellcasting
Skill. These spells draw on
the Automaton’s near
unlimited PPE store,
and all can be cast
usi ng Power
Modifiers:
blast, bolt,
damage field,
deflection, fear,
­havoc.
„ Special Qualities: The Kilairgh
has Fast Regeneration (at d12
Vigor), but the operator must spend
10 PPE of his own to activate it, and
it only lasts three rounds. Corps with a stealth
Weapons: suit perfect for black ops and commando
„ Pincer Claws or Tail Swipe missions. Available in a variety of matte,
(Str+3d6, AP 18, Mega Damage) unreflective colors (including black,
„ Slam: The operator of Kilairgh can desert and forest camouflage, and gray),
make the Automaton rear up to the suit features tarnished silver knuckle-
gain +2 on Push attack rolls dusters and spikes (+1d4 damage to
unarmed attacks) and a pair of retractable
short swords in the forearms (Str+1d6)
for defense against vampires and other
ARMOR supernatural beings. The wearer may
use her own Power Points to activate the
following powers with the Range (Self)
limitation: deflection, flight, invisibility, and
Arcanists and psychics avoid armor that
silence. All can be activated using the
interferes with using their powers. They
suit’s Spellcasting of d8. Incursion armor
prefer armor designs utilizing materials
provides +4 Armor and +2 Toughness
and construction techniques that
and requires a minimum Strength of d6
harmonize with their abilities, which
(12 lb, Rarity −4, 195,000 credits).
is why Techno-Wizard-crafted armor
Arzno TWA-1600 Exterminator EBA
is so valuable to mages, mystics, and
(TW): Standard issue for the AMC
psionicists.
heavy weapons division, this armor’s
Arzno TWA-1500 Incursion EBA (TW):
TW enhancements allow the user to
Bordering on power armor, Incursion
wield weapons normally the exclusive
armor provides the Arzno Mercenary
domain of Combat Cyborgs and power

39
armor troops. Like all Arzno armor, it Dragon Skin Combat Ar mor:
comes standard with silver-plated spikes Originally designed by the Techno-
for fighting vampires (+1d4 damage to Wizards of Kingsdale, these expensive
unarmed attacks). The armor provides and rare protective custom suits are the
+8 Armor, +3 Toughness, and adds two result of combining the skin and scales of
steps to Strength for 1 Power Point per a deceased dragon with composite metals
hour. The wearer may use her own Power via TW techniques. Some dragons find
Points to activate the following powers this form of armor very objectionable;
with the Range (Self) limitation: boost most are pragmatic enough to understand
Trait (Strength) and deflection. All can be wasting the carcass of one of their kind
activated using the suit’s Spellcasting of is a foolish endeavor (and their inherent
d8. Up to two additional powers may be disdain for each other complements
installed for Rank × 10,000 credits apiece. that pragmatism). Dragon Skin provides
The armor requires a minimum Strength +6 MDC Armor, +3 Toughness and
of d8 (18 lb, Rarity −4, 185,000 credits). is covered in spikes and claws (+1d4
Battler Armor: Constructed for the damage to unarmed attacks). It requires
wizard warriors of Dweomer, these TW a minimum Strength of d10. For 1 PPE
body armor suits feature a lightweight per hour the wearer gains +4 to any Vigor
design to support the fluid martial style checks dealing with environmental heat
of the Battle Magi. Battler Armor does or flame (20 lbs., Rarity –6, 125,000 credits).
not offer full environmental protection, Enchanted Armor: Whether crafted
which is why most Battle Magi study by arcane artificers, shamans, or any
the environmental protection spell. It does other practitioners of the mystic and
come with a demon-motif helmet, which magical arts, a suit of enchanted armor
provides the darksight power (as an is a valued form of protection. The
Innate Ability, no roll needed, automatic varieties of appearance and styles are as
raise effect). Battler Armor provides +4 nigh-infinite as the crafters throughout
Armor and +2 Toughness, and it has a the Megaverse® who create them. Light
minimum Strength requirement of d6 Enchanted Armor provides +4 Armor
(6 lbs., Rarity −4, 14,500 credits). and +1 Toughness with Min Str d4, and
can be concealed under clothing (–2 on
Notice rolls to detect the armor). Medium
Enchanted Armor provides +5 Armor
PPE BATTERIES and +2 Toughness with Min Str d6. Heavy
Enchanted Armor provides +6 Armor
A Techno-Wizardry device which and +3 Toughness with Min Str d8. The
stores PPE may be recharged with suits don't requires PPE or ISP to wear or
Power Points by any character function (6 lb, 25,000 credits for Light; 12
with the ability to use TW gear, or lb, 40,000 credits for Medium; 16 lb, 55,000
they may be recharged on a ley credits for Heavy; all are Rarity –2).
line at a rate of 5 PPE per hour.
Techno-Wizards also create PPE Power Armor
storage batteries using the Minor
and Major Item Creation rules. ARZNO TWA-1230JR JACKRABBIT
One of Arzno Weapons Manufacturing’s
most popular TW power armor models,
the Jackrabbit, offers astonishing speed

40
and a reputation for being as lucky as Arzno TWA-1250RB Raging Bull:
a rabbit’s foot. The Jackrabbit requires Size 2 (Normal), +11 MDC Armor, +5
1 PPE per hour to operate (110 lb, 1.2 Toughness, Strength d12+5, Pace 8.
million credits, Rarity −3). Notes: An integrated PPE battery
stores 25 Power Points. The pilot
Arzno TWA-1230JR Jackrabbit: Size
may use the PPE battery or his own
1 (Normal), +7 MDC Armor, +4
PPE to activate the following powers
Toughness, Strength d12+2, Pace 12 +
with the Range (Self) limitation: boost
2d6 running.
Trait (Strength or Vigor only) and
Notes: TW, An integrated PPE battery
protection. These can be activated
stores 25 Power Points. The pilot may
using the armor’s Spellcasting of
use the PPE battery or his own PPE
d8. The pilot may also spend 4 PPE
to activate the following powers with
to gain the Berserk Edge as if it was
the Range (Self) limitation: speed and
available for warrior’s gift.
warrior’s gift. These can be activated
Weapons:
using the armor’s Spellcasting of d8;
„ Light Rail Gun (Hand-held)
warrior’s gift is restricted to bestowing
Dodge, Extraction, Free Runner, or
Level Headed. The armor can leap
+6” horizontal and +3” vertical due to
powerful leg hydraulics. With the rail
gun and other weapons stowed,
the pilot may “jackrabbit
run” on all fours at 85 MPH.
Weapons:
„ Mini Rail Gun (Hand-
held)
„ O p t i o n a l I nteg rated
Forearm Weapon (Standard
options are a silver-plated short
sword or Anti-Personnel Laser).

ARZNO TWA-1250RB RAGING BULL


Popular with bruisers and
brash mercs, the Raging Bull
offers an in-your-face appeal
for proactive door-smashers—
the eyes even glow red when
its powers are activated! The
Raging Bull requires 1 PPE per
hour to operate (430 lb, 2 million
credits, Rarity −4).

41
WEAPONS VEHICLES

The sheer variety of TW weapons is ARZNO TWV-2100 SANDSTORM HOVER CRAFT


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

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

43
TECHNO-WIZARDRY RANGED WEAPONS
„ Techno-Wizardry Gear: Characters with an appropriate Arcane Background—
or special ability—may use and power Techno-Wizardry (TW) gear with their
personal pool of Power Points (PP), whether PPE or ISP. TW gear embedded powers
are typically activated using the wielder’s PP and Arcane Skill or Spirit. Critical
Failures cause Technical Difficulties.
„ Recharging Shots: The Shots listed represent how many times a TW ranged

weapon can be fired before the wielder has to spend an action pumping Power
Points into the weapon to “refill” it; costs two PP unless noted otherwise.
„ Mega Damage: TW weapon wielders can expend 2 PP as a free action to cause

Mega Damage for five rounds.


WEAPON RANGE DAMAGE AP ROF SHOTS MIN STR WEIGHT RARITY COST
TW AND MAGICAL PERSONAL RANGED WEAPONS
Spirit Bow 30/60/120 4d6 6 1 — d6 3 — —
Notes: A magic item. Mega Damage. Fires spirit arrows—unlimited Shots but the
archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially
among Native American and First Nation cultures. Gains +1d6 damage and +6 AP
vs supernatural evil.
TW Disruptor 15/30/60 — — 1 5 d6 8 −4 150,000
Notes: No damage to living beings. Roll Shooting or Arcane Skill against one technical
item's Object Hardness (TW or mundane electrical item, must be carried by the target).
On a success it suffers a Technical Difficulty (see Tomorrow Legion Player’s Guide), adding
+2 to the result with a raise. Doesn’t work on cybernetics, sealed armor, or vehicles.
TW Firebolt Pistol 12/24/48 3d6 6 1 10 — 3 −2 80,000
Notes: It Burns.
Freeze Grenade 5/10/20 — — 1 — — 0.25 −2 25,000
Notes: TW, entangle, LBT
TW Force Cannon 50/100/200 3d12 12 1 6 d12 42 −4 300,000
Notes: Can only fire Heavy Pulses, which only use one Shot with each attack.
TW Nova Rifle 30/60/120 4d8 8 1 8 — 10 −3 130,000
Notes: MBT, It Burns.
TW Shard Pistol 15/30/60 3d4 4 3 12 — 3 −2 72,000
Notes: 3RB; targets hit suffer lower Trait vs Vigor; on a raise they also suffer Hinder.
TW Shock Pistol 10/20/40 3d6 3 1 10 — 2 −1 52,000
Notes: Targets hit must make a Vigor roll at –2 (–4 with a raise) or be Stunned.; –2 to
Notice when the pistol is concealed.
TW Starfire Pistol 15/30/60 2d12 4 1 12 — 2 −3 80,000
Notes: +1 Shooting.
TW Storm Rifle 30/60/120 4d6+2 4 1 6 — 8 −4 280,000
Notes: +1 Shooting. Havoc as an alternate attack (uses one shot).

44
TW VEHICULAR RANGED WEAPONS
WEAPON RANGE DAMAGE AP ROF SHOTS MODS CREDITS
Starfire Pulse Cannon 50/100/200 3d10+6 30 1 16 3 520,000
Notes: +1 Shooting; 12 PPE required to refill all Shots.

TECHNO-WIZARDRY CLOSE COMBAT WEAPONS


„ Techno-Wizardry Gear: Characters with an appropriate Arcane Background—
or special ability—may use and power Techno-Wizardry (TW) gear with their
personal pool of Power Points (PP), whether PPE or ISP. TW gear embedded
powers are typically activated using the wielder’s PP and Arcane Skill or Spirit.
Critical Failures cause Technical Difficulties.
„ Techno-Wizardry Melee Weapon Activation: Cost is to activate for five rounds

per the number of Power Points (PP) listed.


„ Mega Damage: Techno-Wizard (TW) melee weapons deal Mega Damage while

activated. The listed magical weapons deal Mega Damage.


WEAPON DAMAGE AP MIN STR WEIGHT RARITY COST
Deathbringer Sword Str+2d12+4 16 d8 5 −8 14 million
Notes: A magic item; +1 Parry. As an action, roll Fighting and 10 PP to activate
Greater protection and Greater damage field; or 5 PPE and Shooting for Greater bolt.
TW Great Sword Str+2d6+2 6 d10 6 −2 42,000
Notes: Two hands, Cost 1 PP, +1 Fighting (Parry –1 unless powered)
TW Katana Str+d8+4 8 d6 3 −2 60,000
Notes: Cost 1 PP, +1 Fighting, +1 Parry, and Mega Damage.
TW Longsword Str+d10+2 6 d8 3 −1 35,000
Notes: Cost 1 PP, +2 Fighting and Mega Damage.
TW Mage Staff Str+d4+2 — d6 6 −1 38,500
Notes: Two hands. Cost 1 PP, +1 Fighting, +2 Parry, and Mega Damage.
TW Paralysis Staff Str+2d4 — d6 4 −4 500,000
Notes: Silver-tipped end caps. Cost 1 PP; a successful strike delivers lower Trait vs.
Agility and Strength at the same time, as well as sloth.
Psi-Pike Str+2d8 8 d8 12 −3 80,000
Notes: Reach 2, two hands. Cost 1 ISP (not PPE) for full benefits (has normal pike
values, per Savage Worlds, if the wielder does not have ISP).
Spirit Spear Str+3d6 6 d6 3 — —
Notes: A magic item. Wielder needs d8 minimum Spirit. Granted to great warriors
and heroes, especially among Native American and First Nation cultures. Gains
+1d6 damage and +6 AP against supernatural evil.
TW Whip of Pain Str+d4 2 d4 2 −3 200,000
Notes: Reach 2. Cost 1 PP, strikes deliver stun. The wielder may use the whip to
grapple at Reach range. The whip causes Str damage to Entangled or Bound foes.

45
MAGIC ITEMS AND EQUIPMENT

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

TW DISRUPTOR

MAGIC OPTIC SYSTEM

SPIRIT BOW

46
CHAPTER
THREE

AN ARCANE GAZETTEER

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

47
into made a joke about me chompin' on Indian
justice, that marks them as something more
bones, but I gave them a good growl and they
than hired guns. Perhaps they might offer
didn’t bother us none.
the military alliance we’ve longed for? In the
My old masters in the CS have it in for the
meantime, Arzno Weapons Manufacturing is
Comanches and the other Native American
happy to make us a deal.
Preserves. I don't like that, but I don't know
—Major Nola Cheney, Logistics Officer
what to do about it. The Traditionalists don't
seem to want our help… and helping when
THE NATIVE AMERICAN PRESERVES you aren't wanted is rude.
—Noble, Glitter Boy pilot
There's barkin' huge herds of buffalo just
on the other side of the Ozarks—barkin' huge.
You have to wait hours for them to thunder TRYTH-SAL
on by. If it weren't for the Simvan and other
Honored Mother and Father,
monsters chompin' on 'em, it would seem like
I write to you the night before my departure,
an entirely different Age.
before I take up the calling of the Lyn-Srial
The Comanches ridin' herd over Kansas
and set forth upon my pilgrimage. Soon I shall
seem to have it pretty peaceful. Their Spirit
be winging above strange lands, meeting new
Warriors roam the land on their ponies, takin'
people, engaging with this Earth the Raging
out bad guys and the like. Lots of tribesfolk are
Skies deposited us upon. I shall leave our
heading north to some big burial ground or
golden Tryth-Sal behind, abandoning the
something. Some shady-looking dudes we ran

48
safety of its shielding clouds, abandoning the
light that glows within them, abandoning the THE MAGIC ZONE
sturdy walls of this Grand Canyon in which
we make our home.
I know I leave with your blessings. What
The Magic Zone encompasses most of
I have not shared with you is my ambitions.
what was known during the Golden Age of
Word has come to us from nearby Arzno that
Humanity as the Ohio River Valley: a vast,
warriors from a distant land seek to forge an
1,000-mile swathe of land stretching from
alliance with those who hold to peace and
the river’s headwaters near the ruins of
justice. They call themselves the Tomorrow
Pittsburgh, Pennsylvania, down through
Legion and I seek to join them. If they accept
Ohio, West Virginia, Indiana, Kentucky,
me, then it may be that I never return.
and Tennessee to the southeastern edge
Tryth-Sal, fallen sun,
of Illinois where the Ohio joins the
Refuge from the Raging Skies,
Mississippi. A higher concentration of ley
When shall I return?
lines and nexus points than anywhere
Pray for me to stay steadfast to our ideals.
else in North America turns the area
Pray that the winds of peace shall bring me
into a hotbed of demonic and monstrous
again to Tryth-Sal.
activity where fell beings and mythical
Your loving daughter,
beasts roam. The mortal inhabitants of
Alek-Sreeaa
the valley long ago decided to fight fire
with fire and cultivated the art of magic
to best these threats.

THE LOWER OHIO RIVER VALLEY:


GATEWAY TO THE MAGIC ZONE
On either side of the Mississippi River
sit two of the most powerful inter­
dimensional nexuses on Rifts Earth. On
the east side, near the ruins of East St.
Louis, the Indian Mound Nexus rears
high, the polestar of a constellation of
13 other nexuses. Across the river, the St.
Louis Memorial Park Gateway Arch now

The bird paladins? Oh, the Lyn-Srial, yeah I've traded with 'em. Heck, I even
been to their capital out west…Tryth-Sal, thats their name for it. Beautiful
place with thousands of perches and ledges, makes me wish I could fly.
—Krynn, Travelling Merchant

49
stands sealed behind a Coalition States until we seek welcome at Magestar, hopefully
bunker, transformed during the Great gaining guidance to the hidden city from our
Cataclysm into the Devil’s Gate. During friends and allies. If that is not forthcoming,
cosmic alignments, monstrous beings we will go it alone.
from across the Megaverse® attempt to Emotionally, though, I admit to much
force their way through these Rifts to trepidation. The maps I consulted at the start
the Earth. of the expedition inaccurately portrayed the
Magic Zone as limited to the immediate valley
Commander’s Log:
of the Ohio River and ending far short of our
I greeted the establishment of the diplomatic
goal in the Federation of Magic. Now I realize
mission to Dweomer with hearty thanks,
that the Federation of Magic and the Magic
eager to serve the Tomorrow Legion in a
Zone are essentially coterminous, a vast and
role for which I frankly felt overqualified to
troubled darkness filled with wild magic and
perform, but a week in the field has disabused
monsters, where the only points of light are
me of my arrogance. I had quite forgotten how
scattered, mutually-hostile settlements.
terrifying and vast the Magic Zone truly is.
This will be a challenge.
Regardless of the expedition’s outcome, let it
—from the records of Colonel Heydath Ilorca,
be known that Cartography Chief Kent did
Tomorrow Legion Community Outreach
her duty and tried to attract my attention to
Team commander
these matters repeatedly.
Functionally, it changes little about our
strategy. To avoid Coalition States forces in THE MIDDLE OHIO RIVER VALLEY: THE
Missouri, we were forced to cut nearly directly FEDERATION OF MAGIC AND OTHER POWERS
east from Castle Refuge. We crossed the North America’s centers of arcane and
Mississippi River (a hazardous undertaking) mystical power range in size and scope
and then followed the eastern shoreline to from isolated backwaters to cosmopolitan
our current position near the confluence of cities. Some claim control of vast
the Mississippi and the Ohio. The Arcane territories while others barely cling to
Anomaly squad under Captain Majek is to what they possess. All utilize magic or
reconnoiter the Coalition State forces near psionics to defend themselves against a
Indian Mound Nexus and Devil’s Gate while hostile world.
the rest of us cut northeastwards along the Numerous settlements sprang up over
Ohio River to MercTown. After Captain the centuries and the strongest of these
Majek catches up, we will then follow the river coalesced into the Federation of Magic, a

So what you're saying, Legionnaire, is that you want me to let you take the General's
personal hovercar for a spin into the Magic Zone—where we believe a sizeable
True Fed force is conducting ambushes and raids—`cuz you don't wanna walk?
—Shaza, Castle Refuge Motor Pool

50
mutual-defense alliance standing against hopes to use a war to not only drive back the
the zealotry of the Coalition States. A Coalition, but also consolidate his own power.
schism troubles the Federation of Magic The settlements under Dunscon’s control
in the wake of the Fall of Tolkeen: some are almost as dangerous as they would
city-states seek revenge against the be without any authority driving off the
Coalition while others wish to defend monsters. Demons and other horrid beings
their territory and hide from prying serve as Alistair’s inner circle. He cultivates
eyes, hoping to avoid suffering the same the loyalty of Brodkil, Daemonix, goblins, orcs,
catastrophic fate. and other war-like races. He welcomes cultists
and necromancers, not caring how they treat
Commander’s Log:
his citizens. In short, Lord Alistair Dunscon
Having safely traversed the Lower Ohio
rules as a brutal dictator over a helpless,
River Valley, we are now prepared to forge on
cowed population.
into the so-called Middle Ohio River Valley.
The true location of the City of Brass
Pardon my redundancy while I organize my
remains unknown to us. We know the town
thoughts and consider our next course of
of Nostrous, its exteriors brassed to confuse
action.
Coalition forces, serves merely as a staging
Lord Alistair Dunscon, a powerful Shifter,
point for Dunscon’s military forces and as
claims lordship over the “true” Federation
a decoy for the true capitol. The village of
of Magic from his throne in the hidden
Dragon’s Blood grows the grain that feeds the
City of Brass in Kentucky. In the wake of
City of Brass while its enslaved population
Tolkeen’s fall, Dunscon incites war against
offers a warning to those who defy Lord
the CS throughout the Magic Zone. The other
Dunscon. Further afield, smaller settlements
Federation city-states suspect Lord Dunscon

51
shelter cruel cultists and mad wizards who hesitate to resort to violence to prevent
would find no welcome elsewhere. those who threaten that peace. While
Amid the ruins of Lexington, Kentucky, Dweomer accepts demonic and draconic
stands Stormspire—the citadel of K’zaa, one refugees from Tolkeen, the overwhelming
of the greatest Techno-Wizards on Earth and magical might of the Lords and the elite
one of Dunscon's strongest allies. A factory magical Brotherhoods they lead keeps
town of TW specialists sprawls at the tower’s the peace.
feet, resulting in one of the most prosperous
Commander’s Log:
settlements in the Magic Zone. Stormspire
My great hopes for this mission are crushed.
TW gear is prized across the continent.
Hugh Manning—one of the Mystic Triad who
Outside of Federation territory sit our allies
run Magestar—accompanied us far enough to
in the small town of Magestar. Founded in
intercede with a Dweomer patrol, gaining us
recent years by a trio of optimistic explorers
access to the city, but my attempts to negotiate
from Dweomer called the Mystic Triad, the
with the Lords of Magic are to no avail.
citizens of Magestar pursue similar goals to
My best insights into the city come
the Tomorrow Legion, though hampered by
from Wildcatters, Inc.—a group of feline
their Dweomer-born aversion to technology.
mercenaries originally from South America—
The Cyber-Knights use idyllic Magestar as a
whom I met at a local restaurant not far from
hospice for knights distraught by the travails
our hotel. As foreigners of long residence,
of the Fall of Tolkeen, offering the peace-loving
they are better placed to observe both the good
citizens some insulation from Lord Dunscon’s
and the bad of this beautiful yet forbidding
suspicious gaze.
fairytale city.
I hope to avoid True Federation forces,
Unfortunately, they tell me the Lords
though that means we must journey along the
of Magic pursue an undeviating policy of
wilder northern bank of the Ohio. Intelligence
neutrality and self-preservation, making
gathered in MercTown indicates unusual
no effort to curtail the terrors of either the
undead seem to be spreading throughout the
Coalition or True Federation beyond their
Magic Zone—as are mysterious defenders
borders. Elaborate illusions and wards guard
against the same, clad in white armor and
the city from discovery, literally keeping it off
robes. Observers speculate they are psychics
CS radar, while the Lords of Magic stymie
of some sort. I shall attempt to make it a
Dunscon’s attempts to force them into war
priority to speak to one of these beings.
with diplomatic dithering.
—Colonel Heydath Ilorca
The City of Dweomer hosts schools of magic,
Techno-Wizard factories, and an indoor bazaar
THE UPPER OHIO RIVER VALLEY:
called the Magic Mall. Strangely, psionicists
THE CITY OF DWEOMER
are not welcome within Dweomer by decree
One of the founding cities of the
of the Lords of Magic, which hints at possible
Federation of Magic, Dweomer stands in
complications if we contact the white-clad
opposition to the brutality of its erstwhile
psychics battling the undead in the region. It
ally. The Lords of Magic, triplet alien gods,
is far and away a grander place than Castle
try to foster peace and lawfulness inside
Refuge, and yet it is sadly parochial.
their city walls—though they do not
—Colonel Heydath Ilorca

52
LAZLO
BEYOND THE Far to the north, Lazlo sits on the ruins
MAGIC ZONE of Toronto, a shining beacon of Techno-
Wizardry and learning now somewhat
dimmed by hardships following the Fall
The arcane does not limit its reach to the
of Tolkeen. Unable to accommodate the
Magic Zone. As the Spirit West lies to its
flood of refugees fleeing north, this ally of
west, so do other centers of mystic power
Castle Refuge faces its most challenging
border the Magic Zone to the south
crisis in decades.
and north.
I get it. I had family in Tolkeen, you know?
THE DARK WOODS I lost people—I lost a brother and my sister-
The territory formerly known as Alabama in-law and their kids. It’s horrible. I’m still
long ago became the subject of tales of in shock.
terror. The Dark Woods encompass the But we can’t take in everyone—and I
state, providing a home to the worst exiles know we’re not taking in everyone. I know
from the Magic Zone: Necromancers and that refugees fled everywhere. I mean, I’ve
cultists so frightful even Lord Dunscon heard they’ve fled out to the New West and
has nothing to do with them. even sneak into Coalition territory to find
somewhere to farm, to live. It’s horrible.
Truthfully, the most dangerous part of the
But there’s not enough room here. Lazlo
Dark Woods is the Forest Wardens—and
was managing but I’ve never heard anyone
that’s only because they’re very frightened.
say we had a big surplus of food. Growth had
They come from a world or dimension with
kind of plateaued, you know? There aren’t
no animal life at all— only plants— and
jobs to go around.
even after several generations they still fear
It sucks, but we didn’t ask for this.
our teeth and axes. Be gentle with them and
—Eugene Sullivann, Lazlo citizen
respect the life of each flower as if it were a
sentient being.
Most of the actual human and D-Bee THE RUINS OF TOLKEEN
settlements are no odder than a typical Though the Siege of Tolkeen may be
Fadetown—and just as in need of saving from won, the war still stretches on. The ruins
marauding monsters. Clavicle, on the other of Tolkeen host occupying CS forces,
hand… I don’t recommend going to Clavicle. desperate former citizens who refuse to
It’s… spooky. leave their homes, and mercenaries and
—Sir Timodey Gale, Cyber-Knight monsters set adrift by the fall of their
Tolkeen masters. Arcane artifacts still

I have dueled with Fallen Cyber-Knights in the streets of Tolkeen, and escorted
the first refugees into Castle Refuge. I have quested in the New West and buried
loyal Legionnaires in the wastes of Dinosaur Swamp. I will not falter now.
—Lady Sarenna the Unwavering, Cyber-Knight

53
litter the ruins, offering power or a swift report the aliens are establishing bases in
death to those who find them. Newfoundland and Nova Scotia, while
also raiding further inland to terrorize
Unidentified Dead Boy: I just stepped on
Faerie Folk populations.
something and it’s glowing.
Second Dead Boy: Don’t move. Let me get Hast thou beheld the blind women, milord?
the sergeant. That come with stunning sticks and
[Sound of explosion] lightning flash’d
—picked up and recorded on Coalition Lances and nets of weal and woe, for to
States radio chatter Catch and snatch and drag us before their
gods,
With fearsome tentacles dripping with goo—
THE SPLUGORTH COLONIES
and worse.
What prevented the Splugorth from
Their rending, chomping, endless teeth?
venturing onto the North American
For I have beheld them, o! Master mine,
continent for so long remains a mystery,
And they’re just over that ridge over there!
but—whatever it was—that gentleman’s
—Peachskin, a Pixie, speaking to a Tomorrow
agreement has ended. Long range patrols
Legion Special Exploratory Team

54
CHAPTER
FOUR

GAME MASTER'S
HANDBOOK

G
ame Masters need the Savage Rifts® as if the distance called for the team to
Game Master’s Handbook to make the travel into the ocean.
best use of this book. Many of the Survey missions are like those
following chapters include a section on in the Game Master’s Handbook; the
how to use that region or faction with only difference is the distance the
the Tomorrow Legion, and this includes team must travel to achieve the goal.
modifications to incorporate into the Communication Lines missions are the
Adventure Generator found in the Game same, though it’s fair to say more work
Master’s Handbook. might be needed the further away from
Castle Refuge the team must go, and the
The Mission heroes must carry more materials with
Profile Table them. Arcane Anomalies missions are
For missions going into the lands featured more common on this book’s table for
in this book, Game Masters use the obvious reasons.
following modified Mission Profile table. Community Outreach missions are a
Most results are as in the Game Master’s bit more complex as the Legion enters
Handbook with some modifications: regions where they aren’t as well known
or influential (invert the die roll, making
OTHER CHANGES “first contact” the result on a 1– 4 on the
For every day of travel check for an d6). Those who reach out to the Legion
Encounter. In all cases where Distance is for Emergency Relief must be desperate,
determined randomly, multiply the final and the GM should feel free to ramp up
rolled result by × 5 again. For example, if the tension for such missions, especially
the d20 result is 9 and the 2d6 × 20 comes if the heroes must take a long time getting
up as 140, the actual Distance result is 700 to the location.
miles. The GM modifies or ignores any As the Tomorrow Legion works
results that simply make no sense, such towards expanding its influence,
Exploration missions are considered

55
MISSION PROFILE
D20 RESULT
Survey: The team is helping the Cartography Rectification branch by
1– 4
covering some grids and updating map information.
Communication Lines: Any tech-minded heroes are busy setting up relay
5 towers, laying fiber optic cable, and otherwise building communications
infrastructure. The rest of the team is there for security (and heavy lifting).
Arcane Anomalies: The Legionnaires examine ley lines, determine the
6–9 condition of Rifts, or otherwise explore and investigate matters arcane and
mystical.
Community Outreach: As the Council of Hope builds the foundation of
10 –13 the confederation it hopes to one day lead, the team heads off to interact
with potential allies.
Emergency Relief: A distant community is in some serious trouble and
14 –15
has reached out to the Legion for aid.
Exploration: The wilderness is wide and mysterious, and there’s lots of
16 –18 rumors of hidden places of learning, lost technology, and more. Told to
“go that way,” the Legionnaires are investigating the unknown.
Interdiction: Word of a serious military or criminal threat reaches Castle
19 Refuge. As distant as it is, the threat is enough of a concern to warrant
sending Legionnaires to deal with it.
Long Range Patrol: As the Tomorrow Legion’s influence grows, so does
20
its mandate to patrol ever greater swathes of territory.

very important, with teams sent into The results of the Encounter table are
regions full of unknown mysteries (and modified, as described in the various
danger). Interdiction missions to faraway following chapters, to fit the specific
places are much rarer; Game Masters regions more appropriately. Each such
should feel free to make the indicated modification ties to a result that exists on
threats that much tougher, to warrant the Encounter table in the Game Master’s
sending a team out so far to tackle them. Handbook. As always, the GM should feel
Long Range Patrol missions are like the free to alter any contradictory results in
Security Patrol missions in the Game the interests of making the best story.
Master’s Handbook, except for ignoring the
Distance table modification.

56
CHAPTER
FIVE

THE SPIRIT WEST

M
ost geographers and map-makers A PEOPLE
refer to the wild territories west
of the Coalition States (roughly
RETURNED
the land west of the Missouri River) and
north of the former borders of Texas Long ago, the spirits emerged from the
as the New West. This complex region Deep Earth to warn the Native American
defines itself culturally through a kind tribes of the coming of the white man,
of “retro movement,” adhering to the who coveted the land as a treasure to be
trappings and attitudes of what most owned. The spirits guided the people
residents believe to be the style of the who heeded their warning. Those who
American Empire’s Old West: cowboys, obeyed fasted for seven days and seven
horses, and law enforced by the business nights before passing into the spirit
end of a six-shooter. world. There they would be safe from
Like the lands east of the Missouri, hunger, death, and aging.
the city-states and fledgling fiefdoms of Those who remained suffered, herded
the New West split between those that onto reservations and their way of life
embrace technology and those that rely stolen treaty by treaty over generation
on magic. Rifts® North America: Empires after generation. Some remembered.
of Humanity covers the technologically- When the magic stirred at nexus points
oriented settlements. The magically- within ancient caves, those who still
oriented communities tend to consider knew how to listen were warned of the
themselves more the “Spirit West,” and Coming of the Rifts. They led their people
those parts of the region are deeply into the mountains and caves to wait
impacted by the return of spiritual and out the Great Cataclysm to come. These
shamanic magic at the hands of the people would form the bridge between
peoples who inhabited those lands long the Ancient Ones and the modern world.
before anyone else. In the ruins of Rifts Earth, the magic
returned and those with the gift struggled

57
to relearn their ancient magic. It was Thankfully, the Coalition’s expansion
largely in vain until one day the great into the vast Oklahoma and Kansas
herds returned. Tens of thousands strong, territories is relatively sporadic for the
the bison herds returned to the plains, time being, allowing the Legionnaires to
joining the magical and alien races that travel in force.
flooded the world after the Rifts. Seeing
the signs, the traditionalists called out to Geography
the sacred and performed many rituals. Swathes of unexplored wilderness
The answer to these rites came as the cover much of western North America.
Ancients—the Native Americans who Most territories contain less than half a
left Earth to live in the spirit world— million people across the entire region.
returned to their tribes. They brought A traveler can go for weeks and cover
history and culture, magic and ritual. But hundreds of miles without encountering
most of all, they brought sheer numbers, another person. The few settlements are
repopulating the reborn Spirit West. small and scattered, typically containing
fewer than 500 people and frequently
threatened by animal, human, or
THE JOURNEY supernatural predators.
Arizona (above the Colorado River),
TO THE WEST sout her n Califor nia, Min nesota,
western Montana, western Washington,
Castle Refuge sits nearly a thousand miles northwestern Wyoming, the northeast
away from the New West, across largely corners of the Dakotas, the northeast
unsettled and unexplored territory. corner of Colorado, southwestern Utah,
Though the Tomorrow Legion and the eastern half of British
desires to range farther out in Columbia all have strong
finding allies and resources, magic and numerous ley
it’s a long way to go with few lines, comparable to what
trade routes and no good can be found east of the
roads. Getting there takes Mississippi River.
weeks even for a well-
supplied team, and the
dangers they face on
the way are numerous.

PANTHERA-TEREON

58
Other regions in the west are different. natural panorama to the ruined remains
The majority of Arizona, North and of an ancient civilization, all within a
South Dakota, Idaho, Nebraska, Nevada, matter of days. The same thing rarely
Utah, Wyoming, and Colorado are appears twice. No one who enters this
comparatively weak in magic and possess area knows what they will find: treasures
far fewer ley lines than the eastern to boggle the imagination, nothing at all,
half of the continent. However, since or a horrible death.
the west is largely unexplored, there Worse, since the Shifting Lands change
might be considerably more ley lines so rapidly and randomly, once someone
and supernatural activity than people enters they might never again find their
commonly believe. way home. Just being near the Shifting
Lands is dangerous since the borders are
THE GRAND CANYON poorly-understood and the shift may be
Humankind realized the Grand Canyon much larger than anticipated. Still, some
was magical when it was first discovered. treasure-hunters lurk around the edges
Today, the Grand Canyon and the of the Shifting Lands, hoping to see it
surrounding lands are so crisscrossed shift into a place they can scavenge for
with ley lines and nexus points the entire valuables. These prospectors tend to
Canyon glows with magical power, day get rich quick, or die even quicker, but
and night. However, these ley lines are the lure of untold riches means there's
very stable, not subject to the dimensional always someone willing to take such an
anomalies of similar areas. Most of the extreme risk.
Rifts here are Periodic Rifts, with very
regular schedules. Random Rifts only Flora & Fauna
occur a few times a year, a tiny number American bison roam the plains once
considering how many nexus points are again in herds tens of thousands strong.
in the area. However, the Canyon Ley Similarly, other animals driven to the
Line Network likely plays a major role brink of extinction during the Golden
in the existence of the terrifying Shifting Age of Humanity now thrive unfettered.
Lands to the north, in Utah. Wolves, pronghorn antelope, bears, and
lesser mammals exist in populations not
THE SHIFTING LANDS seen in centuries. In some areas, small
Many of the ley lines from the Grand populations of Pleistocene megafauna
Canyon, Utah, and Colorado feed into a such as giant ground sloths, long-horned
small area of southern Utah known as bison, saber-toothed cats, and short-faced
the Shifting Lands. The Shifting Lands bears exist.
contains dozens of nexus points in a The strong magical energy of the Grand
very small region—so many in fact, the Canyon attracts many supernatural
whole area is essentially one enormous beings. Scholars think as many as
Rift, which opens randomly and often, three dozen dragons live in the Grand
changing the land in ways impossible Canyon alone. Huge predators, such
to predict. as Great Canyon Worms and Panthera-
The landscape of the Shifting Lands Tereon, prowl the countryside, while
twists and melts, blasted apart by Leather Wings roost on cliffs and peaks.
dimensional forces. The land flickers and Simvan and Psi-Stalker tribes make their
shifts between dimensions, transforming homes among the deserts and canyons
from a broken hellscape to an idyllic here, as well.

59
GOVERNMENT
ARZNO An unpaid but prestigious elected
Council of Elders governs the City and
Territory of Arzno, presiding both as
administrators and judges for Arzno
The extensive network of ley lines in
and affiliated townships like Magebrush,
and around the Grand Canyon attracted
Stony Ridge, and Terrell. Largely free of
human and D-Bee refugees well over a
corruption, the Council is however split
century ago. These settlers harnessed
between the Arzno Independence Party
the natural magical power of the area to
(which advocates for isolation from the
build the Techno-Wizard city of Arzno
rest of the world), the Traditionalist Party
on the north rim. The City and Territory
(who wish to turn Arzno’s power against
of Arzno is an open and friendly place
the Vampire Kingdoms — see Rifts ®
welcoming humans and D-Bees alike,
North America: Blood & Banes for more
advocating the lofty goal of freedom and
details about the vampire threat in the
justice for all.
Southwest), and the Arzno Fortification
An enclave of Techno-Wizards helped
Party (which wishes to see Arzno ally
establish Arzno, making its prime
itself with other powers like the Lyn-Srial
industry the manufacture of TW devices.
and Castle Refuge).
These devices and their makers helped
The Council of Elders appoints the
defend neighboring farms and ranches,
leadership of the Civilian Patrollers, the
eventually attracting the attention of
city-state’s police force. Though largely
civic-minded headhunters who decided
made up of ex-mercenaries, the Civilian
to set up shop in the city. After decades
Patrollers are run almost exactly like a
of near-anonymity east of the Missouri,
pre-Rifts police department, relying on
the equipment and mercenaries Arzno
investigative skills and small arms to solve
provided to Tolkeen during the Coalition
crime. In times of war, however, protocols
siege finally garnered the desert city-
exist to integrate the Civilian Patrollers
state some attention in the Magic Zone
with the Arzno Mercenary Corps.
and beyond.

Life in Arzno MILITARY FORCES


Founded by the heroic True Atlantean
While the City and Territory of Arzno
warrior Prince Onra, the Arzno
holds as much of a rough-and-tumble Old
Mercenary Corps functions as the
West feel as any settlement in the New
military of Arzno while also selling its
West, the city’s dedication to freedom
services to other settlements. Visitors to
means both D-Bees and humans share in
the city must check their heavy weapons,
the town’s prosperity.
power armor, robots, and vehicles with
The heavy TW presence means the
the AMC when they first arrive—a rule
quality of life in the area comes closer
visiting adventurers do well to abide
to that of the 1930s. High-tech hotels rub
by, given the Arzno Mercenary Corps’
shoulders with gunfighter-filled saloons,
expertise and might. Popular as both
while swanky mansions sit just a few
protectors of the city and an economic
streets from weapon dealerships, but the
force, the AMC enjoys respect from the
place is mostly peaceful, the people are
citizenry of Arzno far beyond what
free, and the city thrives.
typical mercenaries enjoy.

60
Operations within the Territory of „ Arzno Weapons Manufacturing:
Arzno usually pit the Arzno Mercenary The city’s largest employer provides
Corps against vampires, and the jobs for thousands of workers.
mercenaries have developed specialized The highly-advanced factory
and thorough vampire-hunting tactics manufactures everything from the
rivaling Reid’s Rangers. They may be simplest TW devices to military
represented as TW-powered Headhunter vehicles, while on-site schools ensure
Techno Warriors with the Elite Vampire Arzno continues to enjoy the benefits
Killer Edge (see Savage Foes of North of a highly-educated workforce.
America and Rifts ® North America: „ The Merc Market: Bandito Arms,
Blood & Banes). Northern Gun, and Wilk’s run
weapon and vehicle showrooms
Places of Interest in the bazaar at the center of town.
Life in Arzno is largely peaceful for most Hameel Luca’s Exotic Arms offers
of its citizens, but the hard-drinking, stranger gear such as Eco-Wizard,
hard-fighting mercenary lifestyle SteelTree, and even Xiticix weapons
leaves a mark. (see Blood & Banes) while Gunny’s
Custom Hardware and Gunman’s
„ Arzno Hospital: The most advanced
Schematics can build weapons and
facility for 1,000 miles provides
armor for even the most non-standard
bionic, cybernetic, and magical
of non-standard physiologies.
healing at a level not seen since the
„ Victory Row: This block of bars,
Golden Age of Humanity.
clubs, dancehalls, restaurants,

61
and saloons serves the mercenary
community. Legionnaires interested NATIVE AMERICAN
in winning allies or investigating PRESERVES
leads can do worse than making
friends and influencing patrons
After the Great Cataclysm, surviving
at All Aces, the Burnout Bar, or
Native American and other indigenous
Moonshine’s. Detoxed ex-Juicer
tribes in the fallen American Empire
Ricky “the Bull’s-Eye” Martin owns
found themselves better suited to
several establishments and is a font
survive in the changed world than most.
of information.
Re-organizing their reservations into
fortresses or seizing control of nearby
The Arzno Territory
military bases, the tribes resisted the
Arzno patrols the territory for 100 miles
demons and monsters that invaded
around the city, offering protection to
Earth. When the Ancients returned,
several affiliated smaller communities.
the increase in population allowed the
„ Arzno Power and Water Works: tribes to expand their influence, turning
Arzno Weapons Manufacturing runs the territory around their forts into
a hydroelectric power plant on the “Preserves” where they protected the
Colorado River that supplies most people and native environment. Shamans
of the energy to the city seven miles and spirit warriors rose up to lead the
away, making it a frequent target for fight, even as some tribes uncovered
vampire saboteurs. hidden technology.
„ Magebrush: A small, serene Though they began through a historic
community of extremely powerful, effort of cooperation, eventually the
nature-loving Ley Line Walkers, Preserves fell victim to rivalries and
Mystics, Psi-Druids, Techno-Wizards, in-fighting. What might have been a
and dragons. great alliance instead became scattered
„ Ramirez Ranch: Cattle baron K. settlements at war with both each other
D. Ramirez may be generous to his and the terrors of Rifts Earth. The tribes
employees, but he’s a bad man to divided into Pure Ones who reject
cross. His hired gunslingers rebuff all technology introduced after the
any attempts to enforce civic law on European invasion of North America,
Ramirez territory. Renegades who embrace all the magic
„ Stony Ridge: A small but thriving and technology that Rifts Earth offers,
mining community relying on and Traditionalists who live as their
elemental magic. ancestors did at the end of the 19th century.
„ Terrell Plantation: Run by a
mystically-inclined family who Life in the Preserves
provide Arzno with exotic fruits Inhabiting territory ranging from near
and vegetables, rumor has it that the the Arctic Circle down to Baja California,
Terrells are on the run from the True the Preserves of the indigenous peoples
Federation. of North America cannot accurately
be described with broad strokes. Their
cultures are incredibly diverse, standing
in stark contrast to more monolithic
institutions like the Coalition States.

62
Typically self-sufficient, these settlements is a patchwork of grasslands,
range from mobile hunting bands who sagebrush, and desert. Traditionalists
follow the great herds to survivalists survive mostly on game (or other
living in pre-Rifts military bases. supplemental food sources such as
Borders between Native Americans roots), but lack for few comforts,
are often unofficial or nebulous. Tribes, thanks in no small part to trade along
familial clans, or smaller bands of the rivers with D-bees and foreigners.
citizens often mingle, further varying the „ Great Basin Tribes (Bannock,
local customs and laws from generation Paiute, Shoshone, Ute): The
to generation. In addition to widely deserts and scrublands of the Great
different local governments and societies, Basin region are home to nomadic
the technology level in use by the native peoples. The low rainfall and harsh
peoples ranges from ancient ways of life (often unpredictable) seasons leave
to high science. Most so-called Pure Ones farmland scarce, so tribes tend to
and Traditionalist groups understand follow the herds on their migration.
the modern era, despite their choice to The Great Basin is also home to many
withdraw from it. Pure Ones.
„ Pacific Northwest Tribes (Chinook,
„ Arctic Tribes (Aleut, Inuit): Forging
Haida, Kwakiutl, Makah, Nootka,
a life atop the permafrost of North
Tlinglit, Tsimishian): This stretch
America’s tundra hasn’t gotten easier
of coastline is relatively crowded due
since the Rifts opened. The seafaring
to its warmth. Heavy rains maintain
Aleut have adapted their traditional
evergreen forests near the beaches,
communal living houses to modern
where most of the people establish
materials. While animal power
permanent settlements. The region
(mostly horses and canines) serves
boasts some of the world’s premier
well in the frozen north, many tribes
carpenters, using both modern
(such as the Inuit) make frequent use
and ancient techniques to fashion
of snowmobiles and power armor for
communal homes, furniture, and
travel and work.
totem poles.
„ Sub-Arctic Tribes (Beothuk, Carrier,
„ California Tribes (Chumash,
Chippewyan, Cree, Kutchin, Metis,
Hoopa, Maidu, Miwok, Patwin,
Montagnais, Naskapi): In the sparse
Pomo, Wintin, Yahi, Yokuts,
forests of Alaska and Canada, the
Yurock): Extending from the
wildlife is plentiful, the winters
redwood forests of pre-Rifts
long, and the farming opportunities
northern California down to the Baja
few. The hunter-gatherer groups
Peninsula, the California tribes are
occupying the region remain highly
more akin to neighboring families
mobile, migrating with food sources
than allied nations. Blessed by the
or moving south during the colder
area's balmy climate, they subsist
half of the year.
largely on fishing and gathering.
„ Northern Plateau Tribes (Cayuse,
„ Sout hwest Tr ibes (Apac he,
Coer d’Alene, Flathead, Kalispel,
Havasupai, Hopi, Hualapai, Mojave,
Klamath, Kootenai, Modoc, Nez
Navajo, Papago, Pima, Pueblo, Yaqui,
Perce, Palouse, Spokane, Umatilla,
Yavapai, Yuma, Zuni) : Despite the
Wallawalla, Yakima): Once called
sparse wildlife and rugged terrain,
the Columbia Plateau, the region
this region is home to the most well-

63
organized of the indigenous tribes, some of the greatest horsemen the
the Apache. They may not have the world has ever seen, nomadic tribes
numbers of the larger tribes, but Fort capable of daring equestrian feats
Apache Preserve works tirelessly to and displays of animal husbandry
protect the citizens of the New West that border on the supernatural even
from Rift-born horrors and human when not augmented by magics.
outsiders alike. „ Southeast Tr ibes (Alabama,
„ Plains Tribes (Arapaho, Arikara, Apa lac hee, C addo, C a lusa,
Assiniboine, Blackfoot, Cheyenne, Catawba, Cherokee, Chickasaw,
Comanche, Crow, Gros Ventre, Chitimacha, Choctaw, Coushatta,
Hidatsa, Iowa, Kaw, Kiowa, Creek, Lumbee, Natchez, Seminole,
Mandan, Missouri, Ojibway, Timucua, Tunica, Yamasee, Yazoo,
Osage, Oto, Pawnee, Plains Cree, Yuchi): Despite post-Rifts flooding,
Ponca, Quapaw, Sarcee, Sioux, the peoples of the Southeast tribes
Tonkawa, Wichita): The central have adapted. With such a wide
rolling grasslands of North America range of flora and fauna, many tribes
host a staggering variety of game have formed permanent settlements
suitable for sustaining small tribes to farm the lands as far south as the
and larger settlements alike. The Florida Panhandle, all the way up
area is, unsurprisingly, home to to the Carolinas and as far west as
parts of old Texas. Much of the area
is prone to hurricane winds and
tornadoes, so the people construct
mound-buildings in hillsides (both
natural and synthetic).
„ Northeast Tribes (Abnaki,
Algonkin, Cayuga, Chippewa,
Delaware, Fox, Huron, Illinois,
Kickapoo, Mahican, Malecite,
Massachuset, Menominee,
Miami, Micmac, Mohawk,
Mohegan, Mo n at u k-
Shinnecock, Narragenset,
Nipmuc, Oneida, Onondaga,
Ottawa, Passamoquaddy,
Pe n n ac o c k , Pe nob s c o t ,
Pequo t , Pot awatom i,
Powhatan, Sac, Seneca,
Shawnee, Susquehannock,
Tuscarora, Wampanoag ,
Wappinger, Winnebago):
The native people who range
east from the Great Lakes
appear the most organized
(and fractious) to outsiders.
This is due partly to their
proximity to the Coalition

64
States as well as the Magic Zone. for the Apache have turned into
This has also lead to varied attitudes isolationist Renegades and defend
among the populace ranging their lands against all intruders.
from coexistence with D-bees to Fort Apache itself is carved into the
xenophobic pro-magic sentiments. 6-mile breadth of a butte; additional
excavation by the tribe has turned
Most tribes harbor no innate hostility
Fort Apache into an 11-level complex
toward other humans or peaceful D-Bees,
with both high-tech defenses and
though intense rivalries exist between
natural caves for the few Pure Ones
some Brodkil and Simvan populations
who remain with the tribe.
and native tribes. Some tribes even allow
„ Fort Comanche: A fortified town on
non-native humans and D-Bees to join
the ruins of Wichita, Kansas, serves
their communities. A few tribes, though,
as the central camp for this sprawling
wage war against all outsiders.
Preserve of nomadic Traditionalists
who roam throughout Kansas and
Places of Interest
Oklahoma. They allow any travelers
Approximately 45 Preserves of various
who treat the Comanche with respect
sizes sit throughout North America.
safe passage through their territory,
Some of the larger ones even sit outside of
but clash with the Coalition States.
the Spirit West, occupying territory closer
The tribe is earmarked for destruction
to the Magic Zone or Dinosaur Swamp.
once the CS begins full expansion into
Below are the most important Preserves
Kansas and Oklahoma, condemned
in the Spirit West.
both as practitioners of magic and as
„ Blackwall: Built on the bones of political rivals.
Helena, Montana, the home of the Recently, alien plant life and demonic
fanatical Traditionalist Blackfoot beings have begun to proliferate
tribe is protected by a magic zone jointly along the eastern Kansas
born of a confluence of ley lines border, attacking only Coalition
tapped by ancient Native American States forces. Many suspect the
cairn builders, the tectonic friction Comanche of involvement in this
of the Rocky Mountains, and the bizarre turn of events, but such dark
geothermal energy of the Yellowstone arts run counter to the tribe’s belief
hotspot. From here, the Blackfoot in the sanctity of nature.
sally forth to attack Coalition, D-Bee, „ Fort Dakota: Occupied primarily by
demonic, and rival Native American Sioux, this fort-city standing on the
settlements and forces alike. former site of Fargo, North Dakota,
„ Fort Apache: The Apache discovered serves as a bulwark against the
an abandoned NEMA military base Xiticix. These Renegades utilize their
in the Black Range mountains of New Fort Apache-designed tech to protect
Mexico (see Rifts ® North America: any nearby settlements threatened
Empires of Humanity). Reactivating the by the alien invaders, having made it
production facilities housed there, their crusade to turn the tide against
the Apache were able to manufacture the bugs.
power armor (including their own „ Niimíipu Preserve: The Niimíipu or
SAMAS units) and robot vehicles and Nez Perce tribe believes that the only
shared this technology with other way to save Rifts Earth is through
tribes. They now regret this kindness, the cooperation of all sapient beings.

65
Thus the tribe offered shelter to Tryth-Sal is a large city, but many of its
many D-Bee refugees over the years. halls echo with emptiness. The founders
Despite the tribe being staunchly built the city to house a population much
Traditionalist in outlook, these D-Bees larger than currently lives here, hoping
are fully integrated into the Niimíipu. people from all over the world would
Un fort u nately, t he Niimíipu someday travel here to learn the mystic
Preserve is the target of raiding practices of the Golden Ones. Many
Simvan, Brodkil, and Blackfoot. errant Sky-Knights quest abroad to battle
evil and spread word of their peaceful,
healing philosophy. The Lyn-Srial open
their city and their hearts to those who
TRYTH-SAL wish to build a better world and who
conduct themselves with nobility, honor,
and respect for others.
Tryth-Sal is beautiful, bright, and airy.
The Rift which brought the Lyn-Srial to
The Lyn-Srial carved many structures
Earth opened in the Grand Canyon. The
into the sides of the canyon; others seem
Golden Ones took the canyon’s natural
to float on the clouds themselves. The
majesty—the inspiring warm colors of
Lyn-Srial base their art and architecture
the rocks and the cool mists rising off the
on their beloved clouds and sun and
Colorado River each morning—as a sign.
everything they use is powered with
They built their new home here, a place
solar energy or magic. They eschew
beneath the surface but miles wide and
advanced human technology, except
filled with open sky.
devices powered by Techno-Wizardry or
solar batteries.
Life in Tryth-Sal
Tryth-Sal’s seclusion means the
The Lyn-Srial carved their new home into
Coalition and the True Federation know
the walls of the Grand Canyon above a
little about it beyond rumors. If they
stable nexus point. They named the city
found out more, the Coalition would act
Tryth-Sal, which means “Fallen Sun” in
to destroy the city while the Federation
their language. Thick mists constantly
would do their best to subvert it to
shroud the city, so it’s nearly impossible to
their own will.
see it from above or below—yet the mist
somehow amplifies sunlight, infusing
GOVERNMENT
the city with warm, golden light.
A council of twenty elders, made up of
This vibrant, invigorating light fills
Lyn-Srial, humans, and D-Bees, rules
visitors with a warm, peaceful feeling.
Tryth-Sal. The council selects members
Those who stay in the city for at least a
for their purity of spirit, loyalty to the
day gain the benefit of the Fast Healer
city, and brilliant minds; they serve for
Edge while here. Persons of ill-will feel
life or until they step down. Because the
uneasy and exposed in this light, as if
council are not just the civic leaders but
everyone around them can see their sins.
also the spiritual leaders of Tryth-Sal,
Creatures of darkness, such as vampires
the citizens usually obey their rulings
or dark spirits, cannot abide the touch of
without question.
the light and burn for 3d10 damage every
The Lyn-Srial are by nature a peaceful
round until they crumble to ash.
people, however they know the world is
filled with violence and evil. Laws within

66
Tryth-Sal are uncomplicated: all people between settlements to keep vampires,
must refrain from violence and respect demons, and other supernatural threats
others. The leadership responds to at bay. Legionnaires travel out west to
violence quickly and forcefully, but rarely explore, to reinforce the Legion’s ties to
lethally. Those who break the law usually Tryth-Sal, or to answer calls for help from
meet with attempts to educate them, to one of the many scattered settlements.
rethink their ways and reconsider their They know this is dangerous and
lives. The Lyn-Srial believe people commit uncharted territory, and reinforcements
most crimes out of anger, despair, or are a long way away when traveling this
desperation, and they know everyone has far from home.
within them the capacity for good. They’ve
even attempted (with little success, so far)
to redeem supernatural or alien evils. SAVAGE TALE:
Some people might call this philosophy
dangerously naive, but it makes up the
WORM FOOD
foundation of the Lyn-Srial way of life.
A dreadful horror makes its home in the
CLOUD CASTLES OF THE DAKOTAS
ghost town of Prescott, Arizona. The
During the last eight months of the Siege
streets stand empty, the buildings dark
of Tolkeen, Lord Coake requested the
and cold. Dust and tumbleweeds pile
Lyn-Srial to use their astonishing Cloud
up in the lee of the houses, and a pall
Magic to sculpt refugee camps from the
of desolation and loneliness hangs over
clouds above North and South Dakota.
the remains of the city. Most people give
The Lyn-Srial complied by crafting
this haunted place a wide berth; even
numerous floating castles in the sky,
Psi-Stalkers, Justice Rangers, and Cyber-
offering temporary housing for those
Knights rarely come to these parts.
fleeing Tolkeen’s fall. High enough in
The town sits on a ley line, with a
the atmosphere to avoid CS and Xiticix
nexus point only a few short miles
patrols and hidden deep enough in the
away, but that’s not the extent of the
cloud banks to not be seen from outside,
danger here. The town is populated
these Cloud Castles provide the citizens
entirely by Worm Wraiths, giving it the
of Tolkeen a chance to recover their
local moniker of Wormrot. No one has
courage before they turn to the harsh task
ever taken an accurate count, but some
of rebuilding their lives.
measures say there might be more than
See the Savage Tale Castles in the Sky
500 of the creatures here. This is unusual
on page 129 for more information.
because they usually travel alone or in
small gangs, and they seldom stay in
one place for very long. Wormrot has
THE TOMORROW been haunted by these creatures for over
LEGION IN THE a century, which leads many to believe
SPIRIT WEST the alien intelligence behind them lives
somewhere in or beneath the town.
Despite the vast distance separating them,
the Tomorrow Legion enjoys friends out Way Out West
west. The Lyn-Srial are steadfast allies and The heroes arrive at Arzno after a lengthy
Cyber-Knights patrol the lonely places journey accompanying a Community

67
Outreach Team seeking to formalize an As they begin to check their gear and
alliance (or at least a trade agreement) weapons, a ruckus breaks out at the
with the city leaders. The Civilian gate. A human child struggles against
Patrollers at the East Gate—the larger of the guards, trying to wriggle through
the two main gate structures, and the one their grasp and enter the city. If none
that handles most civilian traffic—wave of the heroes investigate on their own,
the Tomorrow Legion legation toward Lady Kalo sends them to inquire about
the West Gate instead. There they find the rumpus.
themselves compelled to check and
Lt. Waterfall sees you coming and
store all weapons larger than a personal
smiles with embarrassment. “Sorry,
sidearm (including Mega Damage close
folks. Memo here just can’t seem to get it
combat weapons) as well as power armor,
into his head that this is the military gate,
robot vehicles, and vehicles. If needed,
and he needs to check in at the East Gate.
Lady Kalo Efrid, the officer in charge of
We just can’t properly process him here,”
the mission, orders them to comply.
she says with a shrug.
The AMC mercs at the West Gate
behave with professionalism, welcoming The boy’s eyes light on the hero with
the Legionnaires as fellow soldiers. The the Iconic Framework or MARS package
AMC leadership runs a tight ship, and it bestowing the most heroic reputation
shows. The lieutenant commanding the (Cyber-Knight, Glitter Boy pilot, Reid’s
gate guards, Lt. Maxine Waterfall, takes Ranger, Spirit Warrior, etc.) and he breaks
time to ensure the heroes that no harm free to run to them. He pleads directly to
will befall their equipment. the hero to save his father.

68
“Please! My father, he was kidnapped! The Searchers
I was driving home the goats when I saw After running off the Leather Wings, the
three bad men in long coats taking him and heroes may search the farmstead for
our horses! I rode as fast as I could, but tracks. A successful Survival roll points
they must be hours away by now! Please them in the right direction and the chase
help me!” Memo shouts breathlessly. is on. If none of the heroes make the roll,
one of the mercenaries successfully picks
Lady Kalo gives the heroes permission
up the trail.
to go. Lt. Waterfall insists the AMC can
An hour of frantic pursuit lets the
handle it but welcomes the Tomorrow
heroes spot in the distance a group of
Legion’s assistance. After organizing
Worm Wraith “bandits” on horseback
a posse, the heroes head out with their
leading more horses by the reins. The
AMC reinforcements.
supposed bandits all wear concealing
Memo and his father, Guillermo Salas,
broad-brimmed hats and long dusters
herd goats at a small farmstead on the
with the collars turned up to hide their
far side of the Ramirez Ranch. As the
monstrous natures. Guillermo Salas lies
heroes arrive, they find the livestock
unmoving, tied across the back of the
under attack from a flock of Leather
central Worm Wraith’s horse.
Wings, opportunistically attacking the
The heroes begin on Card 1, as usual,
unguarded homestead. Most of the
while their quarry begins on Card 4. If
Leather Wings swoop down from the sky
the heroes possess vehicles faster than
to carry off the goats, but two sit on the
robot horses, they may outpace their
ground, ripping apart their kills. Memo
opponents, gaining a speed bonus when
screams and charges in heedlessly to
trying to Change Position (see Chases in
protect his livestock.
the Savage Worlds rules).
E Memo: A Civilian with the Young The Worm Wraiths make every effort
Hindrance, Riding d6, and Survival to lose the heroes, and attempt to Flee if
d6 riding a robot horse (see Savage they manage to extend their lead to four
Foes of North America). cards or more. They attempt to Change
E Lady Kalo Efrid: Cyber-Knight (see Position to get away, but fight back if
Savage Foes of North America). attacked. They may also use such tactics
E Lt. Maxine Waterfall Jr.: As a Magic as cutting the stolen horses loose to Force
Zone Mercenary with Persuasion d6, their pursuers (no AMC Mercenary is
the Woodsman Edge and Survival going to fire on or run over the horses)
d10 (see page 171). Lt. Waterfall or have a few of their members Change
pilots an Arzno TWA-1230JR Position to Melee Attack range to unleash
Jackrabbit (see page 40). their Fear ability on the heroes. Heroes
„ AMC Mercenaries (1 per hero): As attempting to Board a stolen horse or
Magic Zone Mercenaries (see page a Worm Wraith’s mount certainly find
171) riding robot horses (see Savage themselves subjected to Fear.
Foes of North America). Whether the Worm Wraiths manage
„ Leather Wings (2 plus 1 per hero): to Flee or the heroes rescue Guillermo
See page 182. Salas, Lt. Waterfall recommends the
heroes make camp against the coming
darkness and resume pursuit in the
morning. If the heroes do camp, this
presents an opportunity for an Interlude

69
as they tell tales around the campfire. If the Legionnaires succeeded in
The GM may also complicate the night rescuing Guillermo, they may proceed
with an attack by Great Canyon Worms onward anyway to satisfy their own
or a Panthera-Tereon. curiosity. Persuading Lt. Waterfall and
In the wee hours of the morning, one the mercenaries to accompany them
of the mercenaries wakes the camp requires beating her in a Social Conflict.
shouting about a snake in his boot. A pair Waterfall is pretty determined that the
of Worm Wraith spy worms try to slither mission is over, and uses her Persuasion
out of the camp, leaving the mercenaries to oppose the heroes' arguments.
and Memo on edge for the rest of the Wormrot occupies the ruins of the
night. They suffer a level of Fatigue the former historical district of Prescott,
next day. Heroes who fail a Fear test Arizona, strangely preserved against the
suffer the same fate from their disturbed destruction of the Great Cataclysm. The
night's sleep. surrounding suburbs sit overgrown and
nearly invisible under the shrubs and
E Guillermo Salas: A Civilian with
desert. The repairs the Worm Wraiths
Riding d6 and Survival d6 (see Savage
have made to the town cast the buildings
Foes of North America). Guillermo is
in more of an Old West style, a false
Fatigued from Bumps and Bruises
front to buildings erected in the mid-
„ Worm Wraiths (2 plus 1 per hero):
20th century.
Riding normal Horses, see page 188.
If he hasn’t been rescued, then
„ Stolen Riding Horses (2 per Worm
Guillermo Salas sits trussed in an
Wraith): See Horse in Savage Worlds.
abandoned dry goods store on the north
side of the city square. The Worm Wraiths
Wormrot
plan to devour him but await the rescue
If the heroes haven’t rescued Guillermo
attempt in hopes of supplementing their
yet, they pick up the trail the next morning
feast. In the meantime, they wander about
and continue on to Wormrot, passing
town almost like the ghosts of long-ago
through the eerie rocky outcroppings
settlers, weirdly mimicking the routines
of the Granite Dells. Lt. Waterfall warns
of people they never knew.
them off, quietly admitting that Guillermo
Depending on the player’s plan, the
must be dead by now. Otherwise, Lt.
GM might run Guillermo’s rescue or
Waterfall realizes how close to Wormrot
the heroes’ reconnaissance as a stealth
they are camped and quietly tries to get
mission or a combat encounter. While
everyone to leave.
numerous Worm Wraiths wander the
“People tell stories around the campfire, street in mockery of human inhabitants,
of travelers arriving in what appears to many more lurk in the nearby buildings
be a small but thriving western town, waiting to ambush would-be rescuers.
men in hats and long coats and women
„ Worm Wraiths (3 per hero): See page
in bonnets and gingham dresses bustling
188. For each Worm Wraith milling
about. The townsfolk are strangely quiet,
about in the open, two more lay in
their faces shrouded in shadow—but
ambush.
when the luckless traveler approaches
and tries to speak to them, they reveal
themselves as creatures straight out of a
nightmare!” Lt. Waterfall whispers.

70
CHAPTER
SIX

THE MAGIC ZONE

T
he term “Ohio River Valley” risk the threats of the Magic Zone to make
designates not merely the actual lives for their families, while determined
river valley itself—which is only human magicians, drawn to the immense
scores of miles wide at its largest—but power of the place, establish sanctums
is a pre-Rifts colloquialism to describe a where they can experiment and study.
much broader swath of North America
encompassing the course of both the Getting There
Ohio and its many tributaries. Expeditions from Castle Refuge must
Uncounted nexus points and ley lines first cross the Mississippi, avoiding the
flood the greater Ohio River Valley, patrols of the Coalition States Brown
earning it the name “The Magic Zone.” Water Navy and the forces in CS Missouri.
Dominated by the fractious Federation of The first part of the journey offers the
Magic, the Magic Zone offers both hope opportunity to restock and get their
and danger to the Tomorrow Legion. bearings in MercTown before heading
into the eerie Magic Zone wilderness (see
Rifts® North America: Empires of Humanity
for more information on the CS Brown
BACKGROUND Water Navy and MercTown).
Travelers in the Magic Zone find it
difficult to navigate by the stars. An
eerie blue glow illuminates the night sky,
The Magic Zone stretches 1,000 miles
a strange echo of the light pollution that
long and nearly 200 miles wide at its
blanketed the cities of Earth before the
widest. Despite the pervasive danger,
Great Cataclysm. The hundreds of ley
people still live here. Small settlements
lines and nexus points crisscrossing the
dot the outer fringes of the Magic Zone:
Mississippi River and Ohio Valley cause
farmsteads, logging camps, trade posts,
this skyglow. During eclipses, planetary
and more. D-Bees driven from Coalition-
alignments, and the solstices, the glow
controlled areas find little choice but to

71
lights the night for a thousand miles who range from mischievous at best
around as the power of the ley lines spike, to hostile at worst. Trolls lurk at river
causing Rifts to open at the nexuses. crossings; giants and ogres roam the hills.
Warbands of displaced orcs compete with
Flora & Fauna Simvan monster riders and other nomads
The skyglow is only the most visible of for hunting grounds.
the changes wrought upon Rifts Earth
by this conjunction of eldritch energy.
The Rifts make much of the Magic Zone THE LOWER OHIO
uninhabitable by humans or even most
civilized D-Bees; their frequent openings
RIVER VALLEY
mean constant incursions from predatory
monsters and hostile demons. In places, At the upper end of the Magic Zone, just
terrifying apex predators from across north of where the Ohio River meets the
the Megaverse ® hunt each other after Mississippi, a constant and brilliant blue
devouring all the prey. In other places, light glows. Here lies 13 nexus points and
battles between rival demon clans turn over 100 ley lines, though some contend
the land into a literal hellscape. over 200 ley lines run through the area.
Even seemingly idyllic landscapes Today, this convergence spans over 80
hide dangers. Green forests conceal miles, centering around the area of what
Faerie Folk—brownies, nymphs, pixies, was once East St. Louis, Illinois.
sprites, and more— Those who dare to venture here face
many dangers. Like any nexus points

DEVIL UNICORN

72
throughout Rifts Earth, the 13 here open relates back to the mound’s history, but
regularly, and the supernatural take no one knows for sure what caused the
advantage of these moments to emerge magical energy to amass here.
into this world. Three events always lead One theory believes a temple, built
to the opening of Rifts: the Equinoxes at the mound’s zenith, focused the
and Solstices and planetary alignments. area’s PPE. This energy accumulated
At these times, Rifts open throughout over many centuries, only released by
the area and remain open for anywhere the Great Cataclysm. However, many
between 12 to 24 hours. In addition, practitioners of magic believe the
monsters of all types, including dragons, extraordinary amount of PPE came
Faerie Folk, and other magical creatures, from the long-enduring population of
find themselves attracted to the collected the area. Monks Mound’s prominence,
magical energy. they speculate, caused the natural magic
imbued within the inhabitants of the area
Indian Mound Nexus to be collected in the mound, and it found
One nexus point, the Indian Mound release during the Great Cataclysm. Due
Nexus, stands largest above the other 12. to the magnitude of said magical energy,
At one time, an ancient Native American however, no one may ever know for sure.
population built the center of their
agricultural society along the Mississippi Devil’s Gate
River. These peoples built upwards of Conspiracy theorists claim a secret
120 mounds within 6 square miles. The society of occultists built the aptly-named
Indian Mound Nexus was Monks Mound, St. Louis Memorial Park Gateway Arch in
a pyramid built from four earthen the years before the Great Cataclysm to
terraces. Later generations destroyed siphon the site’s dormant ley line energies.
most of the mounds while Monks Mound The Coming of the Rifts tore open a
endured, looming over the many others gaping hole in space and time through
surrounding it. the span of the arch, creating the now
Among those who study magic, debate permanently-open Devil’s Gate through
continues as to how such a place became which D-Bees, demons, and monsters
one of the eleven mega-powerful nexus poured for centuries.
epicenters. All agree a ley line always ran The influx recently stopped when the
through here. They also accept the power Coalition built a wall around the arch.

You're crazy, I don't care how many creds the Shifter is paying, I'm not going
after a Devil Unicorn! No those things aren't dumb, they're smart enough to speak
American better than you…Who cares. If he wants the horn so bad let him go
get it himself. Wait, he said he'll turn you into a what? Can he really do that?
—"Scooter" Kessler, Vagabond Adventurer

73
Determined to put the fear of technology The ghost towns—Fadetowns in flux—
in magic-users everywhere during the appear as nothing more than shades of the
early days of the Siege of Tolkeen, the CS town, including buildings, people, and
flew in pre-fab fortifications and erected animals. Those in flux can continue life
a towering containment bunker around as normal, but they cannot communicate
Devil’s Gate. with those not in the Fadetown. They
Lord Du nscon watc hes w it h can hear and see the goings-on in the
amusement. He knows — as every physical world, but they cannot interact
practitioner of magic knows—that no with it. Even magic can find itself fading
one can close or destroy Devil’s Gate. The out, sometimes ceasing to work while
bunker does nothing to obstruct the ley the town is in flux. The only means of
lines running through the Rift, and the interaction comes from psionics.
Coalition’s obsession with controlling the Some effects bring benefits. People in
Devil’s Gate means they ignore dozens of flux do not need to eat or drink, they do
other nexus points in the area—including not get sick, and they do not die. Most
the Indian Mound Nexus in East St. importantly, the location of Fadetowns
Louis. The CS occupation makes no dent provide protection. Ley line storms pass
in the use of local ley lines and Rifts by over them and Rifts do not open in or
Lord Dunscon and the True Federation of near them. Detection powers do not
Magic; instead they find their resources work; Psi-Stalkers and Dog Boys cannot
bled dry. find these locations, which keeps them
More information about Devil’s Gate safe from the Coalition.
may be found in Rifts® North America: Life in a Fadetown revolves around the
Empires of Humanity. magic of the ley line. The magic’s energy—
either benevolent or malevolent—affects
each town. Many are peaceful farming
THE STRANGE communities employing communal
AND WONDROUS strategies, like community storehouses,
FADETOWNS to care for the entire population. Others
are secret bases, hiding those who
exploit the area and its magic. Criminals,
Fadetowns, on the surface, seem like mercenaries, and bounty hunters stage
perfectly normal settlements. Located on raids from their towns, and dragons,
ley lines, these communities of humans sorcerers, and monsters work to realize
and D-bees exist between dimensions— their fiendish schemes.
fading out of one dimension and into
another. The fade events occur at random, FADETOWN RANDOM GENERATOR
making life difficult for inhabitants. Game Masters looking to populate the
As a town fades, it experiences a range Magic Zone with smaller settlements can
of effects. Some outright disappear, others roll once on each of the following tables
exist in flux. Some Fadetowns relocate— to generate random Fadetowns, or for
the whole town moves to a spot along the inspiration in creating their own. The
ley line or onto a connecting line. This GM should feel free to roll again if they
can place the town either near to or far don't like a result, or choose whichever
from its original location. entry best fits with their vision for the
settlement.

74
POPULATION
D8 RESULT
Primarily Human: Most of the populace are human, but they do not exclude
1– 3
D-Bees
Primarily D-Bee: Most of the populace are D-Bees, but they do not exclude
4–6
humans.
Human Separatists: While perhaps not the human supremacists of the
7 Coalition States, the populace of this Fadetown openly discriminates against
D-Bees.
D-Bee Separatists: More likely driven by fear of this strange world than any
8 feelings of supremacy, the D-Bees of this Fadetown attempt to stake out a corner
of Rifts Earth just for themselves.

ECONDOMY
D10 RESULT
Farmers: The fields, gardens, or orchards of this Fadetown fade with the
village itself, either because they are contained within the village walls or
1– 3
because the fade effect extends far enough. This allows the Fadetown to
maintain stable crops, though it may not grow enough to share with outsiders.
Hunter-Gatherers: The instability or small size of the fade effect leaves
the inhabitants of this Fadetown unable to support themselves through
4
agriculture. Instead they must forage or hunt, though this lifestyle may not
impact their technological level.
Raiders: The inhabitants of this Fadetown prey on other settlements, sending
5 out raiding parties when they stabilize. They may also rob visitors who
mistake them for safer locations.
Ranchers: While the territory within or around this Fadetown may not
support crops, it does provide ample pasturage. In the deep forests of the
6 –7
Magic Zone, pigs are a particularly popular livestock, easily subsisting on
acorns.
Traders: The location and stability of this Fadetown allows the inhabitants
access to materials for a trade in stoneware, textiles, or similar wares—or the
8–9
regularity of its route along the ley lines offers the inhabitants the chance to
be traveling merchants.
Other: The inhabitants have found some other unusual means of supporting their
10 town. A Fadetown traveling a regular circuit that brings it close to other settlements
might function as a traveling entertainment district or serve as a postal hub.

FADE CYCLE
D6 RESULT
1–2 Very Frequent: The town fades once every d20 hours.
3–4 Moderately Frequent: The town fades once every d20 days.
5–6 Infrequent: The town fades once every d20 weeks.

75
FADE EFFECT
D12 RESULT
Vanishes: The Fadetown and its inhabitants simply vanish, leaving bare
1–2 earth behind until the town’s next fade cycle. Those who vanish exist in a
suspended state until they return.
Partial Vanish: 6d6% of the population and structures vanish as above, while
3
the rest remains unchanged.
Ghost Town: The Fadetown and its inhabitants become incorporeal
4 – 5 until the town’s next fade cycle. This functions as the intangibility power;
communication with the incorporeal inhabitants requires telepathy.
Partial Ghosting: 6d6% of the population and structures turn intangible as
6
above, while the rest remains unchanged.
Teleportation, Close: The Fadetown and its inhabitants instantly relocate to
another site on an intersecting ley line within one mile. The Fadetown may
7– 8 return to its original location on the next fade cycle or teleport to another
new location. Some Fadetowns make regular circuits of their teleportation
locations.
Teleportation, Distant: The Fadetown and its inhabitants instantly relocate
to another site on an intersecting ley line within 5d20 miles. The Fadetown
9 –10 may return to its original location on the next fade cycle or teleport to another
new location. Some Fadetowns make regular circuits of their teleportation
locations.
Magic Ebb: Any powers linked to PPE or ISP halve their damage, Duration,
and range while the fade is in effect. PPE and ISP reserves are reduced to half
11 their original amounts and take twice as long to regenerate. This effect may
be accompanied by strange lights, weird clouds, or a sense of malaise, but no
other game effects.
12 Multiple Effects: Roll twice, disregarding incompatible results or this result.

of Magic, rulers of Dweomer, made the


MAGESTAR dream unattainable. Kara Zane, the
head of the Mystic Triad, and the other
two members, Hugh Madding and Dan
Ironforge, reluctantly led a group of 100
The founders of Magestar, the Mystic
or so idealists into the wild to create a
Triad, voluntarily exiled themselves
settlement to embody their dreams.
from the City of Dweomer to bring good
to the world. The principles of peace,
Life in Magestar
acceptance, and magic inspire the Triad
Today, the population of 2,500 (and
so much they wanted their home city to
growing) dedicate their lives to doing
act a beacon, one shining its light on the
good. Cyber-Knights, specifically,
best of magic and civilization. However,
maintain a valued role in Magestar’s
the strict isolationist policies of the Lords
governance and protection. In the early

76
years, a faction of Cyber-Knights took mission of goodwill. Lazlo hesitantly
up Magestar’s cause and organized an accepted their outreach. Before its fall,
outpost. After the fall of Tolkeen, those Tolkeen did as well. The unconditional
veterans traumatized by the war now turn generosity of Magestar also gained
to Magestar as a refuge. The city offers a them the friendship of some Fadetowns.
safe space for them to regain their inner Even though Dweomer has no formal
peace and rediscover their calling. Fallen relationship with Magestar, the Lords
Cyber-Knights find assistance as well. of Magic continue to respect the Mystic
While many of the early settlers from Triad. Unfortunately, the Mystic Triad’s
Dweomer were magic-users believing evangelism makes little progress
in Kara Zane’s cause, four-fifths of beyond that.
the current population possesses no
magical knowledge. Instead, they came The Mystic Triad
to Magestar for safety and respect. In The Mystic Triad were born and raised in
places like Dweomer, those without Dweomer. Each possessed an affinity for
magic must accept the superiority of the magic and devoted their lives to the three
magically-inclined; Magestar, however, Brotherhoods they joined. In time, Kara
preaches complete equality. The Mystic Zane, Hugh Manning, and Dan Ironforge
Triad realizes their town needs a robust developed a friendship, founded in their
citizenry with numerous skills; without belief in magic’s potential to do good.
them, the city would fail. To emphasize When Kara Zane decided to set out and
this equality, Magestar elects its bring that belief to life, Hugh and Dan
government, the Ruling Council. joined her.
„ Kara Zane, head of the Mystic Triad
GOVERNMENT OF MAGESTAR
and elected leader of Magestar,
The Ruling Council both wishes to build
trained as a High Mage in Dweomer.
alliances with like-minded neighbors and
Her inquisitive mind and drive led
stay hidden. The community has limited
her to complete her training with
defense from threats like the Coalition
the Brotherhood of Magic, and she
States and Lord Dunscon. Like Dweomer,
quickly earned her title as Lord
they employ magic to protect the city, but
Magus. What drove her to success
their resources are strained. A troop of
also inspired her dreams. Kara
around 150 mercenaries and headhunters
began questioning the isolationism
operate as a defense force. Despite being
of Dweomer. She believed Dweomer
soldiers-of-fortune, these defenders
could change the outside world’s
believe in the greater cause; they want to
view of the arcane. She could no
do good and further the ideas of peace and
longer stand idle, so she prepared
freedom. They patrol the area to keep the
to leave the city. The other members
city safe, and they also rescue refugees
of the Triad joined her crusade and
who come into nearby lands. Combining
set out to build Magestar. Kara’s
these two strategies with a tendency to
optimism and fervor exemplify the
not engage in conflict keeps Magestar safe.
Magestar ethos. The people elected
Kara Zane believes only through
her leader, and she fulfills this role
alliances can Magestar help others and
happily. Magic allows her to more
demonstrate the beneficence of magic. In
fully help others and positively
the early years, the support of the Cyber-
impact their lives. Kara lives and
Knights helped Magestar with their

77
breathes kindness. That devotion, did not study and instead relied
though, can endanger her and others. on his overabundance of natural
She takes on any task that spreads talent. Dan dreamed of sharing
goodwill to others. Fortunately, his inventions with the rest of the
she has her greatest admirer, Hugh world. He wanted others to admire
Manning, to keep her from taking his genius and to use his work to
any rash action. create a better world. Continuing his
„ Hugh Manning did not specifically life in isolationist Dweomer would
plan on leaving Dweomer. He not allow that, and so he joined the
distinguished himself as a great Mystic Triad. His position within the
solider, long ago. Those years of Triad led to his election to the Ruling
experience as a Battle Magus gave Council. He oversaw the building of
him unique insight to the world the city. At first, he relished his role
outside his home. He saw the supervising the Techno-Wizards—
danger the Coalition States posed; but as a member of the government,
he believed even the Lords of Magic he finds himself far busier than he
could not withstand a direct assault. expected. He can spare little time
Kara Zane’s hope to build an alliance for creation. His very reasons for
seemed prudent to him, and his striking out for Magestar stand in the
unwavering respect for her led him way of his dreams, but Dan Ironforge
to join the crusade. Hugh provides does not give up. He works hard to
a voice of reason to the Triad. His quickly establish the city and its TW
wisdom helps him see the need production, looking forward to the
for caution in seeing Kara’s dream day he can return to his forge and
reach fruition. Hugh remains loyal create for Magestar and the world.
to Dweomer and the Lords of Magic.
Though the Mystic Triad hopes to build
When he left Dweomer, High Lord
a strong alliance, they have no desire
Brethan D’zir charged him with
to ally themselves with the Kingdom
protecting the other members of the
of Dunscon. They despise everything
Triad. If Magestar fell, he would lead
Alistair Dunscon and his fiendish allies
the Mystic Triad back to Dweomer
stand for. This disgust does not lead to
where they could return to their
any direct challenges. Minor skirmishes
earlier positions—but Magestar’s
outside the city do occur from time-to-
continual growth and successful
time though. This works well for Alistair
defense suggests Kara’s grand dream
Dunscon, who considers Magestar
of kindness and peace could happen.
beneath his notice. To him, the Mystic
For now, Hugh does not fully invest
Triad are fools destined to eventually
himself in the cause but worries the
destroy themselves.
choice looms in the future.
Magestar perseveres. The Ruling
„ Dan Ironforge lives for his dreams.
Council makes careful decisions; as
Even before joining the Mystic Triad,
elected officials, they work for the entire
Dan spent his days at the forge
community and its best interest. When
creating new, innovative weapons
the council does not have an answer, they
and armor. Like Kara Zane, he
turn to the Grey Seers. These advisors
excelled at his work as a Lord Magus
help Magestar to stay safe, grow, and
for the Brotherhood of Creation.
fulfill its goal.
Unlike his comrades, the dwarf

78
THE SOCIETY
THE GREY SEERS
OF SAGES

Mystics specializing in divination, the A secret society of human supremacists,


Grey Seers use the insights gained from this harmless-sounding organization of
communing with the divine to prevent alchemists and mages hones their magic
disasters and loss of life. Members of in an attempt to exterminate dragonkind.
this small society brave the wrath of The Society of Sages surreptitiously
local lords—Federation, Coalition, and purchased the secret of Dragon Juicers
everything in between—to bring word from Stormspire, and now manufactures
of impending danger or counsel against them to gather draconic fluids and tissues
the road to war. They are unpopular with for magical experimentation. They
politicians, even as they save the lives keep a very low profile, wisely fearing
of thousands of common folk. A few retaliation from not just dragons but also
communities appreciate the Grey Seers the Federation of Magic.
and welcome their divination; Magestar Cagliostro Smith, a Ley Line Walker
and its Ruling Council regularly seek originally hailing from Old Detroit,
their assistance. manages the Society’s affairs out of
Perhaps 200 or so Grey Seers live Kingsdale, the rough-and-tumble trading
in a dozen small enclaves scattered settlement north of Castle Refuge.
throughout the Magic Zone and as far Though Kingsdale serves as the Society of
away as Lazlo and the outskirts of Chi- Sage’s unofficial headquarters, even there
Town. Fewer than ten Seers live in each they operate in secret, infiltrating local
enclave alongside between 50 and 100 guilds while steering clear of the nearby
followers who defend and provide for dragons. Smith trades on his well-known
the Mystics. Few of these acolytes seek exile from both the Kingdom of Dunscon
to become Grey Seers themselves as the and Dweomer to present himself as a
order demands strict asceticism. world-weary, humbled scholar—all the
The Grey Seers eschew technology and while masterminding a web of intrigue
luxury, living with only basic amenities crisscrossing Rifts Earth.
and accepting neither fame nor fortune Bands of mercenaries led by Dragon
as reward. They take vows of pacifism, Juicers venture far from human habitation
fighting only in self-defense, espousing a to hunt dragons, while loyal Ley Line
creed of tolerance for all living things— Walkers travel the globe to study and steal
even supernatural monsters. They ally draconic secrets. The most dangerous
with no government, risking the wrath of their agents, a former Cyber-Knight
of both the Federation and Coalition by turned Dragon Juicer called the Slayer,
speaking truth to power. even assassinates dragons protecting
In pursuing this course of tolerance small settlements in the Magic Zone.
and unselfish aid, however, the Grey The Society of Sages is fixated on
Seers can be blind to the deceitfulness of dragonkind, and sees it as humanity’s
others, and sometimes find themselves greatest rival for control of the
manipulated by those with darker world, actively opposing the Cult of
agendas, like the Society of Sages. Dragonwright (see page 123).

79
THE VANGUARD THE TOMORROW
LEGION IN THE
MAGIC ZONE
The Vanguard see themselves as
humanity’s first line of defense against the Magestar quickly solidified an alliance
aliens. Despite decades of persecution, the with the Castle Refuge community as
mages of the Vanguard remain loyal to the soon as they became aware of the Legion.
Coalition States, valuing the Coalition’s The two settlements seek a similar future,
human supremacist prejudices higher one where all people enjoy freedom and
than the CS condemnation of magic. find peace. Magestar aids the Tomorrow
Founded by magic-users who fought Legion in any way it can and they often
with the Coalition during the Battle seek, and receive, the same in return.
of Chi-Town, the Vanguard found This alliance connected the Tomorrow
themselves declared an enemy of the Legion with the Grey Seers. Though most
state in the later purges. Nonetheless, of the Legion’s leaders do not wish for the
the society of mages survived, becoming divination of the Grey Seers, they know
a mobile guerrilla force fighting the the Grey Seers’ offer of advice remains.
Coalition’s enemies in places normal CS The other two independent groups
troops could not go. In the lead-up to the in the Magic Zone, the Society of Sages
Siege of Tolkeen, hundreds of Vanguard and the Cult of Dragonwright, do not
agents infiltrated Tolkeen society, acting get along well with the Tomorrow
as saboteurs and insurgents until the war Legion. These groups see the heroes as
finally came. inconveniences at best and challenges at
Today, the 200 or so members stationed worst. The feeling is mutual. The Sages’
in the Magic Zone have turned their zealotry knows no bounds, which puts
sights on the Kingdom of Dunscon and everyone in danger. Their use of Dragon
Dweomer. They hope to once again attack Juicers creates an even greater divide
the enemy from within. This proves between the two groups. On the other
difficult regarding Dweomer, as they hand, the dragons clearly have plans to
have not yet discovered the city’s location, subjugate much of the population.
and cells who attack the Dweomer The Vanguard poses the greatest
military do not return. In Dunscon’s case, threat. Their secretive nature makes
their efforts may be for naught. Bloodmist them elusive and dangerous. Most only
already whispers the name “Vanguard” know the Vanguard second-hand. The
in his lord’s ear, and the paranoid genius Tomorrow Legion does not actively seek
makes plans to deal with them. them out, but a handful of units have
faced these Coalition adherents. For the
most part, these cells do not survive the
engagement.

ENCOUNTERS IN THE MAGIC ZONE


To generate encounters in the Magic Zone,
use the new Magic Zone Encounters table
in conjunction with those found in the
Game Master’s Handbook.

80
The Fadetown will soon vanish into
SAVAGE TALE: MISLED nothingness for several weeks, but your
TO SLAUGHTER oaths to the Tomorrow Legion demanded
you intercede.
You have tracked the beast to its cave
While on a supply run into the Magic
and must decide the best tactics to
Zone, the Legionnaires rescue a band
defeat the devil unicorn while shielding
of Tolkeen refugees. When they arrive
the captives from harm. You must act
at their destination, they find the site
quickly, both to save the D’Norr and to
overrun by cannibal bandits and must
get to Slaughtersville on time!
protect the refugees as they extricate
themselves from the malevolent Fadetown. The devil unicorn makes its home in
a U-shaped network of limestone caves
The Blasted Unicorn opening off a riverbank. One of the
The adventure begins with the heroes chambers of the cave links to the river,
several days into their journey to a half-filling the chamber with stagnant
Fadetown named Slaughtersville, about water. The captive D’Norr—two youths
470 miles northeast of Castle Refuge. named Yldrr and Senn and a young
They guard a shipment of four tripod- woman named Orrly—huddle together
mounted vehicular TW-Mini Guns to in a chamber in the middle of the arc.
trade for a large shipment of preserved They are Exhausted from enduring the
and smoked grauper pork products. If devil unicorn’s sadistic tortures.
the Legionnaires have no vehicles of their Fully sapient and cruelly cunning,
own, they have been issued two Zone the devil unicorn attempts to outsmart
Ranger ATVs to transport the goods (and the Legionnaires. Depending on how
the services of two Tomorrow Legion stealthily the heroes attempt to approach
Operators to drive, if needed), though its lair, it tries to spy on them from the
packing the weapons into the vehicles cave mouth or while submerged in the
leaves little room for any passengers. river. It also utilizes psychological ploys
Read or summarize to the players: against the heroes, threatening to murder
its captives and using its Demonic Laugh
It should have been easy, as far as
against them. The devil unicorn may be
expeditions into the Magic Zone go.
fearless, but it is also no fool and attempts
Go-betweens had already arranged a
to flee if outmatched.
trade of Arzno-manufactured weapons
Whether or not the heroes manage to
for a winter’s supply of grauper “ham”
save any captives, the refugees beg to go
and “bacon” from Slaughtersville—a
with them when they return to the D’Norr
Fadetown known as the only home of
camp. The D’Norr are scholars, not
the hog-sized quadrupedal avocados.
survivalists, and their attempts to make
Delivering the arms and picking up the
it on their own invariably result in misery.
“meat” should have been easy.
Characters with the Code of Honor or
That was before you came across the
Heroic Hindrances cannot ethically leave
refugee D’Norr Devilmen, citizens of
the D’Norr behind, and so must take the
fallen Tolkeen who had been trying—
refugees with them. As compensation,
and failing—to eke out a life in the
the D’Norr happily volunteer to fuel
Magic Zone wilderness. Several days
the Zone Rangers with their PPE.
earlier, a devil unicorn captured several
D’Norr, stealing them off to its den. E Devil Unicorn: See page 177.

81
„ D’Norr Captives (Yldrr, Senn, a jagged wooden palisade topped with
Orrly): Use the Civilian stats from ragged lengths of razor wire and scrap-
Savage Foes of North America with metal armor panels. Two mismatching
the D’Norr racial abilities from The guard towers support a pair of signposts.
Tomorrow Legion Player’s Guide. They One sign reads “Welcome To” and the
are Exhausted. other—which several villagers are
„ D’Norr Refugees (2 per hero): attempting to lift back into position—
Civilians with the D’Norr racial reads “Slaughtersville.” Thick, gray
abilities as per the captives. smoke carrying the smell of seasoned
flesh pours from numerous chimneys
Where There’s Smoke… in the village, but Dog Boys and other
According to the heroes’ maps, characters with appropriate olfactory
Slaughtersville sits another 15 miles abilities instantly notice that the scent is
from the refugee camp (approximately somehow wrong.
five hours away on foot). The thick oak Many players will naturally be
forest slows ground vehicles to half- suspicious of this unwelcoming
speed and blocks visibility farther than appearance, but the villagers begin
250 yards. Game Masters should adjust hooting and hollering and urging
the following encounters accordingly for the heroes to come on in to town as
flying characters. soon as they are spotted. Suspicious
Grunting graupers — ambulatory players have good cause to question the
extradimensional plants resembling a situation. Slaughtersville went into its
cross between a pig and an avocado— fade cycle mere moments before it came
stalk the forest surrounding the Fadetown, into sight, vanishing into nothingness
snuffling for acorns. They move slowly— for the next three days. It was replaced
each step involving their shallow roots by Sawneytown, a distant-teleporting
digging into and then out of the soil— Fadetown home to cannibalistic reivers.
and present no harm to anyone. If the heroes refuse to come into town,
A mile out, the heroes hear the faint the gate guards sound the alarm and
bass oompah-oompah of drums and tubas, open fire.
accompanied by the soon-audible sounds
„ Sawneytown Welcoming Committee
of accordions, clarinets, and trumpets.
(6): As Magic Zone Mercenaries
Half a mile out, the scent of smoking
(see page 171). Both towers sport
grauper meat reaches their noses. At a
vehicular Light Rail Guns, but one is
quarter of a mile out, the music suddenly
out of ammo.
ceases, replaced a moment later by
incongruous heavy metal.
Human Isn’t Vegan?
The trees around Slaughtersville are
Assuming the Legionnaires come to the
cleared out to a range of 500 yards in
gate, they find the guards suspiciously
a circle around the village in order to
well-armed but ebullient. If questioned
hinder surprise monster attacks. As the
about their weapons, the guards remind
heroes emerge from the forest, this clear
the heroes that the Magic Zone is a
line of sight gives them a good look at the
dangerous place and attempt to usher
Fadetown.
them into the village.
Slaughtersville appears far more
The mayor of the town strides forth to
ramshackle than expected. A neat,
meet them, his bodyguards right behind
shoulder-height stone wall sits in front of

82
him, attempting to distract them from the the surprised D’Norr at arm’s length,
ill-kept buildings and blood-muddied dirt tears coming to his eyes. “Oh, you poor,
paths. At his gesture, somebody cuts the luscious child! You look so lost and
power to the shambolic conglomeration afeared. Welcome to Slaughtersville. We
of speakers patched together in the town are going to treat you right.” He turns
square, silencing the raucous music. The back to you. “How can I help you, my
mayor is a tall, handsome, wild-eyed fellow warriors?”
human male whose dragon-hide armor
If reminded of the meat-for-weapons
and drug harness immediately identifies
trade, he blames his forgetfulness for his
him as a Dragon Juicer.
error. He eagerly orders some underlings
“Alright! Alright! Alright! Woo-hoo!” to take possession of the weapons and
crows the leader of the town as he sashays tries to persuade the heroes to stay
toward you. “Domhnall Aloysius Pyre overnight and load up their vehicles in
at your service—but my friends call me the morning. He also offers to take in the
‘Dom.’ Mayor for life of…” He trails off D’Norr refugees, enabling the heroes to
and snaps his fingers a few times before more easily return to Castle Refuge. In the
resuming. “Slaughtersville! Slaughtersville, meantime, he suggests a welcome feast.
of course. My profuse apologies; the Sickeningly, the flesh of sapient beings
Dragon Juicing, it…um…affects the is what he offers to fill the heroes’ bellies;
mind a little. My memory is terrible.” it is human and D-Bee meat smoking in
“Oh my!” Dom cries, dashing past you the Sawneytown sheds. The Fadetown
to snatch Orrly into his arms. He holds travels a lengthy circuit, teleporting

83
to occupy the physical space of other „ A successful Stealth roll lets a hero
Fadetowns when they vanish. The sneak away from the celebration
Sawneytown inhabitants murder visitors to investigate the smokehouses or
seeking these other Fadetowns, knowing slaughterhouse, where they can
the disappearances will just be blamed easily see that the cuts of meat are
on the dangers of the Magic Zone. Few not graupers.
even suspect that Sawneytown exists.
When combat inevitably breaks out, the
reivers fight with reckless abandon. Dom
DINNERTIME
is sorely overconfident at first, but panics
Dom plans to ply the Legionnaires
once he loses two-thirds of his forces.
with tainted moonshine and attempt
He attempts to surrender, promising to
to murder them when they succumb,
tell everything to the heroes—which
stealing their gear and slaughtering both
he does, explaining that everything
the heroes and the D’Norr for food.
within the stone wall vanishes when
If the heroes accept the drugged
Slaughtersville fades. While the heroes
drinks, they must make a Vigor roll or
wait for their real destination to return,
be affected by a Strength 2 Knockout
he attempts to escape or trick the heroes
poison (see Hazards in Savage Worlds). In
into being carried along by Sawneytown
the event that all the heroes are knocked
if he cannot get loose.
out by the poisoned moonshine, they
awaken in time to see the Sawneytown
AFTERMATH
reivers murder the last of the D’Norr.
Once the imposter town fades, the heroes
They awaken stripped of their gear and
can await the return of their original
are tied up and led to a slaughterhouse.
destination. Negotiations with the
The reivers intend to make the heroes the
Slaughtersville inhabitants go easily once
main course at the next feast.
that town fades back into existence, still
If the heroes are suspicious of their
in the middle of their autumn harvest
strange hosts and decide to investigate,
festival as if they never left. The thankful
they easily find plenty of evidence of the
townsfolk provide twice the promised
reivers unwholesome intentions:
grauper meat if the Sawneytown situation
„ Vronwor, Vampires, and other is explained and promise to continue the
characters who may have cause to trade with Castle Refuge indefinitely.
recognize the taste of human flesh,
E Domhnall “Dom” Aloysius Pyre:
immediately realize they’re not
Dragon Juicer (see page 169) with
eating pork—let alone grauper flesh.
the Attractive and Charismatic
„ A successful Notice check lets a hero
Edges.
spot the pile of alternative place-
„ Dom’s Bodyguards (Verne, Shirley):
name signs propped up near the
Dragon Juicers (see page 169).
gate. If the heroes have ever visited a
„ Sawneytown Reivers (2 per hero):
vanishing Fadetown before, its name
As Magic Zone Mercenaries (see
is on one of the placards.
page 171).

84
CHAPTER
SEVEN

THE FEDERATION
OF MAGIC

S
ettlements are far more prevalent in the Federation of Magic is a loose-knit
the Middle Ohio River Valley. Here alliance of city-states primarily united
sit the majority of the politically- around a belief that magic, not technology,
powerful fiefdoms and cities, including holds the key to survival on Rifts Earth.
the foul heart of the Federation of Magic— Stark differences in ambitions and moral
The Kingdom of Dunscon. philosophy divide the member-states
of the Federation, preventing any true
political unity. While all the factions
HISTORY OF THE oppose the actions of the Coalition
States, their responses greatly vary. Lord
FEDERATION Alistair Dunscon, leader of the Kingdom
of Dunscon (and what he calls the “True
Ask anyone outside its borders — Federation of Magic”), seeks to subject
especially citizens of the Coalition the other realms of the Federation to his
States—about the Federation of Magic, rule and crush the Coalition, while most
and they’ll tell tales of secret enclaves of the other factions seek peace through
of cruel Faerie Folk, black-hearted isolation.
necromancers, demon-summoning Alistair’s father, Nostrous Dunscon,
Shifters, and humans subjected to the established the Federation decades before
whims of devils and dragons. Ask the the founding of the Coalition States,
citizens of the Federation itself, and recruiting numerous towns and villages
they proclaim the Federation of Magic throughout the Magic Zone and along
a bulwark of freedom and learning its borders. Even Tolkeen, already an
standing stalwart against the despotism established power, joined the new alliance.
of the Coalition States. Neither group is The Federation of Magic flourished in
entirely wrong. peace and harmony for years. The Grand
As covered in the Game Master’s City, Nostrous Dunscon’s capital built on
Handbook and Savage Foes of North America, the bones of Old Chicago, grew in power.

85
Nostrous offered his hand in friendship
to the fledgling Coalition States during THE KINGDOM
their formation but was rebuffed. The OF DUNSCON
leaders of the Coalition summoned
Nostrous to a meeting and demanded he
The fall of Tolkeen resulted not just
stop associating with magical beings and
from superior military strategy by the
abandon the eldritch power that gave his
Coalition but from deliberate betrayal
people hope. Nostrous Dunscon threw
by Alistair Dunscon. Contacted by the
their demands in their faces and stormed
desperate leaders of Tolkeen late in
out. He began plotting a war of conquest
the siege, Lord Dunscon promised aid
to bring North America under his sway.
to his fellow sorcerers only to divert
The war erupted in 12 PA. The leaders
those forces at the last minute, leaving
of Tolkeen and of Dweomer refused to
Tolkeen overextended and vulnerable.
participate, leaving Nostrous Dunscon’s
Alistair Dunscon avenged his father
followers ill-prepared for the military
and increased his own power in one
might of the Coalition States. The
fell swoop, as refugees from Tolkeen—
Federation’s army turned to the darkest
unaware of his treachery—fled to the
of the dark arts, summoning demons
fallen city’s nearest magical neighbor: the
and undead to assault Chi-Town. This, in
Kingdom of Dunscon.
turn, prompted the Cyber-Knights and
The Kingdom of Dunscon is Alistair’s
other potential allies to turn from the
personal domain, and the heart of what
Federation’s side and aid the Coalition
he considers to be the “True Federation of
instead. The Coalition forces decimated
Magic.” Organized in a feudal hierarchy,
the Federation of Magic, and they purged
the Kingdom of Dunscon consists of
tens of thousands of magic users after the
several large communities directly ruled
Battle of Chi-Town ended.
by Alistair Dunscon and dozens of
The Battle of Chi-Town still burns bright
small communities ruled by vassal lords.
in the imagination of both Coalition and
These smaller communities range from
Federation citizens, fueling hatred on
prosperous farming villages to bandit
both sides down the long generations. The
camps to the sanctums of lone sorcerers.
Coalition still uses it to justify their war
Guerrilla fighters, mainly Tolkeen
against magic, while Alistair Dunscon
refugees, gather in an increasing number
leveraged resentments from it when he
of hidden bases to attack Coalition patrols
returned from walking the Megaverse®
and raid CS borders.
to rebuild his father’s Federation. The
Lord Dunscon welcomes these refugees
Lords of Magic of Dweomer point to it
to his ranks. With the fall of Tolkeen,
as proof isolation is better. The rulers of
Dunscon went from ruling less than a
Tolkeen used it to defend their refusal to
quarter of the Federation’s citizenry to
join the reformed Federation of Magic.
more than half, as both refugees and
Meanwhile, the latter realized too late
panicked smaller settlements swore
Lord Dunscon’s memories of the battle
allegiance to his cause. Alistair Dunscon
continued to fuel his wrath.
promises vengeance against the Coalition
More information about Alistair
and prosperity for the Federation of
Dunscon can be found in the Game
Magic. Daemonix, D-Bees, demons, and
Master’s Handbook and Savage Foes of
dragons rush to his side, garnering field
North America.

86
commands in the guerrilla war or joining PLANS OF ALISTAIR DUNSCON
the hidden forces in the City of Brass. Lord Dunscon yearns to see Dweomer
humbled just as much as he desires
Government of the to crush the Coalition. He holds a
Kingdom of Dunscon personal grudge against the Lords of
When Lord Dunscon returned from his Magic—both for not supporting his
dimensional travels, he brought with him father and for usurping leadership
a cabal of monsters: a Corrupt named of the Federation while he journeyed
Mestoph Denali, the Deevil Cracius the across the Megaverse®. With vengeance
Cunning, the demon Brok Redman, and wrought against Tolkeen, Dunscon
a Raksasha known as Bloodmist. These must now balance moving against the
powerful, fearsome beings aided him Coalition States with undermining
in his journeys, and they remain his Dweomer. Thankfully, these plans go
closest counselors. As Alistair Dunscon hand-in-hand.
respects loyalty above all else, their prize The constant raids against CS
was positions on the True Federation’s settlements keep the fear of magic alive
High Council. in the Coalition, while stoking the rage
Dunscon’s closest allies exemplify in both Coalition and Federation hearts.
typical hatemongers and self-serving Dunscon and Cracius advocate for more
hypocrites. They live like kings and direct action while maintaining plausible
queens in their suites and lairs scattered deniability, prodding their followers to
about the City of Brass, employing make a concerted effort at destroying
Coalition States’ technological weapons Fort El Dorado, the youngest (and most
to even the odds against would-be underfunded) CS city in the region.
usurpers. Most amass millions of credits, Lord Dunscon hopes the destruction of
some in gems and gold, and others CS El Dorado prompts the Coalition States
collected on their Universal Cred-Cards. to send an expeditionary force deep into
Nevertheless, they execute his agenda Federation of Magic territory. He intends
with gleeful aplomb. to misdirect this force toward Dweomer,

If your community refuses to swear fealty to Lord Dunscon and the cause of the
True Federation, then I fear for your safety. Without our protection, who knows
when a swarm of demons might tragically find their way into this valley.
—Zargus the Great, True Federation Sorcerer and Emissary

87
a target the Coalition knows exists but Brok Redman has yet to instill any real
cannot find. With Dweomer devastated discipline among these men and monsters,
by a full-out Coalition attack, Dunscon and they would be little better than a
knows he will easily rally the Federation rampaging horde if they were unleashed
hold-outs to his side, finally uniting the against the Coalition now. Close to a
Federation of Magic under his rule. Then hundred Darkhounds and 2,000 Psi-
he will utterly destroy the Coalition. Goblins patrol Mammoth Cave. Aside
from some better-organized mercenary
FORCES OF THE KINGDOM OF DUNSCON units, these creatures are as close to a
The True Federation of Magic has no true army as Dunscon yet possesses.
standing army because Lord Dunscon Most of the military force in the realm
does not need one. The inhabitants of falls into the hands of Dunscon’s vassal
Alistair Dunscon’s capital swelled to lords. Every community, from the smallest
over 90,000 in recent months as Tolkeen thorp to the largest town, is ruled by a
refugees poured in. Over 1,000 Daemonix petty warlord and his warriors. The fields
and hundreds of Brodkil, dragons, beneath a lonely tower might be tilled by
Gargoyles, Neuron Beasts, and Witchlings a necromancer’s zombies or the village
joined his army of Darkhounds, demons, smith might be a dragon in disguise. A
Psi-Goblins, Simvan monster riders, and valley of pleasant hamlets might pay taxes
mercenaries. Even ancient dragons who to a tribe of orcs in the hills or Simvan
once ruled as kings in Tolkeen’s sister nomads who wander through once a year.
city Freehold now bend their knee to Many villages are armed camps where
Lord Dunscon. survivors of Tolkeen brood on their losses.

88
For now, this works. Dunscon and Magic. Now these demons—Brodkil,
Cracius urge discontented refugees to Daemonix, Neuron Beasts, and greater
harry CS patrols on the Kingdom of demon lords—mix with mad Shifters,
Dunscon’s borders, while the Demon necromancers, visiting Splugorth and
General tries to harangue the troops into worse, all jockeying for the notice of Lord
shape. Like everything in the Federation Alistair Dunscon and his diabolical cabal
of Magic and the Magic Zone, Lord of advisors.
Dunscon’s military is little more than a
fairy tale to the Coalition. Dunscon is Nostrous
happy to keep it so until he strikes. A diminished reflection of the City of
Brass, the town of Nostrous gleams dully
The City of Brass amidst the ruins of Louisville, Kentucky.
Over 144 miles of limestone caverns wind Brass highlights—doors, roofs, statues,
beneath central Kentucky. Known before and trim—decorate half the buildings
the Great Cataclysm as the Mammoth- to confuse foes who penetrate this far
Flint Ridge Cave System, in the modern into the Kingdom of Dunscon. Nostrous
day the name has shortened to Mammoth mirrors the City of Brass in other ways
Cave. The caverns consist of the spacious as well. Foul Shifters and necromancers,
vaulted rooms the system was named for, monsters and Murder Wraiths reside
as well as rare but spectacular stalactite here, making it nearly as tarnished with
and stalagmite formations, onyx evil as the city it impersonates.
flowstone waterfalls, and bottomless pits. Named for Lord Dunscon’s revered
Technically, though, it does not house the father, Nostrous swells with revenge-
City of Brass. seeking refugees from the Siege of Tolkeen,
While the City of Brass can only be including the recently arrived members
approached through a specific cavern of the Grim Reaper cult and practitioners
in Mammoth Cave, this passage leads of Atlantean bio-wizardry. Desperate
through a portal into another dimension. folk from across the Federation come to
The Coalition cannot possibly find the Nostrous to transform into Dragon Juicers,
hidden capital of the Kingdom of Dunscon while dying Juicers seek immortality
because it literally does not exist on only to become Murder Wraiths. Sunaj
Earth. The massive, metallic city sits in a assassins loiter in the streets between
cyclopean cavern on its alien home world, assignments and Splugorth Minions
surrounded by a pool of eerie black water. trade their wares — signs of Lord
Though the population recently swelled Dunscon’s problematic alliance with the
with the arrival of Tolkeen refugees, the Splugorth. Three platoons of Dunscon’s
cavern provides plenty of space for those Darkhounds patrol the environs, backed
who want to ally with Lord Dunscon. by mercenaries. Brutish D-Bees, such as
Captured Coalition soldiers perceive ogres, orcs, and trolls, form most of the
the City of Brass as the embodiment of Tolkeen refugees, increasing the town’s
all they fear about magic, even before population to over 5,000 angry, violent
they find themselves clapped in slave beings waiting for Lord Dunscon to lead
shackles or sacrificed on bloody altars. them to war.
Even before Lord Dunscon opened his While Nostrous may be a decoy for the
arms to the monsters summoned to true City of Brass, it nevertheless serves
defend Tolkeen, the City of Brass housed well as the launching point for Dunscon’s
the worst elements of the Federation of dreams of conquest.

89
Dragon’s Blood worship and sacrifice, but others enjoy
Despite their physical similarities, most the friendship of non-dragons and serve
dragons found on Rifts Earth do not selflessly as protectors of the weak.
match the stories of rampaging brutes Sharragar, protector of the town of
described in Pre-Cataclysmic European Cecilia, was one such dragon and Alistair
legend. Instead, they are self-aware, Dunscon killed her for it.
intelligent beings. Sharragar stood against Lord Dunscon
Their tendency to imprint on the in the days after his return from his
first sapient beings they encounter dimensional travels, opposing what he
(see Savage Foes of North America) leads claimed was his inherited right to lead
them to develop protective feelings for the Federation of Magic. Dunscon came
the inhabitants of their territory. Some alone to Cecilia and engaged the dragon
dragons—encouraged by the Cult of in a duel that left half the town in flaming
Dragonwright (see page 123)—position wreckage. Alistair Dunscon claimed the
themselves as local gods and demand town and renamed it Dragon’s Blood,
making it forever after a warning to those
who defy him.
THE GRIM REAPER CULT
The small town today hosts a
population of 1,200 or so ghouls, minor
Lord Dunscon does not discriminate demons, and necromancers in addition
against even the most repugnant to another 900 human and D-Bee slaves
magical practices, allowing the used for labor and sacrifices.
Grim Reaper cult to flourish within
the Kingdom of Dunscon. The Other Notable
Grim Reapers promise immortality Locations in the
to dying Juicers. The cult disguises Kingdom of Dunscon
its real intentions well enough that Most settlements in the Kingdom of
desperate super-soldiers come from Dunscon are small communities of only
far and wide seeking salvation only a few hundred souls: manors of petty
to find themselves twisted into warlords, hamlets of small farmsteads,
undead Murder Wraiths. Fadetowns, and D-Bee villages. Few make
Alistair Dunscon embraces much impact on local politics. There are,
the cult as just another form however, a few exceptions.
of necromancy, employing „ Ruins of Fort Knox: Somehow,
Murder Wraiths as assassins and despite the Coming of the Rifts and
saboteurs. Many Juicers once the passage of centuries, the name
allied to Tolkeen now voluntarily “Fort Knox” remains synonymous
give themselves over to undeath, with “gold.” Hopeful adventurers
seeking vengeance for the fallen still arrive from near and far to hunt
city from beyond the grave. the ruins of the base for the fabled
Ultimately, the Grim Reaper’s gold reserves of the old American
devotion to the demonic Fourth Empire. Unfortunately for those
Horseman of Death will turn them treasure seekers, looters plundered
against Dunscon, but he prepares the reserves within a decade of
contingencies for that day. the Great Cataclysm. Instead,
adventurers seeking gold find death

90
and terror. The ruins of Fort Knox
are home to a Witchling named KINGDOM ENCOUNTERS
Grimalkin Go-Leor and her bandits. D20 RESULT
Go-Leor forges ancient treasure Same results as in the Game
maps, and her bandits spread the 1– 5
Master’s Handbook.
legend of Fort Knox’s gold and sell Federation Military Patrol:
the maps to gullible adventurers. A patrol of 2d6 Magic Zone
The bandits and the Witchling strip Mercenaries led by either a Shifter
the bodies of their prey. These prizes or a Combat Mage. Roll a d6 to
keep them very well-armed. determine what else is part of the
6–8
„ Shadowvillage: Corrupted Shifters patrol: on a 1–2, it’s 1d8 Brodkil;
and other arcanists dominate the on a 3–4, it’s 1d6 Gargoyles, and
on a 5–6 it’s 1d4 Mystic Knights
lakeside settlement of Shadowvillage,
(one of which is a Wild Card). Roll
summoning demons and monsters on the Opposition Leader Table.
at whim. Lord Dunscon gives the
Refugee Orcs: Many of the hu-
Shifters and wizards carte blanche manoids who escaped the fall of
to entertain themselves, inspiring Tolkeen wait for a chance to sign
the fierce loyalty that makes up to strike back at the Coalition,
Shadowvillage one of the few truly and while they wait, they tend to
patriotic villages in the Kingdom of look for trouble and easy targets.
Dunscon. The village sits on Barren There are 2d6 well-armed orc Ban-
River Lake, a reservoir created by a 9 –10 dits and d6 Ogres. Roll a d6: on
a 4 or 5, there’s also a Wild Card
damming project before the Great
orc Headhunter Techno Warrior
Cataclysm, in a formerly deforested acting as leader, while a 6 means
savanna in Kentucky. The earthwork there’s also an Ogre Wild Card
dam suffers from centuries of among them. Roll on the Oppo-
neglect. With the forest encroaching sition Leader table and once on
back into the area and time and space the Other Authority Figure table.
destabilized by the Shifters, many Darkhounds: A pack of 3d6 Dark­
wonder how long the dam will hold. hounds roam the area, probably
11 –13 in direct service to Lord Dunscon
and his inner circle, led by a Wild
Card Corrupt (who is Aggressive).
THE TOMORROW
Same result as in the Game Master’s
LEGION IN THE 14
Handbook.
KINGDOM Daemonix: As per Game Master’s
15 –16
Handbook.
The Tomorrow Legion loathes everything Same result as in the Game Master’s
17
the Kingdom of Dunscon represents, and Handbook.
the feeling is mutual. Alistair Dunscon Psi- Goblins: Dedicated to
surrounds himself with the worst patrolling and protecting the
Kingdom of Dunscon, 4d6 of these
examples of magical villainy—human-
18 – 20 monstrous goblins challenge any
sacrificing cultists, soul-devouring interlopers. At least one is a Wild
demons, corpse-defiling necromancers, Card (roll on the Opposition
and more—and revels in his own mad Leader table).

91
plots. He and his High Council are Almost all new TW vehicles on the
backstabbing, murderous dictators continent come from Stormspire, most
who use assassination and brute force hand-built in-house by one of the small
to achieve their ends. Combating their shops operating out of the tower or the
schemes is all in a day’s work for members surrounding settlement. The Black Market
of the Tomorrow Legion. Dunscon’s only offers used ones. The craftsmen of
many allies and loyal servants relish the Stormspire also build Techno-Wizard
chance to prove their loyalty, especially if armor, equipment, and firearms. Local
it means opposing Castle Refuge. merchants trade with the Black Market
Complications abound, though, when for conventional technological weapons
the citizens of the Kingdom of Dunscon and gear, meaning almost anything can
come into play. Many are either figurative be bought there. Even Atlantean items
or literal monsters, but many more are find their way to this mercantile town—
everyday people making the best of a though such Splugorth rarities come with
bad lot. Many D-Bees had no choice but high prices. Stormspire remains one of
to live somewhere in the Magic Zone or the few places in the Federation capable
face execution by the Coalition. Even if of making Dragon Juicers.
unsupportive of Dunscon’s policies, they
keep their heads down to get by. Worn Life in Stormspire
down by war and hardship, few dare The presence of Splugorth-built items in
accept the Tomorrow Legion’s aid. That Stormspire speaks to an ugly truth about
does not mean the heroes cannot try. the city: the inhabitants do business
with anyone, even the vilest and most
ENCOUNTERS IN THE KINGDOM OF DUNSCON depraved. A lawless mercenary outlook
To generate encounters in the Kingdom unites the Techno-Wizard artisans, with
of Dunscon, use the new Kingdom commerce trumping all other concerns.
Encounters table on page 91 in Stormspire boasts scores of taverns,
conjunction with the Game Master’s pleasure-houses, and dens of iniquity.
Handbook. It hosts a gladiatorial/Juicer arena, two
gambling casinos, and several movie
theaters and is one of the few cities in
the Magic Zone supporting a population
STORMSPIRE of City Rats. One thousand slaves serve
in the manufactories and supporting
businesses, and Brodkil and Simvan
frequent the streets. Some claim the
A huge obsidian tower rises from the
Dragon Juicer conversion process —
center of a ring of industrial buildings,
which usually requires killing a dragon—
glistening above the ruins of Lexington,
was invented in Stormspire. The city
Kentucky. The mage who raised the
even belongs to Alistair Dunscon’s True
tower named it Stormspire, and now that
Federation of Magic.
name has spread to the township that
The relationship between the Techno-
surrounds it. Colloquially known as “the
Wizard haven and Dunscon existed
Techno-Wizard Capital of the World,” the
largely in name only until recently, a
small community of over 20,000 produces
concession on the part of K’zaa—founder
over a third of all Techno-Wizard (TW)
of Stormspire—to keep the powerful
devices in North America.
Shifter from seizing control. With the

92
fall of Tolkeen, however, Lord Dunscon has conducted business on his own terms
now employs his power and support to for most of the fifty-odd years since then.
put more pressure on the town, forcing While never outright confrontational
the merchants to sell the True Federation with Lord Dunscon, K’zaa knows the
of Magic supplies of heavy armor and human regards him as another rival to
armaments at just over cost. be disposed of.
This angers the Techno-Wizard K’zaa has been there and done that.
artisans less than one might suppose. A Hundreds of years ago on his own
thwarted attack by CS forces several years homeworld, Kyarennzaa Distorynn
ago and the loss of profits from Tolkeen entertained dreams of conquest. He
has intensified anti-Coalition sentiment, gathered a horde of followers and tried to
so many of Stormspire’s workers support take over half the planet. After a while, he
efforts to stick it to the Proseks. The grew bored of the constant assassination
leadership of Stormspire, however, attempts and upstart adventurers, so he
detests the arrangement with Dunscon. departed for worlds unknown.
After many travels and countless
The Master of adventures, he shortened his name to
Stormspire K’zaa and settled into a comfortable
The Lizard Mage called K’zaa knows existence as a manufacturer and salesman
Alistair Dunscon wants him dead. of Techno-Wizard items.
The founder of Stormspire joined the Rifts Earth offered K’zaa another
Federation of Magic to ingratiate himself opportunity to build an empire, but
with the local movers and shakers, but he this time he chose to make it mercantile

93
instead of military. The Lizard Mage ran cherish the peace and safety secrecy
Stormspire for years with hardworking affords them.
efficiency, offering high wages to The three Lords of Magic—immensely
recruit the most talented workers and powerful beings from another world—
protecting them from the Coalition and govern Dweomer City. The rulers of
other enemies. Yes, perhaps he tweaked Dweomer stand aloof from regional
Dunscon’s nose from time-to-time, but politics. They did not help Nostrous
K’zaa made sure to never push his luck. Dunscon when he invaded Chi-Town,
Now the Lizard Mage finds himself and they did not send reinforcements
in a bind. Many of his own employees to Tolkeen. Instead, they searched for
and citizens favor Dunscon’s plans for and protected the refugees of these wars.
a war of retribution, accepting the low Human or D-Bee, demonic or draconic,
payments the True Federation offers for peace-seeking refugees find sanctuary
their wares in hopes of getting back at within the city’s walls, earning it the
the Coalition States. K’zaa cannot reject nickname “a city for all people.”
Dunscon’s terms without risking revolt The Lords of Magic and Dweomer
within Stormspire. It seems he can only accept an uneasy truce with the Kingdom
pray Dunscon does not alter the terms of Dunscon and its leader—though that
any further or require K’zaa to make a does not prevent duels and skirmishes
sacrifice he simply does not want to make. between supporters of Dweomer and
When the Coalition previously attacked the True Federation in the small villages
Stormspire, K’zaa magically shunted the and uninhabited lands of the Magic
obsidian tower to another plane. If forced Zone. Many believe Alistair Dunscon
to do so, he could take the tower on the knows the location of Dweomer but
run—but he refuses to leave Rifts Earth chooses not to reveal that information.
unless absolutely necessary. He also disallows any direct attack
on Dweomer, including Bloodmist’s
frequent suggestions to send spies. He
THE CITY OF knows the Lords of Magic and the people
of Dweomer prize their safety above all
DWEOMER else and waits patiently for the chance to
tear it from them.
Few settlements of note lie in the
northeastern reaches of the Ohio River Life in Dweomer
Valley. The far distant edges of the The Lords of Magic—also known as The
area overlap territory claimed by the Three—built Dweomer on the remains
Shemarrian Nation (see Rifts ® North of Kingston, Ohio along the Scioto River.
America: Empires of Humanity) or haunted They raised their castle on one of the
by Splugorth slavers. Nearer the western many Appalachian foothills, a beacon
edge sits the only citadel of civilization of white stretching up into the sky. All
in this part of the Magic Zone: The City citizens can visit the castle and see where
of Dweomer. the Lords of Magic conduct business
Dweomer appears on no map; its (though no one ever enters their private
location remains a closely-held secret. apartments). The rest of the city radiates
To the Coalition States, it remains but out from this center. Beyond the buildings,
a legend. This reflects the isolationist a royal garden flows down to the bottom
policies the city holds dear. The citizens of the slope. Grassy fields, farmlands,

94
and small copses of trees ring the base, LAW & ORDER IN DWEOMER
harking back to the area’s past. The whole The Lords of Magic prize obedience above
of it resembles a pastoral village straight all else, and the population of Dweomer
out of a fairy tale. happily obeys. The residents follow the
The beauty of Dweomer is a beacon laws of the city closely, knowing the laws
of hope. Beneath the castle’s heaven- help to keep them safe and prosperous.
reaching spires, the city invokes an Old They and visitors also observe the
World charm. The collection of homes laws because of the swift and harsh
and other structures resemble an idyllic punishment offenders face.
medieval village, and yet separately, The Three deliver both judgment
each displays its own sense of tradition. and sentence to the accused. Petty
Half-timber homes stand beside others crimes—theft, assault, and property
grown from alien crystals or wrought damage—receive the most common and
from alchemical metals. Inside these less punitive punishments: generally
homes, modern conveniences—powered magical curses, public humiliation,
by magic (or Techno-Wizardry)—create and restitution. Sweeping damage—
comfort in this chaotic world. terrorism and wizard duels especially—
often earn criminals torture, banishment
DWEOMER SOCIETY and possibly execution. Crimes against
Dweomer City teems with spellcasters the state end in execution; the same goes
and magic devices, making it the most for other serious crimes that result in
powerfully magical city in the Federation death. The Lords of Magic do not tolerate
of Magic and the second most powerful trespass against themselves, the city, and
in North America, behind Lazlo. No its loyal citizens.
technology may enter the city, except for the Such strict laws help create a functioning
creations of Techno-Wizards. The Lords and peaceful city. In general, Dweomer
of Magic foster the use of magic, sharing does not discriminate when accepting
it with anyone interested in learning. refugees. If those seeking sanctuary
Magic always infused the area. The accept and uphold the city’s laws, then
area’s earliest residents, the ancient they may stay. This open policy means
Native American Hopewell culture, the streets of Dweomer teem with a great
raised many mounds as burial sites and diversity of life. Humans, D-Bees, and
built tiered pyramids for their moon supernatural creatures of all shapes and
goddess. Once the Rifts opened, the sizes, including dragons and demons all
spiritual energy of the mounds produced live side-by-side. Though not all citizens
a land saturated with PPE. The ruins of profess to live an honorable life, they may
Chillicothe, about 10 miles south, rest still find a haven here.
on the largest set of Hopewell mounds. While all welcomed to Dweomer enjoy
There the Great Cataclysm left the lands a life free from persecution and prejudice,
scarred with ley line storms and Rifts. the Lords of Magic forbid certain people
Although the Lords of Magic decided to to enter the city. Any person who
build a civilization away from the danger willfully manipulates others psychically
posed by Chillicothe, others still flock to or embraces murder and sacrifice find no
there to harness the incredible magic for welcome here. Necromancers, vampires,
their own rituals. the undead, cannibals, Psi-Stalkers, evil
Mind Melters (or other psionicists), and
zealots need look elsewhere.

95
The Lords of Magic education and experience helped them
Brethan D’zir, Coran D’zir, and Leizak gain power, which caused them to
D’zir—the mysterious benefactors of the physically change. Then, they found
city of Dweomer—work towards peace, the secret to immortality and became
equality, and prosperity. Many theories gods. The Vronwor worship the Lords of
about them exist; while their origin as Magic and see them as a lesson in how
aliens is the most popular, many believe to achieve greatness. The Lords of Magic
the Lords of Magic are gods. Their do not encourage this or other religious
appearance does give that impression. faith in them.
Standing 17 feet tall, their golden skin The Three are at least thousands of
and chiseled physiques certainly lend years old, maybe millions. Though an
the Lords of Magic a god-like air. The exact origin remains a mystery, no one
fine, silken scales that comprise their skin questions their arcane abilities. They use
enhance their exotic appearance. Though and share their inestimable power and
they look kindly upon their charges, the rely on it for their strength and resilience.
gaze of The Three radiates with power. The people of Dweomer trust the Lords
Deep within dark eyes, crackling energy of Magic’s commitment to the city and all
swirls in place of their pupils. their decisions. They know the Lords do
Among those insistent on the Lords whatever necessary to protect Dweomer.
of Magic’s godhood are the four-armed, The Lords of Magic embrace their triune
giant D-Bees called Vronwor. They existence. They make no decision unless
tell stories of the D’zirs’ journey from they reach a unanimous conclusion. This
Vronwor to gods. Many believe their rarely leads to conflict, as the Three share

96
the same goals for Dweomer. However, seeing he and his brothers as superior
their debates can cause them to lose to all others. The military admires
time during crucial moments. Their him for his skills in battle but also his
unity in mind and body strengthens the compassion, sense of responsibility,
deployment of their immense abilities, and loyalty, qualities his Battle Magi
but they lose much of their eldritch strive to emulate. On the battlefield,
powers when separated. he expresses his fiery personality
They also keep their secrets. Though through his Armor of Flame. During
the Three exude strength and confidence, times of peace, his eyes still glow
they suffer the same insecurities and with fiery energy and he wears
indecision as all beings. They also hide ceremonial armor decorated with
secret vulnerabilities: psionic attacks can beautiful engravings.
do them great harm, even though they „ Leizak D’zir sees himself as both a
cannot be mind-controlled or possessed, teacher and a student. He employs his
while they feed by consuming the photographic memory and analytical
energy found in ley lines. Though they mind to unlock the mysteries of the
seem of one mind, they do differ from Megaverse ®. As the leader of the
one another. Brotherhood of Creation, Leizak
shares his wisdom with his students
„ Brethan D’zir acts as spokesman for
while teaching inner peace, focus,
the Lords of Magic. This led to his
and control. The students respect
nickname—First Among Equals—
him, describing him as stern, fair,
and the popular perception of him
and loyal. His calm and reasonable
as Dweomer’s king. He also instructs
aura aids the most stressful of
the Lord Magi of the Brotherhood
situations. Deep within, though,
of Magic. A natural leader, Brethan
resides a tumult of emotion with fits
conducts the city’s business with a
of melancholy and rage. His growing
firm hand, but he is no dictatorial king
intolerance for those who murder
of the gods. When Brethan speaks
and destroy for pleasure shames him.
for the Three, he is soft-spoken and
Leizak displays that intolerance most
thoughtful. His dark blue eyes shine
when one of his Magi dies or when
with energy and hide a swirling
he sees others abuse and torment
rainbow of color. To individualize
women and children.
his appearance, he dons dark robes
embroidered with magical sigils.
„ Coran
PLANS OF THE LORDS
D’zir, who leads the
As they journeyed through the
Brotherhood of Battle, is most often
Megaverse®, the Lords of Magic found
seen about Dweomer City. Coran
Rifts Earth offered a realm and people
regularly visits with his troops and
with much potential. They wish to guide
fights alongside them. He is a keen
all sentient life, to help build civilizations,
strategist and a deadly warrior, aided
promote peace, and inspire a haven for
by his magic. The most aggressive of
magic. No matter the sacrifices—to
the Lords of Magic, Coran ruthlessly
themselves and others—they intend to
deals with his enemies and protects
do just that.
his men, and he relishes using his
Their pedagogical instinct to help
enemies’ own power against them.
all life evolve and grow strong hides
He follows a lopsided code of honor,
more questionable goals. All three see

97
themselves as a higher lifeform, so they their magic brings the Automatons to life
believe they alone can properly lead and helps bond Controller to Automaton.
mankind. After the events at Chi-Town,
they planned to take leadership of the Forces of Dweomer
Federation of Magic. When that did not This picturesque city exists and thrives
happen, they felt discouraged. Again, due to the lines of defense that surround
after the fall of Tolkeen, they hoped for it. A massive wall of white stone 60
the same. The large number of refugees feet thick and 200 feet high acts as the
seemed encouraging, but instead only primary protection. Three buttresses—
fueled Lord Dunscon’s plans. measurably thicker than other sections—
These events may be the root of support the wall, much like the Lords
The Three’s hesitation toward direct of Magic support the city. Every 200
conflict. They have not tried and do not feet, towers rise-up another 100 –200
intend to overthrow Alistair Dunscon, feet. These towers provide safety for
even though Coran D’zir advocates for the city’s watch, but they also provide
Alistair’s death. Likewise, they have military housing and accommodate the
no plans to take on the Coalition States city’s academies. Outside these walls,
but instead prepare for a war brought the magically-constructed Automatons
about by Dunscon’s visions of power guard the city from any threat, ensuring
and revenge. They continue to stockpile Coalition State patrols and Skelebots do
supplies, improve their defenses, and not survive approaching too close.
build stronger Automatons. The Lords Beyond the stalwart fortifications, the
of Magic protect their home and their Lords of Magic added another magical
people to the very last. line of defense. A combination of illusions
First among their defenses, the and teleportation traps make Dweomer
Automatons combat the enemies of the hard to find. The Three on their own
city. Uniting their magic with Techno- could empower the illusions, but loyal
Wizardry, The Three created golems Magi help as well. Most people looking
composed of the toughest materials and for Dweomer City simply never find it.
ready for battle, but the connection goes Citizens of the city escort those invited
far beyond that. The Lords of Magic infuse in and a magical compulsion lures others
the Automatons with their very essence— who find it by accident.

The Battle Magi brought up the Armor of Ithan spell so fast I thought he had
to have screwed up the incantation—but he hadn't—and then conjured a fire
bolt so accurate it hit the Dead Boy's helmet square in the eye socket!
—Halima Cortez, City Rat

98
THE BROTHERHOODS OF THE MAGI „ The Brotherhood of Battle, led by
Each Lord of Magic presides over one of Coran D’zir, sees the most combat.
three elite Brotherhoods of the Defense Battle Magi training primarily
Academies, breeding loyalty by directly includes offensive spells. Though
instructing their students. at the bottom of the hierarchy, their
The members of the three Brotherhoods prowess in battle earns them respect
dedicate their lives to the city, embodying and fear throughout the Magic
Dweomer’s culture of tolerance and Zone. They see themselves as the
neutrality. protectors of all Magi and take their
Magi begin training at a young age. responsibility seriously, risking
Their early education consists of more anything to keep their fellows safe.
meditative practices, mastery of body Battle Magi Controllers are chosen
and mind. In later years, they specialize from the ranks of the Brotherhood
in the traditions taught at their respective of Battle. The Controllers pilot most
schools. All receive training in battle of the Automatons, except for the
magic, though High Magi and Lord Magi Colossus. At any time, a single
learn only the very basics. Controller may operate up to ten
The Lords of Magic established the Automatons.
Magi as the most elite of citizens. Within „ The Brotherhood of Magic, under
the Magi’s ranks, a hierarchy also exists. the direction of Brethan D’zir, studies
Battle Magi, though larger in number, the essence of magic. They partake
occupy the lowest rank, while an in more scholarly pursuits while
Automaton Controller maintains an elite concentrating on spellcasting and
status among Battle Magi. Lord Magi illusion. Their magic works to hide
perform much of the city’s spellcasting, Dweomer, but they also advise the
placing them higher than all Battle Magi. Battle Magi. When not defending the
At the top rank are the High Magi who city, Lord Magi take administrative
physically create Dweomer’s Automatons. and leadership positions within
The demands on the Lords of Magic's the government, filling roles such
time are intense and they must fulfill as teachers, scholars, and healers.
many duties, so they instituted training The most loyal learn the secrets of
tiers based on expertise. Only masters the Automatons and occasionally
study directly with one of the Lords of control select Automatons like the
Magic. Those masters then teach the Battlelords.
seniors, and the seniors teach the juniors „ The Brotherhood of Creation
and novice students. Talented lesser Magi contains the smallest number of
might gain a master as a mentor. The Magi. Leizak D’zir trains the High
small numbers of High Magi and Lord Magi in the arts of creation. These
Magi allow Brethan and Leizak D’zir to Magi create the mighty Automatons
provide more personal mentorship. The used by the Battle Magi. They
larger Battle Magi student body rarely get engineer these magical wonders
personal access to Coran D’zir, but Coran and supervise the Techno-Wizards
more frequently visits his academies. who build them. They also pilot
the Colossus, the greatest of all
Automatons. Unlike their brothers,
High Magi keep to themselves and
treasure their secrecy.

99
DWEOMER MILITARY ORGANIZATION and their military prefer to avoid direct
Defense drives the organization of the conflict, especially after seeing how wars
Dweomer City military. The Lords of devolve into carnage and madness.
Magic have little desire to join a war, Those who discover the city’s location
let alone start one. Military patrols do or other secrets do not leave the area alive.
engage in direct combat from time-to- Patrols eliminate any intruder to the last
time, but they mainly keep outsiders man, especially CS Skelebots. Unlike
from discovering the city. mercenaries, they do not loot the fallen,
Housed in the great perimeter but instead destroy all evidence or move
towers, the military academies train the materials to a new location to further
and maintain Dweomer’s official army. confuse their foes.
These positions allow them to also act
as perimeter defenders and deal with Factions in Dweomer
nearby threats. Magi comprise at least A diverse city full of wonder and nearly-
60% of the force. Like the city, though, infinite possibilities, Dweomer is also
the rest of the force includes a diversity filled with dangerous beings.
of races and professions. Still, magic
powers the army, so even conventional THE CULT OF LIGHT
soldiers wear magical armor and wield The Lords of Magic work against the
enchanted weapons. establishment of organized religion
The Dweomer Defense Patrols (DDP) within their city, prohibiting a state
do most of the army’s heavy lifting. religion and actively discouraging
Patrols can range from small squads to worship of themselves. When the
full companies, and squads engage with originators of the Cult of Light—a group
the enemy the most. They normally do of elves, dragons, and other D-Bees—
not wear military uniforms, disguising petitioned to establish a church, the
themselves as bands of adventurers to Lords only allowed the building of a hall
hide the fact they protect the city. A Lord of worship with the understanding the
Magus or young dragon leads the patrol, religion only be recognized as a mere cult,
while Battle Magi, Automatons and not a full-fledged (let alone protected)
Controllers, warriors, and occasionally church. The cultists agreed, building the
demons round out the force. Temple of Light as a place to pray.
Patrols primarily chase away enemies. The three-story temple provides space
They lead invaders and Coalition Troops for meetings, private services, religious
astray using any means necessary. The classes, and living quarters (for caretakers
occasional CS troops who stumble upon and priests). The Cult of Light dedicated
Dweomer do not pose the greatest threat; the temple to the pantheon of Ra, but
magically-inclined and supernatural they welcome any faith that serves their
foes with private grudges cause the most concept of “The Light.”
problems. No matter the invader, the
military finds small groups surrounding THE DRAGON ROOSTS AND GREATER
their enemy to be effective. These tactics DRAGON SAVINGS & LOAN
generate confusion and panic. In the Refugees of all kinds came to Dweomer
end, CS troops harried by seemingly after the fall of Tolkeen, including
independent adventurers cannot identify dragons. The Lords of Magic sought a way
their enemies as belonging to the to accommodate these highly-powerful
mythical Dweomer. The Lords of Magic beings, leading to the establishment of

100
the “roosts,” strategically-placed districts Dweomer. Before long, the dragons hired
spread throughout the city. Today, about financial experts from other species to
1,000 dragons call Dweomer City home run the bank, soon outnumbering the
and live in one of the 70 official roosts. dragons employed.
An older, more powerful dragon oversees Currently, dragons make up five seats
each location, allotted the position on the seven-seat Board of Directors, and
because they proved to be honorable some actively participate in investment
and fair. The position as a Magistrate and other financial dealings. Two elder
of the Roost carries more prestige than Dragons head the bank. Resher, the oldest
authority. However, much to the pleasure dragon in Dweomer, acts as Chairman
of the Lords of Magic, these positions of the Board, using his wisdom to direct
and the roosts inspired the dragons to the bank. Bolivar, though nearly 2,000
take a greater role in civic matters and years younger, presides as the bank
protecting the city. A word of warning President. His drive aided in the bank’s
though: calling the dragons “Rooster success and helped him rise into the
Dragons” or “Roosters” can lead to a city’s elite.
painful lesson in respect. The bank’s popularity stems from
Several dragons interested in investing its reputation for keeping their clients’
their hoards joined together to create money safe, a result of using dragons
the Greater Dragon Savings & Loan. for security. Any aggression inside or
Over time, the Greater Dragon, as it is towards the bank can cost the perpetrator
called, turned into a full-service bank dearly, either fines equal to 130% of the
and crucial financial institution for bank’s losses or being slain outright.

101
MERCENARIES AND ROGUES rummaged through. The spies claim
Tri-Magus Magicians: For those in these investigations help them acquire
need of magical assistance, the Tri- more information for the Dweomer
Magus Magicians offer mages for hire. military. Often, however, valuables
They charge high prices for exceptional come up stolen. On some occasions, the
expertise, but occasionally lower their information provides intelligence used
fees if the job benefits Dweomer or helps either to rob customers or blackmail them.
defend the city. The organization remains Two members, Burijah and Rhamon,
fiercely loyal to Dweomer, a trait the primarily partake in these less-savory
Lords of Magic appreciate. They earned activities, while the other three remain
the designation of reserve city militia, faithful to Dweomer. The two work for
meaning they often complete “dirty” jobs a Federation spy. Burijah does it for the
directly for the city. money, so he merely passes on useless
Founded and run by three powerful information. Though greedy, he is not a
Magi in imitation of the Lords of Magic, traitor. On the other hand, Rhamon hates
the TMM will hire any city-approved the Lords of Magic and their stance on the
practitioner of magic. Employment dark arts. He does provide intelligence he
comes with a good wage and benefits. hopes will bring down the Lords of Magic.
Employees can take a leave of absence to Have Mages, Will Travel: Like the
serve in the Dweomer military without Tri-Magus Magicians, HMWT provide
any loss of position. However, only Magi magicians for hire. Unlike their
can rise to positions of authority. competitor, they do so at bargain prices.
Mystic Movers and Shakers: For They employ arcanists of all types,
those in need of a mover, Mystic Movers including those with bad reputations
and Shakers provide a good service at that the TMM refuses. The temporary
low prices. It is currently staffed by five work offers low pay, which keeps them
mages —Lafrablom, Burijah, Hilead, from acquiring any Magi. With such
Rhamon, and Kaloman—who summon disreputable help, they do not always
assistants (demons and devils primarily) deliver what they promise.
to do the work. However, everyone in Budget Mercenaries: For those on a
Dweomer knows the moving company is budget, BM provides reliable mercenaries
merely a front; no one knows for sure for at low prices. Originally, the company’s
what, but they do suspect the Dweomer six founders completed all jobs. Now,
authorities are involved in some way. they act as middlemen, acquiring
The movers are, in fact, part of mercenaries for their clients. The current
Dweomer’s military counterespionage owners, Wylff, Terphan Jux, Kalmak, and
operation. They primarily supply false Stormhowler (D-Bees themselves) tend
or planted data to the Federation of to hire D-Bees and other non-humans.
Magic and return with intelligence on These employees can earn a reliable flat
the Federation. The military turned the rate or opt for a share of the proceeds. In
founding members, a Shifter and another addition to providing their services, the
powerful summoner, after they provided mercenaries do some looting—what they
information they collected as spies for call salvaging. Clients get honest work at
the Federation of Magic. a fair price. However, if a client needs
The military does not fully trust some particularly dirty work doing,
the group and for good reason. Many Budget Mercenaries requires a much
customers find their belongings higher price.

102
Wildcatter’s, Ltd.: This group provides hierarchy of apprentices, journeymen,
man-hunters, scouts, and warriors. The and masters.
owners, feline mutants from South Techno-Wizard Guilds: This group is
America, started their business after they actually a collection of over two dozen
became stranded in Dweomer. The Lords different guilds, each specializing in
of Magic do not particularly like the cats a specific TW product. Some of the
for several reasons. The cats may, upon guilds include a Wing-Board Guild, Air
returning home, tell their leaders about Vehicle Guild, TW ATV Guild, and a
the city. Also, their feral natures do lead number based on weapons, electronics,
to frequent property damage. Most of all, engineering, and other items. The city’s
most of their ranks are Major or Master regulation of the TW industry means
Psionicists, causing concern for the these guilds do not need to function like
Lords of Magic. Despite this opprobrium, typical professional guilds. They instead
Wildcatters, Ltd. continue to find work as use guilds as gathering places to share
they search for a way home. In fact, they and discuss concerns.
set-up a refund program at the Greater The Warlock League: The League enjoys
Dragon. If they stumble upon a way a position as one of Dweomer’s most
home and take it while on a job, the bank influential guilds, despite having fewer
will give their inconvenienced clients a members than other guilds. The guild
double refund. earned the respect of the Lords of Magic
through their civic engagement. Some
PRIVATE ORGANIZATIONS members serve in the city militia, as well
Dweomer also hosts many private as provide the use of elementals to the
organizations. Most of these groups are government.
Magic guilds, brotherhoods, and societies.
The Lords of Magic enforce a peaceful co- FRATERNAL GROUPS
existence among these groups. Some magical brotherhoods and
sisterhoods are organized by common
PROFESSIONAL GROUPS interests or causes instead of profession.
Those who see magic as their profession Some limit membership, but they tend
gather in guilds with others in the same to be more egalitarian than the guilds.
profession. Through the guilds, members While guilds represent a career, members
build their professional reputations and of brotherhoods derive their inspiration
stay abreast of advancements. Anyone in from a calling and work to promote and
a guild’s profession may join regardless improve their emphases.
of their race. Like their pre-Rifts Brotherhood of the Walkers: The
counterparts, they operate with a defined Brotherhood of the Walkers allows

The forges of Dweomer are magnificent, far surpassing anything I worked


with while employed by the Immaterial Hand. The Lords of Magic are
wise to have invested into such innovative technical wizardry.
—Ulysses Chance, Techno-Wizard

103
membership to any Ley Line Walker. brave souls take to the wilds outside
Unlike the other groups, they have the city, searching for knowledge and
chapters throughout North America. excitement. And like their predecessors,
After the fall of Tolkeen, they opened they search for the artifacts that make-
membership to any practitioner of up the Society’s archives. Though most
magic to support those displaced by the of their findings have little impact, they
war. This openness led to suspicion in occasionally return with artifacts and
Dweomer. Locally-born Ley Line Walkers arcane knowledge of interest to scholars
do not join the group and instead join and the city.
other local groups. Despite this, the Lords
of Magic appreciate the Brotherhood of Places of Interest
the Walkers’ work for the city—mapping Dweomer offers an array of goods
ley lines, nexus points, and dimensional and services to visitors, including
disturbances. Legion patrols.
The Mystical Sisterhood: The Sister­
hood works for the advancement of THE DWEOMER INSTITUTE
women, especially as practitioners of The Dweomer Institute fills the
magic. Any woman who practices magic educational void left by the three
can join, no matter her race. They operate Brotherhoods. The Lords of Magic
facilities for women in difficult situations, prioritize the Magi above all others, but
offer vocational schools for girls, and they also know the necessity of other
oversee a network of midwives. After the forms of magic. The Institute, unlike
fall of Tolkeen, they took a leading role the Defense Academies, functions more
helping refugees. like the universities and colleges of
pre-Rifts Earth. Students come to learn
SOCIETIES specific magical arts, journeymen come
Societies, for the most part, resemble to improve their skills, and masters
clubs more than the magic guilds and continue their scholarly pursuits.
magical brotherhoods. Like the others, Chancellor Multhas the Sphinx runs the
they emphasize either a profession or school. His proctors make sure no one
common interest. The types of societies studies or uses any forbidden magic.
as well as the membership are also more Students at the Dweomer Institute may
diverse than the other two. Societies allow attend and specialize in many possible
people to come together and connect styles of magic. The most common
based on shared interests of all kinds. courses include the Ley Line Walker,
Artisans Society: This society's Shifter, and Techno-Wizard traditions
membership includes Dweomer residents as well as elemental magic, herbalism,
dedicated to art and culture. They and nature magic. The Institute bans the
sponsor cultural events, entertainments, study of necromancy. Recently, many
and young artists. The Lords of Magic petitioned for its inclusion after the
find the society a bit trivial, but they see success of necromancers during the war
no harm in appreciation of the arts. in Tolkeen, but the Lords of Magic will
The Wanderers Society: This group never allow that to happen.
mirrors explorers’ clubs on pre-Rifts
Earth. Few residents of Dweomer wish THE MAGIC MALL
to leave the city, seeing it as a utopia, The Magic Mall offers one of the largest
but a few seek something more. These collection of magical items outside of

104
the Splynn Dimensional Market. The „ The House of Diamonds stands
Dweomer Committee of Commerce apart from other lodgings as
petitioned the Lords of Magic for the mall, Dweomer’s finest hotel, earning this
and today manages and oversees the reputation by employing conjurers
merchants within. Shoppers can expect a to customize accommodations for
fair deal at the mall, as the mall committee, visitors from across the Multiverse®.
made up of three merchants and four of Started as a hostel for D-Bees, the
the Lords of Magic’s appointees, carefully hotel welcomes all non-human races.
license and regulate the shops within.
„ Fred’s
TECHNO-WIZARDRY COMPLEX
Familiar Farm looks like a
The Lords of Magic may not permit
simple feed and pet store but spe­
technology, but they do embrace Techno-
cializes in raising and selling magical
Wizardry, giving Dweomer’s citizens
familiars. Manfred Lastrowski,
access to amenities equal to anything in
a refugee from Chi-Town, sells
the Coalition States. Techno-Wizards ply
an array of animals to suit every
their craft at the Techno-Wizard Complex,
purpose, including livestock and
using the facilities to produce weapons
pets, and the necessities needed for
and mass market items, making the city
animal care.
one of the top TW producers behind
„ EDDie’s Engraving, Etchings, and
Stormspire, Lazlo, and possibly Arzno.
Tattoo Parlor showcases art from
The Techno-Wizard Complex houses
the owners: Alfuri Veekstra (elf),
six main plants with a seventh on the way.
Sveinmy Clawhammer (dwarf), and
Plants 1 and 2, as well as the forthcoming
Di Kuei (dragon). Most of the art
Plant 3, produce the Automatons the
contains no enchantments, but they
Dweomer military uses to defend the
do also offer magical tattoos.
city. Plant 2 currently makes the two
„ Magic Fabrics Studio offers a range
largest, the Colossus and the Kilairgh;
of clothing, from simple, quality wear
once finished, Plant 3 will take over
to magical attire. Liane Rawlings,
the Kilairgh production. Plants 4 and 7
owner, and her seamstresses make
specialize in mass market goods, building
and repair clothes, but they also
TW Wingboards and other commercial
produce other fabric items.
vehicles (Flyers, Sky Boats, Zone Rangers,
„ The Potion Palace’s proprietor,
etc.). Plant 7 also builds the TW Battle
alchemist Cullen O’Grady, offers
Skimmers—heavily-armed Sky Boats—
magical potions, oils, and elixirs of
used by the Dweomer military. Most of
all kinds. Common, simple potions
the military’s weapons come from Plant
sell for typical prices, but the more
5, where they manufacture weapons,
complex the required potion, the
explosives and armor, and Plant 6 where
more astronomical the price tag.
they exclusively build Dweomer’s Starfire
„ Shining Light Healing Center
TW pulse weapons.
provides inexpensive medical
treatment. Staff use magic to treat
PSI-ENCLAVE
their patients, most often on an out-
The population of Dweomer consider
patient basis. They do have a few
their city a utopia, but it does include
beds and have some of the only fully
one ghetto. When psychics enter the city,
technological medical equipment in
the military escorts them to a restricted
Dweomer.
area: The Psi-Enclave. The Lords of Magic

105
purposefully make the area bleak in For now, members of the Tomorrow
hopes psionicists bypass the city or leave Legion do visit Dweomer, and vice
quickly. Located near the Techno-Wizard versa. Dweomer does accept visitors, but
Complex, the enclave remains under the said visitors must prove their loyalty to
guard of Magi in Automatons, and visitors the city and pledge to keep the location
must acquire a special pass from military secret. Members of the Tomorrow Legion
authorities to enter and conduct business. who do not wield technology and respect
Anyone trying to get in—or out—without the Lords of Magic can enter. On occasion,
permission faces swift punishment. units receive invitations to the city from
those patrols they fought alongside and
the refugees they aided. Units from
THE TOMORROW the Tomorrow Legion may also submit
LEGION IN THE formal petitions to gain access. With few
FEDERATION exceptions, these are granted, but the
visitors must be escorted at all times, and
only after Dweomer’s representatives
Stormspire’s trade in Techno-Wizard blindfold them.
items and vehicles makes them valuable Encounters in Dweomer use the
but problematic. The Tomorrow Legion encounter tables found in the Game
has few options to acquire these goods, Master’s Handbook.
and a handful of small producers sell
their wares to the heroes of the Legion.
Much of the city reeks of evil—and K’zaa SAVAGE TALE:
would rather not have these do-gooders
as clients. Unfortunately for him, the
COLOSSUS HUNT
Tomorrow Legion may prove invaluable
allies in his rivalry with Dunscon. Pandar Reedus served the Lords of Magic
Officially, Dweomer has no alliance faithfully for decades, never questioning
with the Tomorrow Legion. Their their wisdom. The Fall of Tolkeen shook
isolationist policy conflicts with the goals his faith; he began to wonder whether
of Castle Refuge. Dweomer’s pride as a a more proactive stance against the
“city for all people” does not help. Any injustices of the world might be a better
person, including demons, willing to strategy. Egged on by the True Federation
obey the law may reside in the city. This spy Rhamon, Reedus finally betrayed
tolerance puts the two groups at odds. his masters and stole his Colossus
As for the Tomorrow Legion, their use Automaton—heading straight for Castle
of technology does not sit well with The Refuge with the intention of defecting
Lords of Magic. to the Tomorrow Legion. As much of a
Unofficially, they cooperate to meet boon as this might be for the Legion’s
their shared goals. Both groups work defenses, do they dare risk the wrath of
tirelessly to aid refugees, and this work the Lords of Magic?
brings them into regular contact. The
patrols from Dweomer and units from The Defector
the Tomorrow Legion pool resources During the aftermath of a mission that
when they meet outside the walls of has taken the Legionnaires several days’
their homes. This diplomacy builds a journey from Castle Refuge, they hear
foundation for a possible alliance. thunderous footsteps. A massive figure

106
appears out of the trees—a Colossus The Defector’s Tale
Automaton—and staggers toward them. If the heroes save Pandar Reedus, he
It stumbles and goes down on one knee, eagerly explains his desire to defect,
a booming metallic voice shouting from explaining that as a High Magus he not
inside “Help me! I surrender!” only knows how to control Automatons,
Before the heroes can react, a Kilairgh but also how to build them. He pitches
Automaton bursts onto the scene with the the Legionnaires the idea of building
obvious intent of attacking the Colossus. an entire company of Automatons and
The second Automaton is accompanied sending them out to protect the world.
by a motley band of Battle Magi and foot He is obviously exhausted and delirious.
soldiers. As with all Dweomer Defense If Scarsgard survived the battle, he
Patrols in the field, these warriors wear counters Reedus’s enthusiasm
no common insignias or uniforms with a dash of cold reality:
so that the Coalition States may not Dweomer is a member of
identify them as belonging to a unified the Federation of Magic and
force. Unfortunately, this increases the the Lords of Magic seek
chance the Legionnaires may assume the
Dweomer squad are merely mercenaries
or villains.
Scarsgard, the leader of the Dweomer
forces, makes no attempt to explain his
actions to the heroes, growling only
that they should stand down if they
attempt to aid Reedus. His goal is to
kill Reedus and destroy his Colossus
as quickly as possible.
„ Pandar Reedus: As a Dweomer
High Magus (see page 170).
He pilots a Colossus Automaton
(see page 35). Reedus has been
traveling without rest for several
days and is at −2 on all Trait rolls due
to Fatigue.
„ Rian Scarsgard: An arrogant, cagey
Dweomer Lord Magus (see page
170) piloting a Kilairgh Automaton
(see page 38).
„ Dweomer Battle Magi (2): See page
170.
„ Dweomer Defense Patrolmen (2 per
hero): As Magic Zone Mercenaries
(see page 171).

107
to remain hidden and aloof from the From this issues a life-size projection
conflicts of the world. The Colossus is a of Leizak D’zir, demanding the
stolen state secret. Even if the Lords did surrender of Pandar Reedus and
wish for the Tomorrow Legion to possess the Colossus. Though he attempts
it, Dunscon could easily interpret such as to remain calm and speak with
an action as aggression against the True empathy and understanding, barely-
Federation. suppressed rage shows through in
A pair of TW Wingboards fly overhead, Leizak’s furrowed brow and clenched
the pilots obviously scouts for additional fists. Persuading Leizak to let go of
Dweomer forces. The heroes must quickly such a prized pupil and possession
choose whether to support Pandar or turn requires victory in a Social Conflict
him over to Dweomer. If they choose to (see Savage Worlds).
protect Pandar, then their best course of
If the heroes succeed in the negotiations,
action is to shoot down the Wingboards.
the Lords of Magic agree (with varying
„ Dweomer Battle Magi on Wing­ levels of cooperation) to allow Pandar
boards (2): See The Tomorrow Legion Reedus to remain at Castle Refuge
Player’s Guide for Wingboards. unmolested and to not interfere with
his attempts to build Automatons for the
The Wrath of Tomorrow Legion. Depending on the
Leizak D’zir margin of victory, they may even agree
A larger, better-armed Dweomer patrol to secretly support this action and lend
follows in pursuit of Reedus. The heroes tacit aid.
can fight, flee, or attempt to negotiate. Regardless of the margin of victory,
however, they require that Reedus
„ Combat is resolved as usual.
make enough changes to the design of
„ Fleeing from the patrol with Reedus
the Automatons to cast doubt on their
is a Chase (see Savage Worlds) with
Dweomer origins. As this affects the
rounds comprising several hours
rituals used to create the Automatons,
of pursuit through the forests and
this will push back construction several
hills of Arkansas. In addition to
months to several years. Though the
their normal Chase actions, the
heroes may be able to requisition the
heroes must roll a successful Vigor
Colossus for occasional missions, there
test every round or suffer a level of
won’t be any additional Automatons
Fatigue. The Dweomer forces begin
joining it for a long while.
on Card 1, the heroes on Card 3. The
Dweomer Defense Patrol breaks off „ Dweomer High Magi piloting
pursuit if the heroes can reach Card Colossus Automatons (2): See page
9 (the pursuit is abandoned when 170.
the combatants come within sight of „ Dweomer Battle Magi (2 per hero):
Castle Refuge). See page 170.
„ Negotiating is inevitable. Even if „ Dweomer Battle Magi on Wing­
the Legionnaires successfully defeat boards (4): See page 170.
the patrol or flee to Castle Refuge, „ Dweomer Defense Patrolmen (3 per
a Dweomer delegation approaches hero): As Magic Zone Mercenaries
under a flag of truce. A Battle Magus (see page 171).
carries an ornate crystal orb sheathed
in a golden, two-handled casing.

108
CHAPTER
EIGHT

PSYSCAPE AND
SOULHARVEST

T
o most historians, adventurers, In the initial generations after the
masters of the mystic arts, and Coming of the Rifts and subsequent
common folk of Rifts Earth, Psyscape Great Cataclysm, human civilization
is a myth. Sometimes called the City of worldwide quickly eroded. World-slaying
the Mind’s Eye, it is Camelot, Shangri-La, demonic entities drowned the Earth
and Utopia rolled into one. Accessible in fire and darkness and misery while
by only a few, its denizens emerge from mystical energies flooded the planet,
the mists to use their immense psychic triggering global natural catastrophes.
power to fight the wicked and protect the Despite the efforts of heroes and the
helpless. Many have sought it out hoping sacrifices of so many, Earth slipped into
to study at the feet of its masters, recruit a Dark Age. Most historians reason this
its legendary martial prowess, or plunder ended in North America only with the
its secrets and wealth. establishment of the Post-Apocalyptic
Legends date from the time shortly calendar by the Coalition States, just
after the Coming of the Rifts, long over a century ago. During that Dark Age,
before mankind began its ascent from however, other upstart civilizations rose
the Dark Age. Almost all these legends and fell. Psyscape was the greatest and
originate from the oral traditions of the most persistent of those rising powers.
many Psi-Stalker clans of the Magic Zone
and beyond but are also widely known
among the world’s mystical practitioners FOUNDING,
and historians. The myths state powerful DEPARTURE,
psychics founded Psyscape to band AND RETURN
together and fight off some supernatural
threat centuries ago, and once they
eliminated the threat, the entire city and After the initial rush of magical energies
its occupants vanished. evened out, the pervasive supernatural
Those legends are true. radiance drew a benevolent and

109
immensely powerful psychic entity taking root on Earth. With that greatest
to Earth. It anchored itself in Earth’s of threats extinguished, and with
dimension on a ley line nexus in the civilization sparking in the absence of
middle of what was once Dayton, Ohio. threat, the wise and learned leaders of
The presence of this “psychic nexus Psyscape withdrew their city from the
entity” in turn drew powerful psychics material realm and sought refuge and
to it and, over time, the psychics and the peace in the Astral Plane.
being they called Psynex established Psyscape remained in the Astral Plane
limited communion and understanding. for centuries. Its citizens continued to
Seeing a unique opportunity, the wise grow in their understanding of their
psychics decided to build a community in psychic powers and recommitted
the glow of the Psynex’s protection. This themselves to preparing for war against
community eventually grew to become supernatural evil. The ranks of the Psi-
the great city-state of Psyscape. Warriors increased and other powerful
For a century during the Dark Age, psychics refined their skills, generation
Psyscape defended many residents of after generation, preparing for the day
Earth from supernatural evils of all sorts. they would return to Earth.
Its heroes became legendary figures, with Five years ago, the leaders of Psyscape
tales of their heroics filtering into the oral informed their people it was time
traditions of villages and towns across to return to Rifts Earth. Their most
the Magic Zone, and into the legends of dangerous enemy had once again begun
the roaming and marauding Psi-Stalker to gain influence, and without Psyscape
tribes across the continent. to oppose it, Nxla had already put into
Psyscape’s heroism culminated in a motion its plan to enslave the planet to
prolonged war with the minions of a its monstrous rule.
vile alien intelligence known as Nxla. As the year 104 PA dawned, the
That campaign took its toll, but the valley ruins of Dayton filled with an
warriors of Psyscape finally secured impenetrable fog. Psyscape quietly
victory and banished or destroyed the returned to Earth, ready to renew the
entity’s minions, preventing Nxla from fight against its ancient foe.

The time I spent studying and meditating in Psyscape is my most


treasured experience. It was difficult to return to our dark world after
knowing such light and warmth, but our cause demanded it.
—Tomiko, Mystic

110
stand out as exceptional. Those raised
LIFE IN PSYSCAPE within its astral walls and studying its
philosophies find their spiritual centers
opened to existential realities.
Many sages and scholars call Psyscape
Since its inception, Psyscape has been a
the City of the Mind’s Eye because of the
hidden beacon in the dark depths of the
spiritual so-called Third Eye its teaching
Magic Zone. The overwhelming effort to
can open to a dedicated student. Once
do good in the world unifies its people.
opened, this insight allows the people
There are precious few places on Earth
of Psyscape incredible perspective on
that sustain such a dedication to the arts
good and evil, right and wrong, and
and creations of the mind, of nobility
the universal principles of justice.
and the pursuit of peace. Psyscape
Joy and inspiration flow from this
culture encourages thinking and
font of positivity and understanding,
imagination, bringing the inner strength
manifesting as art, music, science,
of its inhabitants to the surface. Residents
myst ic ism, a nd t he pursu it of
uplift each other and develop their full
physical achievement. Unfairness and
potential in whatever way suits them,
imbalance become anathema to such
whether it’s as mechanics, chefs, doctors,
a person, so the thought of corruption,
architects, warriors, or any of a hundred
ruthlessness, or t yran ny become
other pursuits. This is especially true of
sickening. Psyscape produces warriors
those with inherent psychic potential.
worthy of the city’s legend because of
Even among the vast variety of
this dedication to right.
psychics of Rifts Earth, those of Psyscape

111
The population of Psyscape numbers
nearly 85,000. The vast majority possess THE PSYNEX
some level of psychic power, with most
of those being true masters of the mental
arts such as Bursters, Mind Melters,
The Psynex has always served as
and Psi-Warriors. Most residents are
protector of the realm, and a source of
humans whose heritage is from Earth,
much of its great power and mystery.
but virtually any D-Bee or creature of
The link between the city and the entity
magic can reasonably be found among
allows the City of the Mind’s Eye to exist
the population, including many natives
simultaneously in the physical world
of the Astral Plane who would normally
of Rifts Earth and the Astral Plane and
never be found on Earth.
allows it to transport itself seamlessly
between the material and ethereal realms.
Rooted in Two Realms
Formerly, Psynex often took a direct
The city of Psyscape is unique in more
role in the protection of Psyscape, its
than its world view, but also in its
inhabitants, and even innocents within
presence. Thanks to its unity with the
its radius of influence. The Psynex
Psynex, a veil of psychic fog shrouds the
entity would psionically repel invaders
city. Most travelers cannot see the city
or wandering monsters, send psychic
itself from outside its borders, but only
warnings to traveling heroes, or even
an impenetrable white mist. Only by
give warriors of Psyscape direct aid in
bravely entering the shroud of fog (and
battle in dire situations.
overcoming the efforts of the City Guard
Today, many intersecting events across
to frighten away intruders), will visitors
the region slowly poison the positive
finally be able to see the city. Travelers
mental and emotional energies sustaining
with even minor psionic ability, however,
the Psynex. The increasing influence
can make out the outline of the city’s
of malicious and belligerent powers
walls and towers through the mist.
throughout the Ohio River Valley in the
Because Psyscape exists as much in
wake of the Coalition-Tolkeen conflict
the Astral Plane as it does in the material
sours the psychic waters of the region.
realm, the shroud of fog protects those
The unspeakably evil Nxla’s continuous
within from weather and external threats.
pressing into Earth’s reality is a psychic
Bombs dropped from above the area
counter to everything Psynex stands for.
would strike vacant ground. Bullets or
The entity’s beloved Psyscape has seen
magical blasts launched from beyond
its light dim ever so slightly as a result,
the fog never strike the city. To attack
opening its people to doubt and division
the city, an enemy would have to pass
for the first time in its centuries-old history.
through the veil and enter Psyscape itself.
In its weakened state, Psynex devotes
There they would be able to affect the city
almost all its psychic might to the
materially, but they would also be forced
Herculean task of maintaining Psyscape’s
to wage war on Psyscape’s terms.
concurrent presence on the twin shores of
Earth and the Astral Plane, and keeping
the city shrouded in its veil of psychic
fog. If war comes directly into Psyscape’s
territory, the Psynex is unlikely to be able
to provide much assistance.

112
have historically been Psi-Warriors
GOVERNMENT OF who distinguished themselves in battle
PSYSCAPE versus the supernatural evils that
torment the Earth, but any appropriately
distinguished and respected citizen of
Psyscape is a city-state, idyllic in many
Psyscape can claim the title.
ways but still subject to the intricacies
Often only a single Judge rises from
of law and politics. Its borders of formal
the people of the City of the Mind’s
authority extend only as far as its walls,
Eye, but multiple individuals of nobility
but as a sovereign nation it also projects
and valor may step into the role. In
its influence abroad into the surrounding
these cases, where the people accept the
territory, and even across the continent.
leadership of several, the Judges share
Housed in the Halls of Government at
the responsibilities and duties. A Judge is
the city’s center, Psyscape’s Parliament
expected to step down from power when
handles operational government and
the time of danger, judgment, or strife
representation of the populace. The
has passed.
Parliament is little more than a city
council with a seat for every 10,000
citizens. The body creates laws and
regulations as required and looks after THE PSYCHIC
the city’s public institutions—such ACADEMY
as its services, infrastructure, and the
legendary City Zoo.
Psyscape is a city of learning and
In times of crisis or war, or when
discovery, but that spirit manifests
the need comes to execute justice, the
primarily in apprenticeships and
highest authority in Psyscape falls to
mentorship from one master of an art or
one or more Judges. Not formally elected
science to a handful of students. The only
or appointed, the position of Judge is
true institution of learning inside the
an ad hoc leadership role seized by a
city walls is the Psychic Academy, which
powerful and wise warrior who leads by
dates back almost to the city’s founding.
the consensus of the people. Most Judges

Psyscape? Nah, man, that place is a myth. A bedtime story for babies and citizenship
rejects. There ain't no place on our Rift-ridden world like that. Look, the Chi-Town burbs
are our best bet. No demons, and great pizza shops. Sounds like a slice of heaven to me.
—Jordan Baxter, City Rat

113
When the forefathers of Psyscape first powerful, and from the commonplace to
answered the psychic calling that drew the exceedingly bizarre.
them to the site of the city, one of their Students flock to the Psychic Academy
first acts was to exchange knowledge and from across the Megaverse® and include
methods for the development of psychic every age and race. Enrollment is always
potential, to better understand each other high. New students study alongside
and the various schools of empowerment very experienced alumni returning to
and disciplines they commanded. As the refresh their disciplines or learn new
city of Psyscape put down its roots in the ones. Because of Psyscape’s link to the
Magic Zone and started to grow, the first Astral Plane, even beings from that level
informal exchanges of knowledge grew of existence make their way to the city to
into a formalized educational program. learn from the academy’s masters.
This would eventually become the
Psychic Academy.
The academy is equal parts liberal arts
college, technical school, and seminary. PLACES OF INTEREST
The Faculty of Psychic Technology
teaches psionic artificing while the
curriculum of the Faculty of Psionics is
Those who penetrate the swirling and
dedicated to traditional studies such as
disorienting fog emerge into sudden
history, science, the arts, and the study
brightness and warmth, like the most
of universal mysteries. Beyond those core
glorious summer day. The city, bathed
subjects, students learn about the theory
in sunlight and the dim blue glow of
and practice of various psychic arts and
powerful ley lines, comes into full view.
disciplines, from the foundations of
The city’s walls and many battlements
psychic potential to the mastery of current
and towers appear to be built from pure
understanding of psionic power, to theory
white stone, and its many towering
on where mental power might grow and
buildings beyond blend architecture
expand across future generations. Psychic
from every style, culture, and era. Some
students learn meditation and control
structures look to be made from the very
over their abilities to levels rarely seen
clouds while others are built with care
in the outside world. Specialized courses
by hand. Trees and grass miraculously
are available in virtually every known
grow in the sunshine, while the city’s
psionic field, from the mundane to the

There are evil things eager to prey on humanity, and then there is
Nxla…an ancient entity of truly foul magics escaped from a dark corner
of the Megaverse, and it wants to consume our very our souls.
—Brandyn, Ley Line Walker

114
dual existence means there is never rain 2,000 – 4,000 trainees, plus support
or storms, and at night the sky dims only staff, call the Headquarters home.
to twilight. „ The Consulate: An ultra-modern
complex of glass and steel buildings
„ City Gates: A company of Psi-
that seem ripped from the pages
Warriors making up the City Guard
of a science fiction novel houses
is stationed in barracks just inside
diplomats and dignitaries from
the walls. One squad is deployed
across various Astral Realms and
to question and search all who seek
the larger Megaverse ®. Because
entry to the City of the Mind’s Eye.
Psyscape’s return to Earth is not yet
They meet any hostility in kind,
public knowledge, no representatives
but escort in newcomers who pass
of native governments dwell in the
scrutiny. The guards detain those
Consulate —but this will surely
who raise suspicion until receiving
change as Psyscape establishes
orders from officers at the Consulate.
relations with Earth nations or
Returning visitors in good standing
other powerful groups, such as
with the city find gaining entry to
the Tomorrow Legion. Shops and
be a much simpler affair, consisting
restaurants that cater to dozens of
only of a quick search and some
different peoples and cultures cluster
simple questions.
around the Consulate, making the
„ Halls of Government: Its veneer
area among the most cosmopolitan
is of a classical Greek acropolis, a
in Psyscape.
walled rectangular citadel within the
„ City Gardens: Six square miles of
city made entirely of solid flawless
lush green fields and forests for use
white marble. It covers over four city
by the city’s residents sit adjacent to
blocks and stands three stories tall,
the Halls of Government and the Psi-
its ornate columns and archways
Warrior Headquarters. A huge lake
standing to impossible heights.
occupies the park’s center, ringed
Offices of bureaucracy, services,
by recreational areas, a water park,
and representative government that
and individually-curated gardens set
would rival the scope and complexity
aside for a dozen different human
of any found on pre-Rifts Earth fill
and alien cultures.
the interior of the Halls.
„ The Bazaar: Just east of the City
„ Psi-Warrior Headquarters: In
Gardens, bright yellow and red
contrast to the neighboring center
banners contrasting with the
of government’s unblemished, stark
greenery of the park, lies the grand
white marble facade, the home of
plaza that house the Bazaar. 1,000
the city’s Psi-Warriors is a walled
booths scattered haphazardly
complex built of rough-hewn gray
throughout the plaza sell everything
stone blocks. Groups of buildings
from textiles to food and drink
for barracks, administration, and
to household items to objects of
training sit amid expansive gardens,
immense magical power. Merchants
parade grounds, and exercise yards,
offer city tours, custom suits, physical
all decorated with quiet fountains
and spiritual healing, and vehicular
and works of sculpture to aid in
repair adjacent to each other without
meditation and contemplation.
any order or consistency. Only sale
Some 2,000 Psi-Warriors and another
or lease of weapons and intelligent

115
beings are forbidden. Offerings within 100 miles and have nightmares of
change almost daily as vendors move freezing cold. These woods are known as
in and out, often on trade routes Soulharvest.
across dimensional realms. The rumors and tales do not do its
„ The City Zoo: One of the primary horrors justice. Human sacrifice, demonic
attractions for Psyscape’s visitors summonings, and cannibalism are
and residents alike, this vast commonplace. Perhaps most vile of all,
nature preserve contains twenty the region is the central hub of power
thousand animals from Earth’s past for the dreaded minions of Nxla—the
and present, and from around the Harvesters—and their Soulless Xombie
Megaverse®. Making up the entire slaves of North America, who congregate
southern district of the city, the within its shadows by the thousand.
enclosures replicate each animal’s
natural environments, but allow Nxla, Harvester
guests to observe in safety. Psychics of Souls
with affinity for animals are recruited Nxla is the ancient evil Psyscape fought
from multiple dimensions and planes on Earth so many generations ago—a
to serve as caretakers of this one-of- vile, relentless alien intelligence bent
a-kind facility. on turning the Earth into another of its
„ Cloud City: Home to many beings realms of necromantic horror. To prepare
from the Astral Plane who reside its way, Nxla recruits and empowers
in the City of the Mind’s Eye, mighty necromancers who carry out the
Cloud City makes up the northern will of their inhuman master. In exchange
district of Psyscape. Every building, for their service, these misguided
street, and structure is crafted from minions are promised seats of power in
wisps of ectoplasmic cloud, formed the being’s shadow once it has achieved
and cemented into reality by the the takeover of the planet.
powerful minds of astral beings. The For now, Nxla remains contained in its
fanciful skyline creates an exotic and own home dimension, a hellish landscape
beautiful vista that reinforces the of undeath. Before it can manifest on
city’s fantastic aura. Earth, it requires a massive collection of
unholy sacrifices supplied by its minions.
Blood alone cannot provide the amount
of pain and anguish the being needs to
SOULHARVEST complete its vile plan—the transportation
of Nxla also requires souls.

MINIONS OF NXLA
Deep in the vast and dense Magic Zone
The Harvesters practice nearly-forgotten
forest, twisted and diabolical men lurk in
dark arts of necromancy. They increase
the shadows, living in consort with the
their own power and influence in the
dead whom they control like puppets of
monster’s favor by helping Nxla to steal
rotting meat. Locals know it as a forbidden
souls from the living.
place, drenched in evil and dark magics,
The ritual transforms the victim
where not only lives are at risk, but the
into an undead creature —a Soulless
very spirits of any foolish enough to enter.
Xombie—destined to suffer endlessly
Psychics get a dark feeling of foreboding
so long as its soul remains within

116
Nxla’s control. Fortunately, a person
with even the slightest psychic ability SOULHAREVEST
ENCOUNTERS
is immune to the harvesting ritual and
his or her soul is secure. Creatures of D20 RESULT
magic and true supernatural beings are Same results as in the Game
1– 5
also immune. Master’s Handbook.
Nxla requires at least 6,601 Harvesters Ghouls: A pack of 3d8 ghouls
and 5000 Soulless Xombies to establish roam the dark woods and wilder­
its foothold. As of 109 PA, approximately ness of the area, drawn to the
3,000 Harvesters and 4,000 Xombies powers of death. On a roll 5–6 on
6–8
lurk on Earth, with 90% or more found a d6, a Murder Wraith runs with
in and around Soulharvest. Growth has them as a kind of pack leader
(the monster is automatically
stalled, and these numbers are steady.
Aggressive).
Frustrated as it is, Nxla and its minions
are willing for now to continue the Mystic Knights: The promise
of money and mayhem brings a
stalemate with the heroes of Psyscape, in
team of 1d6+1 Mystic Knights to
full knowledge the city-state’s resources 9 –10 Soulharvest, ready to cut down
have limits and a war of attrition favors any would-be heroes out to
the alien intelligence. Should Psyscape stop the Harvesters. Roll on the
suffer some major setback and find itself Opposition Leader table at +2.
unable to match Nxla blow-for-blow, Da rk hou nds: A pac k of
the Harvesters can easily ramp up their Darkhounds (1 × Wild Card and
activities and achieve their ends within 3d6 Extras) roam the area, drawn
three years. 11 –13 to the darkness and evil of the
If Nxla manifests on Earth, it appears place They are automatically
in Soulharvest and begins to spread Aggressive toward any beings
they encounter.
its blight across the planet. Its dark
energy empowers its Harvesters or Soulless Xombies: A small horde
other dedicated minions with ageless 14 –16 (4d6) of the wretched, murderous
creatures roam the area.
immortality (though still subject to
physical destruction), and it steals souls Same result as in the Game Master’s
17
by the thousands without having to Handbook.
rely on rituals to strip individual spirits Harvesters: 1d4 Harvesters ply
from bodies. their craft in the area, served by
Once rooted, only destroying its psychic 18 –19 1d6 Soulless Xombies for each
Harvester present. Treat them as
tether to Earth banishes the creature. This
already Aggressive.
requires reducing the number of Nxla’s
Harvesters to only 2,603 and destroying Witchling: A Witchling is insti­
20 gating evil in this dark place for
or liberating all but 2,500 of its Soulless
her own ends. Roll again
Xombies, plus Incapacitating Nxla itself.
If Wounded or Incapacitated without first
reducing its minions, Nxla regenerates
over time and renews its assault on Earth
with vengeance on its mind.
On the positive side, if a materially
present Nxla is defeated and returned
to its own dimension, all its Harvesters

117
and Xombies are banished with it, and
the creature cannot return for at least THE TOMORROW
100 years.
LEGION AND
For the time being, then, Nxla is content
to wait, knowing its victory over its old
PSYSCAPE
adversary is simply a matter of time.
While the fractured politics of Psyscape
mean that formal relations may be out
of immediate reach, parties of heroic
Legionnaires who find their way to
the city find welcome within its walls.
The Magic Zone is unpredictable and
dangerous, and members of the Legion
need a safe port of call to rest and resupply.
Many residents of Psyscape sympathize
with the Tomorrow Legion and support
its mission, willingly assisting with
critical intelligence, discounts, or other
aid. How individual Legionnaires form
personal, political, and commercial ties
to Psyscape goes a long way toward
establishing a broader and more formal
partnership.
No event brings the two beacons of
light and justice together more quickly
than the Tomorrow Legion joining the
war against the Harvesters and their
world-decimating master, Nxla. As the
Legion comes into direct conflict with
Soulharvest, they quickly find aid
from warriors of Psyscape (see Souls
of Darkness, the Plot Point Campaign
beginning on page 133).

ENCOUNTERS IN SOULHARVEST
Use the new Soulharvest
Encounters table on page
117 for Soulharvest in
conjunction with the Game
Master’s Handbook.

118
CHAPTER
NINE

BEYOND THE
MAGIC ZONE

T
hough the Magic Zone is first on Magic citizens as terrifyingly as the
anyone’s mind when thinking of Magic Zone haunts the Coalition.
magically-strong locations in North Centuries of superstitious dread make
America, many other regions contain exile to the Dark Woods so fearsome the
extensive ley lines and nexuses that Lords of Magic threaten it only as a last
enhance their eldritch power. The Deep resort; outlaws looking to avoid Lord
South, parts of what was once Canada, Dunscon’s wrath prefer risking crossing
and the ruins of New York City are the Coalition States’ borders to entering
all realms where magic is strong and the forest. Those few criminals and
eldritch threats abound (see Rifts® North madmen who do enter the Dark Woods
America: Blood & Banes). Directly adjacent become untouchable, as no one from the
to the eastern and northern portions of Magic Zone would dare pursue them nor
the Magic Zone lie territories that rival receive them again in friendship.
the Federation of Magic for both the
heights of its arcane majesty and the Flora & Fauna
depths of its evil. Little of the sinister reputation of the
Dark Woods of Alabama comes from
the forest itself; the Dark Woods are not
even physically dark. Longleaf pines
THE DARK WOODS dominate, growing up to 150 feet tall,
their scaly, four-foot diameter trunks
bare of branches until the upper third.
The trees’ tight needle clusters form
Covering most of the former state of
a patchwork canopy, allowing plenty
Alabama from the western border to the
of sunlight to reach the forest floor.
Appalachian Mountains in the east and
Grasses, orchids, and sedges grow amid
the bayous in the south, the Dark Woods
the mulch of astringent-smelling pine
haunt the nightmares of Federation of
needles, save for the occasional alien

119
carnivorous plant, the woods themselves further punishment, wishing to waste
seem positively cheerful. no resources traversing the dangerous
Among the trees, however, hide the woods. Eventually antisocial ascetics
dangers the Dark Woods threatens. Three seeking solitude joined the shunned
nexus points connect a dozen ley lines criminals in self-imposed exile, creating
scattered throughout the forest; while a strained, strange society of mavericks
not as volatile as the Magic Zone, this still and misfits.
makes the Dark Woods home to frequent Demon worshiping cultists and
Rift activity. Supernatural monsters roam witches (unaware, perhaps, of the True
the woods alongside migrant species Federation’s growing tolerance for their
from Dinosaur Swamp to the southeast; kind) openly practice bloody and profane
a deinonychus pack stalking a herd of rites. Would-be world conquerors hone
mule deer may find themselves in turn their magical skills, waiting for the day
prey to a Rhino-Buffalo. The Forest they are powerful enough to challenge
Wardens, hostile humanoid plant D-Bees, Lord Dunscon or the Lords of Magic
patrol the Dark Woods’ western reaches, to a duel. Wizardly anarchists plot the
attacking intruders to their territory. destruction of the Federation of Magic,
dreaming of a world filled with unbridled
Exiles of the chaos. Demons, dragons, and other
Dark Woods malevolent beings lurk in out-of-the-way
Many of the so-called exiles suffer places. With such viciousness rampant, it
from undeserved hostility, being no is easily apparent why most citizens of
more inherently dangerous than the the Magic Zone regard those from the
woods themselves. A handful of farm Dark Woods with such suspicion.
villages and twice as many independent Thankfully, few of these foul
homesteads lie in scattered clearings spellcasters possess much interest in
throughout the forest, families who have wreaking havoc close to home. They
tilled the land so long even the Forest would all rather go about their business,
Wardens accept them. Hunters and biding their time until they can take their
trappers who enter the territory from ambitions to the wider world. In one
the east—or who have learned to avoid shabby little community, these potential
the Forest Wardens’ territory—ply their menaces instead pull together.
trades undisturbed. Only one hundred or
so of the Dark Woods’ inhabitants truly Hamlet of Clavicle
embody the territory’s sinister reputation. This small village lies inside Forest
The tradition of exiling the strangest Warden territory, but the plant-men
and most dangerous sorcerers to the Dark do not harass the inhabitants, instead
Woods dates back centuries. Practitioners engaging in a wary trade relationship
of revolting, self-mutilating or human- with the villagers. The villagers teach
sacrificing paths found themselves the Wardens how to use the weapons and
driven deep into the forest to die, so the armor they recover from the intruders
stain of their corrupted blood was not they slaughter as well as providing the
on their judges' hands. Outside the law, Forest Wardens with night soil and other
some of these exiles thrived, claiming fertilizers for the plant-men’s birthing
places of power for themselves in the groves, while the Wardens provide
wilderness. Nostrous Dunscon and other Clavicle with corpses.
early leaders of the Federation forswore

120
Zombies tend the townsfolk’s hogs until Everyone in town simply smirks and
their flesh sloughs off and the animals looks the other way when a desperate
consume it, then the animated skeletons juicer comes calling at Clavicle’s hospice,
till Clavicle’s fields. The thighbones of then calls by name the Murder Wraiths
dead monsters form the support beams who guard the town as they go about
of houses and chips of their bones tile their daily business. Even the hatchling
the roofs. Villagers play knucklebones dragon studying the black arts is just
at the local tavern, betting human teeth. another happy member of this quirky,
The Hamlet of Clavicle is filled with small town community.
necromancers.
A 36-member necromantic brotherhood
rules the village, while four smaller
brotherhoods of less than a dozen THE TOMORROW
members each, a coven, a Grim Reaper LEGION IN THE
cult, and more death-obsessed magicians
also call Clavicle home. The 140 or so non-
DARK WOODS
wizards in the village are so jaded by the
presence of memento mori and the risen The laid-back, detached atmosphere
dead they think of this as normal life. belied by the lingering menace of the
No one thinks twice about the 20- Dark Woods provides Game Masters
foot tall pyramid of skulls and stones with an opportunity for diplomacy- and
where the blood sacrifices are made, or investigation-oriented scenarios. Few of
the shrine to the Horseman of Death. the Dark Woods’ inhabitants have any

121
interest in the outside world, instead Woods. Once in the area, use the new Dark
being quite content to scheme their little Woods Encounters table in conjunction
schemes or defend their territories. With with the Game Master’s Handbook:
so little conflict generated from within
the Dark Woods, the motivation for the
Tomorrow Legion’s presence in the area
must instead come from without. LAZLO
ENCOUNTERS IN THE DARK WOODS
Use the standard system in the Game
Where Toronto once stood gleaming
Master’s Handbook for most of the travel
against the northern skies now lies the
between Castle Refuge and the Dark
would-be utopia called Lazlo. Most believe
Techno-Wizardry was first invented here,
DARK WOODS ENCOUNTERS so blended are the elements of magic and
technology. Named for a famous 20th-
D20 RESULT Century scholar, Lazlo values learning
Same results as in the Game above all else, and any are welcome if
1– 5
Master’s Handbook. they respect the lives and beliefs of others
The Living Dead: 3d6 Skeletons, who also live there.
3d6 Zombies, and 1d8 Ghouls are
wandering the area, all in the Life in Lazlo
company of 1d4 Necromancers. With multiple universities, schools,
Roll 1d6—on a 1–4, there’s a
6–8 libraries, and museums, some believe
Witchling egging them on, while
on a 5 or 6, there’s 1d4 Corrupt Lazlo is the greatest repository of
with these monsters. Roll on the knowledge of the pre-cataclysmic Earth
Opposition Leader table and the (though others argue for similarly-
Other Authority Figure table. advanced cities across the globe). Though
Forest Wardens: 2d6 Forest magic is woven into the very fabric
Wardens plus 1 Warden per hero of life in Lazlo, great respect is paid to
stalk the Legionnaires, eagerly the studies of science, industry, and
9 –12
waiting for any infraction (such technology.
as plucking flowers or cutting With power harnessed directly from
firewood) as an excuse to attack. a stable Rift—a feat few have ever
Wandering Monsters: As per the managed anywhere on the planet—
13 –14 Game Master’s Handbook. Monsters Lazlo’s Tech no-Wizardry driven
are common here. infrastructure is a model for a future
Grim Reaper Cult: As per the entirely defined by the presence of
15 –17 Game Master’s Handbook. Cultists Rifts and ley lines. The engineers and
are common here. architects of Castle Refuge have studied
Creatures from the Rifts: As per these elements extensively for their
the Game Master’s Handbook, but own efforts to the south. Comfort and
not all are “just out of a Rift.” In
even leisure seemed assured in this city,
18 – 20 many cases, this represents the
with Lazlo’s mechanisms also ensuring
strange and unknown that have
taken up residence in this weird, defense and security to a great degree.
dangerous place. At the heart of the city sits the Tower
of Higher Learning, a 30-story structure

122
THE CULT OF DRAGONWRIGHT

The Cult of Dragonwright has existed a few secret members of the cult.
in many forms on many worlds Dragons converted to the cult forced
over many millennia throughout defenseless villages to pray to them
the Megaverse®. The form currently for protection, while dragons who
found on Rifts Earth proclaims Earth rejected Styphathal’s message still
was chosen for the Coming of the benefitted from the prestige afforded
Rifts due to its special cosmological their peers. Humanoid cultists
significance, the opening of the Rifts curried favor with blood and money
bringing humankind closer to the and in return received the advantages
godhead. That “god” is a dragon of the dragons’ cunning and magic.
named Styphathal who lives on Even the noble Dragon Kings who
Atlantis and wants humanity to give ruled Tolkeen’s sister-city of Freehold
him their money. Surprisingly, this unconsciously enjoyed greater
version of the Cult of Dragonwright authority because of Dragonwright’s
did quite well for itself up until the influence.
Fall of Tolkeen. The siege and fall of Tolkeen
Perhaps Dragonwright’s success prompted the Dragon Kings to flee,
is not strange. Dragons wield leaving thousands to die. The Cult
indisputable power and intimidate of Dragonwright still reels from
those deemed weaker. They share a that public relations disaster. How
deep connection to the cosmological powerful can dragons truly be if they
forces that so drastically reshaped fear the guns of man? How strong can
the world. Legends dating from eons their connection to magic be if they
before the Great Cataclysm show seek asylum with Alistair Dunscon
dragons visited Earth before, lending and the Lords of Magic? Former
credence to the cultists’ insistence devotees turn from the cult in droves
dragons and humans share a special while bullying dragons suddenly find
bond. Furthermore, the confident themselves on the ingredient list for
and successful Styphathal preaches making Dragon Juicers.
a message many love to hear: greed While some deeply-invested cultists
is good and the weak are fodder for still cling to their plots, it seems the
the strong. Society of Sages may not need to act
During the last century, the directly and rather simply sit back and
Cult of Dragonwright’s influence let the Cult of Dragonwright destroy
spread widely throughout the itself. That is, until Styphathal—
Federation of Magic and the Magic friend and business partner of
Zone. Few settlements and fewer Splynncryth, the Splugorth master of
organizations did not have at least Atlantis—chooses to act.

123
faced with white marble trimmed in Tolkeen down) creates a serious security
gold, its ledges and peaks decorated with issue as well as a strain on resources.
beautiful statuary carved in the shape of Though housing is still available, and
winged angels and wondrous spirits. A these folks can be fed and helped in
comparatively small obsidian pyramid many ways, there are not enough jobs
crowns the building, harnessing and and opportunities for a more long-term
directing the magic energy of three ley rebuilding of lives.
lines that intersect at its location. The The original citizens of Lazlo also
Tower of Higher Learning serves as the face their own crisis. Not only were
center of Lazlo’s University of Magic the cities staunch allies championing
and as the city’s seat of government: a similar causes, but most residents of
Congress of the Electorate (led by the Lazlo had friends or family in Tolkeen.
Cyber-Knight Thomm) and a Council of The destruction of Tolkeen sent many
Learning (led by the great and ancient Lazlo citizens into an existential shock,
dragon, Plato, known to some who plunging them into depression as they
formed the Tomorrow Legion). questioned whether all they believe in,
whether all they have ever worked for is
THE TOLKEEN CRISIS doomed to destruction at the hands of a
The fall of Tolkeen, unfortunately, boosted vicious bigot.
the already burgeoning population of
Lazlo well past what the city’s leaders The Free State of Lazlo
had ever planned for. The presence Like Arzno, Lazlo defends a territory of
of refugees (including those hell-bent allied hamlets and settlements. Small
on revenge against the Coalition, and farming and ranching communities
against the Federation of Magic for letting surround the city for nearly 50 miles

I don't care what Brandyn says, magic isn't an art. It is very


demonstrably a science…written in the code of the stars.
—Ulysses Chance, Techno-Wizard

124
in all directions. The refugee crisis seems. Erin Tarn, Plato, Thomm, and
troubles these towns as well, but—loyal others who influence Lazlo' affairs
to the ideals of Lazlo as they are—the understand their survival and the
inhabitants still try to welcome those dreams they have for the world going
fleeing Tolkeen’s destruction. forward utterly depend on places like
Castle Refuge growing and thriving.
New Lazlo
The city of New Lazlo began as an ENCOUNTERS IN LAZLO
archaeological dig by scholars from Lazlo Use the Encounter chart in the Game
excavating the University of Michigan. Master’s Handbook as-is for travel to Lazlo
Now, though over 270 miles away, most from Castle Refuge, but with the distance
folks consider the tiny city-state of New modifiers indicated earlier in this book.
Lazlo an extension of everything the
citizens of Lazlo built. It even supports
its own surrounding territory of farms, THE RUINS OF
trading posts, and homesteads.
New Lazlo shares the ideals and utopian
TOLKEEN
goals of Lazlo in every way. However,
as a much younger city overseen by Once a shining beacon of a magic-driven
firebrands, explorers, and idealists, New society, much like Lazlo, Tolkeen and
Lazlo faces much more danger from the the surrounding countryside is now
Coalition. Being only 300 miles from a smoldering ruin. Most of what was
Chi-Town makes this threat all too real, once Minnesota is now designated a
especially when the CS forces are done Coalition Military Occupied Territory,
mopping up the ruins of Tolkeen. Lord with refugees still streaming out of the
Dunscon despises New Lazlo and looks area in all directions. The Kingdom once
forward to the day its citizens receive a represented the largest unified magical
harsh jolt of reality. society in North America with over a
dozen cities and major towns, and all
the surrounding villages, farms, and
THE TOMORROW communities between.
Nothing remains now except pockets
LEGION AND LAZLO of resistance fighters and those bent on
exacting revenge to their final breath.
Despite its crisis of conscience, Lazlo still Coalition forces also face treasure hunters,
represents the strongest ally the Legion Splugorth operatives, provocateurs from
possesses. The city-state continues to Lord Dunscon’s Federation, and other
support both Castle Refuge and its opportunists exploiting the chaos. Many
growing force of defenders and explorers are looking for artifacts and other useful
with resources, information, and advice, items left in the rubble, while others seek
doing everything in its power to only to test the occupation force or see
strengthen the Legion. it remains focused in the region. The
The more cynical among the Legion fallen Kingdom of Tolkeen is a constant
believe this is Lazlo’s effort to create war zone even in the aftermath of war.
another potential target for the Coalition; For anyone daring to enter this ravaged
while this may be an entirely unforeseen region, there is little more than danger
side-effect, the truth is as benign as it and death to be found.

125
Even Freehold, a city of dragons
TOLKEEN ENCOUNTERS founded in Tolkeen’s shadow, fell to the
D20 RESULT Coalition when the dragons fled. Now
Same results as in the Game burglars and CS troops alike stalk its
1– 5 oversized halls; the burglars hunting for
Master’s Handbook.
Looters & Treasure Hunters: A the dragon hoards left behind, the CS
large group of opportunistic folks, troops hunting the burglars.
well-armed and determined, are
combing the rubble for anything
of value. Roll 3d8 for how many THE TOMORROW
looters (use the Pecos Raider stats).
Another 1d4 Wild Cards of differ­
LEGION IN THE
ent types are leading this effort; roll RUINS OF TOLKEEN
6–8 a d10 to determine what each one
is: 1-Burster, 2-City Rat, 3-Crazy,
4-Cyborg, 5-Headhunter, 6-Juicer, The very founding of the Tomorrow
7-Ley Line Walker, 8-Mind Melter, Legion is tied to the fall of Tolkeen and
9-Robot Pilot, 10-Techno-Wizard. the transport of many refugees (most
Roll once on the Opposition via ley line travel facilitated by Ley Line
Leader table and once on the Walkers) to Castle Refuge. As the Coalition
Other Authority Figure table (for tightens its control of Minnesota, the
the second-in-command).
Legion plans new operations going into
Same result as in the Game Master’s
the area to seek out survivors and attempt
Handbook, though the mission is
9 –10 rescue. As the CS begins to stake out the
less scouting and more security
patrol. nexus points where Walkers might bring
forces through, overland travel becomes
Coalition Occupation Force: Use
the same result as the Coalition increasingly necessary to get teams into
11 –14 Recon-in-Force, but these troops the region. Though search-and-rescue
are prepared to defend their newly- is the main mission, Legionnaires are
won territory against all comers. fully prepared to engage Coalition and
Same result as in the Game Master’s other factions who try to stop them.
15 –16
Handbook. Secondarily, many of the arcane-minded
Splugorth Raiders: Use the leaders of the Legion are concerned about
17–19 Splugorth Slaver result, but there the many powerful magical weapons and
may be 1–3 such Slavers. items left behind, wishing to keep them
Federation Raiding Party: A force out of more nefarious hands.
of 2d6 Magic Zone Mercenaries, See Empires of Humanity for more about
Orc Bandits, or Psi-Goblins is led Relic Salvage Operations.
by either a Shifter or a Combat
Mage. Roll a d6 to determine
what else is part of the patrol: on
ENCOUNTERS IN TOLKEEN
20 a 1–2, it’s 1d8 Brodkil; on a 3–4, Use the standard system in the Game
it’s 1d6 Gargoyles, and on a 5–6 Master’s Handbook for most of the travel
it’s 1d4 Mystic Knights (one of between Castle Refuge and Tolkeen.
which is a Wild Card). Roll on the Once in the area, use the Tolkeen
Opposition Leader table. They Encounters table in conjunction with the
are here to grab artifacts and test Game Master’s Handbook.
themselves against the Coalition.

126
entire planet if he just chose to exert
THE SPLUGORTH himself. Free Quebec hopes some other
COLONIES player in Rifts Earth politics stymies
Splugorth expansion, not realizing Lord
Splynncryth deliberately stays his hand
The tidal wave created by the rising
as a gesture of goodwill to the other alien
of Atlantis swept the island of
powers seeking footholds on Earth.
Newfoundland and peninsula of Nova
For now, the Splugorth invasion only
Scotia clean of human habitation. In the
directly victimizes the Faerie Folk of
centuries since, Faerie Folk settled these
Newfoundland and Nova Scotia. Among
uninhabited wildernesses, filling both
the many horrors they perpetrate, the
provinces with their enchantments. Few
Splugorth manufacture Bio-Wizard
sapient beings ventured any dealings
weapons using enslaved Faeries,
with the crafty, tricky Faeries, leaving
magically binding tiny beings like pixies
them to their own devices.
and sprites to housings and empowering
Recently, however, the Splugorth began
destructive beams with the Faerie Folks’
establishing colonies in the area. They
innate magic. The process leaves the
made Newfoundland their main base of
Faeries comatose but in constant pain.
operations, christening the island “Little
Atlantis” and laying the foundations for
First Citadel
multiple outposts. Less defensible than
Southern Newfoundland currently
the island, the colonization of the Nova
boasts the presence of the First Citadel,
Scotia peninsula proceeds more carefully.
a maritime trading center with two
The Splugorth hope to establish a base
ports capable of docking 30 vessels
in New Brunswick as well, linking the
apiece. Around 40,000 free beings call
colonies with ley lines for fast transit
the First Citadel home, with another
between locations and opening the East
20,000 slaves imprisoned there awaiting
Coast to the expansion of a dozen or so
transport to Atlantis or deployment to
Atlantean colonies.
the construction of the Second Citadel
The Splugorth utilize Little Atlantis
currently under construction on the
as a launch point for slave raids further
other side of Newfoundland.
inland. Splugorth Slavers guarded by
The First Citadel already resembles
Altara Warrior Women and stranger allies
Atla nt is i n mi n iat ure. A new
hunt up and down the East Coast and use
interdimensional market has been
the St. Lawrence River, the Great Lakes,
established in the port colony, offering
and their tributaries to venture as far as
the wares of dozens of worlds, while a
the Mississippi. Most raids are launched
Bio-Wizardry research and development
into Canada, but the smaller colonies
complex sells augmentations and
further south offer opportunities in the
conducts experiments on captured
former United States.
slaves. Newly-built manufactories
The shocking Splugorth expansion into
churn out weapons and other exports
coastal Canada poses potential danger
processed from local materials, while
for Free Quebec and they warily watch
food processing plants render sustenance
for further developments. They possess
for the growing population. Splugorth
little intelligence about the aliens and
Slavers, Altara Warrior Women, and
Atlantis but have heard the rumors Lord
alien Splugorth allies inhabit their own
Splynncryth could have conquered the
heavily-defended quarters in the citadel.

127
The Splugorth long ago learned how other worlds and access to the interior of
to harness ley lines. Stone pyramids North America.
similar to the mounds of the Ohio Valley
and the step pyramids of Central and Splugorth Outposts
South America provide artificial foci Ghost Island, just off the northeastern
for nexus points, creating exploitable coast of Nova Scotia, hosts the next-
links. Construction on pyramids at largest Splugorth colony, a port for 20
the First Citadel, the site of the Second vessels with a population of 12,000.
Citadel, and other colonies proceeds Expansion there concentrates on the
apace. Once brought into alignment, the building of the stone pyramid. Tiny
pyramids will enable the Splugorth to trading posts also exist on the coasts of
control local weather patterns, teleport Maine, Massachusetts, and Virginia but
instantaneously between the colonies, these have only perfunctory garrisons
and even open Rifts allowing trade with ready to flee the persistent threat of
Shemarrian attacks.
SPLUGORTH ENCOUNTERS
D20 RESULT
Same results as in the Game
THE TOMORROW
1– 5
Master’s Handbook. LEGION AND THE
Calgary Monster Kingdom SPLUGORTH
Patrol: A group of demons sent
out from the area of the Calgary
Rift. 2d8 Lesser Demons led by a While Lazlo warily watches Splugorth
Greater Demon. Roll a d6; on an expansion in Newfoundland and Nova
even result, a Thornhead demon Scotia, the city’s rulers are uncertain
6–8
accompanies as a second-in- about the aliens' goals and hesitate to
command, while a Neuron Beast mount a pre-emptive attack against the
serves the roll on an odd result. colonies, electing instead to wait and see
Roll on the Opposition Leader
what happens.
table and the Other Authority
Figure table. Tomorrow Legion scouts cooperating
with Lazlo forces might discover the
As per the Game Master’s Handbook.
9 –10 They are most likely seeking out depredations inflicted on the Faerie
Xiticix incursion points. Folk, forcing Castle Refuge and Lazlo
Xiticix: As per the Game Master’s to seriously consider an intervention in
11 –12 Handbook, but there are 1d4 the area—a military action that would
Hunters and 2d8 Xiticix Warriors. put them in direct conflict with one
Wandering Monsters: As per of the most powerful factions in the
13 –14 the Game Master’s Handbook, but Megaverse®!
slightly more likely.
15 As per the Game Master’s Handbook. ENCOUNTERS IN THE SPLUGORTH COLONIES
Splugorth Raiders: Use the For journeys into Newfoundland and
16 –18 Splugorth Slaver result, but there Nova Scotia, use the standard Encounter
may be 1d4 such Slavers. table from the Game Master’s Handbook
Creatures from the Rifts: As per with the modifications for distance as
19 – 20 the Game Master’s Handbook, but described on page 55 . Once in the
slightly more likely. Northern Lands, use the Splugorth

128
Encounters table in conjunction with the and vehicles. His distinctive, mixed-use
Game Master’s Handbook. garage/house sits on the southern edge
of the hamlet, but Captain Gilcrease
Robertsen, the CS officer in charge,
SAVAGE TALE: suspects Goro of espionage and visits the
garage frequently for drinks or “friendly”
CASTLES IN THE SKY games of go.
Once the Legionnaires slip past Capt.
While on a long-range patrol in the Robertsen, Goro cautiously welcomes
Magic Zone or while visiting Magestar them and leads them into a hidden
or Psyscape, the heroes receive orders elevator in his garage. When the doors
from Castle Refuge to infiltrate the open, the heroes find themselves in a
Coalition-held territory around the cavernous train station. An Ironhorse
ruins of Tolkeen and aid some refugees locomotive, it’s “face” painted to look like
in escaping. Rather than attempting to a grinning ogre, sits waiting, the attached
escort the refugees as far south as Castle passenger cars turned into living space
Refuge, the Legionnaires must instead for over 40 D-Bee refugees. Open flatcars
help them cross the border into South stand ready to carry the heroes’ vehicles,
Dakota to reach safety in the Sky-Castles or to serve as gunnery platforms for
of the Lyn-Srial. Glitter Boys and other armors.
“A lot of these CS types don’t realize
Down Below
how much magic can replace their
Poppy Hill
vaunted technology,” Goro offers by way
Traversing the no man’s land of occupied
of explanation. “They think that just
Minnesota means running a gauntlet of
because Poppy Hill looks like a storybook
Dead Boy and Dog Boy patrols, SAMAS
village, it must be medieval in amenities
fly-bys, vigilant UAR-1 Enforcers and
as well as design. Every house in town
Spider-Skull Walkers, and omnipresent
has an elevator down to the station; we
Skelebots. Evading the occupation forces
used to use it to commute to work. Now
can be expanded into an adventure in
we have to hide our friends and neighbors
itself but may also be simplified as a
against genocide.”
dangerous Quick Encounter (with failure
resulting in Wounds and Fatigue from Tomorrow Legion Specialist 1st Class
near-misses with Coalition patrols, see Alek-Sreeaa greets the heroes. The Sky-
Quick Encounters in Savage Worlds) if Knight commando has been organizing
the GM and the players prefer to move local relief efforts, flying between
on with the main plot of this tale. neighboring villages under cover of
When the heroes reach their rendezvous darkness. She explains that the refugees
point at the tiny hamlet of Poppy Hill, need the Legionnaires to pin down the
they find it occupied by a Coalition States CS Interdictors long enough to enable
interdiction unit (see below). Squads of a getaway and then escort the under-
five Grunts and a UAR-1 patrol in six- armed convoy to South Dakota.
hour shifts. A vehicle accompanies the
“The Cyber-Knights came to my people
villagers when they go to tend their fields.
some months ago and asked us to use
The Legionnaires have orders to find
our Cloud Magic to help the survivors
Goro Kondo, a TW-trained Operator
of Tolkeen. We have crafted castles in
who maintains Poppy Hill’s tractors

129
the sky—structures of solidified cloud— Spiriting Away
to house the refugees until permanent Once the heroes defeat or break free
homes can be found for them. They of the CS Interdictors, the Ironhorse
lie just across the border in what your makes a beeline for South Dakota. If
people called South Dakota. It’s but a few they tricked Capt. Robertsen’s unit, then
days’ journey, yet it is far too dangerous the Interdictors give pursuit within 15
for them to attempt alone,” she shrills. minutes. If they bested the unit in combat,
then a SAMAS patrol picks up their trail
Goro explains the Ironhorse enters
and calls in reinforcements. In either case,
and exits the station through concealed
a Chase begins.
tunnels only 500 yards outside the village.
The heroes begin on Chase Card 5,
Trapped in the village during the early
the Coalition air forces on Card 3, and
days of the siege, the villagers lack the
the CS ground vehicles on 1. The battle-
firepower to guard the train as it departs,
scarred terrain and open wilds impose
making it an easy target for Coalition
a −2 penalty on maneuvering rolls for
forces. Alek-Sreeaa defers to the heroes in
ground-based vehicles.
planning the break-out, assuming their
The SAMAS patrol acts as aerial
battlefield experience eclipses hers.
reconnaissance for the ground vehicles,
attempting to keep the convoy in sight
POPPY HILL INHABITANTS
and not engaging in combat unless it
E Specialist 1st Class Alek-Sreeaa: A
appears the heroes might Flee or they are
Lyn-Srial Sky-Knight (see page 171).
fired upon.
E Goro Kondo: An Operator with the
Arcane Background (Magic) and „ Coalition Mark V APC (2): One Mark
Minor Item Creation Edges (see V carries a team of Dead Boys (10 plus
Savage Foes of North America). 3 per hero; max 30), while the other
„ Refugees (103): As Civilians (see serves as a carrier for the SAMAS
Savage Foes of North America); a mix patrol. Both are piloted by full 2-man
of D’Norr, Dwarves, Elves, Humans, crews (use Spider-Skull Walker Crew
and other races. in Savage Foes of North America).
„ Ironhorse “Sakura”: See page 43. „ PA-06A Coalition SAMAS (2 per
hero): Each is piloted by a Coalition
CS Interdictors
SAMAS Pilot (see Savage Foes of North
E Captain Gilcrease Robertsen: A
America).
Coalition Military Specialist (see
„ Spider-Skull Walker (1 for every
Savage Foes of North America).
four heroes, rounding down):
„ Coalition Grunts (10 plus 2 per hero):
Piloted by a full 8-man Spider-Skull
See Savage Foes of North America.
Walker Crew (see Savage Foes of North
„ PA-06A Coalition SAMAS (1 per
America).
hero): Each is piloted by a Coalition
SAMAS Pilot (see Savage Foes of North
The Wind Rises
America).
Outrunning or destroying their pursuers,
„ UAR-1 Enforcer (1 for every three
the Legionnaires can reach their South
heroes, rounding down): Piloted by
Dakota destination in only four hours. If
the full 2-man crew of UAR-Enforcer
time permits, the GM might allow players
Pilots (see Savage Foes of North
to tell some Interludes for Bennies—or
America).

130
even allow the players to tell stories about
the refugees they are guarding.
An hour out, however, the heroes spot
a large, bird-like silhouette in the sky
as Itzpapalotl, a Plumed
S er p e nt, de sc e nd s.
Itzpapalotl threatens
no attack but does
respond to violence
in kind. Assuming
the heroes allow her
to board safely, she
assumes the form of a
beautiful woman with
obsidian-black eyes and
addresses them.
“You have entered the
territory of Itzpapalotl, the PLUMED SERPENT
Obsidian Butterfly. What
tribute do you offer to cross
my lands in safety?” she
sneers. Alek-Sreeaa shrugs,
as surprised by the situation
as you.
Believing she has the upper hand
(and because it entertains her), the
Plumed Serpent happily agrees to
negotiate a toll. If the heroes offer no
tribute, Itzpapalotl calmly requests to
eat two of the refugees. Before violence
breaks out, she suddenly shivers, taking
a deep breath and wincing at some
foul odor.

I am open to all experience, observing potential futures through our people's


ancient path of metaphysical communion, which you call Cloud Magic. This is why
I am continually at peace…I have already accepted all possible outcomes.
—Kai-Seiil, Lyn-Srial Mystic

131
“Something comes on the wind,” she Aftermath
growls, reverting to her true form. Once the Legionnaires resolve matters
“Something bringing carnage.” with the Plumed Serpent, they can make
the remainder of the journey in peace,
Long-range instruments and farsight
coming at last to the Cloud-Castles.
reveal a Death’s Head transport bearing
Astonishing, magnificent structures rise
down on them. The flying fortress is
from clouds hovering over the Dakota
still out of combat range, giving the
plains—visions of peace and serenity
heroes time to flee again or negotiate
rarely seen on Rifts Earth. Joyous Tolkeen
with Itzpapalotl to help attack the new
refugees descend from the castles in
intruder in her territory. If the heroes
bubble-like elevator pods to welcome
do convince her to join them, she makes
their fellow citizens. Families and friends
use of her Fear and confusion abilities to
are reunited, and the Legionnaires
help crash the transport. She also allows
receive tear-filled thanks.
the heroes to ride her into combat, if they
so desire. Alternatively, of course, the E Itzpapalotl: Plumed Serpent (see
heroes might trick Itzpapalotl into acting page 184).
as a decoy or even going alone against „ Coalition Death’s Head Transport:
the Death’s Head. Piloted by a full 2-man pilot crew,
Once the heroes destroy or evade the with an additional gunner for each
Death’s Head, they must conclude their weapons system, and carrying a full
negotiations with Itzpapalotl. If they complement of support vehicles and
fought alongside her, she is more likely soldiers (use Spider-Skull Walker
to look favorably on the heroes' requests. Crew in Savage Foes of North America).
If they tricked or betrayed her, however,
she attacks without hesitation and
without mercy.

132
CHAPTER
TEN

SOULS OF DARKNESS

T
he following Plot Point Campaign sights on the Federation of Magic and
allows Game Masters to introduce other powers within the Ohio River
Psyscape into Rifts Earth and Valley. Lord Dunscon schemes from his
gives the heroes a chance to expand the throne in the City of Brass. Soulharvest
Tomorrow Legion’s mission. grows and Nxla’s Harvesters evangelize
When Psyscape returned to Rifts across the region, promising power to
Earth, its warriors quickly confirmed practitioners of darkness who fear for
the minions of Nxla—its Harvesters their own survival.
and their Soulless Xombies—had also The heroes of the Tomorrow Legion
returned. What's more, the newcomers and the warriors of Psyscape seem to
learned quickly they had returned to a be natural allies, but a partnership may
tumultuous time. As war between the be harder to establish than their similar
Coalition States and Tolkeen festered outlooks might suggest. The political
and finally erupted, Psyscape engaged in situation in Psyscape is decidedly
its own private campaign against Nxla’s unsettled, and until the powers within
agents in Soulharvest, and wherever else the City of the Mind’s Eye are all pulling
their influence spread. in the same direction, they keep outsiders
The Magic Zone is as unstable a at arm’s length. If more than a century
place today as it has been since the away from Earth taught the citizens of
Coming of the Rifts. With Tolkeen now Psyscape anything, it is many kingdoms
destroyed, the Coalition has turned its and power centers rise and fall on Earth.

And there was a reaping of souls so great creation itself was


awash with spirits, and even the devourer became choked.
—Occult text of unkown origin

133
To align with a new power such as the but perhaps Legionnaires could find
Legion might not be the best long-term the item first and retrieve it. Of course,
investment. Magestar will deny all knowledge of the
The Tomorrow Legion needs to prove operation if it fails, but if the magical item
them wrong. is delivered into Magestar’s possession,
the Tomorrow Legion will not find the
Suggested Sequence Mystic Triad ungrateful.
of Events The magical item in question, the Orb
Souls of Darkness may be run on its own or of Mist, is rumored to allow its user to
integrated with the Plot Point Campaigns see distant lands in real time. The smooth,
found in Blood & Banes and Empires of warm crystal ball exudes a drifting
Humanity. white mist that boils out of it constantly.
Those with magical or psionic abilities
experience unexpected, fleeting visions
SESSIONS ADVENTURE
of far-off lands when handling the orb.
1 The Orb of Mist Magestar hopes to use it primarily for
1–2 Adventure Generator defense, and a more secure Magestar
1 The Shadow of Nxla means more freedom and peace in the
2– 4 Adventure Generator Magic Zone. The Mystic Triad plans to
share data gleaned using the artifact
1 Sweet Tea and Skeletons
with its allies, especially the Tomorrow
2– 4 Adventure Generator Legion. Alistair Dunscon wants the orb
1 Catspaws to spy on his rivals and enemies, using
2– 4 Adventure Generator it to plan his revenge on the Coalition
1 The Siege of Soulharvest States. Of course, there’s no telling who
else may come under his scrutiny if the
item should fall into his hands.
If the GM wishes to incorporate the Vic Lee provides the Legionnaires with
other campaigns, run them after “The details of the artifacts whereabouts: a
Shadow of Nxla” or “Catspaws” in place remote location in the Middle Ohio Valley,
of the randomly generated adventures. and urges them to make haste. Before
heading out into the wilds of the Magic
Zone, the Legionnaires should prepare
for a confrontation with the forces of
THE ORB OF MIST Lord Dunscon.

A Tense Meeting
A day or so from their destination, the
The heroes are dispatched by their
team is moving through a forest. Have
superiors in the Tomorrow Legion to meet
them make Notice rolls to detect sounds
secretly with an envoy from Magestar
of an argument nearby. With a success,
by the name of Vic Lee. Lee informs
they are able to sneak closer and surprise
the Legionnaires that Lord Dunscon is
or eavesdrop on the scene. Otherwise
scouring in search of a magical item—
they stroll right into a clearing currently
an item Magestar fears should not fall
occupied by an unusual group.
into his hands. Direct action against
A Psi-Warrior called Tessaric is
Dunscon’s units is out of the question,
escorting a manacled Harvester and

134
around a dozen Soulless Xombies back to
Psyscape. The female Harvester is visibly SOULLESS XOMBIES
uncooperative, and the Psi-Warrior is
near the end of his patience. As the
These pitiful creatures are the
heroes approach, his temper gets the
ensorcelled bodies of innocents
better of him.
trapped in service to the
“For the last time, control them, or I minions of Nxla, their souls in
will kill you where you stand!” He pulls endless torment.
hard on the manacle chain, wrenching Heroes fighting a Soulless
the slight woman to her knees. As he Xombie can make a Notice roll
does so, the shuffling creatures snarl to realize they seem almost
and begin to close on her prostrate form. reluctant to attack. Most have a
Their faces do not show the mindless rage haunted, agonized look in their
of the typical undead, however. There is eyes as their tortured souls are
something almost human, something forced to witness the depravities
tragic about their expressions. suffered (and inflicted) by their
corporeal forms.
Allow the heroes to intervene in any
Game Masters who want to play
way they choose. Tessaric tries to prevent
up the horror a little more can
any violence and attempts to explain,
have a stronger-willed Xombie
while the Harvester, Izira Steros, makes
briefly struggle against their
every effort to exploit the confusion,
enslavement long enough to issue
screaming, begging and inventing lies, in
a guttural plea for help or beg for
an effort to get her captor killed and her
release from eternal torture.
manacles removed (allowing her to use
Such an experience should
her powers). If the heroes fight the Psi-
require the observer to make a
Warrior or if the opportunity for escape
Fear roll at −2 as they get some
presents itself, Izira sets the Xombies on
small insight into the horror of
the heroes and tries to flee. If the heroes
these creatures’ plight.
try to harm the Xombies, Tessaric tries to
stop them, saying they can be saved.
If heroes are quick to resort to violence,
Tessaric attempts to defuse the situation,
using non-lethal powers while he tries to Tomorrow Legion’s abilities and asks that
be heard. If the heroes are able to restrain they escort him to Psyscape where they
themselves and avoid killing Tessaric, can discuss a possible alliance. Tessaric
they can gain a valuable ally and learn of can be convinced to accompany the
a new and dangerous threat. Legionnaires until they have completed
Tessaric explains that he is leading the their search for the orb, and agrees to
Soulless Xombies to Psyscape, where lend his support in any way he can.
they can undergo a ritual to restore their
„ Tessaric, Psi-Warrior of Psyscape:
souls and cast the shard of Nxla—an
See page 172.
ancient dark evil inhabiting them—back
„ Izira Steros, Harvester: See page
to his home dimension. Izira Steros
164
(if she survived the confrontation) is
„ Soulless Xombies (2 per hero): See
to be imprisoned forever in another
page 166.
dimension. Tessaric is impressed by the

135
Finding the Orb think of a way to use them to the team’s
Journeying on to the heroes’ original advantage.
destination, they find the place a The mercenaries are led by a young
smoldering ruin. The inhabitants have dragon called Glime, eager to make a
been butchered, many tortured before good impression on Lord Dunscon. If the
they died. A successful Survival (tracking) heroes are clearly winning the combat,
roll indicates the massacre was recent he curses and teleports away, leaving
and detects the tracks of the perpetrators his men and the orb to the Legionnaires.
leading away to the southwest, toward He is forced to return to Lord Dunscon
Lord Dunscon’s domain. empty-handed, but he becomes a bitter
Searching the ruins finds no sign enemy of the Tomorrow Legion in general
of the orb, and if the heroes delay too and the heroes in particular. He begins
long, Tessaric suggests the Legionnaires dogging their tracks looking for a way to
hurry to catch their quarry. Dunscon’s get his revenge.
mercenaries have completed their
E Glime, Flame Wind Dragon
mission and are making their return
Hatchling: Has Dragon Teleportation,
journey at a leisurely pace. The heroes
see Savage Foes of North America.
are able to catch them within a day or
E Alarax, Combat Mage: See Savage
two. A successful Stealth roll (opposed
Foes of North America.
by the mercenaries' Notice) allows the
„ Magic Zone Mercenaries (1 per
Legionnaires to approach. Tessaric
hero): Alternatively, in choosing the
needs to remain at a distance to manage
mercenaries, match them to each
the Soulless Xombies, unless the heroes

136
hero. See Savage Foes of North America
for additional mercenary types. THE SHADOW
OF NXLA
One Vision
With the mercenaries defeated, the
Whichever choice the Legionnaires made
heroes are finally in possession of the
at the end of The Orb of Mist Plot Point,
Orb of Mists. Heroes with ISP or PPE
the Tomorrow Legion is eager to exploit
feel a friendly beckoning from the orb. A
the heroes' contact with Tessaric, and
psionicist or spellcaster who touches the
forge a closer link with Psyscape. If the
orb sees the following in their mind’s eye:
heroes did not immediately head there,
You look down upon clouds as if borne run this scenario when the Legionnaires
through the air. They part and reveal an are ready to make the journey. If they
idyllic, busy city beneath you. You seem accompanied the Psi-Warrior directly to
to rush past friendly faces of humans and the City of the Mind's Eye, this adventure
D-Bees acknowledging your presence can follow directly from the last.
and welcoming you to their home. You The GM should draw some travel
pass through the pillars of a glorious, encounters to cover the group's journey
monumental building of white marble and (see Travel in Savage Worlds). After several
stop before a powerful-looking mature days, the Legionnaires find themselves
human woman, a younger human male, before the swirling mists protecting the
and a D’Norr man—all clad in robes of city. If they bear the Orb of Mist, a beacon
shimmering samite. of white light emanates from it when they
“Greetings, psychic,” says the D’Norr. near the city, guiding them through the
“I am Rrr, a Judge of Psyscape, the City fog. Otherwise, Tessaric is alerted to their
of the Mind’s Eye. After many long approach and emerges from the mist as
centuries, we have returned to Earth they arrive to greet them and guide the
to guide the world through a time of heroes to the city.
darkness. By finding this orb, you have They have arrived at a troubling time.
proven yourself worthy to join us. Follow Psyscape’s normally single-minded
the urging of the orb, and we shall make leadership remains undecided as to how
you a true Psi-Warrior!” the city-state should continue its campaign
against Nxla. Factional politicking rears
If none of the heroes is able to see the
its head in the City of the Mind’s Eye
vision, Tessaric witnesses it and passes the
and divides the population. Some wish
information to the Legionnaires. When
to continue the effort of evangelism and
the message ends, the heroes are left to
reasoning to hold off Nxla’s advance,
decide how to proceed. Tessaric explains
despite the recent stalemate. Others
that he must take his charges directly to
believe Psyscape should look to its own
Psyscape, but understands if the heroes
defense first, and recruit allies to help
have their own missions to fulfill, and
in the war. A third faction presses for
gives them directions to find the city
immediate aggressive action against
in the future. They can return to Castle
Nxla’s forces before they have a chance
Refuge and present this information to
to spread any further. Without a strong
their commanding officers, take the Orb
consensus on the matter, Psyscape is on
to Magestar as a gift to Vic Lee, or proceed
uncharacteristically unstable footing.
directly to Psyscape with Tessaric.

137
Judgment „ Judge Rrr Iidu advocates for open
The peace and beauty of Psyscape seems war with Nxla. This is surprising,
almost perverse when compared to the given the innate D’Norr aversion to
daily terrors faced by so much of Rifts conflict, but he sees the equation as
Earth. Neither Castle Refuge nor even simple mathematics—Psyscape can’t
Dweomer can boast such magnificent afford a protracted war of attrition
architecture, such untroubled citizens, with Nxla’s minions, so instead
such plenty. Most everyone goes about the greatest chance of ultimate
their daily business with smiles on their victory lies with an immediate and
faces, content in the knowledge they overwhelming strike.
are well protected and can leave the
tribulations of the outside world behind. Judge Atalana addresses her fellow
Legionnaires may be rightfully judges. “From what we have heard, I
overwhelmed by the magnificent believe Psyscape and the Tomorrow
monumental architecture of Psyscape Legion may be great allies in the battle
or the bustling crowds. Once inside the against Nxla. I call for a vote to instate
city, Tessaric leaves them to go about Castle Refuge as a formal allied power,”
his duties, leaving them in the care of she declaims, beaming at you.
Captain Shinsanea of Narnelis (Elf Psi- “Their courage and prowess cannot be
Warrior; see page 172), their aloof and denied, but I need further proof,” counters
humorless guide. The captain steers the Judge Yanchang. “Would-be champions
heroes past the Psychic Academy to let come and go. Even the Cyber-Knights
them view the thousands of Psi-Warriors fractured. What proof do we have that
in training, gathered to practice katas Castle Refuge can stand the test of time?”
on the parade ground. Eventually, the “Deeds, not words,” retorts Judge Rrr.
Legionnaires arrive in the Halls of He turns to you. “Their psychic power
Government, where they are led to the leaves the minions of Nxla vulnerable
Parliament chamber for presentation to to the forces of our Psi-Warriors.
the assembled legislators and the Judges. Demonstrate your worth to me and I shall
After the heroes introduce themselves, vote in the Tomorrow Legion’s favor.”
the Judges begin by explaining the history
Players volunteering to use a Persuasion
of Psyscape and the, existential danger of
roll to improve the recalcitrant judges’
Nxla (see page 112 and page 116). The
attitude or conduct a Social Conflict
Judges then question the heroes about
to persuade them may do so. Captain
the Tomorrow Legion. Finally, they
Shinsanea eagerly accepts challenges to
explain the three opposing strategies
single combat. If no one volunteers such
Psyscape finds itself torn between:
a solution, however, Judge Rrr suggests
„ Judge Atalana Iasus advocates for the heroes face some Soulless Xombies
securing Psyscape’s borders and recently captured on the outskirts of
mounting a sturdy defense while the Psyscape territory.
city recruits more allies.
“Soulless Xombies demonstrate the
„ Judge Yanchang created the
depths of Nxla’s foulness. A horrid
initially successful program of non-
ritual summons aspects of Nxla to this
confrontational evangelism toward
world, allowing him to pluck the souls
Soulharvest, though now he finds
from sacrificial victims and transform
growing opposition to the policy.
them into monsters. The tormented

138
souls feed Nxla’s power but may still be 28). A living legend and a hero
rescued from his dimension. Destroying of the original conflict with Nxla’s
the bodies of the Soulless Xombies severs minions, Judge Atalana placed
the souls’ connection to Earth and dooms herself into long-term psychic stasis
them to eternal agony.
“When one fights Soulless Xombies, one SEEING THE SIGHTS
must reckon one’s own survival against IN PSYSCAPE
that of an innocent soul. Sometimes it is
difficult calculation. Show me that you
With a pan-dimensional popu­
are able to do what is right”
lation of nearly 80,000 souls and
Captain Shinsanea escorts heroes little to no need to fortify itself
who accept Rrr’s challenge to the nearby against direct attack, Psyscape
Psychic Academy, where they face a small offers a chance for roleplaying in a
group of Soulless Xombies. This provides cosmopolitan urban environment
the heroes a chance to practice more rare on Rifts Earth. Downtime in the
creative forms of combat—Ganging Up, City of the Mind’s Eye also allows
Grappling, Nonlethal Damage, powers the players to emotionally invest
like entangle and stun, Pushing—that in the fate of a sometimes-arrogant
disable rather than destroy. Shinsanea allied city-state. The Bazaar (page
and a few other psychics stand by to 115) offers the chance for heroes
administer the ritual to restore the to spend some credits at unusual
Xombies’ souls once the battle is won. establishments like:
Legionnaires who heedlessly resort to „ Broachworld: Run by the True
lethal force earn a disapproving comment Atlantean wizard and jeweler,
from Judge Atalana as onlookers step Clari, this shop sells magical
in to prevent bloodshed, while Judge amulets and talismans made of
Yanchang exits in disgust. Even if the precious metals and gemstones
heroes make this mistake, Judges Rrr and fashioned into stylish pins,
Atalana still (reluctantly) approve allying frequently given as formal gifts.
with the Tomorrow Legion. If the heroes „ Doomsayer: This reptilian
demonstrate better tactics, the motion psychic makes a living by
to formally ratify the alliance receives telling patrons the time and
unanimous support. manner of their deaths in often
The judges invite the heroes to enjoy hilariously gruesome detail.
the amenities of Psyscape while they He is entertaining but has a
organize a formal legation to Castle terrible track record.
Refuge, offering the Legionnaires a little „ Nykk’s Knacks: The stout, white-
downtime they can fill with an Interlude bearded dwarf proprietor sells
(see Savage Worlds) or exploring the impossibly intricate handmade
utopian City of the Mind’s Eye. toys made from exotic and
alien wood and is an excellent
E Captain Shinsanea of Narnelis: Elf
information source regarding
Psi-Warrior; see page 172. She is
extradimensional worlds,
Unfriendly.
monsters, technology.
E Judge Atalana Iasus: Human Psi-
Warrior (see page 172) with the
Psychic of Psyscape Edge (see page

139
after the war, reawakening when the
D20 RESULT city reconnected with the material
North American Human (any world. She is Cooperative.
1– 3
ethnicity) E Judge Yanchang: Human Mystic, see
Foreign Human (Asia, Europe, Savage Foes of North America. Though
4–5 young, he is especially renowned
South America, etc.)
6 Extraplanar Human for his judicial acumen and sterling
reputation for fairness and patience,
Near-Human (mechanically
serving as a Judge whenever legal
7– 8 identical but with unusual skin
disputes or criminal offenses require
or hair color, pointed ears, etc.)
the highest level of officiating. He is
9 Elf Uncooperative.
10 Dwarf E Judge Rrr Iidu: D’Norr Citizen, see
11 Dog Boy Savage Foes of North America. The
12 Fennodi D’Norr isn’t a psychic, mage, or great
13 Psi-Stalker warrior, but the latest in a long family
line of bankers in the city. Though
14 Quick-Flex
without great supernatural power or
15 Simvan martial skill, his great family name
16 Trimadore stands synonymous with trust and
17 Cactus Man good faith in the community. This
18 Vronwor trust led his fellow citizens to call
19 Centaur (see Blood & Banes) on him to claim the mantle of Judge
during this trying time. He is Neutral.
20 Sasquatch (see Blood & Banes)
„ Soulless Xombies (1 per 2 heroes):
See page 164.

Trail of Death
A couple of days later, the judges inform
the heroes that Captain Shinsanea and
several other Psi-Warriors have been
ordered to accompany the Legionnaires
back to Arkansas in order to establish
a legation at Castle Refuge and
coordinate the fight against

Nxla. The exact number of Psi-


Warriors is left to the Game Master, but
one per hero gives every player an ally
to run during combat, but fewer Psi-
Warriors keeps the action centered
on the characters themselves.
C o n s u lt the A l l ied
Personalities table (see Savage
PSI-WARRIOR

140
Worlds) for roleplaying prompts and the whether to attack with deadly force or
table on page 140 for possible races for find some way to restrain the absurdly
the escorts: strong, fearless walking dead.
East of the Ohio-Mississippi River If captured, Alec swiftly capitulates
confluence, the heroes come across the to interrogation. The rest of his cabal
wreckage of a trade caravan. Several of Harvesters are marching nearly 40
ATVs sit abandoned in the forest. Their victims captured at various places
windows are shattered, their doors torn off throughout the Magic Zone to a favorite
their hinges. While not military vehicles, desecrated church to harvest their souls.
the ATVs boast enough firepower to keep Only if carefully questioned, however,
many foes at bay. Fuel, E-clips, and other does Alec reveal that Vasser, Nxla’s
precious commodities remain left behind. Chosen, commands the Harvesters.
Healing, Notice, Repair, and Survival The harvesting ritual is simple, but
rolls all indicate that the ATVs were incredibly taxing and requires many
abandoned no more than 12 hours ago. Harvesters working in cooperation to
A successful Survival roll can track the complete. The ritual opens a temporary
trail left by scores of footprints trudging portal to Nxla’s dimension, allowing
heavily away from the ATVs. the intelligence a short time to send
fragments of its essence into our world.
Captain Shinsanea examines the heavy
These snake-like manifestations of evil
dents on the doors and body panels. She
energy then rob sapient offerings of their
follows some footprints, matching her
very life essences. The alien intelligence
gait to their shambling, stumbling path.
pulls the souls back into its horrific
“Harvesters and Xombies,” she growls.
dimension where it tortures them and
“With victims for sacrifice.”
savors their agony for eternity.
Tracking the footprints soon leads to a For the ritual to work, the victim must
steep-sided ravine. Half-a-dozen Soulless have not the slightest psychic ability or
Xombies stand watch, spread out on either they are immune to the harvesting ritual
side of the trail and even standing knee- and their souls are secure. Creatures of
deep in the stream running through magic and true supernatural beings are
the ravine. They are too few to possibly also immune.
account for all the footprints. The bodies of the victims, emptied of
Hiding in a shallow cave on the near their spirit and will, become Soulless
side of the ravine sits Alec Marquand, a Xombies—puppets enslaved to the will
young Harvester. Alec slipped and fell of Nxla and his servants. A ritual to strip
down the ravine, suffering Exhaustion souls and create Xombies can only be
from Bumps and Bruises. While he attempted every 15 days and creates no
waits for that to pass, he acts as an more than 40 Xombies at a time. Alec’s
impromptu rearguard. Overconfident companions seek to more than double
and inexperienced, Alec doesn’t take his the Xombies under their command with
assignment very seriously. this ritual.
Most likely, the heroes can easily If Alec dies in the fight, the heroes can
overcome Alec and his Xombies. The roll to pick up the trail again on the other
question is how they choose to do so. side of the ravine.
Forewarned by the leaders of Psyscape
E Alec Marquand: Alec is at −2 on all
that Soulless Xombies can be restored
actions due to Exhaustion and has
to life, the Legionnaires must choose

141
the Big Mouth Hindrance (use the fight. If the fight turns against them, the
stats for a Harvester on page 164). Harvesters attempt to flee rather than
„ Soulless Xombies (1 per hero): See fight to the death but leave the Xombies
page 166. behind to hold the Legionnaires off.
Vasser, Chosen of Nxla, lends the
Night Terrors Harvesters the full support of his
The Game Master may run the rest of Leadership Edges, though he sees to
the pursuit as a Chase. The Harvesters his own defense first and foremost. The
and their Soulless Xombies begin on Chosen of Nxla attempts to observe the
Chase Card 3 while the heroes begin on 1. Legionnaires, committing their faces
Limited visibility among the trees means to memory, and targets Psi-Warriors
ranged attacks are impossible at Long or for extermination first. If forced to flee,
Extreme Distance and are made at −2 (in he ominously tells the heroes he shall
addition to Range penalties) to account remember them, and then boards a bat-
for the abundant Cover. The Chase winged, necromantically-assembled Sky
continues for four rounds, after which Boat armed with whatever vehicular
the Legionnaires arrive at the church. weapons will do the most damage to
The building is a ruined megachurch the heroes.
built of Mega Damage Capacity materials, If Vasser is killed in the fight, Nxla later
the last remaining structure from a resurrects him. Word should come to the
city swallowed by the forest. When the heroes of this fell turn of events in the
Harvesters arrive they hurry inside with form of ominous rumors of his return.
their captives, leaving half the Soulless When freed from the Harvesters, the
Xombies to delay the heroes. By the time captives beg the heroes’ assistance in
the heroes get inside the church, the returning to their homes—an adventure
Harvesting ritual has begun! As they in itself, as they come from all over the
enter the room, the eerie tendrils of Magic Zone!
Nxla’s power already emanate from the
E Vasser: See page 165.
breach between dimensions to drain their
„ Harvesters (1 per hero): See page
victims. For each card difference between
164.
the two sides at the end of the race, three
„ Soulless Xombies (10 plus 4 per
of the captives are in the grip of the
hero): See page 166.
Harvesting ritual. The Legionnaires must
„ Captives (40): Unarmed Civilians
break the concentration of the Harvesters
(see Savage Foes of North America).
to save the captives.
The emanations of Nxla’s avatar project
a terrifying aura, forcing the Legionnaires
to make a Fear check at −4. SWEET TEA AND
Once forced to engage in combat, the SKELETONS
Harvesters send their Xombies to swarm
the heroes. Five Harvesters continue
After several adventures in the Magic
to concentrate on the ritual while the
Zone, the Legionnaires are summoned
others support the Xombies with spells
back to Castle Refuge to join with a
and firearms. Five Soulless Xombies hold
Psyscape legation venturing into the
back to guard the ensorcelled captives
Dark Woods.
while the rest attack. If the heroes break
through, all remaining Xombies join the

142
Psyscape initially returned to the Into the Woods
world to combat Nxla by peaceful means. If the heroes haven’t visited the Dark
Avoiding direct confrontation in the Woods before, Top Chief Elle of Owls
region, the Psi-Warriors and other agents briefs them on all needed, relevant
from the City of the Mind’s Eye turned information—warning them specifically
to defensive resistance to avoid driving about the Forest Wardens. She emphasizes
more supplicants into Nxla’s camp that—despite their hostility—the Forest
through violence. Psyscape advocates Wardens are afraid and misguided,
and warriors petitioned Harvesters to not evil, and should not be attacked if
turn away from Nxla, sometimes even possible. A small band on foot can better
into the service of other dark gods, just bypass the plant people’s security than a
to sap Nxla’s resources. This approach large mechanized force.
had some success. Dunscon’s recruiting The Special Unit may choose to
of dark practitioners of magic also played avoid the Forest Wardens entirely by
well into Psyscape’s hand, and the number traveling north or south of the western
of Harvesters in Soulharvest dipped for a Dark Woods before entering to search
time, stalling Nxla’s invasion plan. for Clavicle. Doing so means crossing
Today, those efforts have faltered. through the Kingdom of Dunscon to the
Whatever dark wizards Psyscape could north, bypassing the Coalition States’
convince to depart have done so, leaving Brown Water Navy base in Baton Rouge
only the truly devoted behind. Further, (see Empires of Humanity), or skirting
Nxla redoubled its own recruiting and Dinosaur Swamp (see Blood & Banes).
retention efforts to counter Psyscape’s Game Masters should feel free to create
campaign, and now the two opposing appropriately challenging encounters if
sides find themselves locked in a the heroes choose such an alternate route.
stalemate. Psyscape hopes intercession by By foot, the journey from Castle
Castle Refuge may help convince those Refuge to Clavicle takes 18 days. Use
parties ignoring Psyscape’s pleas. the Encounter Table from the Game
The Legionnaires receive orders to Master’s Handbook for the first 15 days
proceed to the hamlet of Clavicle, a of the journey and see the Dark Woods
necromantic stronghold deep in the Dark Encounters table (on page 122) for the
Woods (see page 53). While home to last three.
some of the most depraved Death Cultists On the last day of their journey, the
in North America, Clavicle has so far not Legionnaires stumble across a hunting
backed Soulharvest and the worshippers party of Forest Wardens (from a tribe
of Nxla. Unfortunately, the Tomorrow they haven’t encountered, if the heroes
Legion’s allies in Psyscape report Vasser already battled Forest Wardens). The
dispatched new recruiters to persuade the Wardens, enrapt in their own argument,
Clavicle necromancers more aggressively. do not notice the heroes until too late,
The heroes must head to the Dark Woods and the Legionnaires may ambush them
to foil the Harvesters’ plans. if so desired.
If the Special Unit contains no other A few strange details may prompt the
Psi-Warriors or other characters with heroes to stay their hand. The Forest
insight into the Psyscape/Soulharvest Wardens carry with them the trussed
war, Tessaric joins the Psyscape legation carcasses of several white-tailed deer; a
to the squad as a special envoy. Common Knowledge roll (or flashback
to the briefing) reminds the heroes that

143
Forest Wardens do not consume meat the Other Authority Figure table in
(coming from a planet without animal the Game Master’s Handbook.
life forms, they simply can’t process it). „ Forest Wardens (3 per hero).
The Forest Wardens carry TW weaponry
with decidedly necromantic flourishes Sweet Home Alabama
(barrels made from femurs, stocks made Regardless of how their negotiations with
from hip bones, and so on) and wear the Forest Wardens go, the Legionnaires
bone and leather ornaments. proceed to Clavicle. They come across a
This tribe, in fact, carries on a mutually- path that takes them past outlying farms
beneficial trade agreement with Clavicle, and houses, allowing the Game Master
supplying the necromancers with game to set the mood for the strangely homey
and other supplies in exchange for yet eerie tone of Clavicle. Among the odd
refilling the plant people’s E-clips and sights the heroes might see are:
repairing their weapons.
„ A scarecrow in a field whose fleshless
When the heroes take them by surprise,
skull turns suddenly to glare at them.
the leader of the hunting party (who
„ A pig farm where a rotting
translates her impossible to pronounce,
zombie strides out into the pen
whisper-of-wind-through-the-trees
to feed them dried corn from
name to Marigold) had been refuting
a basket. The pigs overrun the
the arguments of the proud hunter
zombie and devour it as
Dappled Sunlight that the
well. A little girl sitting on
tribe should abandon their
the fence laughs.
relationship with Clavicle
„ An old man practices
and instead steal what
scrimshaw on an
they need from the
oversized canine
mammals. Peacef ul
tooth. The skull
negotiation via a Social
of t he toot h’s
Conflict (see Savage
owner — a former
Worlds) may help the heroes
cyclopean giant— sits
avoid an unnecessary fight
next to his rocking chair.
and get an introduction
„ Na k e d skeletons,
to Clavicle.
bleached by the sun,
E Mar igold: As a pick cotton in the
Forest Warden (see fields. A robed
page 179) with the Necromancer sits
Command Edge. idly by, sipping
Marigold is War sweet tea from a
Weary as per the mason jar.
Opposition Leader table
Upon reaching Clavicle,
in the Game Master’s
a welcoming party of
Handbook.
Necromancers and their
E Dappled Sunlight: As a
undead strides forth to
Forest Warden (see page
meet the heroes. They
179) with the Brawny
are Unfriendly if the
Edge. Dappled Sunlight
Legionnaires arrive
is Ambitious as per
alone but Neutral
VASSER, CHOSEN OF NXLA

144
if the Forest Wardens accompany the Em offers the heroes rooms in his
heroes. Unless the players attack first, own home, a Greek Revival manor
however, they’re happy to hear the with Palladian adjoining agrarian
heroes out. The informal leader of the buildings that he shares with several
community, Emery Cost, steps forward other prominent Necromancers. Zombie,
with a smile that does not reach his eyes. skeleton, and mummy servants bustle
about tending to chores. The heroes may
“Pleased to meet you, strangers” pro-
choose their own undead valets or ladies’
claims a slightly rotund, aging Necro-
maids. Emery Cost scoffs only a little if
mancer, stepping forward to offer a hand-
the offer is refused.
shake. “The name’s Emery Cost—but
Inquiring heroes learn the debate is
everyone hereabouts calls me Em. What
scheduled for tomorrow because Shawna
can we do you for?”
Isolde, head of the local witch’s coven, is
The Necromancers hold their ground,
out of town and due back the next day.
awaiting your response. A night stalker
She’s prominent enough that concluding
dragon hatchling swoops in and lands
the debate without her input would cause
on a nearby roof; bone piercings adorn
a lot of trouble around town.
his long muzzle and vile symbols are cut
The representative from Soulharvest,
into the grey scales of his serpentine body
a Harvester named Bob Corbie, arrived
like tattoos. You can see several Murder
less peacefully than the heroes, bringing
Wraiths approaching at a wary pace. No
a warband of Forest Wardens chasing
one offers violence, but they seem prepared
after him. The temple to Death of the Four
to inflict it.
Horsemen offered him shelter, though
If accompanied by the Forest Wardens, Em suspects it was less out of charity and
Marigold introduces the heroes to Em. more out of a desire to keep an eye on
If not, a successful Persuasion roll is a potential rival. Unfortunately, as much
needed to convince the Necromancers trouble as Corbie and his compatriots
of the heroes’ good intentions. Once the have caused, an awful lot of townsfolk
situation is defused, Emery sighs. remain curious about the word of Nxla.
“More danged salesmen. You’re just E Emery Cost: Necromancer (see
like those carpetbaggers from up north Savage Foes of North America).
with their newfangled Soulless Xombies E “Linus” (Lynuscharrarazed): A
and all their talk about giant flesh-pillar hatchling night stalker dragon with
gods and all that. I can’t say I’m for it, blue eyes and long limbs; as Flame
but some folks here have expressed an Wind Dragon Hatchling (see Savage
interest.” Foes of North America).
He glares back at the crowd and a E Dr’leeza: Death Weaver Spider
significant number shrug sheepishly. Demon (see Blood & Banes).
“They seem cool,” says the dragon in a „ Murder Wraiths (1 per hero): See
cracking teenager’s voice. Savage Foes of North America.
“In any case,” Em says “I suppose we „ Necromancers (15): See Savage Foes of
ought to put you up as well. We’re going North America.
to have a townhall meeting tomorrow „ Skeletons (23): See Savage Foes of
night to decide if we’re joining up with North America.
these people or not. You’re welcome to „ Zombies (35): See Savage Foes of North
join the debate and plead your case.” America.

145
Doing Good by the natural inclinations of the hamlet’s
Bad People residents than the heroes’ does. The
Shawna Isolde drives into town central premise of his speech is, “Nxla
the next day in a Zone Ranger ATV will grant you all immortality and let
necromantically retrofitted with tires you turn this conquered world into a
made from grasping hand bones. The Necromancer’s paradise”. Corbie gains
heroes may pursue their own agendas a +2 bonus on all three of his Persuasion
in the bizarre hamlet, but Emery Cost rolls as he reiterates this message in each
suggests ingratiating themselves with round, and contrasts it with what any
the residents if they have no other plans. other party can offer. The Game Master
The locals frown on any attempts to should grant the Legionnaires bonuses
simply battle the Nxla acolytes, unless for good roleplaying as well as their
the heroes can somehow persuade Corbie efforts to win hearts and minds.
to take the fight out of town. Bob Corbie’s With six or more successes at the
acolytes spend the day knocking on doors end of three rounds, the residents of
and handing out flyers, but the heroes Clavicle vote decisively in the Tomorrow
might instead do any of the following: Legion’s success, running Corbie and his
followers out of town on a rail unless the
„ Use Athletics (heaving cotton
Legionnaires ask to take him into custody.
bales, ploughing fields), Common
Corbie, of course, resists, possibly leading
Knowledge (general farm work), or
to combat—but the entire town is
Driving (drive a tractor) to help out a
against him.
local farmstead.
With any fewer successes, much
„ Use Fighting, Shooting, or Arcane
grumbling ensues after the vote, Corbie
Skills to challenge the locals to a
exhorts the dissatisfied townsfolk to
friendly contest or match.
attack, and combat begins. With 4 – 5
„ Use Gambling (roll the bones),
successes, two Necromancers and three
Performance (sing in front of the
zombies per player join the heroes to
general store), or Persuasion to
save their town while Corbie gains no
socialize and drum up support.
additional allies. With 1– 3 success, only
Persuasion may be also used to woo
one Necromancer and two zombies per
prominent locals.
player join the heroes. Otherwise, the
„ Use Intimidation and Taunt to harass
heroes gain no allies. If Corbie succeeded,
the worshippers of Nxla.
he gains allies according to the same
„ Use Stealth and Thievery to spy on
breakdown as the heroes.
Corbie and his acolytes, overhearing
Against the combined might of Corbie
their contempt for the rubes of
and the hamlet, retreat becomes a viable
Clavicle or stealing incriminating
option. Shawna’s ATV and several other
evidence of Nxla’s vendetta against
necromantic TW vehicles sit in front of
the Horseman of Death.
the town hall, theirs keys in the ignition.
When darkness falls, the town gathers A loss in Clavicle emphasizes the danger
for the big debate. Each of the above of Nxla’s threat but does not spell defeat
actions the heroes successfully complete for the Tomorrow Legion.
during the day provides a +1 modifier in
E Rob Corbie: A Harvester with
the debate that night.
Persuasion d10 and the Charismatic
To Rob Corbie’s advantage, his
Edge (see page 164).
argument aligns more strongly with

146
„ Corbie’s Recruiters (1 per hero): further it extends. When you arrived in
Harvesters with Persuasion d8 (see Stormspire, you found the outer ring of
page 164). the city to be practically a shantytown
„ Soulless Xombies (3 per hero): See of struggling laborers, but here in the
page 166. shadow of the spire, comforts rarely seen
outside of a Coalition States arcology
stand available. Your contact agreed to
meet you in the Scarlet Circle, one of the
CATSPAWS two casinos found in the city.
Security required you to check power
armor and heavier weapons at the door,
leaving you only equipped with close
After a suitable interval, in which the
combat weapons and personal sidearms,
GM can have the Legionnaires conduct
but this restriction seems applied to
some randomly generated missions,
all guests of the casino. A circular
the Tomorrow Legion receives some
gambling hall filled with slot machines
overtures from a secretive contact with
and gaming tables rings a racetrack on
a proposition. Trusted allies within
which mismatched beasts and their riders
Stormspire have arranged for the
compete. Your contact, Renn Distro, said
Legionnaires to meet with a notable
he would be watching the races and that
Techno-Wizard offering to provide the
you would recognize him by his monocle
Tomorrow Legion with a long-range
and mohawk.
teleportation device supposedly capable
Remember, the sign is “I’ve lost 4,000
of moving massive structures.
credits today” and the countersign is
K’zaa, Master of Stormspire, loathes his
“Wait for the Panthera-Tereon races.”
alliance with Alistair Dunscon but dares
not act openly against his supposed ally. As a group of Simvan rush past
In return, Alistair Dunscon perceives along the track, their vicious mounts
K’zaa’s disloyalty, but cannot—yet—seize simultaneously trying to race and attack
control of Stormspire. When K’zaa offers each other, the heroes spot Renn Distro
the Tomorrow Legion access to Techno- in the thick crowd surrounding the
Wizard arts he has denied Dunscon, the viewports. He holds a long-haired ginger
heroes get caught in the web of intrigue cat in his arms. When the heroes give the
spun by Dunscon’s spymaster, the sign, he doesn’t immediately respond.
Raksasha named Bloodmist. Instead, there’s a moment’s delay as the
cat attempts mind reading on the speaker
When First We to get the countersign and then uses
Practice to Deceive telepathy to relay it to “Renn.”
The heroes are instructed to leave their During that moment, the Legionnaires
Tomorrow Legion insignia and other notice another man who looks just like
identifying items left behind, traveling Renn Distro—but who doesn’t have a
to Stormspire incognito. When they cat—standing in the crowd about 100’
arrive in the city, read or paraphrase the further down the hall.
following: The moment the jig is up, the first
“Renn” reveals himself as an Elite
The obsidian spire that gives the
Corrupt and attacks the heroes while
city its name seems to radiate power
the cat and the real Renn run away in
and wonderment, growing weaker the

147
opposite directions. The real Renn sends not making or supporting the Persuasion
a telepathic message, "Meet me at Maisel’s roll may instead roll Notice to spot
Tavern," to the hero who gave the sign. If their tail and then Stealth to ditch him.
the heroes attack the cat, it turns into mist Maisel’s Tavern turns out to be a
and vanishes into the ductwork. ragged stall in the shantytown part of
Stormspire. When the heroes approach,
E Cat: A Raksasha, see page 185.
no one resembling Renn Distro appears
E False “Renn Distro:” Corrupt
to be there. Instead, a near-human D-Bee
(see Savage Foes of North America).
woman with a beehive hairdo waits
Bloodmist’s compatriot is one of the
until they approach the counter and
Elite Corrupt capable of assuming
says in Renn Distro’s voice “Wait for the
human form.
Panthera-Tereon races.” She continues:
E Renn Distro: K’zaa, Lord of
Stormspire (see page 167). “I can’t stay to explain further,” the
disguised Renn Distro states, looking over
Steal from Me your shoulders for any sign of pursuit,
It takes an hour to find Maisel’s Tavern. “Take this, it explains everything.” Renn
Each success and raise on a Persuasion hands you a small leather pouch filled
roll reduces this by 15 minutes (to a with a heavy round object, then quickly
minimum of a quarter of an hour). During attempts to blend into the crowd.
this time, Bloodmist attempts to shadow
Heroes attempting to hinder Renn’s
them by shapeshifting into various
escape find that the disguised Lizard-
forms as he follows them. Any heroes
Mage has no intention of speaking

148
further. He uses every non-lethal means lines to anywhere you want—like, say,
at his disposal to attempt escape. If Dunscon’s backyard.
necessary, his bodyguard Dragonbane “The trick is that I can’t give this to
begins sniping at the Legionnaires from you. Not directly. Plausible deniability,
a nearby roof. you know? I need you to steal it, so I’m
The pouch contains a TW Holo-Display giving you all I can on the central spire.
Communicator. An Electronics or Repair Come and get it.”
roll reveals broadcast capabilities have
A detailed, full-color illusion of the
been deactivated but a recorded message
central spire replaces the illusion of the
awaits the heroes. Expending 3 ISP or
hooded figure. Clearly marked upon it
PPE allows them to play it back. Whether
are security systems—both mundane
the heroes do this in public or in private
and magical—as well as guard patrols
is their choice. The city boasts numerous
and other deterrents. While Renn Distro
lodgings of varying quality, from
has not written out a full plan of attack for
practically medieval inns to high-rise
the heroes, he has certainly given them
hotels similar to the pre-Rifts days. If he
everything they need to create their own.
trailed them this far, Bloodmist attempts
The spire stands 14 stories tall and
to find a way to spy on the heroes as they
the device the heroes seek sits in K’zaa’s
watch the message.
private vault on the 13th floor. Security
When the heroes play the recording,
measures begin in earnest on the tenth
read or paraphrase the following:
floor and include TW-powered aura
Light flickers from the heart of the scanners, laser grids, security guards,
holo-display, shimmering into shape as and MDC vault doors.
the ghostly illusion of a being in heavy, The illusion then reveals the device—
deep-hooded robes. Clawed fingers peek named the Plinths of Tepeth’saal—as four
through the long sleeves, and the washed- bowling ball-sized, gold-ringed obsidian
out appearance of the illusion makes it spheres. Charging the spheres with five
nigh-impossible to perceive the color of ISP or PPE causes them to adhere to a
the figure’s scaled skin. horizontal or vertical surface, extending
“Trust that you will profit from this out into 10’ tall antennas. Anyone who
exchange,” says the hooded man. “I infused an antenna with ISP or PPE may
am… well-placed… in the Stormspire then make an Arcane Skill roll to activate
hierarchy—in a position to offer Castle an improved version of the greater teleport
Refuge access to top-secret devices. power. Everything within the boundary
Unfortunately, I cannot openly sell formed by the four antennas may be
them to you; our… arrangement… with teleported 20 miles per 5 PPE or ISP spent,
Alistair Dunscon prevents this. or 30 miles with a raise.
“It is in our mutual interest to defy
E Dragonbane: See page 168.
Dunscon. He’s… bad for business.
“What I offer is the means to shift an
Break In, Break Out
entire structure through dimensions.
Renn Distro is in fact K'zaa in disguise. By
With this, your precious Castle Refuge
adopting the subterfuge, K'zaa distances
could disappear like a Fadetown if it
himself from the act of handing over
came under attack. Smaller structures
the device. He still tries to directly and
could shift in space as well as dimension.
indirectly aid the heroes in their attempt
Something like that could ride the ley
to seize the Plinths.

149
Run this heist as a staged Quick The GM can run this encounter as
Encounter (see Savage Worlds). The a combat encounter within the Quick
Legionnaires must find their way into Encounter, or run a full combat. Either
the spire, past the security measures to way, Bloodmist is a challenging opponent
the 13th floor, into the vault, and out again but he is not suicidal. While the Raksasha
undetected. If they fail any one stage, the is eager to fight, he knows it’s in his best
remaining stages become dangerous interest to steal the Plinths and get out.
encounters. If the heroes begin to overwhelm him,
Once they have formulated their plan he transforms into mist and retreats,
for each stage, the players can roll and abandoning the Plinths if need be. If
the GM can narrate the results. Since the the heroes find themselves outmatched,
heroes were instructed to bring no badges, Dragonbane comes to their aid.
uniforms, or other identification that Following the fight with Bloodmist,
would link them to the Tomorrow Legion, the Game Master can continue with the
a Critical Failure indicates that they were last stage of the Quick Encounter as the
overheard mentioning the Legion or left heroes break back out of the spire. Clever
something incriminating at the scene. players may use the Plinths to teleport out
A failure might mean that (unknown of the vault, taking part of the vault floor
to the heroes) Dragonbane is forced to with them. In any case, K’zaa’s influence
cover for them, perhaps granting them on the day’s guard schedule and other
access through an otherwise impassable security measures means the heroes face
checkpoint. If any player declares they’re far less of a challenge leaving the spire
using Notice as their skill roll for a than getting in.
stage of the heist, a raise gives them the
E Bloodmist: See page 157.
nagging feeling they’re being watched.
As per the Quick Encounter rules, the
heroes succeed each stage if there are
at least as many successes and raises as THE SIEGE OF
there are heroes in the group. SOULHARVEST
Inside the vault, the Plinths of
Tepeth’saal sit in a padded traveling
The Game Master should run several
case neatly marked on a shelf. As soon
additional adventures to give the heroes
as one of the heroes reaches for them, a
time to advance further in Rank and for
housefly buzzes past the Legionnaire. It
construction to be completed on Refuge
transforms swiftly and suddenly into
Tower. During this time, the heroes
Bloodmist.
might harass Soulharvest forces or forge
The Hellcat attempts to use his terrifying
additional alliances. After several months
aura to frighten off the Legionnaires,
of game time, construction finishes and
resorting to threats and Intimidation
the Tomorrow Legion stands ready to
if this doesn’t work. If someone rolled
take the fight to Soulharvest.
a Critical Failure during the heist, then
If any of the players invested in Battle
those threats are to bring the whole of
and Leadership Edges, their characters
Dunscon’s forces down on the Tomorrow
are invited to help devise strategy.
Legion. Otherwise, they’re of a personal
Otherwise, they’re only summoned
nature, promising tortures beyond the
to the mission briefing to prepare for
heroes’ worst nightmares.
the assault.

150
REFUGE TOWER

If the heroes surrender the Plinths of floor contains the communications


Tepeth’saal to their superiors in the and war rooms, as well as another
Legion, work begins on an expansion battery of weapons platforms. A
of Castle Refuge—a teleporting tower radar array sits on top of the tower.
to be used as a mobile field command Teleporting Refuge Tower any
post. Refuge Tower will allow the significant distance requires a serious
Tomorrow Legion to move further output of Power Points (1 Power
afield in the hunt for allies and allow Point for every two miles), meaning
them to strike at distant foes. In the it can rarely be attempted by a lone
war against Nxla and his creepy caster (the 550-odd miles to reach
legions of Soulless Xombies and vile Soulharvest, for example, costs 225
Harvesters, it gives the Tomorrow Power Points). Once Refuge Tower
Legion the chance to launch a arrives at its destination, massive
surprise assault on Soulharvest. pylons based on the Glitter Boy’s
Once complete, Refuge Tower deploy and anchor the structure.
stands seven stories tall. Like Castle
Refuge Tower: Size 15 (Gargantuan),
Refuge, its construction integrates
Crew 50 + 200*, Toughness 100
technology and magic—including
(65)
ceramics, concrete, and advanced
Notes: ECC, LL, MDC Armor, STS,
metal alloys. The ground level serves
Signal Booster (see Empires of
as a motor pool for surface vehicles
Humanity); the tower’s garage/
and hanger for larger air transports.
hangar can hold and service a
Refuge Tower’s power plant sits on
number of vehicles with combined
the second floor, surrounded by
Sizes of no greater than 15.
maintenance and engineering. The
Weapons:
third level contains the logistics
„ 4 × Dual-linked Heavy Ion
offices and labs, concealed behind
Cannons
heavy weapons platforms that can
„ 4 × Dual-linked Heavy Lasers
be retracted or deployed as needed.
„ 4 × Heavy Missile Launchers
The teleportation chamber, where
„ 4 × Dual-linked Heavy Rail
the calculations and rituals needed
Guns
to activate the Plinths of Tepeth’saal
„ 8 × TW Lightning Bolt Cannons
are housed, commands most of
„ 12 × TK-Mini Guns
the fourth floor, alongside another
battery of retractable weapons *Refuge Tower contains quarters
platforms overlapping the third suitable for a full company including
floor’s blind spots. The fifth and support personnel but can accommo-
sixth levels contain the barracks and date over 2,000 humanoids (standing
officers’ private quarters. The top room only) in an emergency.

151
THE CROW’S CHOICE “We can, instead, fight hard, fast,
The Legionnaires join their peers in and without mercy—but that dooms
the Special Unit and the commanding thousands to be bound to Nxla forever.
officers of the regular battalions in “It’s an impossible choice, but I’m not
the War Room of Castle Refuge. If the going to ask you to fight without giving
heroes helped secure an alliance with you some say. Simple majority wins,
Arzno or Dweomer—or the potential and we’ll plan our tactics around that
allies found in Blood & Banes, such as decision. Do we fight to free the souls of
the Deathbringer Psi-Stalkers, Knights Soulharvest? Yea or nay? Before we vote,
of the White Rose, Reid’s Rangers, or though, I ask that those Legionnaires
Tundra Rangers—then representatives with the most experience battling Nxla
from those groups are also present. After offer their opinion.”
a few minutes gossiping with friends,
General MacGruder gestures to the
the high command of the Tomorrow
heroes, asking them to speak up. Any
Legion marches into the room and takes
player who wants to may give a speech
their seats. The Council of Hope and a
in defense of their position. The vote
delegation from Psyscape follows them,
narrowly passes in favor of the position
sitting on a dais behind the officers.
taken by the majority of the heroes or by
“My fellow Legionnaires,” begins the winner of an opposed Persuasion roll,
General MacGruder, “Our world faces if two or more heroes argue for different
an existential threat. For months we positions.
and our allies in Psyscape have tracked
the growing power of the cult of Nxla. AN IMPOSSIBLE MISSION
Despite our best efforts, they still grow Preparations for the assault fill the next
in strength. Now, after much debate, the two weeks at Castle Refuge. Depending
Council of Hope has cleared the Tomorrow on how the vote went, the Legionnaires
Legion to take definitive action. work on nonlethal ways of restraining the
“We are going to teleport the newly- Soulless Xombies and shoring up Refuge
completed Refuge Tower into Soulharvest Tower’s defenses or they work on the field
and destroy the cult’s seat of power.” headquarters’ offensive capabilities and
practice battlefield tactics.
After the initial gasps of surprise die
Techno-Wizards and other characters
away, MacGruder continues.
with the Major and Minor Item Creations
“We face a terrible choice, though. As we should be allowed to construct and
all know, it is possible to restore Soulless stockpile gear that might help in the
Xombies to life through a ritual separating assault. Devices incorporating barrier and
their souls from Nxla—but the ritual entangle can be used to restrain Xombies
places damned-near impossible demands if the redemptive path is chosen, while
upon an attacking army. Nearly four offensive devices might be added to the
thousand of those things call Soulharvest tower’s weaponry or distributed among
home. We can fight a defensive action the Legionnaires.
once we reach Soulharvest and try to Heroes without that capacity might
save as many souls as we can, but that instead participate in training, using
places all who go at terrible risk. this time to educate the Tomorrow
Legion about Nxla and his cult. A few

152
ANCHORING NXLA

A “Dreaded Old One” or just an of 10 PPE and/or ISP must be spent


insanely powerful alien intelligence? each round the ritual is underway.
It hardly matters, considering This can be contributed by the main
whatever Nxla is, he terrifies even caster or compatriots supporting
the Splugorth. That doesn’t mean the caster using Occult or their own
some intrepid (and perhaps utterly Arcane Skills.
insane) group of heroes might not try Waves of Soulless Xombies throw
to cross over into his dimension and themselves at the heroes during the
shut down his influence once and for entire process. On the first round, roll
all… or at least for 1000 years. 3d8 for how many are present. Roll
The first step is to find a way 4d8 on the second round, and 5d8
to get to Nxla’s home dimension. for each subsequent round for how
A particularly capable Ley Line many more arrive to join the battle.
Walker or Shifter taking time to By round two, 2d4 Harvesters arrive,
research to manipulate a Rift can and another 1d4 keep showing up
do this. Once there, the heroes face each round after that. Finally, by the
a nigh endless horde of minions and start of the third round, Nxla arrives!
Soulless Xombies. Someone among He will stop at nothing to crush the
them must then perform a very heroes, steal their souls, and end this
specific ancient ritual. If successful, effrontery to his plans.
the ancient horror loses control of If by some miracle they complete
enough souls to lock him in his the ritual successfully, a blast of
home dimension for a millennium. eldritch energy emanates in all
Of course, he’s going to become directions from the caster, releasing
aware of such a ritual in his own the souls of the Soulless Xombies,
dimension, and the heroes will as well as 100,000 more in the area.
most certainly have to fight him The minions simply die, their life
directly before it’s all over. What force cut off from the source of
they face is a faceless, many-armed, their immortality, and the physical
many-eyed 800’ tower of pure manifestation of Nxla collapses into
evil. They must survive against the dust and goo. Though his presence
enormous physical avatar of a god cannot be truly undone, he will be
long enough to disconnect him from no more than a spiritual presence in
other realities—a truly epic task. his own world for a thousand years.
The ritual to anchor Nxla is a Now the heroes just need to figure
Complex Dramatic Task (see Savage out how to get home…
Worlds). The caster may use Occult
E Nxla: See page 162.
or their Arcane Skill, and the
„ Harvesters (see above for
penalty for the ritual is −4 as Nxla
numbers): See page 164.
and his entire reality strain against
„ Soulless Xombies (see above for
the caster’s efforts. As well, a total
numbers): See page 166.

153
days before the planned attack, General If the heroes refuse, MacGruder
MacGruder calls the heroes into his office. acknowledges their past bravery, shakes
their hands, and expresses his gratitude
“Right now, we’re following the same
that they will fight in the assault on
plan as Psyscape did centuries ago,
Soulharvest. If the heroes accept, they
which is to hunt down and eliminate the
are promoted one rank. MacGruder then
Harvesters, and kill or redeem as many
briefs the team on the mission. See the
Soulless Xombies as possible. Reducing
sidebar Anchoring Nxla on page 153.
the numbers of Nxla’s minions reduces
the intelligence’s ties to Earth—lowering
NOS MORITURI TE SALUTAMUS
the risk it will gather the numbers needed
The attack on Soulharvest occurs
to transport itself to our world. Reducing
on the Night of the Godless Moon, a
Nxla’s total number of minions on Earth
necromantic holiday as the Harvesters
to even a few hundred will set back its
and their allies gather in Keelie, one of
plans by decades.
the larger settlements in the Soulharvest
“A more daring solution, but one with
forest. Magestar offers the use of the Orb
higher reward, would be to invade Nxla’s
of Mists to help the Tomorrow Legion’s
home dimension and take the fight to the
Ley Line Walkers land Refuge Tower in
intelligence’s door. Once in the creature’s
Keelie to launch an all-out assault.
realm, it’s possible to damage Nxla by
Refuge Tower manifests in a clearing
performing a powerful ritual. It's simple
just large enough to encompass it on
in execution but demands enough PPE
the western edge of Keelie, blocking a
or ISP to require multiple contributing
well-worn path leading deeper into the
participants, making it extremely difficult
Soulharvest forest. A ring of thousands of
to execute without interruption.
Soulless Xombies surrounds the village,
“Psyscape’s records indicate Nxla
their bloodthirsty moans echoing in the
attacks any invaders mercilessly,
night. Harvesters engaged in harvesting
both with its physical presence and
the souls of even more victims fill the
supernatural abilities, and with its legions
village green, the constant stream of
of loyal Harvesters and Xombies and all
energy to Nxla’s dimension creating
the force they can bring to bear. Only an
a slender, yet visible Rift hovering 20’
incredibly well-prepared expeditionary
above the green. A Ley Line Walker or
force has any hope of standing against
Shifter can easily force it open further to
Nxla on its home turf.
accommodate heroes who accepted the
“If successful, the ritual would force
Anchoring Nxla mission.
Nxla to release its grip on 100,000 souls—
Run the attack on Soulharvest as a
freeing not only those Xombies currently
Mass Battle (see Savage Worlds). Nxla’s
on Earth, but also those on other worlds.
minions number nearly 7,000 and
That loss of souls would ground Nxla in
the Tomorrow Legion cannot hope to
its own dimension, preventing it from
match their numbers alone. Only two of
invading Earth or any other realm for at
Castle Refuge’s three battalions can be
least 1,000 years.
committed to this battle, the rest must stay
“Breaching Nxla’s dimension is
behind to defend in case the Legionnaires
tantamount to suicide. I cannot order you
do not return. Nxla’s side begins with ten
to undertake this mission, but I must ask:
Force Tokens. The Tomorrow Legion’s
Will you do it?”
token count depends on what efforts the
heroes have taken to recruit allies over

154
the course of the Plot Point Campaign the Tomorrow Legion to come to battle
and their other adventures. with up to 10 Force Tokens of their own.
The Legion itself contributes 3 Force Attempting to redeem the Soulless
Tokens in the form of two battalions of Xombies grants the minions of Nxla a +2
1,200 soldiers each. Psyscape contributes bonus for tactical advantage during the
another 3 tokens in the form of 2,000+ battle, as their forces seek only to slay
veteran and trainee Psi-Warriors. The or be slain. Clever planning on the part
heroes gain 1 additional Force Token for of the players may offset this with a +1
every two allied forces they’ve recruited to +4 bonus. Fighting mercilessly gives
to the attack or befriended during the the Tomorrow Legion and its allies a +2
campaign. These allies may include: the tactical bonus instead of Nxla’s forces. For
Arzno Mercenary Corps, City of Dweomer, all their undead strength, the Soulless
the Lyn-Srial, Magestar, or some Native Xombies lack the Legionnaires’ superior
American tribes (such as the Nez Perce weapons and fortifications.
and Sioux) from this volume; the Knights General MacGruder directs the battle
of the White Rose, Reid’s Rangers, the from his Glitter Boy, firing on the enemy
Tundra Rangers, and various barbarian below from a weapons platform on Refuge
and mutant tribes from Blood & Banes; Tower’s top floor. Vasser commands the
and MercTown, Kingsdale, and even opposition. If the heroes haven’t chosen
Archie Three or the Republicans from the Anchoring Nxla mission, then they
Empires of Humanity. The Game Master may either Support General MacGruder
should exercise his or her own judgment per the Mass Battle rules or sally forth to
in this matter. Recruited allies can allow battle Vasser directly. If Vasser is killed

155
or preoccupied, command of Nxla’s gaming, but also power politics. Essential
minions falls to lesser Harvesters who to the mission of the Tomorrow Legion is
possess only a d6 in Battle. the idea of building a coalition against the
If the Tomorrow Legion fights to darkness, making political maneuvering
redeem the Xombies, then the first six as much a basis for the core Savage Rifts®
Force Tokens Nxla’s minions lose are experience as explosive action.
Soulless Xombies. The Legion and its Game Masters and players engaging
allies entangle Xombies and trap them with this aspect of the setting may wish
behind barriers, while squads of arcanists to consider the following complications
and mystics perform the ritual to restore while playing through Souls of Darkness:
their souls. Restored victims are then
„ Dweomer—How do the anti-psychic
funneled into Refuge Tower for their
Lords of Magic react when an entire
defense, while more Xombies are rounded
city of psionics-users reveals itself to
up. Though the Harvesters eventually
the world? Though draconian, the
realize the Legion’s strategy, the heroes
government of Dweomer shares more
keep Nxla’s minions penned in.
in common with Castle Refuge than
As Castle Refuge simply lacks the
it does the True Federation—but will
resources, Psyscape takes custody of
the Tomorrow Legion’s alliance with
captured Harvesters, transporting them
Psyscape prompt the Lords of Magic
to prisons in the Astral Plane where
to declare the Legion an enemy? If so,
they cannot endanger Rifts Earth again.
what of Magestar, caught between
Psyscape and any participating allied
loyalties?
powers agree to assist Castle Refuge in
„ Secret Harvesters—If the heroes
the recuperation of the former Soulless
do not dare to anchor Nxla, then
Xombies. Decorations and rewards from
secret Harvester sects throughout
the Tomorrow Legion, Psyscape, and
North America begin to recruit their
possibly other allies await the heroes.
own allies and harvest more souls.
E General “Hellion Hank” MacGruder: Stopping this decentralized network
As a Glitter Boy (see Savage Foes of of cells may prove trickier than
North America) with Battle d12 and battling Soulharvest.
all Leadership Edges. „ The True Federation—Soulharvest
E Vasser: See page 165. technically resides within True
E Harvesters (1 per hero): A band of Federation territory, wherein Lord
Nxla’s most favored act as Vasser’s Dunscon openly courts the loyalty
bodyguards; see page 164. of necromancers and death cultists.
„ Soulless Xombies (3 per hero): See Does this prompt him to target the
page 166 Tomorrow Legion for reprisal when
he learns of their actions against
Nxla? Can he instead be manipulated
into attacking the Harvesters himself
COMPLICATIONS when the Legion reveals the cult’s
nihilistic plans run counter to
Dunscon’s ambitions?
The high-powered adventure of Rifts®
for Savage Worlds offers players the
opportunity for not just traditional power

156
CHAPTER
ELEVEN

ARCANE FRIENDS
& FOES

T
E BLOODMIST
he focus of this chapter is on creatures
Also called Dunscon’s Blade and the
and beings with arcane and psionic
Hellcat, Bloodmist is Dunscon’s oldest
aspects, or those of importance to
companion, in more ways than one.
the regions and factions discussed in
The Raksasha spent thousands of years
this book. There are a few other monsters
honing his powers before meeting the
and beings of the regions in question that
vengeance-fueled Shifter. He remains at
may appear in other sources.
his lord’s side whispering advice, serving
as Dunscon’s bodyguard and spymaster.
The Hellcat genuinely respects Alistair
ROGUES’ GALLERY Dunscon and serves him loyally. The
ruler of the Federation of Magic serves
as a perfect tool of chaos, instigating
fear and hate throughout his realm and
These are the monsters and other entities beyond. The Raksasha revels in this
who represent leadership and challenges turmoil, fomenting intrigue among
within the kingdom ruled by Lord both Lord Dunscon’s enemies and
Dunscon, as well as the greater region Bloodmist’s rivals at court. Some accuse
known as the Magic Zone. Many related him of manipulating Dunscon. Instead,
creatures and beings can also be found in Bloodmist uses the intelligence his
Savage Foes of North America. spies gather to fan the flames of Alistair
Dunscon’s hate.
The True Federation Bloodmist prefers intrigue to combat,
Alistair Dunscon’s High Council stands playing cat-and-mouse games of
together (despite their rivalries) against deception and intimidation with his
any force that challenges the ruler of the opponents. He is an expert assassin
True Federation. who is rumored to have even trained a
Sunaj clan.

157
Attributes: Agility d12, Smarts d10, Spirit illusion, protection, speak language,
d12, Strength d12+2, Vigor d12 summon ally, zombie. PPE: 25
Skills: Athletics d8, Common Knowledge „ Psionics: Conceal arcana, empathy,
d10, Faith d12+2, Fighting d12, healing, illusion, mind link, mind
Intimidation d10, Notice d12, Persuasion reading, puppet, smite, speak language,
d10, Psionics d12, Research d8, Shooting telekinesis. ISP: 25
d8, Stealth d12, Taunt d8 Special Abilities:
Pace: 6; Parry: 8; Toughness: 34 (16) „ Bloodletter: Bloodmist’s favorite
Hindrances: Overconfident (Major), melee weapon is an intelligent rune
Stubborn (Minor), Vow (Major—Serve dagger (Str+2d6+6 Mega Damage),
Lord Dunscon) possessing a Smarts of d6 and Spirit
Edges: Arcane Background (Magic), of d6. It has Spellcasting at d8 and
Arcane Background (Psionics), Assassin, 10 PPE with which to cast healing
Danger Sense, Frenzy (Imp), Investigator, and zombie as actions independent of
Master of Magic, Master Psionic, Psi- Bloodmist’s actions.
Blade, Psi-Shield, Rapid Recharge (PPE „ Claws: Bloodmist's retractable claws
only), Streetwise, Strong Willed. do Str+d6 Mega Damage.
Gear: Enchanted demonic armor (+8 „ Demonic Hide: Raksashas gain +8
Armor, MDC). Bloodletter (rune dagger, Armor (stacking with armor worn)
see below). and +6 Toughness.
Powers: „ Fast Regeneration: Except for
„ Magic: Banish, blast, blind, bolt, wounds caused by a Weakness,
deflection, detect arcana, entangle,

158
Bloodmist makes a natural healing keeping the demons in line through brute
roll every round. force when necessary.
„ Fear (−2): Raksasha cause Fear checks The opposite of his friend, Bloodmist,
at −2 when encountered. in many ways, Brok shouts where the
„ Fearless: Immune to Fear effects and Raksasha whispers, and he prefers direct
Intimidation. confrontation to deception. The Demon
„ Infernal Form: Immune to Cold, General chafes—quietly—against the
Disease, Heat, and Poison. skulduggery of Lord Dunscon’s long-
„ Metamorphosis: For no ISP cost as an term plans, desirous of battle against the
action, Bloodmist may roll Psionics to Coalition even though he begrudgingly
take on the form of any living being admits the True Federation is not
indefinitely as a combination of yet ready. Brok Redman is easily the
disguise and shape change. This ability Raksasha’s equal in cunning and can be
allows the Raksasha to accurately just as subtle as the spymaster. He is not,
imitate specific individuals (−4 to however, blindly loyal to Lord Dunscon,
opposed Notice checks, resisted disagreeing with many decisions and
by the demon’s Persuasion, if it has disparaging the presence of Mestoph
studied the target). Denali and Cracius on the High Council.
„ Mist: Bloodmist can turn into mist at Unlike the other council members,
no Power Points cost. This requires Brok Redman forgoes technological
an action and a Psionics roll. weaponry, preferring to rely on his own
„ Perfect Night Vision: Ignore all inner strength. His weapon of choice is a
Illumination penalties. fiery whip—a symbol of his race’s power
„ Size 2 (Normal): Bloodmist is more and mastery over other demons.
than 8 feet tall.
Attributes: Agility d12, Smarts d10, Spirit
„ Weakness (Holy Weapons): Blood­
d12, Strength d12+6, Vigor d12+4
mist suffers +4 damage from attacks
Skills: Fighting d12+2, Intimidation
from opponents with the Champion
d10, Knowledge (Battle) d8, Notice d10,
or Holy Warrior Edge (including
Spellcasting d12+2
Cyber-Knights and true Mystics);
Pace: 8; Parry: 15; Toughness: 43 (23)
wounds from such attacks cannot be
Edges: Arcane Background (Magic),
regenerated.
Brawny, Block (Imp), Champion, Charge,
„ Weakness (Silver): Silver weapons
Elan, Frenzy (Imp), Master of Magic,
have the same effect as Holy
Master (Fighting), Master (Spellcasting),
Weapons.
Sweep (Imp).
Gear: Enchanted whip (see below),
E BROK REDMAN
Enchanted demonic armor (+9 Armor,
The Demon General comes from a faction
MDC), giant enchanted flaming sword
of militaristic greater demons, muscular
(Str+2d12, AP 16, Mega Damage, +4
a nd bat-wi nged bron ze-skin ned
Fighting), enchanted demonic bracers
humanoids standing over 12 feet tall.
(Parry +4).
Brok serves as Lord Dunscon’s military
Powers: Banish, blast, bolt, burst, detect/
strategist and the closest thing the
conceal arcana, disguise, dispel, growth/
Kingdom of Dunscon’s military has to a
shrink, invisibility, puppet, quickness, smite,
commanding officer. He also serves as an
speak language, summon ally. PPE: 40
unofficial go-between from Dunscon to
the many demons who inhabit his lands,

159
Special Abilities: considered holy opponents, such as
„ Abyssal Nature: Brok suffers half- those who have the Champion or
damage from non-magical attacks Holy Warrior Edge. Cyber-Knights
(round down). and Mystics who follow any kind of
„ Demonic Hide: Demon lords gain “path of light” spiritually fall into
+14 Armor (which stacks with their this category. Such attacks inflict +4
demonic armor) and +3 Toughness. damage and wounds caused by such
„ Combat Hardened: Greater Demons attacks cannot be regenerated.
gain +2 to recover from Shaken. „ Weakness (Silver): Silver weapons
„ Enchanted Whip: Brok’s flaming and attacks have the same effect as
whip (Str+2d6 Mega Damage, AP Holy Weapons, inflicting +4 damage
16, Reach 2) grants +4 Fighting and and negating demonic regeneration.
imposes a −1 Parry. Instead of doing
an extra d6 damage on a raise, the E CRACIUS THE CUNNING
target’s Parry is reduced by −2 until With no other portfolio than of advisor,
her next action. the craven and conniving Deevil is never
„ Fast Regeneration: Even against far from Alistair’s side. Like the other
attacks that can hurt him, Brok High Councilors, Cracius joined Alistair
recovers quickly and it requires Dunscon during the human’s journeys
extraordinary effort to truly slay him. through time and space, attracted by
He makes a Vigor roll every round his charisma and viciousness. Cracius
to heal damage—even after being cheerfully puts aside the eons-old enmity
“killed.” A success heals one wound, between Deevils and other demons to
two with a raise. Brok's Weaknesses work with Lord Dunscon, though Cracius
(below) prevent this effect. still attempts to one-up the spymaster
„ Fear (−2): The appearance and and general.
supernatural aura of the Greater Hairy, horned, and hulking, Cracius’
Demon causes all opponents to make appearance completely belies his
a Fear check at −2. intelligent and urbane demeanor. Cracius
„ Fearless: Nothing in the Megaverse® the Cunning is the only member of the
frightens a Greater Demon, and council who is a full-time advisor—
they’re also immune to Intimidation. consulting with Lord Dunscon on how
„ Infernal Form: Demons are immune to deceive, entice, and corrupt the True
to disease, poison, normal fire, heat, Federation’s enemies. The brutish-looking
and cold. demon feeds Alistair Dunscon seductive
„ Infravision: Brok reduces all speeches promising revenge for Tolkeen.
Illumination penalties by half (round Cracius is the least martially-talented
down) when fighting beings with member of the High Council. He instead
body heat. manipulates Mestoph Denali into acting
„ Large: Attackers gain +2 to hit the as his weapon when needed; he enjoys
very sizable Greater Demon. watching her in battle almost as much
„ Size 6 (Large): At more than 12 feet as he enjoys keeping his hands clean. If
tall and weighing a couple of tons, pressed, he can defend himself—head-
Brok is massive. Gains a Wound level. butting with his ram-like horns if nothing
„ Weakness (Holy Weapons): Demons else—and keeps an arsenal of minor
are vulnerable to weapons and magical and technological weapons for
attacks wielded by those who are an emergency.

160
Attributes: Agility d10, Smarts d6, Spirit „ Slow Regeneration: Except for
d10, Strength d12+2, Vigor d10 wounds caused by a Weakness,
Skills: Athletics d8, Common Knowledge Deevils make a natural healing roll
d8, Fighting d8, Intimidation d10, once per day (which may be done as
Notice d8, Persuasion d10, Shooting d6, a free action in combat).
Spellcasting d8, Stealth d10, Survival d8, „ Weakness (Holy Weapons): Cracius
Taunt d10, Thievery d10 suffers +4 damage from attacks from
Pace: 10; Parry: 6; Toughness: 16 (5) opponents with the Champion or
Hindrances: Driven (Minor—Corrupt Holy Warrior Edge (including Cyber-
others), Ruthless (Minor), Vow (Major— Knights and true Mystics); resulting
Serve Lord Dunscon) Wounds cannot be regenerated.
Edges: Arcane Background (Magic), „ Weakness (Silver): Silver weapons
Fleet-Footed, Menacing, Provoke, Thief, have the same effect as Holy
Work the Crowd. Weapons.
Powers: Bolt, elemental manipulation (fire
only), heal, lower Trait (no boost, only E MESTOPH DENALI
“curses”). PPE: 15 Serving as Dunscon’s chief enforcer,
Gear: Usually none. Mestoph Denali is one of the rare Elite
Special Abilities: (or Hidden) Corrupt; she retains her
„ Bite/Claw/Horns: Str+d6 Mega original appearance rather than being
Damage, AP 4. constantly trapped in the form of a
„ Demonic Hide: Cracius has +5 nightmarish monstrosity. Once named
Armor and +2 Toughness. Bridget Daniels, Mestoph Denali claims
„ Fear: All demons cause Fear checks she offered herself to the Liberator 200
when first encountered. years ago. Somehow, she retained more
„ Human Metamorphosis: With of her former, human self than those who
an action and a Spellcasting roll, came after, rising to a position of respect
Cracius may take on the appearance and power (and perhaps some leadership)
of a normal-sized human indefinitely among the Corrupt.
per the disguise power. Attending council and diplomatic
„ Infernal Form: Immune to Cold, meetings posing as a beautiful, favored
Disease, Heat, and Poison. courtesan, Mestoph heads Lord
„ Invisibility: As the power but used Dunscon’s enforcers, leading fellow
an Innate Ability without a roll (at Corrupt and Darkhounds in brutal
the base −4 level). Cracius uses this sudden raids against dissenters and
to ambush or avoid foes, but rarely spies within the Kingdom of Dunscon,
remain invisible once combat is including the extermination of entire
underway, instead relying on his villages who shelter enemies of the state.
horrific presence to unnerve foes. On such raids, she carries an arsenal
„ Leaper: Cracius can jump twice as of energy weapons and vibro-blades,
far as normal and add +4 to damage but her trademark weapon is her Black
when making a Wild Attack instead Halberd—a magical polearm she can
of the usual +2. throw, and that returns to her hand.
„ Low-Light Vision: Cracius ignores Mestoph Denali hates everyone,
Dim and Dark Illumination. projecting the mistakes and pain—
„ Size 2 (Normal): Deevils clock in garnered since she sold her soul to the
around 8 feet tall and 400 pounds. Liberator—onto a never-ending list of

161
enemies, both real and imagined. Both prevent her from using weapons or
the weak and the powerful remind her of casting spells!
her former powerlessness, so she exults „ Fast Regeneration: Mestoph rolls
in their misery and defeat. She even hates Vigor to recover wounds each round.
Lord Dunscon, though she keeps this She also gains +2 to recover from
secret, worried Bloodmist will somehow Shaken.
discover her treacherous heart. „ Fear: Mestoph causes a Fear check
when she is encountered.
Attributes: Agility d8, Smarts d6, Spirit
„ Fearless: Nothing in the Megaverse®
d8, Strength d10, Vigor d10
frightens a Corrupt, for they’ve
Skills: Athletics d10, Fighting d10,
already bonded to the most terrifying
Intimidation d8, Notice d6, Shooting d8,
entity there is.
Spellcasting d8, Stealth d6, Survival d10,
„ PPE Vampire: Whenever Mestoph
Taunt d6
kills someone, she automatically
Pace: 8; Parry: 7; Toughness: 20 (12)
gains 2 × her Spirit die in PPE.
Hindrances: Bloodthirsty, Mean, Vow
„ Special Senses: Mestoph can see
(Major—Serve the Liberator)
even in pitch darkness, ignoring −6
Edges: Alertness, Ambidextrous, Arcane
Illumination penalties. She detects
Background (Magic), Brawny, Charge,
thermal signatures, and can see
Fleet-Footed, Quick, Two-Fisted
invisible entities with no problem.
Powers: Blind, boost/lower Trait, f ly,
„ Supernatural Form: Half-damage
invisibility, smite, stun. PPE: 10
from normal fire, heat, and cold;
Gear: Black Halberd (Range 4/8/16,
immune to all diseases and poisons
Str+d12+4 Mega Damage, AP 12);
„ Transforming Visage: When in
2 × Vibro-Longswords (Str+d10 Mega
human form, Mestoph Denali has
Damage, AP 10), NG-E4 Plasma Ejector
the Very Attractive Edge. In her
(Range 24/48/96, Damage 3d12+3, RoF 1,
natural state, Mestoph has the Ugly
Mega Damage, It Burns).
Hindrance. She also causes a Fear
Special Abilities:
check when she makes this transition.
„ Armor +12: What looks like strange
„ Weakness (Holy Attacks): As
leather-wrapped, spiky plate mail is
supernaturally evil beings, the
actually the Corrupt’s body.
Corrupt take +4 damage from holy
„ Black Halberd: Despite being a
attacks and weapons.
polearm, this enchanted weapon can
„ Weakness (Life Energy): Food and
be hurled (Str+d8+4; Range: 4/8/16;
drink mean nothing to Mestoph.
AP 4, Mega Damage, Reach 1, 2
She must slay and consume the life
hands). The Black Halberd does +2d8
energy of a sentient being to feed.
damage against opponents with the
Champion or Holy Warrior Edges.
Soulharvest
„ Claw: Str+d4.
Nxla and its allies pose very dire—
„ Euphoric Bloodlust: In combat,
arguably existential—threats to the
Mestoph automatically enters a
Tomorrow Legion, and perhaps the world.
state granting her the benefits (and
penalties) of the Berserk Edge. She
E NXLA
must make a Smarts check at −2 to
Nxla is the ancient evil Psyscape fought
come out of it, and only when the
on Earth so many generations ago—a
battle is over. Note this state does not
vile and unstopping force of pure evil,

162
an alien intelligence bent on turning puppet, sloth, slumber, summon ally, zombie.
the Earth into another of its realms of PPE: Unlimited.
necromantic horror. Gear: None.
Nxla’s body consists of a writhing, Special Abilities:
monstrous pillar standing 200 stories tall, „ Fast Regeneration: Nxla draws from
covered with lidless eyes of all shapes the millions of souls he’s captured
and sizes—from those the size of a rat’s over the millennia, granting him
to others ten feet in diameter—as well a Vigor roll every round to heal
as a variety of horrific spines, festering damage, even after being “killed.”
wounds, pus-engorged nodules, and If the “Anchoring Nxla” ritual is
other disfigurements surpassing any successful (see page 153), this ability
nightmare. A half-dozen giant humanoid is terminated.
arms 200 feet long protrude from all sides „ Fearless: Nxla ignores Fear effects
while a dozen massive tentacles 500 feet and Intimidation.
long writhe and pulsate as if to some „ Godlike Form: Nxla has +34 MDC
unheard disharmonious music. Armor, +15 Toughness. Immune to
To prepare its way, Nxla recruits and all Hazards.
empowers powerful necromancers who „ Hardy: Nxla doesn’t gain a Wound
carry out the will of their inhuman from suffering a second Shaken
master in exchange for seats of power in result.
the being’s shadow once it achieves the „ Hundreds of Eyes: Nxla can see in
takeover of a planet. all directions with perfect clarity
For now, Nxla remains contained in its and comprehension, making him
own home dimension, a hellish landscape immune to Gang Up bonuses. He
of undeath. Before it can manifest on ignores Illumination penalties and
Earth, it requires a massive collection of can see through any illusions or
unholy sacrifices supplied by its minions. invisibility automatically.
„ Lumbering: The avatar of Nxla is
Attributes: Agility d12, Smarts d12+2,
incapable of running or jumping.
Spirit d12+4, Strength d12+20, Vigor
„ Massive Attack: Using its massive
d12+4
form to slam the ground with a
Skills: Athletics d8, Battle d10,
Fighting roll, Nxla’s avatar may attack
Common Knowledge d10, Fighting d8,
all targets in a Large Burst Template for
Intimidation d12, Notice d12, Occult
Str+4d6 Mega Damage AP 12, adding
d12, Persuasion d10, Spellcasting d12+2,
its Size (minus the target’s Size).
Stealth d6
Non-vehicular targets may Evade.
Pace: 4; Parry: 6; Toughness: 79 (34)
„ Reach: Though he can barely move,
Hindrances: Arrogant, Enemy (Major—
Nxla has a Reach of 10 in this form.
Psyscape)
„ Size 20 (Gargantuan): +3 Wounds.
Edges: Arcane Background (Magic),
Rearing over 800’ in height (the size
Counterattack (Imp.), Elan, Killer
of a 200-story building), Nxla’s avatar
Instinct, Master of Magic, Master
is almost inconceivably massive.
(Spellcasting), Sweep (Imp.)
„ Tentacles (6): Dealing Str +2d6 Mega
Powers: Blast, bolt, boost/lower Trait, damage
Damage, AP 12, Nxla can bring up
field, darksight, deflection, drain Power
to six of his nigh-endless tentacles
Points, fear, healing, intangibility, protection,
to bear on his foes in a round (see
Tentacles in Savage Worlds).

163
„ Terror: Nxla’s avatar projects a Powers: Bolt, boost/lower Trait, drain Power
terrifying aura, everyone who views Points, fear, healing, invisibility, protection,
him to make a Fear check at −4. slumber, warrior’s gift, zombie. PPE: 25
„ Unstoppable: Nxla never suffers Gear: Adventure Survival Armor
more than 1 Wound from a single (+4 Armor, +1 Toughness, +2 vs all
attack; make any Soak rolls before Hazards), NG-33 Laser Pistol (Range
applying this limit. 12/24/48, Damage 3d6, RoF 1, AP 2), TW
„ Weakness (Holy Weapons): Nxla Longsword (Str+d10+2, AP 4, Cost 1 PPE
suffers +8 damage from attacks from +1 Fighting and Mega Damage)
opponents with the Champion or Special Abilities:
Holy Warrior Edge, as well as any „ Armor of Death: The energies
weapons with appropriate blessings flowing through a Harvester grants
or Trappings. Wounds from such him +4 Armor, which stacks with
attacks cannot be regenerated. worn armor.
„ Weakness (Psionics): Nxla suffers „ Commune with Lost Souls:
double damage from any psionic Harvesters have a form of divination
attacks and energy, providing ample that entails their connection with
reason for why he hates Psyscape souls, spirits, and astral beings. The
and wants to scour Rifts Earth of all ability costs no PPE. Each use requires
psionic practitioners! a Vigor check to resist Fatigue, with
a cumulative penalty of −1 for each
HARVESTER subsequent use until the Harvester
Those who willingly give themselves over gets at least six hours of sleep.
to Nxla pray they become Harvesters. „ Ley Line Sense: Harvesters have
Harvesters are granted significant power the Ley Line Sense of the Ley Line
so as to collect as many souls as possible Walker (see Ley Line Walker in The
for their dark master. Harvesters are Tomorrow Legion Player’s Guide). They
necromancers, but even more vile than also have the Expanded Awareness
the usual practitioner. They fuel their ability.
power with the captured souls of their „ The Power of Nxla: Harvesters
victims, as well as feeding Nxla so he may gain a +2 to Spellcasting rolls for the
invade this world and make it his own. following powers: bolt, lower Trait,
drain Power Points, fear, slumber.
Attributes: Agility d8, Smarts d10, Spirit
„ Soul Harvesting: Harvesters possess
d10, Strength d8, Vigor d8
the ability to drain PPE (but not ISP) as
Skills: Athletics d6, Common Knowledge
per Siphoning PPE in The Tomorrow
d6, Fighting d8, Healing d6, Intimidation
Legion Player’s Guide. The Harvester
d10, Notice d8, Occult d8, Persuasion d8,
rolls his Spellcasting, and he always
Shooting d6, Spellcasting d10, Stealth d8,
arranges to kill victims (by stabbing
Survival d6
them through the eyes) to gain more.
Pace: 6; Parry: 6; Toughness: 15 (8)
Harvesters can use this extra energy
Hindrances: Arrogant, Bloodthirsty, Vow
to supplement their own PPE (up to
(Major—Serve Nxla)
double their personal pool). Unused
Edges: Arcane Background (Magic),
PPE over a necromancer’s normal
Level Headed, Master of Magic, Rapid
maximum fade at the rate of 1 PPE
Recharge, Wizard
every round (six seconds); this energy
fades into Nxla’s realm, representing

164
the soul being harvested to his deserved to survive. It was with this in
purposes. If a Harvester is wounded his heart he sought out the dark arts in
when performing this ritual, he heals Soulharvest, and five years ago became
one wound per five PPE gained. one of the first in Nxla’s first round of
„ Soul Searching: Harvesters can read newly-recruited Harvesters, and one of
the minds and spirits of others, mind the intelligence’s most effective advocates.
reading is an Innate Ability with no One of Nxla’s first devotees on Rifts
PPE cost. They gain +2 when they Earth, Vasser is considerably more
specifically try to determine what a powerful than most of his brother and
being desires most in the world. sister Harvesters, expecting to “rule in
„ Soulless Xombie Command: A far Hell” when the monstrous god crosses
greater version of the zombie power, over. In the meantime, he maintains his
enabling a Necromancer to summon studies to better serve his lord with a
up a small army for extended periods complete understanding of all arcane and
of time. It takes an hour to perform the other matters.
ritual (which can be done concurrent
Attributes: Agility d8, Smarts d12, Spirit
with the Soul Harvesting ability),
d10, Strength d10, Vigor d8
and considerable blood sacrifice is
Skills: Academics d10, Athletics d6, Battle
required. At the end of the ritual, the
d8, Common Knowledge d8, Fighting
Harvester expends 1 PPE for each
d10, Healing d6, Intimidation d10,
Xombie he wishes to create out of
Occult d12, Notice d10, Persuasion d8,
the people he’s harvested. There is no
Research d12, Science d8, Shooting d8,
upward limit, save how much PPE he
Spellcasting d12+2, Stealth d8, Survival
must expend, although there must be
d6
a victim at hand. Xombies are under
Pace: 6; Parry: 7; Toughness: 27 (14)
the absolute control of the Harvester
Hindrances: Bad Eyes (Minor), Curious,
who created them.
Mania (Major—Total Lack of Empathy),
„ Weakness (Psionics): Nxla’s vulner­
Vow (Major—Serve Nxla)
ability to psionics is passed on to
Edges: Arcane Background (Magic),
his followers. Harvesters suffer +4
Arcane Marksman, Charismatic,
damage from psionic attacks and −2 to
Command, Command Presence,
defend against other psionic abilities.
Extraction, Investigator, Level Headed
(Imp.), Master (Spellcasting), Master of
E VASSER, CHOSEN OF NXLA
Magic, Master Tactician, Rapid Recharge,
Once a Rogue Scholar with a respected
Scholar (Occult), Wizard
library in New Lazlo, Vasser left the
Powers: Bolt, boost/lower Trait, deflection,
comfort of his academic life to spend
dispel, drain Power Points, fear, healing,
time in the field, getting his boots dirty
invisibility, protection, sloth/speed, slumber,
and gaining some real-world experience
warrior’s gift, zombie. PPE: 35
to go with his book knowledge. What
Gear: TW Combat Mage Heavy EBA
he found in the wilds of North America
(+6 Armor, +3 Toughness, +2 Str die
was the futility of human existence in a
types, darksight, farsight), TW Storm
world gone wrong. Unprepared for the
Rifle (Range 30/60/120, Damage 3d8+2,
level of pain and suffering he witnessed,
RoF 1, AP 4, havoc as alternate attack),
Vasser’s crisis of world view led him to
TW Draining Blade (Str+d8, AP 8, 2
the realization only those truly willing
PPE adds +2 damage and target resists
to do anything to ensure their existence

165
Fighting with Spirit to oppose lower Trait until they encounter any living being or
vs. Vigor and sloth). creature, which they instinctively attack.
Special Abilities: Xombies are dangerous foes who feel
„ Armor of Doom: The energies no pain or fear. They are supernaturally
flowing through a Vasser grant him strong, can withstand an incredible
+8 natural Armor, +4 Toughness. amount of punishment before they are
„ Commune with Lost Souls: See disabled, and are continually regenerated
Harvester entry. by the dark magic that empowers them.
„ Humanity Lost: The depravity of the When under the direct control of a
Harvester’s path removed Vasser’s Harvester, they are even more dangerous,
capacity for empathy completely. He as their puppet-master can coordinate
is immune to the power of that name. their actions to act unpredictably and
„ Ley Line Sense: See Harvester entry. think creatively.
„ The Power of Nxla: See Harvester Utterly destroying the body of a Soulless
entry. Xombie permanently kills the creature
„ Soul Harvesting: See Harvester beyond any regeneration. However, it also
entry. removes the slight chance for restitution
„ Soul Searching: See Harvester entry. of the lost soul to the Xombie’s body. To
„ Soulless Xombie Command: See restore a lost soul back to its original
Harvester entry. body (thereby reverting the Xombie to
„ Weakness (Psionics): See Harvester its original, mortal, non-possessed state)
entry. requires a taxing ritual. The first task is
to physically restrain the Xombie, which
SOULLESS XOMBIE is difficult for even powerful heroes
Though they are walking corpses and given the Xombie’s incredible strength.
like many undead types in a lot of The second is to gather enough Potential
ways, the Soulless Xombies are special, Psychic Energy to fuel the restoration,
as a fragment of the dark eldritch god which typically requires many willing
animates them. Possessing no will, powerful magical practitioners and close
desire, or emotions, a Xombie responds proximity to a ley line or nexus at a peak
only to the direct control of Nxla or his moment of power. With those elements
Harvesters. The general response to a collected, the participants may attempt
Soulless Xombie is to kill it, but those the ritual, which calls the Xombie’s soul
in the know realize this actually serves back from Nxla’s realm and reinstates it
Nxla’s ultimate purposes. into its proper body.
Soulless Xombies are the backbone The ritual is a Complex Dramatic Task
of the Nxla invasion. They are servants, using Occult, with difficulty at −4 and a
laborers, and shock troops in the cost of 5 Power Points per Xombie restored.
intelligence’s legion. Most Harvesters As many as 40 souls can be restored with
have five to eight Xombies under their a single ritual, provided enough PPE can
direct control, with the most powerful be channeled. The ritual may only be
and influential commanding twice that attempted once every six days.
many. Those not under the specific Nxla can detect attempts to restore a
command of a Harvester wander the soul and does not take such affronts to
woods of Soulharvest or other areas in its power lightly. It uses its full available
the Magic Zone like mindless robots force to try to prevent the restoration.
This typically includes Harvesters,

166
Soulless Xombies, and other necromantic magical might, but acquiring influence
or demonic allies. and wealth most interests him. K’zaa may
be ruthless, selfish, and more than happy
Attributes: Agility d6, Smarts d4, Spirit
to destroy anyone who gets in his way—
d4, Strength d12+4, Vigor d10
yet he is also affable, loyal to friends
Skills: Athletics d10, Fighting d8, Notice
and business partners, and generally
d4, Stealth d4, Survival d8
well-liked by his followers. His skills
Pace: 6; Parry: 6; Toughness: 9
as both a sorcerer and a Techno-Wizard
Gear: None (though some may be
make him one of the most sought-after
encountered with light body armor).
arcane experts in the Magic Zone, as well
Special Abilities:
as one of the most dangerous beings in
„ Fast Regeneration: The icy black
the region.
shard of Nxla inhabiting the
undecaying corpse grants a Vigor Attributes: Agility d10, Smarts d12+2,
roll every round to heal damage. Spirit d12, Strength d12, Vigor d8
„ Fearless: Mindless undead are Skills: Athletics d6, Common Knowledge
immune to Fear and Intimidation. d10, Driving d6, Electronics d6, Fighting
„ Hardy: If a Soulless Xombie is d8, Intimidation d10, Occult d10, Notice
Shaken, another Shaken result d10, Persuasion d10, Piloting d6, Repair
doesn’t cause a Wound. d10, Research d10, Science d10, Shooting
„ Raw Strength Attacks: Xombies d8, Spellcasting d12, Stealth d6, Taunt d8,
attack with relentless strength, Techno-Wizardry d12
enhanced by the soul shard of a god Pace: 6; Parry: 6; Toughness: 22 (10)
inside them. Their fists do Str+d6, AP Hindrances: Arrogant, Cautious, Loyal,
6, Mega Damage due to the power of Vengeful (Minor)
Nxla flowing through them. Edges: Alertness, Arcane Background
„ Resilient: Though Extras, Soulless (Magic), Arcane Background (Techno-
Xombies can take two Wounds before Wizardry), Charismatic, Connections,
they’re Incapacitated, Controller, Master (Spellcasting), Master
„ Undead: +2 Toughness; +2 to recover (Techno-Wizardry), Master of Magic
from Shaken; no extra damage from (both Magic and Techno-Wizardry), One
called shots (except to the head); With Magic, Rapid Recharge, Streetwise,
Immune to Disease, Poison, and Strong Willed, Wizard
environmental conditions. Powers (Magic): Banish, blast, blind, bolt,
„ Weakness (Psionics): As minions boost/lower Trait, damage field, disguise,
of Nxla, Xombies suffer +4 damage dispel, drain Power Points, entangle, healing,
from all psionic attacks and energies. intangibility, invisibility, protection, smite,
summon ally, teleport, warrior’s gift. PPE: 50
Stormspire Powers (Techno-Wizardry): Barrier,
The master of Stormspire and his darksight, deflection, detect/conceal arcana,
bodyguard make unpredictable allies at environmental protection, farsight, speak
best and ruthless enemies at worst. language, stun, telekinesis. PPE: See above.
Gear: Enchanted Armor (+6 Armor, +4
E K’ZAA, LORD OF STORMSPIRE Toughness), Paralysis Staff (Str+d4, lower
Known as a Lizard Mage in the dimension Trait vs. Agility and Strength, sloth, both
from which he comes, the undisputed on successful strike). K’zaa has access to
Lord of Stormspire wields impressive all TW and magic items.

167
Special Abilities: of security, and while he’s not particularly
„ Arcane Machinist: Up to seven bloodthirsty, killing doesn’t bother him.
times per day, as an action (instead If K’zaa must go into hiding—or, worse,
of 1d20 minutes), K’zaa may make confront Lord Dunscon directly—his
a Techno-Wizardry roll to produce loyal bodyguard will remain at his side.
a magical gadget replicating any Dragonbane is the first successful Dragon
power available to Techno-Wizards. Juicer the Lizard Mage created and
The device has its own pool of 17 maintains his quiet, ferocious loyalty to
PPE; with a raise the device gets 24 the dimension-traveling reptile.
PPE. The item can only be activated Dragonbane usually has little to do
with its own PPE and once used around Stormspire. Few people are
up (or at the end of the session), foolish enough to challenge his powerful
the device burns out or otherwise master, so he spends most of his time
becomes unusable. sparring to hone his skills. When he
„ Claws and Teeth: If push comes to does leave the city, he hunts dragons or
shove, K’zaa will tear a person’s head dinosaurs; the latter for fun and the former
off with his natural weaponry. He when K’zaa needs to get rid of a nuisance.
can do Str+d6 damage.
Attributes: Agility d12, Smarts d6, Spirit
„ Machine Maestro: K’zaa can interface
d8, Strength d12+2, Vigor d12
with any electronic or mechanical
Skills: Athletics d8, Common Knowledge
device with a touch, giving him +2
d8, Fighting d12, Intimidation d8, Notice
to all related noncombat skill rolls
d8, Persuasion d8, Shooting d12, Stealth
where machinery is involved. This
d8, Survival d8
includes bypassing security, picking
Pace: 16; Parry: 9; Toughness: 22 (10)
locks, operating vehicles, using
Hindrances: Death Wish, Overconfident,
sensors, etc. When interfacing with
Vow (Major—Serve K’zaa)
an arcane (almost always Techno-
Edges: Acrobat, Block, Brawny, Burn
Wizard) device, the bonus is +4.
Brighter, Burn for Glory, Burn for
„ Natural Toughness: K’zaa’s race
Tomorrow, Burn Past the Pain, Charge,
enjoys enhanced Toughness +3.
Combat Reflexes, Counterattack (Imp.),
„ One With Magic: K’zaa is of
Combat Sense (Imp.), First Strike (Imp.),
Legendary stature, granting him
Fleet-Footed, Frenzy (Imp.), Giant Killer,
a number of effects from having
Gymnastic Mastery, Level Headed (Imp.),
the One With Magic Edge. This
Overrun, Quick, Split the Seconds
includes +4 MDC armor; the Ley
Gear: Improved Dragon Skin Combat
Line Rejuvenation and Ley Line
Armor (+6 MDC, +3 Toughness); TW
Sense abilities of a Walker; reduced
Force Cannon (Range 50/100/200, 3d12
aging and Slow Regeneration; and
Mega Damage, RoF 1, AP 12, fires only
the ability to use his protection spell
Heavy Bursts), rune-enchanted magic
with no PPE required.
great axe (Str+3d6+3, Mega Damage, AP
21, d12 raise damage).
E DRAGONBANE
Special Abilities:
One of the first Dragon Juicers created,
„ Armored Hide: +4 MDC Armor,
Philip Montgomery has served K’zaa
stacking with his worn armor.
for over a decade. He acts as the mage’s
„ Burn (4): After a decade as a Dragon
bodyguard, personal assistant, and chief
Juicer, Philip’s used a bit of his Burn.

168
„ Dragon Blood Dependence: Skills: Athletics d10, Common Knowledge
Dragonbane must have a steady d6, Fighting d10, Intimidation d6, Notice
supply of Dragon Blood or face a d6, Persuasion d6, Shooting d10, Stealth
rapid decline that ends in death. d8, Survival d6
„ Dragonborn Senses: Dragonbane Pace: 8; Parry: 7; Toughness: 20 (9)
gained Infravision and Expanded Hindrances: Death Wish (Minor),
Awareness from the dragon blood. Overconfident, Vow (Major—Hunt
„ Healing Factor: Dragonbane can Dragons)
make a natural Healing roll once per Edges: Brawny, Combat Reflexes, First
day. Strike, Frenzy (Imp.), Quick
„ Inherently Magical: Dragonbane Gear: Dragon Skin Armor (+6, +3
possesses a natural pool of 10 PPE Toughness); Wilk's 457 Pulse Rifle
and can use any Techno-Wizard (Range 24/48/96, 4d6 damage, RoF 3, AP 3,
devices. Heavy Pulse) TW Longsword (Str+d10+2,
„ Super Endurance: Dragonbane AP 4, +1 Fighting, Mega Damage).
requires only half the normal amount Special Abilities:
of sleep and gains +2 on all Fatigue „ Armored Hide: The transformation
checks. gives the Dragon Juicer +2 MDC
„ Super Speed: Uses a d10 running Armor; stacks with worn armor.
die. „ Blood of Dragons: Dragon Juicers
„ Uncanny Reflexes: Dragonbane is −2 may make a natural healing roll
to be hit and +2 to Evade. daily to recover Wounds, or Injuries
once all Wounds are healed.
„ Burn (4): Dragon Juicers may add a

MERCENARIES & Burn Die to any Agility, Strength, or


Vigor-based Trait roll. The Burn Die
SPECIALISTS is a d6 that cannot Ace, and if the
Burn Die result is a one, he reduces
his Burn Rating.
DRAGON JUICER „ Dragon Blood Dependence: Must
Transformed by secret magical processes
have a supply of adult dragon blood.
and dependent upon one of the most
„ Dragonborn Senses: Have detect
dangerous substances in the world to
arcana as an Innate Ability with and
obtain, Dragon Juicers more often than
Infravision, halving Illumination
not work for powerful arcanists and
penalties against warm targets.
similar beings. Some may find themselves
„ Drug-induced Tranquility or
in partnership with clever dragons keen
Euphoria: Do not gain the benefits
to create an ally out of a predator, but
of Quick or the Uncanny Reflexes on
most prefer to work for folks who help
the first round of unexpected combat.
them hunt down their unnatural prey.
„ Inherently Magical: Natural pool of
Unsurprisingly, many Dragon Juicers
10 PPE and can use TW devices.
are found in the Magic Zone, where both
„ Super Endurance: Require only half
employment and their favored targets
the amount of sleep, +2 vs Fatigue.
can be found readily.
„ Speed: Dragon Juicers have Pace 8,
Attributes: Agility d8, Smarts d6, Spirit and use a d8 running die.
d6, Strength d12, Vigor d10 „ Uncanny Reflexes: Dragon Juicers
are −2 to be hit and +2 Evade.

169
DWEOMER BATTLE MAGI mobilize for war, however, the High
Should anyone in the Tomorrow Legion Magi are mobilized to pilot the Colossus
run afoul of Dweomer’s defense forces, Automatons.
they will likely find themselves in battle
Attributes: Agility d6, Smarts d10, Spirit
with more than one of these formidable
d10, Strength d6, Vigor d8
warrior-sorcerers. Note the powers
Skills: Academics d8, Athletics d4,
marked with a (*) can only be cast on
Common Knowledge d6, Fighting d4,
the Battle Magi, but he casts them as a
Notice d8, Occult d10, Persuasion d6,
free action.
Piloting d10, Research d10, Shooting d6,
Attributes: Agility d8, Smarts d8, Spirit Spellcasting d10, Stealth d6
d8, Strength d8, Vigor d8 Pace: 6; Parry: 7; Toughness: 11 (5)
Skills: Athletics d6, Battle d6, Common Hindrances: Loyal, Pacifist (Minor), Vow
K nowledge d8, Fig ht i ng d10, (Major—Serve the Three)
Intimidation d8, Occult d6, Notice d8, Edges: Arcane Background (Magic),
Persuasion d6, Shooting d8, Spellcasting Controller, Magi of Dweomer, Major
d10, Stealth d6, Survival d6 Item Creation, One With Magic, Rapid
Pace: 6; Parry: 7; Toughness: 12 (4) Recharge, Wizard
Hindrances: Loyal, Vow (Major—Serve Powers: Arcane protection, banish, barrier,
the Three) deflection, dispel, healing, illusion, light/
Edges: Arcane Background (Magic), darkness, protection, slumber, summon ally,
Arcane Marksman, Extraction, Frenzy, telekinesis, teleport. PPE: 40
Magi of Dweomer
Powers: blast, bolt, boost*/lower Trait,
deflection*, environmental protection,
protection*, smite*, speed*. PPE: 25
Gear: Battler Armor (+4, +2
Toughness, darksight), TW
Fi rebolt Pi stol (Ra nge
12/24/48, Damage 3d6, AP Gear: Lord
6, RoF 1), TW Flaming Magi Armor (+5, +4
Sword (Str+d12 Mega Vigor vs. airborne toxins and
Damage, AP 6). A disease), Mage Staff (Str+d4+2;
Battle Magus may +1 Fighting, +2 Parry, and
also pilot any Mega Damage for 1 PPE
Automaton except for five rounds). In the
the Colossus. field, a High Magus controls
a Colossus Automaton.
DWEOMER HIGH MAGI
High Magi spend most of DWEOMER LORD MAGI
their time in Dweomer Any serious conflict
City, overseeing not with Dweomer forces
just the construction of includes at least one
magical gear and vehicles, of these very powerful
but also city planning leaders, directing from the
and development. When perch of a terrifying combat
the Lords of Magic Automaton.

170
Attributes: Agility d6, Smarts d10, Spirit Attributes: Agility d8, Smarts d6, Spirit
d10, Strength d6, Vigor d8 d8, Strength d10, Vigor d8
Skills: Athletics d6, Battle d8, Common Skills: Athletics d6, Common Knowledge
Knowledge d6, Fighting d6, Intimidation d6, Faith d8, Fighting d10, Healing d6,
d8, Occult d6, Notice d10, Persuasion d8, Notice d10, Occult d6, Persuasion d8,
Piloting d8, Shooting d6, Spellcasting Shooting d8, Stealth d6, Survival d4
d12, Stealth d6 Pace: 4; Parry: 8; Toughness: 11 (4)
Pace: 6; Parry: 7; Toughness: 11 (5) Hindrances: Code of Honor, Heroic,
Hindrances: Loyal, Vow (Major—Serve Pacifist (Minor)
the Three) Edges: Arcane Background (Miracles),
Edges: Arcane Background (Magic), Champion, Holy Warrior, Master of
Arcane Marksman, Controller, Magi Magic
of Dweomer, One With Magic, Rapid Powers: Bolt, entangle, fly, healing, light/
Recharge, Wizard darkness, protection, smite PPE: 15
Powers: Banish, blast, bolt, dispel, healing, Gear: Light Enchanted Armor (+4, +1
invisibility, protection, sloth/speed, slumber, Toughness), enchanted halberd (Str+d8+2
summon ally, telekinesis, teleport. PPE: 40 Mega Damage, AP 3, +1 Fighting, Reach
Gear: Lord Magi Armor (+5, +4 Vigor 1, two hands), Wilk’s 447 (Range 24/48/96,
vs. airborne toxins and disease), TW Damage 4d6, RoF 1, AP 2).
Shard Pistol (Range 15/30/60, Damage Special Abilities:
3d4, RoF 3, AP 1, 3RB, lower „ Flight: Fly at Pace 12 and “run”
trait vs. Vigor), Mage Staff for extra movement as usual; use
(Str+d4+2; +1 Fighting, +2 Athletics when maneuvering.
Parry, and Mega Damage „ Four Arms: Lyn-Srial ignore 2 points
for 1 PPE for five rounds). of Multi-Action penalties each turn
In the field, a Lord Magi „ Low Light Vision: Lyn-Srial ignore
has any one of the penalties for Dim and Dark lighting.
Automatons listed in this „ Regeneration: Lyn-Srial make a
book. Alternately, he might natural healing roll daily to recover
have either the Battle Lord or Wounds, or Injuries once all Wounds
Earth Thunder from Savage have been healed.
Foes of North America.
MAGIC ZONE MERCENARY
LYN-SRIAL SKY-KNIGHT Dunscon and his allies happily arm
Questing evangelists of the Lyn-Srial “mundanes” with enchanted weapons
way of wisdom, compassion, and mercy, and armor and use them as both security
Sky-Knights leave the safety of Tryth- and cannon fodder against opposition
Sal behind to bring their principles to forces. These warriors are decently
the benighted lands of Rifts Earth. They trained and paid fairly well, giving the
wander the New West, interceding True Federation another source of troops
in conflicts to bring about peaceful in the buildup towards the war that
resolution and battling the forces of evil threatens on any number of fronts.
when no other recourse exists. When
Attributes: Agility d6, Smarts d6, Spirit
confronting sapient foes, Sky-Knights
d6, Strength d6, Vigor d6
seek to resolve the conflict through
Skills: Athletics d6, Common Knowledge
dialogue and negotiation first before
d6, Driving d4, Fighting d8, Notice d6,
resorting to combat.

171
Persuasion d4, Shooting d8, Stealth d6, Warrior, Master Psionic, Psi-Blade, Psi-
Survival d4 Shield, Psi-Weapon Manipulation, Rapid
Pace: 6; Parry: 6; Toughness: 15 (7) Recharge, Soul Drain, Woodsman
Gear: Heavy Enchanted Armor (+7, +3 Powers: Boost/lower Trait, def lection,
Toughness, EBA), enchanted melee environmental protection, healing, protection,
weapon (Str+d8+2 Mega Damage, AP 4, sloth/speed, smite, warrior’s gift. ISP: 25
+1 Fighting), Laser Rifle (Range 15/30/60, Gear: Gladiator Medium EBA (+7 Armor,
Damage 4d6, RoF 1, AP 3), 2 × grenades +2 Toughness), Psi-Pike (Str+2d8 Mega
(Range 5/10/20, 5d6 Mega Damage, LBT). Damage, AP 3, Reach 2, Two Hands),
NG-45LP Long Pistol (Range 15/30/60,
PSI-WARRIOR Damage 3d8, RoF 1, AP 3).
While the Psi-Warriors trained in Special Abilities:
Psyscape generally stay to join the war „ Fasting and Self-Denial: Psi-
against Nxla, those who learn their arts Warriors gain +4 on all Vigor checks
in Potomkane and Xanatoa enjoy more dealing with cold, heat, hunger, sleep,
freedom to choose their own paths. Most or thirst Hazards.
go forth to battle supernatural evil as lone
wanderers championing the oppressed. SHAMAN
Some few tread a darker road, extorting Cultures throughout Rifts Earth—from
payment from those they rescue or the First Nations and Native American
becoming oppressors themselves. They tribes to the Simvan to the Werecats of
rarely travel in bands, but unbreakable Mexico (see Rifts® North America: Blood &
bonds form between those who do. Banes)—practice varieties of shamanism.
Regardless of their morality, Psi- Some Shamans devote themselves to
Warriors maintain a code of honor that a particular aspect of the natural world
emphasizes courage, glory, individualism, such as animals, the elements, and plants
justice, loyalty, opposition to the while others pursue a specific link to
supernatural, and a disregard for wealth. the spirits. These latter might dedicate
Even the worst Psi-Warriors treat the themselves to the art of healing, become
rewards they extort as but a fleeting trifle generalists by channeling their abilities
and would never decline a challenge to through masks that allow them to
single combat. Wandering the margins assume and discard roles as needed, or
of society, Psi-Warriors make great allies even become living embodiments of the
and implacable foes. liminal space between the material and
spirit worlds.
Attributes: Agility d10, Smarts d8, Spirit
The statistics below describe a more
d8, Strength d8, Vigor d10
generic shaman devoted to communing
Skills: Athletics d8, Common Knowledge
with nature and the spirits.
d6, Fighting d10, Intimidation d6, Notice
d8, Occult d6, Persuasion d6, Psionics Attributes: Agility d6, Smarts d8, Spirit
d10, Shooting d8, Stealth d6, Survival d12, Strength d6, Vigor d8
d8, Taunt d6 Skills: Athletics d6, Common Knowledge
Pace: 6; Parry: 9; Toughness: 16 (7) d10, Faith d10, Fighting d6, Healing d10,
Hindrances: Code of Honor, Loyal, Notice d8, Occult d10, Performance d8,
Vengeful (Major) Persuasion d8, Riding d6, Shooting d6,
Edges: Acrobat, Arcane Background Stealth d6, Survival d8, Taunt d6.
(Psionics), Major Psionic, Martial Pace: 6; Parry: 5; Toughness: 11 (4)

172
Hindrances: Vow (use only pre- Powers: Boost/lower Trait, burst, damage field,
Columbian technology), Vow (serve his fly, invisibility, protection, smite. ISP: 15
or her tribe and the spirits) Gear: Light Enchanted Armor (+4 Armor,
Edges: Arcane Background (Miracles), +1 Toughness), Spirit Bow (Range
Healer, Minor Item Creation, Rapid 30/60/120, Damage 4d6, RoF 1, Mega
Recharge, Scholar (Occult), Woodsman Damage, +1d6 damage and AP 6 against
Powers: Arcane protection, banish, beast supernatural evil), Spirit Spear (Str+3d6,
friend, bolt, boost/lower trait, deflection, Mega Damage, +1d6 damage and AP 6
detect/conceal arcana, dispel, divination, against supernatural evil), owl spirit
elemental manipulation, environmental mask (as Magic Optic System), riding
protection, healing, relief, smite, summon horse.
ally. ISP: 30 Special Abilities:
Gear: Light Enchanted Armor (+4 „ Regeneration: Spirit Warriors make
Armor, +1 Toughness), Spirit Bow a natural healing roll once per day.
(Range 30/60/120, 4d6 Mega Damage,
RoF 1, +1d6 damage and AP 6 against
supernatural evil), Spirit Spear (Str+3d6, MONSTERS &
Mega Damage, +1d6 damage and AP 6
against supernatural evil), riding horse,
CREATURES
owl spirit mask (as Magic Optic System),
panther spirit cloak (as Shadow Cloak).
ALU
Alu—also known as “demon hounds” —
SPIRIT WARRIOR
are the front-line warriors and scouts of
As with Shamans, Spirit Warriors may
the hordes of Hades. Ferociously cunning,
be found among many of the animistic
they are fond of setting traps, ambushing
and shamanistic cultures of Rifts Earth.
opponents, and manipulating others to
Most in North America come from the
lead them to their prey. Alu are often
First Nations and Native American
employed as expert trackers, bodyguards,
peoples, where they wander the Native
and enforcers by their demonic superiors.
American Preserves battling monsters
Their homeland is the rocky, desolate
and supernatural evil.
desert of Taut in the Hades dimension—
Attributes: Agility d8, Smarts d6, Spirit a demonic realm, to which they are
d8, Strength d8, Vigor d8 unswervingly loyal.
Skills: Athletics d8, Common Knowledge
Attributes: Agility d10, Smarts d6, Spirit
d6, Faith d8, Fighting d10, Healing d6,
d8, Strength d12+4, Vigor d10
Notice d6, Persuasion d6, Riding d6,
Skills: Athletics d10, Common Knowledge
Shooting d8, Stealth d6, Survival d8
d6, Fighting d10, Intimidation d6, Notice
Pace: 6; Parry: 8; Toughness: 11 (4)
d8, Persuasion d4, Shooting d6, Stealth
Hindrances: Heroic, Vow (do not use
d8, Survival d10
post-19 th century technology), Vow
Pace: 10; Parry: 7; Toughness: 21 (6)
(Protect indigenous Americans)
Hindrances: Enemy (Major — Dyval
Edges: Arcane Background (Miracles),
demons), Ruthless (Major), Vow (Major
Champion, Counterattack (Imp.),
— Obey the lords of Hades)
Danger Sense, Holy Warrior, Martial
Edges: Assassin, Brawny, Bruiser, Fleet-
Artist, Woodsman
Footed, Frenzy, Woodsman

173
Gear: Usually none, though some will „ Weakness (Silver): Silver weapons
wear armor and carry weapons when at have the same effect as Holy Weapons.
war — especially members of organized
warbands such as those from Calgary, BLOOD HAWK
Kingdom of Monsters. Possibly a mutation of the original raptor
Special Abilities: native to this world or an alien monster
„ Bite/Claws: Str+d8 Mega Damage, from another dimension, the Blood Hawk
AP6. is a blood red, leathery mockery of the
„ Demonic Hide: Alu have +6 Armor creature once known to North American
and +2 Toughness. forests and plains. Add in glowing
„ Fear: All demons cause Fear checks orange eyes, vicious armor-rending claws,
when first encountered. freakish strength and toughness, and a
„ Infernal Form: Immune to Cold, terrifying shriek, and the Blood Hawk is
Disease, Heat, and Poison. a nightmare for travelers across the lands.
„ Infernal Vision: Alu ignore all A group of them can threaten all but the
Illumination penalties and can see most well-armored prey, combining
the invisible. gang-up tactics (they often attack in
„ Invisibility: An Innate Ability used small flocks of 3d8 in number) with their
without a roll (at the base −4 level). Alu limited psionic abilities. A typical Blood
use this to ambush or avoid foes, but Hawk stands around two feet in height
rarely remain invisible once combat with a five-foot wingspan.
is underway, instead relying on their
Attributes: Agility d8, Smarts d4 (A),
horrific presence to unnerve foes.
Spirit d8, Strength d10, Vigor d10
„ Keen Sense of Smell: Alu have an
Skills: Athletics d8, Fighting d8, Notice
incredibly powerful sense of smell.
d8, Stealth d6, Survival d6
They gain a +2 bonus on Notice
Pace: 4; Parry: 6; Toughness: 11
checks using smell, as well as +2 on
Special Abilities:
all Survival (tracking) rolls.
„ Beak and Talons: These beasts attack
„ Leaper: Alu can jump twice as far as
with vicious efficiency, doing Str+d6,
normal and add +4 to damage when
AP 4.
making a Wild Attack when coupled
„ Hawkeyed: A Blood Hawk gains +2
with a leap, instead of the usual +2
on all sight-based Notice checks and
(needs room to leap, GM’s call).
can see well at extreme distances.
„ Size 3 (Normal): Alu are 12 feet tall
The +2 bonus also applies to Survival
and weigh 500 pounds.
rolls made to track targets across
„ Slow Regeneration: Except for
open ground.
wounds caused by a Weakness, make
„ Leathery Hide: The demonic hide of a
a natural healing roll once per day —
Blood Hawk provides +4 Toughness.
even if Incapacitated.
„ Psionic Senses: Blood Hawks have
„ Weakness (Holy Weapons): Suffer
the detect arcana power, which they
+4 damage from attacks from
can use an Innate Ability with a
holy weapons or holy opponents
Spirit check. They primarily use this
such as those with the Champion
to sense if a foe has enough magical
or Holy Warrior Edge (including
or psionic power to withstand them.
Cyber-Knights and true Mystics);
„ Wings: Blood Hawks fly at a pace of
wounds from such attacks cannot be
10 with a Run die of d8.
regenerated.

174
DARK BEHEMOTH Boy with a werewolf, and the evidence
Bulky four-legged creatures the size of suggests this may not be far off from the
small trucks, Dark Behemoths greatly truth. Hulking canine beings with dark
enjoy burrowing beneath potential prey fur, glowing red eyes, and bestial natures,
and attacking their targets with ambush the Darkhounds roam the Magic Zone in
tactics. These powerful predators lash out packs, seeking out powerful psionic and
from their burrows and lairs, snatching magical entities to attack without mercy.
unsuspecting victims with their mighty Rumors abound about Dunscon
jaws (one mouth on each side of the head) allowing vile arcane experiments to
and face tentacles. While sated, Dark be performed on Dog Boy captives in
Behemoths generally live and let live. attempts to create a loyal cadre of similarly
Hungry ones are nearly unstoppable in capable beings in service to him. Though
their pursuit of something to eat. he denies any connection, the fact these
beasts serve him directly, yet they avoid
Attributes: Agility d8, Smarts d4 (A),
attacking Coalition forces (and especially
Spirit d6, Strength d12+4, Vigor d12
actual Dog Boys) lends credence to the
Skills: Athletics d6, Fighting d8, Notice
rumor. Darkhounds are used mostly to
d8, Stealth d8, Survival d6
bring to heel or destroy supernatural
Pace: 10; Parry: 6; Toughness: 32 (16)
beings and arcane practitioners who
Special Abilities:
refuse to serve Dunscon.
„ Bite: The supernatural jaws of a Dark
Behemoth do Str+2d8, AP 16, Mega Attributes: Agility d10, Smarts d4, Spirit
Damage. d8, Strength d12+1, Vigor d10
„ Burrow (10”): Dark Behemoths Skills: Athletics d8, Common Knowledge
can disappear and reappear on the d6, Fighting d10, Intimidation d8, Notice
following action anywhere within d8, Persuasion d4, Stealth d8, Survival d8
10”. Pace: 8; Parry: 7; Toughness: 18 (8)
„ Tentacles (2): Dark Behemoths sport Hindrances: Bloodthirsty, Loyal, Vow
6 –12 small facial tentacles that work (Minor—Serve the Federation)
together as two separate knots. An Edges: Alertness, Berserk, Brawny,
attack that severs a tentacle effectively Charge, Fleet-Footed, Frenzy (Imp.)
severs all the tentacles in that knot. Gear: Piecemeal Armor (+4); vibro-
„ Nightvision: Dark Behemoths longsword (Str+d10, AP 10, Mega
ignore penalties for Dim and Dark Damage)
conditions. Special Abilities:
„ Powerful Form: +16 MDC Armor „ Fearless: Whatever created the
and +4 Toughness. Darkhounds, they were bred to feel
„ Size 4 (Large): Dark Behemoths are no fear at all.
usually the size of a large SUV. „ Keen Sense of Smell: Darkhounds
„ Tremor Sense: A Dark Behemoth can possess a great sense of smell, like
make a Notice check to determine their normal canine counterparts.
if anything is moving within its This gives them an additional +2 on
Spirit × 2, based on ground vibrations. all Notice checks where smell could
come into play, as well as +2 on all
DARKHOUND Survival rolls to track.
These terrible, twisted beasts look much „ Latent Coalition Loyalty: Dark­
like someone tried to combine a Dog hounds only reticently attack

175
Coalition forces, and especially yards) of a ley line. Ley line storms
avoid combat with Dog Boys. If cause them a level of Fatigue from
forced to defend themselves, they severe headaches and distress as for a
will, but otherwise they tend to psychic, but their Fatigue requires an
avoid conflict with the CS. Some hour to recover after the storm ends.
Darkhounds packs are said to have
even helped Coalition troops against DEEVIL
supernatural forces, quickly running Ugly humanoid demons with ram’s
away after the battle. horns, pig snouts, fangs, and goat-
„ Low Light Vision: A Darkhound’s like legs, Deevils are the footmen
keen vision allows it to ignore Dim of the demonic realm of Dyval,
and Dark lighting penalties. notorious for their treachery and
„ Natural Weapons: Str+2d4 Mega ability to tempt others into evil.
Damage, AP 4. Darkhounds’ claws
Attributes: Agility d10, Smarts d6, Spirit
and fangs are ferocious and deadly.
d8, Strength d12+2, Vigor d10
„ Psychic Sense: Darkhounds have
Skills: Athletics d8, Common Knowledge
the inherent ability to detect arcana,
d8, Fighting d8, Intimidation d6, Notice
interpreting it as a scent. They use
d8, Persuasion d10, Shooting d6,
the Notice skill (with their Keen
Spellcasting d8, Stealth d10, Survival d8,
Sense of Smell bonus) to
Taunt d8, Thievery d10
detect the presence and
Pace: 10; Parry: 6; Toughness: 16 (5)
location of any psychic
Hindrances: Driven
or magic energies,
( M i nor — Cor r up t
beings, or items. They
others), Ruthless
can also use Survival
(Minor), Vow (Major—
(also with the Keen
Obey the lords of Dyval)
Sense of Smell bonus)
Edges: Arcane Background
to track a specific
(Magic), Fleet-Footed, Thief
magical or psionic
Powers: Bolt, elemental manipulation
e n t i t y. This
(fire only), heal, lower Trait (no boost,
sense works to
only “curses”). PPE: 15
detect anything
Gear: Usually none.
psychic, magic,
Special Abilities:
or supernatural,
„ Bite/Claw/Horns: Str+d6
i n c l u d i n g
Mega Damage, AP 4.
invisible and astral
„ Demonic Hide: Deevils
beings. Psychic Sense doesn’t
have +5 Armor and +2
work inside sealed armor or
Toughness.
vehicles.
„ Fear: All demons cause
„ Thick Hide: The magic that
Fear checks when first
originally created Darkhounds
encountered.
imbued them with significant
„ Human Metamorpho-
resista nce to da mage. +2
sis: As an action with a
Toughness, +4 Armor.
Spellcasting roll, Deevils
„ Weakness (Ley Line Sensitivity):
may take on the appear-
Darkhounds lose their Psychic Sense
ance of a normal-sized
when on or close (within 2" or 4

176
human indefinitely per the disguise usually hunt alone—though even then,
power. their horrible laughter is heard far too
„ Infernal Form: Immune to Cold, frequently across the continent.
Disease, Heat, and Poison.
Attributes: Agility d10, Smarts d4, Spirit
„ Invisibility: As the power but an
d8, Strength d12+7, Vigor d10
Innate Ability used without a roll
Skills: Athletics d8, Common Knowledge
(at the base −4 level). Deevils use
d4, Fighting d10, Intimidation d10,
this to ambush or avoid foes, but
Notice d8, Persuasion d6, Stealth d10,
rarely remain invisible once combat
Survival d8, Taunt d10
is underway, instead relying on their
Pace: 10; Parry: 7; Toughness: 36 (16)
horrific presence to unnerve foes.
Hindrances: Mean, Ugly
„ Leaper: Deevils can jump twice as
Edges: Brute, Frenzy (Imp.), Humiliate,
far as normal and add +4 to damage
Menacing, Rabble Rouser, Woodsman
when making a Wild Attack instead
Special Abilities:
of the usual +2.
„ Aquatic: Pace 4.
„ Low-Light Vision: Deevils ignore
„ Devilish Hide: +16 MDC Armor, +8
Dim and Dark Illumination penalties.
Toughness.
„ Size 2 (Normal): Deevils measure
„ Fear (−2): Cause Fear checks at −2
around 8 feet tall and 400 pounds.
when encountered.
„ Slow Regeneration: Except for
„ Fearless: Belligerent in the extreme,
wounds caused by a Weakness,
Devil Unicorns cannot be affected by
Deevils make a natural healing roll
Fear effects or Intimidation.
once per day (which may be done as
„ Claws/Bite: Str+2d6, AP 12, Mega
a free action in combat).
Damage. Claws grant +2 to climbing
„ Weakness (Holy Weapons): Deevils
(Athletics) rolls on all but sheer sur-
suffer +4 damage from attacks from
faces.
opponents with the Champion or
„ Horn: Str+d12, AP 20, Mega Damage.
Holy Warrior Edge (including Cyber-
If the Devil Unicorn charges at least
Knights and true Mystics); resulting
6” before attacking, it adds +8 to its
Wounds cannot be regenerated.
damage.
„ Weakness (Silver): Silver weapons
„ Size 5 (Large): 26 feet long including
have the same effect as Holy
its tail, weighing up to 2 tons. Gains
Weapons.
a Wound level.
„ Tail Lash: Str+d4. The creature may
E DEVIL UNICORN
make a free attack against up to two
Just sapient enough to be deliberately,
foes to its side or rear at no penalty.
maliciously cruel, Devil Unicorns
maraud throughout North America.
FAERIE FOLK, MINOR
They resemble their namesakes only in
As hazardous as the Magic Zone and
having a single horn erupting from their
other lands of mystical might can be,
foreheads; otherwise Devil Unicorns look
they also provide shelter to beings of
more like huge, bony-hided lizards with
beauty and whimsy. Minor Faerie Folk
nightmarish, skull-like visages. Devil
of various races call Rifts Earth home.
Unicorns hunt for sport as well as food,
Though differing greatly in size and
often capturing humans and D-Bees
appearance, these beings are united in a
to take back to their lairs and torture
disinterest in other sapient species that
for days. Thankfully, the monsters

177
almost borders on disdain, seeing “Big dancing lights), darksight, entangle
Folk” only as subjects for pranks. (ensnaring vines, gripping ice, etc.),
True Faeries appear as attractive, invisibility, puppet (Faeries invariably
butterfly-winged humanoids no more use this to lead their victims in a
than six inches tall. Common Faeries Faerie Dance, stealing their clothes
tend toward autumn colors in their hair and equipment while they cavort),
and wings, Green Wood Faeries have slumber, and speak language. Night-
verdant skin and keep to dense forests, Elves and Frost Pixies know bolt.
and Night-Elves possess gray-green skin Faeries often Support each other to
and a darker, more serious personality be more effective casters. In the PPE
than their cousins. rich biome of Rifts Earth, Faerie Folk
Pixies possess no wings and stand possess effectively unlimited PPE.
nearly a foot tall. Common Pixies are „ Size −3 (Very Small): The various
playful and silly even by Faerie Folk sorts of Faerie Folk range from four
standards while Frost Pixies possess light to 12 inches tall.
blue skin and are immune to the cold. „ Weakness (Salt): Salt does damage
Though Sprites stand only four inches to Faeries, dealing +4 damage. Even
high, they harass intruders into their a pinch deals 1d4+4 damage, quite
territory more boldly than the other races, deadly to such small creatures.
stealing small valuables and pulling hair.
Tree Sprites descend from the branches E FIEND
at dawn and dusk, Water Sprites haunt The demonic captains of Dyval, fiends
gentle pools and streams, and Wind- are supernatural predators that appear as
Puffs flit about in flowery meadows. humanoid coal-black shadows with eyes
Their madcap, playful personalities and and a mouth that glow with infernal light.
lack of interest in relating to other beings They feast on the psychic emanations
leads less scrupulous arcanists to treat of their victims, delighting in torture,
minor Faerie Folk as animals, fit only to be sorrow, sadism, and murder. The most
the ingredients in alchemical experiments. powerful of them, Archfiends, go clad in
The Splugorth capture Faerie Folk to use hooded robes of black or gray and armed
as living batteries for their technology. with powerful bladed weapons.
Attributes: Agility d10, Smarts d8, Spirit Attributes: Agility d12, Smarts d8, Spirit
d6, Strength d4, Vigor d8 d10, Strength d12+6, Vigor d12
Skills: Athletics d8, Common Knowledge Skills: Athletics d10, Common Knowledge
d6, Fighting d6, Occult d8, Notice d10, Fighting d12+2, Intimidation d12,
d8, Persuasion d10, Performance d8, Notice d12, Persuasion d10, Shooting d6,
Spellcasting d10, Stealth d8, Thievery d6 Spellcasting d10, Stealth d10, Survival
Pace: 4; Parry: 5; Toughness: 3 d8, Taunt d18, Thievery d12
Hindrances: Clueless, Impulsive Pace: 10; Parry: 6; Toughness: 37 (16)
Edges: Very Attractive Hindrances: Bloodthirsty, Vow (Major—
Special Abilities: Obey the lords of Dyval)
„ Flight: Even the wingless Pixies Edges: Ambidextrous, Arcane Back—
possess a flying Pace of 12. ground (Magic), Danger Sense, Frenzy
„ Inherent Magic: All minor Faerie (Imp.), Master of Magic, Quick, Two-
Folk possess the following powers: Fisted, Unholy Warrior
beast friend, confusion (befuddling

178
Gear: Often use human arms and „ Weakness (Silver): Silver weapons
armaments. Commonly use enchanted have the same effect as Holy
demonic armor (+8 Armor, MDC), Weapons.
enchanted blades (Str+2d8, AP 10, Mega
Damage, +2 Fighting). FOREST WARDEN
Powers: Banish, bolt, blast, deflection, The humanoid plants colloquially called
elemental manipulation, heal, illusion, Forest Wardens dwell throughout the Dark
invisibility, protection, sloth/speed, zombie. Woods’ western border. Coming from
PPE: 30 a world without animal lifeforms—let
Special Abilities: alone sapient ones—and traumatized by
„ Bite/Claw: Str+d6 Mega Damage, AP 4. the Rift disaster that tore them from their
„ Demonic Hide: Grants +8 natural home, the Forest Wardens regard most
MDC Armor and +8 Toughness. other beings with hostility. Strangers to the
„ Fear (−2): Cause Fear checks at −2 forest may be set upon and massacred for
when encountered. cutting firewood or even plucking flowers;
„ Fearless: Immune to Fear and larger forces come under preemptive
Intimidation. attack simply for being in the wrong
„ Fast Regeneration: Except for place. The Wardens only exempt from
Wounds caused by a Weakness, their wrath beings they identify as part
Fiends make a natural healing roll of the ecosystem, such as the exiles who
every round. have put down roots in the Dark Woods.
„ Humanoid and Animal Meta­
Attributes: Agility d8, Smarts d6, Spirit
morphosis: As an action at no PPE
d6, Strength d10, Vigor d10
cost, Fiends may roll Spellcasting to
Skills: Athletics d6, Common Knowledge
take on the form of a humanoid or
d6, Fighting d8, Intimidation d6, Notice
animal indefinitely per shape change.
d6, Persuasion d6, Shooting d6, Stealth
„ Hardy: Fiends do not suffer a Wound
d8, Survival d8
from being Shaken twice.
Pace: 6; Parry: 6; Toughness: 12 (2)
„ Infernal Form: Immune to Cold,
Edges: Woodsman
Disease, Heat, and Poison.
Gear: Salvaged melee weapon (Str+d8,
„ Mystic Awareness: Has detect
AP 4, Mega Damage), salvaged ranged
arcana as an innate sense, seeing
weapon (Range 15/30/60, Damage 4d6,
supernatural beings in line of sight
RoF 1, AP 3).
with a Notice roll.
Special Abilities:
„ Perfect Night Vision: Ignore all
„ Armor +2: Their bark provides some
Illumination penalties.
protection against weapons.
„ Size 5 (Large): Fiends stand 15 feet
„ Brachiation: The long limbs
tall and weigh 1000 pounds.
and tendril-like fingers of Forest
„ Weakness (Holy Weapons): Fiends
Wardens allow them to easily move
suffer +8 damage from attacks from
by swinging from tree branches,
opponents with the Champion
negating difficult terrain penalties in
or Holy Warrior Edge (including
forested environments.
Cyber-Knights and true Mystics);
„ Environmental Weakness (Fire):
Wounds from such attacks cannot be
Forest Wardens take +4 damage
regenerated.
from fire and suffer a −4 penalty
to resist fire-based Hazards and

179
powers. Forest Wardens must check Hindrances: Mute
to see if they are set aflame when hit Edges: Fleet-Footed
with fiery powers or weapons (see Special Abilities:
Hazards in Savage Worlds). „ Claws: Str+d4 Mega Damage, AP 2.
„ Infravision: Forest Wardens halve „ Night Vision: Ignore Dim and Dark
Illumination penalties (round down) Illumination penalties.
when attacking targets that radiate „ Tough: Ghouls possess very tough
warmth. hides, giving them +4 Toughness.
„ Regeneration: Forest Wardens make „ Undead: +2 Toughness; +2 to recover
natural healing rolls once a day and from Shaken; immune to disease and
may regenerate lost limbs. poison; no extra damage from called
„ Size 3 (Normal): Forest Wardens shots.
stand 7’ to 11’ tall. Different tribes „ Weakness (Fire): Ghouls are
of Forest Wardens strongly resemble especially vulnerable to fire, taking
different species of trees. +4 damage from normal or magical
„ Sunlight Dependency: Forest sources.
Wardens need an hour of sunlight
a day. If they don’t absorb enough GLITTERMOUNT
ultraviolet rays, they become The TW equivalent of the ubiquitous
automatically Fatigued each day Robot Horse, Glittermounts take their
until they’re Incapacitated. A day name from their polished metallic form…
after that, they perish. Each hour and the sparkling dust they leave behind
spent sunning themselves restores a as they gallop. Glittermounts resemble
level of Fatigue. Full environmental living beings more than vehicles in many
protection armor blocks their ability ways, possessing a surprisingly dutiful
to absorb sunlight. magical “artificial intelligence” roughly
equivalent to a real horse. Glittermounts
GHOUL are coveted by their riders, and those few
One of the more common monsters to for sale cost 7 to 10 million credits.
serve Lord Dunscon and his empire The rider may use the Glittermount’s or
of darkness, ghouls are either found her own PPE to cause the Glittermount to
in direct service to a necromancer, or cast its powers.
they roam the lands beyond the City
Attributes: Agility d8, Smarts d6 (A),
of Brass looking for the enemies of the
Spirit d8, Strength d12+4, Vigor d12
Federation. If they attack, they intend to
Skills: Athletics d8, Fighting d8, Notice
kill, then drag the corpses off to rot a bit
d8, Stealth d8, Spellcasting d8
before they eat. They also attack in great
Pace: 12; Parry: 6; Toughness: 26 (12)
numbers, choosing to gang up on targets
Hindrances: Loyal, Mute, Vow (Major—
as much as possible. If they face too many
Obey bonded rider)
targets they cannot hurt, they run away.
Edges: Fleet-Footed
Attributes: Agility d8, Smarts d4, Spirit Powers: Blind, bolt, fly, light. PPE: 15
d6, Strength d10, Vigor d8 Special Abilities:
Skills: Athletics d6, Common Knowledge „ Construct: +2 Toughness; +2 to
d6, Fighting d8, Intimidation d6, Notice recover from being Shaken; called
d6, Persuasion d4, Stealth d8, Survival d6 shots do no extra damage; doesn’t
Pace: 8; Parry: 6; Toughness: 12

180
breathe, immune to disease, poison, breathe, immune to Disease, Poison,
and radiation. and Radiation.
„ Slow Regeneration: Glittermounts „ Fast Regeneration: Golems make a
make a natural healing roll once per natural healing roll every round.
day and can heal Injuries. „ Fear (−2): Golems cause Fear checks
„ Kick: Str+d6 Mega Damage, counts at −2 when encountered.
as a magical weapon. „ Fearless: Immune to most Fear
„ Nightvision: Glittermounts ignore effects and Intimidation.
Dim and Dark Illumination penalties. „ Hardy: Does not suffer a Wound
„ Polished Silver Plating: +12 MDC from being Shaken twice.
Armor. „ Size 3 (Normal): Golems stand 12
„ Size 4 (Large): 800 pounds of chrome feet tall and weigh 2000 pounds.
equine. Gains a Wound level. „ Warded: Golems are created by
ancient and powerful magics which
GOLEM make them invulnerable to banish,
Golems are humanoid Automatons dispel, and most arcane mind control
with gems for eyes, hearts of iron, and effects like illusion, puppet, slumber,
bodies formed from clay. Animated by stun, etc. They gain +4 to rolls to resist
ancient rituals and guided by runes and other magical effects.
inscriptions placed within their body,
these constructs are nearly indestructible. GREAT CANYON WORM
They obey only their creator and will Ubiquitous to the buttes, canyons, and
follow her last command until they are plateaus of Arizona, Mexico, Nevada,
destroyed. New Mexico, and Utah, the alien Great
Canyon Worm stakes out a place for
Attributes: Agility d6, Smarts d6, Spirit
itself as one of the most common and
d10, Strength d12+4, Vigor d12+2
dangerous scavengers in the New West.
Skills: Athletics d6, Common Knowledge
While they can burrow, Great Canyon
d6, Fighting d10, Intimidation d8, Notice
Worms prefer to crawl along the surface—
d8, Persuasion d4, Shooting d6, Stealth d8
making them a rodeo favorite, as they try
Pace: 6; Parry: 7; Toughness: 30 (12)
to buck off riders rather than dig into the
Hindrances: Loyal, Mute, Vow (Major—
earth and escape.
Obey creator)
Gear: Often none. Attributes: Agility d8, Smarts d4(A),
Special Abilities: Spirit d8, Strength d12+8, Vigor d10
„ Almost Indestructible: Golems gain Skills: Athletics d6, Fighting d6, Notice
+12 MDC Armor and +4 Toughness d10, Stealth d8
from their rune-embedded clay Pace: 6; Parry: 5; Toughness: 18 (4)
bodies. Even if blown up or chopped Edges: Alertness, Berserk
to bits, an Incapacitated golem Special Abilities:
regenerates completely within „ Armor +4: Like oversized prehistoric
2d6+12 hours unless its iron heart is machaeridian worms, calcitic shells
removed from its chest cavity. protect Great Canyon Worms’
„ Bash: Str+d6, AP6, Mega Damage. segments.
„ Construct: +2 Toughness; +2 to „ Bite: Str+2d6, AP 6, Mega Damage.
recover from being Shaken; called „ Environmental Resistance (Heat):
shots do no extra damage; doesn’t Great Canyon Worms take −4 damage

181
from heat and fire and gain a +4 Edges: Danger Sense, First Strike, Frenzy
bonus to resist heat-based Hazards (Imp.), Master Psionic
and powers. Powers: Def lection, protection, smite,
„ Environmental Weakness (Cold): telekinesis. ISP: 30
Great Canyon Worms take +4 Special Abilities:
damage from cold and suffer a −4 „ Amphibious: Survive equally well in
penalty to resist cold-based Hazards fresh water and on land (though they
and powers. cannot breathe in salt water).
„ Nightvision: Though lacking eyes, „ Nightvision: Land Rays ignore
the Great Canyon Worm’s hyper- penalties for Dim and Dark
attuned senses of smell and touch conditions.
allow it to ignore penalties for Dim „ Psionic Senses: Land Rays have
and Dark conditions. detect arcana as an Innate Ability.
„ Size 7 (Large): Great Canyon Worms „ Size 2 (Normal): These are sizable
grow from 25 to 40 feet long. beasts with a wingspan of over ten feet.
„ Thrash: Primarily scavengers, „ Telekinetic Movement: Land Rays
Great Canyon Worms attack living possess both a flight and swimming
creatures largely by mistake. When Pace of 12, with a d10 Run die.
they do, they usually use their bite to „ Tough Form: Thickly muscled
grapple, thrashing around once they and possessing a solid hide, Land
have a target Bound or Entangled. Rays gain +4 Toughness. Of course,
In addition to the usual Strength they use their protection power to
damage from grappling, victims held dramatically enhance their defenses.
by a Great Canyon Worm also suffer „ Whip Tail: This vicious natural
+d6 damage from being battered weapon does Str+d6 Mega Damage,
against the ground and obstacles. AP 6. Against particularly tough foes,
the Land Ray uses its smite ability
LAND RAY to turn this into a truly devastating
Oddly similar in appearance and weapon.
movement to the seaborne manta ray
of Earth’s oceans, the Land Ray is LEATHER WING
a psionically-powered, amphibious Greatly resembling the pterosaurs of
predator who hunts both fresh water Earth’s Mesozoic Era, Leather Wings hunt
bodies and across the land. Telekinesis the skies of the New West—sometimes
helps the creature swim and fly with flying hundreds of miles from their nests
equal speed, and it has a psionically- in search of food. These flying predators
enhanced whip of a tail it uses to carve swoop down out of the skies to pick off
up even MDC-armored targets. Though their prey. Some more daring people,
sometimes encountered singly or in pairs, like the Simvan, make mounts out of the
most Land Rays are encountered as a ferocious Leather Wings.
group of 3d6 when they attack.
Attributes: Agility d12, Smarts d4 (A),
Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Spirit d10, Strength d10, Vigor d8 Skills: Athletics d8, Fighting d8, Notice
Skills: Athletics d6, Fighting d10, Notice d8, Stealth d8, Survival d10
d8, Psionics d10, Stealth d6 Pace: 6; Parry: 6; Toughness: 14 (2)
Pace: 2; Parry: 7; Toughness: 12 Edges: Alertness, Frenzy (Imp.)

182
Special Abilities: Gear: Heavy Enchanted
„ Armored Hide: Their thick, Armor (+5, +3 Toughness, full
leathery hides provide +2 environ mental protect ion),
Armor. enchanted heavy melee weapon
„ Camouflage: The sandy-colored (Str+d10+2 Mega Damage, AP 3, +1
bodies and sky-blue heads of Fighting), Mini Rail Gun (Range
Leather Wings blend in to desert 75/150/300, 2d10+2 Mega Damage, RoF
horizons, giving the beasts +4 to 3, AP 6).
Stealth rolls on sunny days. Special Abilities:
„ Claws/Beak: Str+2d6, AP 4, Mega „ Long Stride: Ogres move quickly
Damage. with a longer stride, gaining +1 to
„ Flight: Leather Wings have a Flying their Pace.
Pace of 24. „ Night Vision: Ogres see very well in
„ Power Dive: A Leather Wing that the dark, ignoring penalties for Dim
dives at least 6” and makes a Wild and Dark conditions.
Attack gains +4 to its damage instead „ Size 2 (Normal): Much bigger than
of +2. humans, ogres are at least seven and
„ Size 5 (Large): Leather Wings stand a half feet tall.
up to 20’ tall with wingspans of 60’. „ Tough: Ogres are just inherently
resilient beings, gaining +2 to their
OGRE Toughness.
Ogres travel from numerous magical „ Ugly and Frightening: Ogres suffer
worlds to reach Rifts Earth, naturally a −2 penalty to Persuasion rolls when
drawing them to similar regions. They dealing with most other species.
gravitate to communities with familiar The fact most of them are cannibals
power structures — such as Lord doesn’t help.
Dunscon’s kingdom—where they can
make use of their specific gifts. Brok PANTHERA-TEREON
Redman actively recruits all he can One of the most successful mammalian
to the forces of the True Federation, predators in North America, the
ensuring they’re well trained and armed Panthera-Tereon ranges from the New
accordingly. West to Dinosaur Swamp. They resemble
huge, black-maned, saber-toothed lions
Attributes: Agility d6, Smarts d6, Spirit
and—though they occasionally hunt
d8, Strength d12+1, Vigor d10
in small prides—usually are solitary
Skills: Athletics d6, Common Knowledge
hunters. Panthera-Tereon hunt only to
d4, Fighting d10, Intimidation d8, Notice
feed and leave the rest of a herd alone
d6, Persuasion d4, Shooting d6, Stealth
after tackling their prey; unfortunately,
d4, Survival d6
the “herds” they predate upon include
Pace: 7; Parry: 7; Toughness: 20 (5)
livestock and humanoids.
Edges: Brawny, Frenzy (Imp.), Sweep

183
Attributes: Agility d10, Smarts d6 (A), including a magnificent mane that gives
Spirit d10, Strength d12+3, Vigor d10 them their name.
Skills: Athletics d10, Fighting d10, Notice
Attributes: Agility d10, Smarts d8, Spirit
d8, Stealth d8, Survival d10
d10, Strength d12+8, Vigor d12
Pace: 8; Parry: 7; Toughness: 17 (4)
Skills: Academics d8, Common Know­
Edges: Fleet-Footed, Frenzy (Imp.)
ledge d8, Fighting d10, Intimidation d10,
Special Abilities:
Investigation d8, Notice d10, Occult d10,
„ Armored Hide: Thick hides provide
Persuasion d8, Psionics d10, Shooting d10,
+4 Armor and +2 Toughness.
Spellcasting d10, Stealth d8, Survival d6,
„ Claws: Str+2d6, AP 4, Mega Damage.
Taunt d8
„ Low Light Vision: Panthera-Tereons
Pace: 6; Parry: 7; Toughness: 39 (16)
ignore penalties for Dim and Dark
Edges: Alertness, Arcane Background
lighting.
(Magic), Arcane Background (Psionics),
„ Pounce: If a Panthera-Tereon can leap
Charismatic, Danger Sense, Frenzy
at least 1” and makes a Wild Attack,
(Imp.), Level Headed, Master of Magic,
it adds +4 to its damage instead of +2.
Master Psionic, Strong Willed
„ Size 4 (Large): 22’ long from head to
Powers (Magic): Boost/lower Trait,
tail, weighing 1200 pounds.
deflection, dispel, entangle, environmental
„ Terrible Bite: The saber teeth of a
protection, light/darkness, intangibility,
Panthera-Tereon bite for Str+2d8
protection, slumber, speak language. PPE: 25
Mega Damage, AP 8. Their favorite
Powers (Psionic): Confusion, detect/conceal
tactic is to pounce and grapple, then
arcana, healing, invisibility, mind link, mind
rend their target with their fearsome
reading, puppet, telekinesis. ISP: 30
fangs.
Special Abilities:
„ Armored Hide: Plumed Serpents
PLUMED SERPENT
have +16 MDC Armor with +6
Highly intelligent and very territorial, the
Toughness.
Plumed Serpents who primarily reside
„ Burrow (6”): Plumed Serpents can
in the western portion of North America
disappear and reappear on the
stand on par with most dragons in terms of
following action anywhere within 6”.
potential threat. A single Plumed Serpent
„ Claws/Bite: Str+3d6, AP 6, Mega
takes up residence in an area, claiming
Damage.
the surrounding territory (as much as
„ Fast Regeneration: Plumed Serpents
500 square miles) as its domain. Though
make a natural healing roll every
these beings don’t always molest or
round.
challenge travelers, they consider anyone
„ Fear (−1): In his natural form, a
passing through their realm subject to
Plumed Serpent is a terrifying
their commands and whims. Some may
creature to most folks.
exact a fee, while others outright attack
„ Flight: The Plumed Serpent has a
and take what they wish. Still others
flying Pace of 18.
may be of a more benign nature, willing
„ Lightning Breath: Plumed Serpents
to work with and aid similarly-minded
can breathe a bolt of lightning at
beings in exchange for a service or shared
Range 12/24/48 and Damage 4d6
information. These giant, bird-like beings
(Mega Damage), using their Shooting
grow to between 60 and 70 feet in length
skill. Alternately, they can do 2d10,
and are covered in iridescent feathers,
Mega Damage in a Cone Template

184
starting from their mouths. Every Skills: Athletics d8, Common Knowledge
target within the cone may Evade. d4, Fighting d8, Intimidation d6, Notice
„ Metamor phosis: The Plumed d6, Persuasion d6, Psionics d8, Shooting
Serpent may change his shape d6, Stealth d8, Survival d6
and size as an action, appearing Hindrances: Greedy (Minor), Jealous
as a human. He can maintain any (Major), Quirk (Cruel)
such form indefinitely, even while Edges: Arcane Background (Psionics),
sleeping. He attains the size and Major Psionic
appearance of his chosen human Pace: 6; Parry: 6; Toughness: 12 (4)
form, but he retains most of his own Powers (Psionics): Bolt, detect/conceal
abilities except those only usable arcana, entangle, protection, smite. PPE: 20
in Plumed Serpent form (Armored Gear: Salvaged armor (+4, +1 Toughness),
Hide, Burrowing, Claws/Bite, Fear, advanced melee weapon (Str+d6 Mega
Lightning Breath, Tail Lash). Damage, AP 2), Laser Rifle (Range
„ Nightvision: Plumed Serpents 24/48/96, Damage 4d6, RoF 1, AP 2).
ignore penalties for Dim and Dark Often use hover cycles, jet packs, and
conditions. motorcycles.
„ Size 9 (Huge): Plumed Serpents are Special Abilities:
very long and powerful creatures in „ Bio-Regeneration: Psi-Goblins make
their natural form. a natural Healing check once per day
„ Tail Lash: A Plumed Serpent can and can heal Injuries.
sweep all opponents in his rear in „ Night Vision: Ignore penalties for
a 2’ long by 4’ wide rectangle. This Dim and Dark conditions.
is a Fighting attack which ignores „ Shadow Meld: When in Shadow, a
size penalties, doing Str+d8 (Mega Psi-Goblin gains +4 to Stealth checks.
Damage). „ Size −1 (Normal): Psi-Goblins are
small of stature.
PSI-GOBLIN „ Ugly and Vicious: Psi-Goblins suffer
Another species Lord Dunscon targeted a −2 penalty to Persuasion rolls when
to bring to Rifts Earth during his travels dealing with most other species,
through the Megaverse®, the Psi-Goblins due to their vicious, bloodthirsty
serve by the thousands as special tendencies.
defenders and enforcers for his kingdom.
Even more wander the lands of the Magic E RAKSASHA
Zone, pretending to be independent, yet Arrogant, conniving, and cunning,
clearly serving his greater goals as well. Raksashas serve their demon masters
Vicious, greedy, bloodthirsty, and full in Hades as assassins, spies, and
of rage at most beings in existence, the provocateurs, sowing chaos throughout
Psi-Goblins are perfect servants for the the Megaverse®. They enjoy toying with
depraved evil of Dunscon and his cabal. lesser beings and engage in elaborate
Possessing inherent supernatural abilities intrigues to engender tragedies for their
and strong psionic gifts, the Psi-Goblins own amusement.
terrorize all who live in and around the The natural form of a Raksasha is a
Magic Zone. towering humanoid with the head of a
big cat (usually a tiger or lion) but they
Attributes: Agility d8, Smarts d6, Spirit
often use their shape change power to
d8, Strength d8, Vigor d10
assume other forms.

185
Attributes: Agility d12, Smarts d10, Spirit Blades and Psi-Shields but will utilize
d12, Strength d12+2, Vigor d12 humanoid weapons as needed.
Skills: Athletics d8, Common Knowledge Powers:
d10, Faith d12+2, Fighting d12, „ Magic: Banish, blast, blind, bolt,
Intimidation d10, Notice d12, Persuasion deflection, detect arcana, entangle,
d10, Psionics d12, Research d8, Shooting illusion, protection, speak language,
d8, Stealth d12, Taunt d8 summon ally, zombie. PPE: 25
Pace: 6; Parry: 10; Toughness: 32 (16) „ Psionics: Conceal arcana, empathy,
Hindrances: Overconfident (Major), healing, illusion, mind link, mind
Stubborn (Minor), Vow (Major—Obey reading, puppet, smite, speak language,
the lords of Hades) telekinesis. ISP: 25
Edges: Arcane Background (Magic), Special Abilities:
Arcane Background (Psionics), Danger „ Claws: Their retractable claws do
Sense, Frenzy (Imp), Master Psionic, Psi- Str+d6 Mega Damage.
Blade, Psi-Shield, Rapid Recharge (PPE „ Demonic Hide: Raksashas gain +8
only) Armor (stacking with armor worn)
Gear: Enchanted demonic armor (+8 and +6 Toughness.
Armor, MDC). Most Raksasha „ Fast Regeneration: Except for
prefer to duel with Psi- wounds caused by a Weakness, they
make a natural healing roll every
round.
„ Fear (−2): Raksashas cause Fear
checks at −2 when encountered.
„ Fearless: Immune to Fear
effects and Intimidation.
„ Infernal Form: Immune to
Cold, Disease, Heat, and Poison.
„ Metamorphosis: As an action
for no ISP cost, a Raksasha may
roll Psionics to take on the form
of any living being indefinitely
as a combination of disguise and
shape change. This ability allows
the Raksasha to accurately imitate
specific individuals (−4 to opposed
Notice checks, resisted by the
demon’s Persuasion, if it has studied
the target).
„ Mist: With an action and a Psionics
roll Raksashas can turn into mist at
no Power Points cost.
„ Perfect Night Vision: Ignore all
Illumination penalties.
„ Size 2 (Normal): Raksasha are
8 –10 feet tall.
„ W e a k n e s s (Holy
Weapons): Suffer +4 damage

186
from attacks from opponents with must also make a Vigor check at −2
the Champion or Holy Warrior Edge or be Stunned.
(including Cyber-Knights and true „ Energy Form: Existing purely as a
Mystics). Wounds from such attacks floating being of energy, a Shadeling
cannot be regenerated. is immune to most physical attacks.
„ Weakness (Silver): Silver weapons At the same time, it cannot interact
have the same effect as Holy with the physical world in a normal
Weapons. fashion, either. It takes half damage
from fire, heat, and energy attacks
SHADELING (including ion, lasers, particle beams,
Native to the Magic Zone and somehow and plasma), and is immune to cold,
tied to that region (though some few have poison, disease, and radiation. All
been seen near the Calgary Rift, as well), magical attacks and effects impact a
Shadelings may be the restless souls of Shadeling normally.
evil wizards or possibly dark magic itself „ Fast Regeneration: Shadelings make
given a strange form of life all its own. a natural healing roll every round
While rare, Shadelings have been known and can heal Injuries.
to guide travelers away from dangers— „ Fly: The Shadeling can fly at its Pace,
giving rise to the idea the lost spirit of a with a Run die of d8.
spellcaster is somehow trying to atone for „ Nightvision: Shadelings ignore Dim
his past deeds—most of these featureless and Dark Illumination penalties.
dark humanoid forms (shimmering with
a kind of “black light” energy) act in a SHADOW BEAST
purely malevolent fashion to all they Otherworldly supernatural predators of
encounter. Though capable of speech, the most vicious kind, Shadow Beasts
most Shadelings make guttural noises or are tall with dark fur, long arms, a
speak in purely monosyllabic form at best. skeletal noseless face, dark pits for eyes,
and lipless mouths full of sharp white
Attributes: Agility d6, Smarts d4, Spirit
teeth. Drawing their energy from night
d8, Strength d6, Vigor d8
and darkness, their most frightening
Skills: Athletics d6, Common Knowledge
ability allows them to completely merge
d4, Fighting d8, Notice d6, Persuasion d6,
with shadows, becoming undetectable.
Spellcasting d10, Stealth d8
Combined with their innate love of
Pace: 8; Parry: 6; Toughness: 6
hunting and killing, these characteristics
Edges: Arcane Background (Magic),
make them the favorite assassins of
Master of Magic
Shifters and other wielders of dark
Powers: Bolt, burst, confusion, detect/conceal
magics throughout the Megaverse®.
arcana, fear, havoc, light/darkness, protection,
telekinesis. PPE: 30 Attributes: Agility d12, Smarts d6, Spirit
Special Abilities: d6, Strength d12+4, Vigor d10
„ Deadly Touch: Though a Shadeling Skills: Athletics d8, Common Knowledge
cannot pick up or manipulate things, d6, Fighting d10, Intimidation d10,
its touch is still deadly to most beings. Notice d10, Persuasion d6, Stealth d12,
Using the Touch Attack option (+2 Survival d12
Fighting), a Shadeling delivers 5d6 Pace: 10; Parry: 7; Toughness: 26 (12)
Mega Damage. A touched target Hindrances: Bloodthirsty, Overconfident,
Ruthless (Major)

187
Edges: Assassin, First Strike, Fleet-Footed, +2 to Fighting, Intimidation, Stealth,
Free Runner, Frenzy (Imp.), Quick, and Survival (tracking) checks, but
Woodsman the penalty to attack or detect it is
Gear: Usually none. reduced to −4.
Special Abilities: „ Size 3 (Normal): 12 feet tall and
„ Bite/Claws: The Shadow Beast's weighs 500 pounds.
natural weapons inflict Str+3d4 Mega „ Weakness (Holy Weapons): Suffer +4
Damage, AP 12. damage from attacks from opponents
„ Demonic Hide: +12 Armor and +4 with the Champion or Holy Warrior
Toughness. Edge (including Cyber-Knights and
„ Fast Regeneration: Except for true Mystics). Wounds from such
wounds caused by a Weakness, make attacks cannot be regenerated.
a natural healing roll every round. „ Weakness (Light): Weapons with
„ Fear (−2): Cause Fear checks at −2, light-based trappings have the same
when encountered emerging from effect as Holy Weapons.
shadows −4.
„ Fearless: Immune to most Fear WORM WRAITH
effects and Intimidation. There’s not much in the New West creepier
„ Infernal Form: Immune to Cold, than a Worm Wraith: a being comprised
Disease, Heat, and Poison. of many dozens of snake-sized worms
„ Leaper: Can jump twice as far as forming a humanoid shape, usually
normal and adds +4 to damage draped in cowboy-style gear. What’s even
when making a Wild Attack while more horrifying is each and every Worm
pouncing instead of the usual +2 Wraith is an extension of one or more
(unless in a closed or confined space alien intelligences with a dark, hidden
where he cannot leap). agenda. No one is sure what the Worm
„ Perfect Night Vision: Ignore all Wraiths are up to in the long term, but it’s
Illumination penalties. certain they seek to kill any sapient being
„ Shadow Meld: As an action Shadow they come across. They can (and do) feed
Beasts can completely merge into on just about any living creature, though
even the smallest shadows (as they just as often attack a town or caravan
invisibility with the True Invisibility with no apparent purpose except leaving
Modifier). Any attempt to detect or bodies in their wake. Silent, vicious, and
attack the Shadow Beast is made at terrifying, Worm Wraiths plague the
−8. Using most means of scrying or lands far west of the Mississippi like
other detection to find the Shadow marauding bandits, even though all they
Beast is impossible (this includes tend to take are weapons, ammo, and
divination). Even those using detect riding animals (which they dominate
arcana suffer a −4 penalty to see the into service). Their primary goals seem
beast (but exalted detect arcana works to be fear and death.
at no penalty). Shadow Beasts use
Attributes: Agility d10, Smarts d8, Spirit
their shadow melding abilities to
d8, Strength d12+2, Vigor d10
ambush or avoid foes, maintaining
Skills: Athletics d8, Common Knowledge
their invisibility as much as possible
d6, Fighting d10, Notice d8, Persuasion
even once combat is underway. While
d6, Riding d8, Shooting d10, Stealth d10,
immersed in shadow or dancing in
Survival d12
and out of darkness, the Beast gains

188
Pace: 6; Parry: 7; Toughness: 23 (9) also impervious to environmental
Edges: Alertness, Ambidextrous, Arcane Hazards. Worm Wraiths don’t need
Background (Psionics), Brawler, Danger to breathe, though they do eat. Worm
Sense, Marksman, Martial Artist, Two- Wraiths suffer only half damage
Gun Kid from any fire source. Worm Wraiths
Gear: Light Combat Armor and Reinforced make a natural healing roll once per
Duster (+5 Armor, +2 Toughness), Two day, so long a single worm remains
Wilk’s-Remi 130 “Six-Shooter” Laser from the original body.
Pistols (Range 15/30/60, Damage 3d6,
RoF 1, AP 3), Bandit BigBore Sawed-
Off Shotgun (Range 10/20/40, Damage
1– 3d8+3, RoF 1– 2, Mega Damage).
Powers: Empathy, fear, mind link, object
reading. PPE: 15
Special Abilities:
„ Fear: Worm Wraiths cause Fear when
encountered.
„ Fearless: Immune to most Fear
effects and Intimidation.
„ Nig ht v ision: Worm Wrait hs
ignore penalties for Dim and Dark
conditions.
„ Riding Beast Domination: No
horse would normally dare let such
a horror near it, but Worm Wraiths
possess a form of puppet that forces
the poor creatures to serve them.
Some Worm Wraiths acquire robot
horses, as well. See Savage Foes of
North America and Blood & Banes for
more on robot horses.
„ Spy Worms: A Worm Wraith can
detach two to four of its worms to
slither off and gather information
for it. They have the main body’s
Pace, Athletics, Notice, and Stealth
abilities, but no other capabilities.
They can travel any distance,
gathering information for the host,
but this information isn’t shared
until they return to reattach. The
worms always travel in pairs, though
only one must return to impart the
knowledge gained.
„ Worm Form: The strange amalga­
mate body of a Worm Wraith gives
it +4 Armor and +4 Toughness. It’s

189
INDEX
A The Dark Woods 53, 119
Adept 31 Deevil 176
Alu 173 Devil’s Gate 73
Arcane Marksman 29 Devil Unicorn 177
Armor 39 Dragonbane 168
Artisans Society 104 Dragon Juicer 169
Arzno 47, 60 The Dragon Roosts 100
Arzno TWA-1230JR Jackrabbit 40 Dragon’s Blood 90
Arzno TWA-1250RB Raging Bull 41 Dream Vision 29
Arzno TWA-1500 Incursion EBA (TW): 39 Dwarves 24
Arzno TWA-1600 Exterminator Dweomer Battle Magi 170
EBA (TW) 39 Dweomer High Magi 170
Arzno TWV-2100 Sandstorm Dweomer Institute 104
Hover Craf 42 Dweomer Lord Magi 170
Arzno TWV-4500A Kamikaze Fighter 43
Automatons 35 E
EDDie’s Engraving, Etchings, and Tattoo
B Parlor 105
Battler Armor 40 Edges
Blood Hawk 174 Background 28
Bloodmist 157 Combat 29
Brethan D’zir 97 Iconic 29
Brok Redman 159 Power 29
The Brotherhood of Battle 99 Professional 31
The Brotherhood of Creation 99 Weird 33
The Brotherhood of Magic 99 Elemental Attunement 29
Brotherhood of the Walkers 103 Elves 24
Budget Mercenaries 102
F
C Fadetowns 74
Cactus People 22 Faerie Folk 177
Savage Tale 129 The Federation of Magic 85
City 89 Fiend 178
City of Dweomer 94 Fire Demon 36
Cloud Magic 34 First Citadel 127
Colossus 35 Forest Warden 179
Conjurer 31, 32 Fred’s Familiar Farm 105
Controller 32
Coran D’zir 97 G
Cracius the Cunning 160 Ghoul 180
Cult of Dragonwright 123 Glittermount 180
The Cult of Light 100 Golem 181
Great Canyon Worm 181
D Greater Dragon Savings & Loan 100
Dan Ironforge 78 Grey Seer 32
Dark Behemoth 175 The Grey Seers 79
Darkhound 175 Grim Reaper Cult 90

190
INDEX
H High Magus 19
Hamlet of Clavicle 120 Lord Magus 19
Harvester 164 Psi-Druid 20
Harvester of Souls 116 Psi-Slinger 20
Have Mages 102 Psi-Warrior 21
The House of Diamonds 105 Shaman 21
Hugh Manning 78 Spirit Warrior 22
Mestoph Denali 161
Minor 177
I Minor Item Creation 30
Ice Drake 37 Mission Profile Table 55
Iconic Framework The Mystical Sisterhood 104
Dragon Juicer 7 The Wanderers Society 104
Elemental Fusionist 10 Mystic Movers and Shakers 102
Nega-Psychic 12 The Mystic Triad 77
Zapper 15
Indian Mound Nexus 73 N
Infiltrator 38 Native American Preserves 62
The Native American Preserves 48
K Nostrous 89
Kara Zane 77 Nxla 116, 162
Kilairgh 38
Kingdom of Dunscon 86 O
K’zaa 167 Ogre 183
One With Magic 33
L Orcs 25
Land Ray 182
Lazlo 53, 122 P
Leather Wing 182 Panthera-Tereon 183
Leizak D’zir 97 Places of Power 34
Life sign harmony 29 Plumed Serpent 184
Lord of Stormspire 167 The Potion Palace’s 105
The Lords of Magic 96 Power Amor 40
The Lower Ohio River Valley 72 PPE. See Potiential Psychic Energy
Ltd. 103 PPE Batteries 40
Lyn-Srial Sky-Knight 171 Psi-Enclave 105
Psi-Ghosts 26
M Psi-Goblin 185
Magestar 76 Psi-Warrior 172
Magic Fabrics Studio 105 Psi-Weapon Manipulation 31
The Magic Mall 104 The Psychic Academy 113
The Magic Zone 49, 71 Psychic of Psyscape 28
Magic Zone Mercenary 171 Psynex 112
Magi of Dweomer 28 Psyscape 109, 111
Major Item Creation 30
M.A.R.S. R
Battle Magus 17 Raksasha 185
Combat Mage 18 Refuge Tower 151

191
INDEX
Ruins of Tolkeen 53, 125 The Federation of Magic
History 85
The Magic Zone
S Background 71
Savage Tale
Flora & Fauna 72
Misled to Slaughter 81
The Spirit West
Savage Tales
Flora & Fauna 59
Colossus Hunt 106
Geography 58
Worm Food 67
Totem Warrior 33
Shadeling 187
Trailblazer Assault ATV 43
Shadow Beast 187
Tri-Magus Magicians 102
Shaman 172
Tryth-Sal 48, 66
Shining Light Healing Center 105
The Society of Sages 79
Soulharvest 109, 116 V
Soulless Xombie 166 The Vanguard 80
Souls of Darkness 133 Vasser 165
Spirit Warrior 173 Vehicles 42
The Spirit West 47, 57 Vronwor 27
Splugorth Colonies 127
Stormspire 92 W
Warlock 29
T The Warlock League 103
Techno-Wizardry Complex 105 Weapons 42
The Dark Woods Wildcatter’s 103
Flora & Fauna 119 Will Travel 102
Worm Wraith 188

192
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