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Rifts Coalition Manhunters

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100% found this document useful (4 votes)
6K views226 pages

Rifts Coalition Manhunters

Uploaded by

Enikő Prokaj
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Pal

ladi
um Books® Presents:

Rif
ts ®

Coali
tionManhunters ™

A SecretsoftheCoal
iti
onStates™ Sourcebook
ByKevi
nSi
em bi
eda

ks®
um Boo
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©Pal
Warning!
Violence, War, Magic & the Supernatural
The fictional worlds of Rifts® are violent, deadly and filled with aliens, war, and supernatural mon-
sters. Other-dimensional beings often referred to as “demons” torment, stalk, and prey upon humans.
Alien life forms, monsters, vampires, ghosts, ancient gods, and demigods, as well as magic, insanity,
psychic powers and combat are all elements in this book. All of it is fiction.
Some parents may find the violence, magic, and supernatural elements of the game inappropriate for
young readers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
magic, the use of drugs, or violence.

Rifts® Coalition Manhunters™


An epic Rifts® Sourcebook revealing Secrets of the Coalition States™.
1
Dedication
To Nick Bradshaw for his friendship and wonderfully twisted imagination. His artwork and ideas help to set my own imagination on
fire.
– Kevin Siembieda, 2022

The cover, by Nick Bradshaw, depicts Captain Kalvin “Killer” Kowalski, an Eagle CS Manhunter squad leader, facing down God
only knows what that crawled out of the shadows.

PDF Edition – July 2022

No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the web/
internet or any other medium.

Copyright 2022 Palladium Books Inc. & Kevin Siembieda

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

Rifts®, The Rifter®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Phase World®, Splicers®, Chaos Earth®, Coali-
tion Wars®, Dead Reign®, After the Bomb®, RECON®, Nightbane®, The Palladium Fantasy Role-Playing Game®, Powers Unlim-
ited®, and Palladium Books® are registered trademarks owned and licensed by Palladium Books Inc. and Kevin Siembieda.
Alien Rex, Archie-Bot, Archie Three, Arzno, Bandito Arms, Biomancy, Biomancer, Bio-Wizard, Bio-Wizardry, Black Faerie, Blind
Warrior Women, ‘Bot, ‘Borg, ‘Burb, Brodkil, Chi-Town, City Rat, Coalition States, Colorado Baronies, Combat Cyborg, Coming of
the Rifts, Crazy, Crazies, Cyber-Doc, Cyber-Knight, Darkhound, Dead Boy, Dinosaur Swamp, Doc Reid, Dog Boy, Dog Pack, Deevils,
Dyval, E-Clip, Elemental Fusionist, Emperor Prosek, Erin Tarn, Federation of Magic, Free Quebec, Gargoyle Empire, Glitter Boy,
Great Cataclysm, Headhunter, Hell Pit, Horune Pirates, Iron Heart, Juicer, Kill Hound, Kittani, Lazlo, Lemurian, Ley Line Walker,
Lord Splynncryth, Magic Zone, Manistique Imperium, Megaverse Armaments, MercTown, Mind Melter, Minion War, Naruni, Naruni
Enterprises, NGR, New German Republic, New Navy, Northern Gun, NG, Pecos Empire, Psi-Battalion, Psi-Hound, Psi-Ops, Psi-
Stalker, Psyscape, Reid’s Rangers, Rifts Earth, Secondary Vampire, SAMAS, Shemarrian, Shifter, Simvan Monster Rider, Skelebot,
Splynn Dimensional Market, Soulcraft, Soulmancy, Splynn, Splugorth, Minions of Splugorth, Splugorth Slavers, Stone Magic, Stone
Masters, Tattooed Man, Techno-Wizard, Tolkeen, Triax, True Atlantean, Undead Slayer, Vampire Kingdoms, Rifts® Game Master
Guide, Rifts® Book of Magic, Rifts® Atlantis, Wilk’s, Witchling, Xiticix, Mega-Damage, M.D.C., S.D.C., I.S.P., P.P.E., and other
names, titles, initials, characters, character likenesses, and slogans are trademarks owned and licensed by Kevin Siembieda and Pal-
ladium Books Inc.

Palladium Online: www.palladiumbooks.com – also visit us at facebook.com/PalladiumBooks

Rifts® CS Manhunters™ – A Secrets of the Coalition States™ Rifts® Sourcebook. Published by Palladium Books Inc., 39074
Webb Court, Westland, MI 48185-7606. Printed in the USA by McNaughton & Gunn, Saline, Michigan.

2
Palladium Books® Presents:

A Rifts® Sourcebook
® ™
Rifts CS Manhunters
Secrets of the Coalition States™
Written and Created by: Kevin Siembieda

Additional Concepts and Ideas:


Nick Bradshaw
Mark Oberle

Editors:
Matthew Clements
Alex Marciniszyn
Sean Owen Roberson
Wayne Smith

Proofreader: Julius Rosenstein

Cover Illustration:
Nick “The Brick” Bradshaw

Comic Strip:
Art and Concept: Nick Bradshaw
Written by: Kevin Siembieda

Interior Artists:
Amy L. Ashbaugh
Nick Bradshaw
Steven Cummings
Kevin Long
Michael Mumah
Ramon K. Perez
Ron Root
Brandon Verhalen (Star Anvil Studios)
Shane Wray
Mike Wilson

Art Direction: Kevin Siembieda


Typography and Layout: Wayne Smith

Based on the RPG rules, writings, characters, settings,


concepts and Megaverse® created by Kevin Siembieda.

Special thanks to everyone who contributed to this book. It started out as a 96 page sourcebook inspired by the artwork
of Nick Bradshaw and my idea for the CS Manhunters before it took on a life of its own. My thanks to Nick Bradshaw for
his artistry and inspiration, Mike Mumah for his vital artwork, and all the other artists who helped bring this book to life,
Steven, Shane, Amy, and Ramon. To Mark Oberle for his concepts for the Psi-Ops “Thought Police” and the NeuroStim.
And last but certainly not least, to Wayne, Sean, Alex, Julius, Kathy, Crystal, and Matthew, the heroes of Palladium Books.
– Kevin Siembieda, April, 2022
3
Contents
Matters of Perception . . . . . . . . . . . . . . . . . . . 8 NeuroStim Implant . . . . . . . . . . . . . . . . . . . 31
Psi-Ops Division . . . . . . . . . . . . . . . . . . . . . 9 Restrictions and Limitations . . . . . . . . . . . . . 32
Secrets of the Coalition States . . . . . . . . . . . . . . 9 Availability . . . . . . . . . . . . . . . . . . . . . . 33
Chairman Joseph Prosek the First . . . . . . . . . . 11 NeuroStim Random Psychic Powers . . . . . . . . . 33
Psi-Ops Division is born . . . . . . . . . . . . . . . 11 Random Psionics Determination . . . . . . . . . . . 34
Manhunters . . . . . . . . . . . . . . . . . . . . . . 11 Bio-System Organs . . . . . . . . . . . . . . . . . . . 35
CS Thought Police . . . . . . . . . . . . . . . . . . . 12 Augmented Bio-System Organs . . . . . . . . . . . 35
Citizen Observers/Concerned Citizens . . . . . . . . . 12 Augmented Bio-System Toxin Glands . . . . . . . . 35
Intelligence Officer/Street Cleaner . . . . . . . . . . . 13 Coalition Psychics . . . . . . . . . . . . . . . . . . . 37
When is behavior subversive . . . . . . . . . . . . . 13 Psychic Registration Program . . . . . . . . . . . . 38
Other types of contraband . . . . . . . . . . . . . . 14 Helping Psychics find their way . . . . . . . . . . . . 38
A life of secrecy undercover . . . . . . . . . . . . . 14 Phase One . . . . . . . . . . . . . . . . . . . . . . 38
Psi-Ops Handler/Management . . . . . . . . . . . . . 15 Phase Two . . . . . . . . . . . . . . . . . . . . . . 38
Psionics & Recruitment . . . . . . . . . . . . . . . 15 Phase Three: Orientation/Indoctrination . . . . . . . 39
Psi-Ops Command/Administration . . . . . . . . . . . 16 You are good. You are Loved . . . . . . . . . . . . 40
Psi-Ops The Administrator . . . . . . . . . . . . . . . 16 Building a Better Psychic . . . . . . . . . . . . . . . . 40
Office of the Emperor . . . . . . . . . . . . . . . . 16 Phase Four Training & Mastery . . . . . . . . . . . 40
Psi-Ops Enforcer/CS Manhunters . . . . . . . . . . . . 16 Psychic Soldiers . . . . . . . . . . . . . . . . . . . 41
Manhunter Interdiction . . . . . . . . . . . . . . . . 17 Notes about other CS Psychic Initiatives . . . . . . . . 42
The Subtleties of Psi-Ops . . . . . . . . . . . . . . . 17 Genetic Breeding . . . . . . . . . . . . . . . . . . . 42
Preventative and Gentle Persuasion . . . . . . . . . 17 No M.O.M. Implants . . . . . . . . . . . . . . . . . 43
Secrecy . . . . . . . . . . . . . . . . . . . . . . . . 18 The Coalition Bogeyman . . . . . . . . . . . . . . . 43
Close Encounters with Psi-Ops . . . . . . . . . . . 18 CS Manhunters . . . . . . . . . . . . . . . . . . . . 47
Street Cleaner O.C.C. . . . . . . . . . . . . . . . . . 19 The Truth about CS Manhunters . . . . . . . . . . . . 47
The watchful ghost in the shadows . . . . . . . . . . 20 World of shadows and lies . . . . . . . . . . . . . . 47
A Life of Secrecy & Undercover Ops . . . . . . . . 21 A Wolf in Sheep’s Clothing . . . . . . . . . . . . . . . 48
Ways they try to help . . . . . . . . . . . . . . . . . 21 Good news heroes and adventurers . . . . . . . . . 50
Street Cleaner & Management Stats . . . . . . . . . . 22 Manhunter cover exposed . . . . . . . . . . . . . . 50
Perception Roll Bonuses . . . . . . . . . . . . . . . 22 Good faith on the road . . . . . . . . . . . . . . . . 51
Psionic Abilities . . . . . . . . . . . . . . . . . . . 22 Preserve your assets . . . . . . . . . . . . . . . . . 51
Psionics Determination . . . . . . . . . . . . . . . . 23 Manhunter Targets . . . . . . . . . . . . . . . . . . . 52
Meditation Skill . . . . . . . . . . . . . . . . . . . 23 On the home front . . . . . . . . . . . . . . . . . . 52
Investigation Skill Expanded . . . . . . . . . . . . . 24 Rogue Scholars . . . . . . . . . . . . . . . . . . . . 52
Informants . . . . . . . . . . . . . . . . . . . . . . 24 The Supernatural . . . . . . . . . . . . . . . . . . . 52
O.C.C. Skills . . . . . . . . . . . . . . . . . . . . . 25 Foreign Enemies . . . . . . . . . . . . . . . . . . . 52
Psi-Ops Skill Packages . . . . . . . . . . . . . . . . . 25 CS Manhunter Operations . . . . . . . . . . . . . . . . 53
Communications Skill Package . . . . . . . . . . . 25 Hunters of Men . . . . . . . . . . . . . . . . . . . . 54
Investigation Skill Package . . . . . . . . . . . . . 25 Spies . . . . . . . . . . . . . . . . . . . . . . . . . 55
Military Skill Package . . . . . . . . . . . . . . . . 26 Assassins . . . . . . . . . . . . . . . . . . . . . . . 55
Research Skill Package . . . . . . . . . . . . . . . . 26 Formidable Psionic Abilities . . . . . . . . . . . . . 55
Undercover Skill Package . . . . . . . . . . . . . . 26 Assassination . . . . . . . . . . . . . . . . . . . . . 57
Psi-Ops Division Tech . . . . . . . . . . . . . . . . . 27 Disappearance . . . . . . . . . . . . . . . . . . . . 58
Covert Surveillance Devices . . . . . . . . . . . . . . 27 Collateral damage and CS Manhunters . . . . . . . . . 58
Concealed Camera/Body Cameras . . . . . . . . . . 37 The stranger with no name . . . . . . . . . . . . . . . 58
Imposter Bug Mobile Unit (IBMU) . . . . . . . . . 27 Civilian Operations . . . . . . . . . . . . . . . . . . 60
Notes & Modifications for Bugs . . . . . . . . . . . . 29 Working outside the CS . . . . . . . . . . . . . . . 60
Concealability of Bugs . . . . . . . . . . . . . . . . 29 Invisible Agents of Fate . . . . . . . . . . . . . . . 60
Encrypted Bugs . . . . . . . . . . . . . . . . . . . . 29 Ghost Anonymity . . . . . . . . . . . . . . . . . . 61
Power Supply Options . . . . . . . . . . . . . . . . 29 CS Field Mission . . . . . . . . . . . . . . . . . . . . 61
New CS Cybernetics . . . . . . . . . . . . . . . . . . 30 Dealing with foreign threats . . . . . . . . . . . . . 62
Bug Dispenser (Cybernetic) . . . . . . . . . . . . . 30 Smoke and mirrors . . . . . . . . . . . . . . . . . . 63
Data Vault . . . . . . . . . . . . . . . . . . . . . . 30 Blind Loyalty to the CS . . . . . . . . . . . . . . . 63
CS Facial Recognition Uplink . . . . . . . . . . . . 30 Manhunter Combat Operations . . . . . . . . . . . . . 65
4
Siege on Tolkeen . . . . . . . . . . . . . . . . . . . 65 Telekinetic Air Walk . . . . . . . . . . . . . . . . 103
The Minion War . . . . . . . . . . . . . . . . . . . 66 Manhunter O.C.C. Stats Part Two . . . . . . . . . .104
Manhunter Combat Units . . . . . . . . . . . . . . . . 66 Special Manhunter O.C.C. Skills . . . . . . . . . . . . 104
Typical Manhunter Units . . . . . . . . . . . . . . . 67 Human Chameleon . . . . . . . . . . . . . . . . . 104
Manhunter Ranks . . . . . . . . . . . . . . . . . . . 68 Incorruptible . . . . . . . . . . . . . . . . . . . . . 106
Masters of Psionics & Murder . . . . . . . . . . . . 68 Poker Face . . . . . . . . . . . . . . . . . . . . . . 107
CS Manhunter O.C.C.s . . . . . . . . . . . . . . . . 70 Manhunting . . . . . . . . . . . . . . . . . . . . . 107
Manhunter O.C.C. Part One . . . . . . . . . . . . . . . 70 W.P. Modern Weapons Expert . . . . . . . . . . . 107
Animal Totem Designations & Symbology . . . . . . 70 Manhunter O.C.C. Abilities . . . . . . . . . . . . . . 108
Nonhuman Members of the Manhunter Team . . . . . 71 Empathic Transmission: Heroic Resolve . . . . . . 108
The Eagle O.C.C. . . . . . . . . . . . . . . . . . . . 72 CS Manhunter O.C.C. Stats . . . . . . . . . . . . . . 109
Team Leader . . . . . . . . . . . . . . . . . . . . . 72 Manhunter Skill Packages . . . . . . . . . . . . . . 110
Eagle O.C.C. Special Abilities . . . . . . . . . . . . 74 Who hunts rogue Manhunters . . . . . . . . . . . . . 112
Hummingbird O.C.C. (Zapper) . . . . . . . . . . . . 75 Psionic Powers (New & Revisited) . . . . . . . . . .112
Special O.C.C. Psionics . . . . . . . . . . . . . . . 76 Psionics (List) . . . . . . . . . . . . . . . . . . . . . 113
Sense & Locate Electricity . . . . . . . . . . . . . . 76 Perception Roll Notes . . . . . . . . . . . . . . . . . 113
Read Electrical Devices . . . . . . . . . . . . . . . 76 Healing Psionics (New & Revisited) . . . . . . . . .115
Manipulate Electrical Devices . . . . . . . . . . . . 76 Call to Life . . . . . . . . . . . . . . . . . . . . . . . 115
Power Electronic Devices . . . . . . . . . . . . . . 77 Meditation Revisited & Clarified . . . . . . . . . . . . 115
Electricity Absorption & Healing . . . . . . . . . . 77 Meditation Skill . . . . . . . . . . . . . . . . . . . 116
Sense Thunderstorm . . . . . . . . . . . . . . . . . 78 Meditation Advanced (Psi-Power) . . . . . . . . . 116
Attract Lightning . . . . . . . . . . . . . . . . . . . 78 Psychic Tether or Life Line . . . . . . . . . . . . . . 117
Ball Lightning . . . . . . . . . . . . . . . . . . . . 78 Share Pain and Suffering . . . . . . . . . . . . . . . . 117
Spark . . . . . . . . . . . . . . . . . . . . . . . . . 78 Physical Psionics (New & Revisited) . . . . . . . . .118
Owl O.C.C. (Precog) . . . . . . . . . . . . . . . . . . 79 Brain Fog . . . . . . . . . . . . . . . . . . . . . . . . 118
Owl O.C.C. Psionics . . . . . . . . . . . . . . . . . 80 Death Grip . . . . . . . . . . . . . . . . . . . . . . . 119
Panther O.C.C. (Mind Melter) . . . . . . . . . . . . 81 Ectoplasm, Revisited . . . . . . . . . . . . . . . . . . 120
Panther O.C.C. Psionics . . . . . . . . . . . . . . . 83 Ecto Combat . . . . . . . . . . . . . . . . . . . . . 120
Ram O.C.C. (Burster) . . . . . . . . . . . . . . . . . 84 Ectoplasm & Covert Uses . . . . . . . . . . . . . . 121
Ram Special O.C.C. Psionics . . . . . . . . . . . . 85 Resist Sleep . . . . . . . . . . . . . . . . . . . . . . . 122
Fire Eruption/Create Flames . . . . . . . . . . . . . 86 Telekinetic Lock Picking . . . . . . . . . . . . . . . . 123
Fire Manifestation . . . . . . . . . . . . . . . . . . 86 Telekinetic Intuitive Combat . . . . . . . . . . . . . . 123
Read Burnt Remains . . . . . . . . . . . . . . . . . 87 Telekinetic Push Revisited . . . . . . . . . . . . . . . 123
Rekindle Fire . . . . . . . . . . . . . . . . . . . . . 87 Telekinetic Wall of Debris . . . . . . . . . . . . . . . 124
Sense Fire . . . . . . . . . . . . . . . . . . . . . . 87 Sensitive Psionics (New & Revisited) . . . . . . . . 124
Raven O.C.C. (Spy & Anti-Magic) . . . . . . . . . . 88 Animal Empathy . . . . . . . . . . . . . . . . . . . . 124
Raven O.C.C. Psionics . . . . . . . . . . . . . . . . 90 Blind Combat . . . . . . . . . . . . . . . . . . . . . . 126
Spider O.C.C. . . . . . . . . . . . . . . . . . . . . . 91 Clairvoyance, Revised . . . . . . . . . . . . . . . . . 126
The Art of Divining/Dowsing . . . . . . . . . . . . 92 Dream Reading . . . . . . . . . . . . . . . . . . . . . 128
Divining/Dowsing Channeling & Psionic Powers . . 93 Empathy (and Telepathy) Revisited . . . . . . . . . . 129
Locate Earth Energies . . . . . . . . . . . . . . . . 93 Implant Image & Memory Bit . . . . . . . . . . . . . 130
Reading Earth Energy . . . . . . . . . . . . . . . . 93 Object Read, Revisited . . . . . . . . . . . . . . . . . 130
Spider O.C.C. Special Abilities . . . . . . . . . . . 94 Open Third Eye . . . . . . . . . . . . . . . . . . . . . 131
Spider O.C.C. Special Psionic Abilities . . . . . . . 94 Precognition . . . . . . . . . . . . . . . . . . . . . . 132
Viper O.C.C. (Healer & Torturer) . . . . . . . . . . 98 Precognition Game Master Notes . . . . . . . . . . 136
Viper O.C.C. Psionics . . . . . . . . . . . . . . . . 99 Presence Sense Revisited . . . . . . . . . . . . . . . . 138
Wolf O.C.C. (Psi-Slayer) . . . . . . . . . . . . . . .100 Psychic Imprint . . . . . . . . . . . . . . . . . . . . . 138
Wolf Special O.C.C. Psionics . . . . . . . . . . . . 102 Psychic Probe . . . . . . . . . . . . . . . . . . . . . . 139
P.P.E. for Sustenance . . . . . . . . . . . . . . . . 102 Read Psychic Impression (Objects) . . . . . . . . . . 139
Spirit Slayer Blades . . . . . . . . . . . . . . . . . 102 Read Psychic Residue (Area) . . . . . . . . . . . . . . 140
Demon Death Strike . . . . . . . . . . . . . . . . . 102 Sense Evil Revisited . . . . . . . . . . . . . . . . . . 141
Locate & Track Mark . . . . . . . . . . . . . . . . 102 Shared Experience . . . . . . . . . . . . . . . . . . . 142
Sleepwalk . . . . . . . . . . . . . . . . . . . . . . 103 Super-Psionic Powers . . . . . . . . . . . . . . . . .142
5
Anti-Demon: Deviant Good Impulse . . . . . . . . . . 142 Speculation in 109 P.A. . . . . . . . . . . . . . . . 209
Anti-Demon: Disrupt Bio-Regeneration . . . . . . . . 143 Unintended Consequences . . . . . . . . . . . . . . . 210
Anti-Demon: Prevent Teleportation . . . . . . . . . . 143 Hope . . . . . . . . . . . . . . . . . . . . . . . . . 210
Anti-Demon: Exorcism Purge . . . . . . . . . . . . . 143 The Prophecy & the Coalition . . . . . . . . . . . . . 210
Anti-Demon: Fear the Righteous . . . . . . . . . . . . 144 Wayward Quebec . . . . . . . . . . . . . . . . . . 211
Anti-Demon: Flames of Rage . . . . . . . . . . . . . 144 The Minion War . . . . . . . . . . . . . . . . . . . 211
Anti-Demon: Negate Invisibility . . . . . . . . . . . . 145 Unknown D-Bees . . . . . . . . . . . . . . . . . . . 212
Anti-Demon: Spirit Slayer Blade . . . . . . . . . . . . 145 CS Manhunters and D-Bees . . . . . . . . . . . . . . 213
Earworm . . . . . . . . . . . . . . . . . . . . . . . . 145 A few new D-Bees . . . . . . . . . . . . . . . . . . . 214
Facial Recognition Loss . . . . . . . . . . . . . . . . 146 Wiggly Squiggly . . . . . . . . . . . . . . . . . . . . 214
Forget . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Natural Abilities . . . . . . . . . . . . . . . . . . . 215
Induce Dream or Nightmare . . . . . . . . . . . . . . 146 Cho Zo . . . . . . . . . . . . . . . . . . . . . . . . . 217
Mind Bolt Revisited . . . . . . . . . . . . . . . . . . 147 Natural Abilities . . . . . . . . . . . . . . . . . . . 218
Phantom Thought . . . . . . . . . . . . . . . . . . . . 148 Dinosaur People . . . . . . . . . . . . . . . . . . . . 220
Psychic Stun . . . . . . . . . . . . . . . . . . . . . . 148 Natural Abilities . . . . . . . . . . . . . . . . . . . 221
Telepathic Chaos Attack . . . . . . . . . . . . . . . . 149 Special Natural Abilities . . . . . . . . . . . . . . . 221
Vertigo & Dizziness . . . . . . . . . . . . . . . . . . 149 Special Natural Weapons . . . . . . . . . . . . . . 222
Rifts® Comic Strip by Bradshaw & Siembieda . . . 150 Flashback Winter, 101 P.A. . . . . . . . . . . . . . . 223
Dog Boys and the Minion War . . . . . . . . . . . .181
Circa 109 and 110 P.A. . . . . . . . . . . . . . . . 181 Quick Find
Dog Boy O.C.C. . . . . . . . . . . . . . . . . . . . .182 Anti-Demon Psionics (Start) . . . . . . . . . . . . . . 142
Notable Instincts . . . . . . . . . . . . . . . . . . . . 182 Bio-Systems . . . . . . . . . . . . . . . . . . . . . . . 35
O.C.C. Abilities & Bonuses . . . . . . . . . . . . . . 185 Clairvoyance, Revised . . . . . . . . . . . . . . . . . 126
Psionics & Hunting the Supernatural . . . . . . . . . . 186 Collateral damage and CS Manhunters . . . . . . . . . 58
Sense Magic Energy . . . . . . . . . . . . . . . . . 187 Comic Strip . . . . . . . . . . . . . . . . . . . . . . . 150
Sense Psychic Energy . . . . . . . . . . . . . . . . 188 CS Manhunters . . . . . . . . . . . . . . . . . . . . . 47
Sense Supernatural Beings . . . . . . . . . . . . . 189 CS Psychics . . . . . . . . . . . . . . . . . . . . . . . 37
Special Minion War Bonuses . . . . . . . . . . . . 190 D-Bees: Unknown . . . . . . . . . . . . . . . . . . . 212
Dog Boy Stats . . . . . . . . . . . . . . . . . . . . 190 D-Bees: Cho Zo . . . . . . . . . . . . . . . . . . . . 217
Corgi Dog Boys . . . . . . . . . . . . . . . . . . . . 193 D-Bees: Dinosaur People . . . . . . . . . . . . . . . . 220
Magic Specialist . . . . . . . . . . . . . . . . . . . . . l93 D-Bees: Wiggly Squiggly . . . . . . . . . . . . . . . 214
Corgi Abilities & Bonuses . . . . . . . . . . . . . . . 194 Dog Boys . . . . . . . . . . . . . . . . . . . . . . . . 182
Vulnerabilities . . . . . . . . . . . . . . . . . . . . 194 Dog Boy Corgi . . . . . . . . . . . . . . . . . . . . . 193
Hunting Magic & the Supernatural . . . . . . . . . . . 195 Emperor Prosek . . . . . . . . . . . . . . . . . . 11 & 206
Psionic Abilities . . . . . . . . . . . . . . . . . . . 195 Hidden Danger, The . . . . . . . . . . . . . . 208 & 209
Sense Magic Energy . . . . . . . . . . . . . . . . . 195 Imposter Bug Mobile Unit (IBMU) . . . . . . . . . . . 27
Sense Psychic Energy . . . . . . . . . . . . . . . . 195 Informants . . . . . . . . . . . . . . . . . . . . . . . . 24
Sense Supernatural Beings . . . . . . . . . . . . . 196 Investigation Skill Expanded . . . . . . . . . . . . . . 24
Special Minion War Bonuses . . . . . . . . . . . . 196 Joseph Prosek the First . . . . . . . . . . . . . . . . . 11
Corgi Stats . . . . . . . . . . . . . . . . . . . . . . 197 Kill Hound . . . . . . . . . . . . . . . . . . . . . . . 198
Kill Hound . . . . . . . . . . . . . . . . . . . . . . .198 Manhunters . . . . . . . . . . . . . . . . . . . . . . . 47
O.C.C. Abilities & Bonuses . . . . . . . . . . . . . . 200 Manhunter Combat Operations . . . . . . . . . . . . . 65
Vulnerabilities . . . . . . . . . . . . . . . . . . . . 201 Manhunter Combat Units . . . . . . . . . . . . . . . . 66
Berserker Rage . . . . . . . . . . . . . . . . . . . 202 Manhunter Eagle O.C.C. . . . . . . . . . . . . . . . . 72
Psionics & Hunting the Supernatural . . . . . . . . . . 203 Manhunter CS Field Mission . . . . . . . . . . . . . . 61
Sense Magic Energy . . . . . . . . . . . . . . . . . 203 Manhunter Hummingbird O.C.C. (Zapper) . . . . . . . 75
Sense Psychic Energy . . . . . . . . . . . . . . . . 203 Manhunter Interdiction . . . . . . . . . . . . . . 17 & 52
Sense Supernatural Beings . . . . . . . . . . . . . 203 Manhunter O.C.C.s . . . . . . . . . . . . . . . . . . . 70
Special Minion War Bonuses . . . . . . . . . . . . 204 Manhunter O.C.C. Skill Packages . . . . . . . . . . . 110
Kill Hound Stats . . . . . . . . . . . . . . . . . . . 204 Manhunter O.C.C. Stats Part One . . . . . . . . . . . . 70
The Seven Dangers . . . . . . . . . . . . . . . . . . 206 Manhunter O.C.C. Stats Part Two . . . . . . . . . . . 104
Hidden or Unknown Danger . . . . . . . . . . . . 208 Manhunter Special O.C.C. Skills . . . . . . . . . . . . 104
Premonitions . . . . . . . . . . . . . . . . . . . . . . 208 Manhunter Ranks . . . . . . . . . . . . . . . . . . . . 68
The Seven Dangers Identified . . . . . . . . . . . . . 209 Manhunter Targets . . . . . . . . . . . . . . . . . . . 52

6
Meditation Revisited . . . . . . . . . . . . . . . . . . 115 Psi-Ops Division . . . . . . . . . . . . . . . . . . . . . 9
Meditation the Psionic Ability . . . . . . . . . . . . . 116 Psi-Ops Division is born . . . . . . . . . . . . . . . . 11
Meditation the Skill . . . . . . . . . . . . . . . . . . . 23 Psi-Ops: Administration . . . . . . . . . . . . . . . . . 16
Mind Melter (see Panther) . . . . . . . . . . . . . . . 81 Psi-Ops: Administrator . . . . . . . . . . . . . . . . . 16
Mindwerks . . . . . . . . . . . . . . . . . . . . . . . 31 Psi-Ops: Concerned Citizens . . . . . . . . . . . . . . 12
Minion War, The . . . . . . . . . . . . . . . . . . . . 181 Psi-Ops: Enforcer/CS Manhunters . . . . . . . . . . . 16
NeuroStim Implant . . . . . . . . . . . . . . . . . . . 31 Psi-Ops: Gear & Surveillance Items . . . . . . . . . . 27
O.C.C. Corgi Dog Boy . . . . . . . . . . . . . . . . . 193 Psi-Ops: Handler/Management . . . . . . . . . . . . . 15
O.C.C. Dog Boys . . . . . . . . . . . . . . . . . . . . 182 Psi-Ops: NeuroStim Implant . . . . . . . . . . . . . . 31
O.C.C. Eagle (Leader) . . . . . . . . . . . . . . . . . 72 Psi-Ops: Officer (see Street Cleaner) . . . . . . . 13 & 19
O.C.C. Hummingbird (Zapper) . . . . . . . . . . . . . 75 Psi-Ops: Skill Packages . . . . . . . . . . . . . . . . . 25
O.C.C. Kill Hounds . . . . . . . . . . . . . . . . . . . 198 Psi-Ops: Street Cleaner . . . . . . . . . . . . . . 13 & 19
O.C.C. Management Stats . . . . . . . . . . . . . . . . 22 Psi-Ops: Tech . . . . . . . . . . . . . . . . . . . . . . 27
O.C.C. Owl (Precog) . . . . . . . . . . . . . . . . . . 79 Psionic Powers (start) . . . . . . . . . . . . . . . . . 112
O.C.C. Panther (Mind Melter) . . . . . . . . . . . . . 81 Psionics: Healing . . . . . . . . . . . . . . . . . . . . 115
O.C.C. Ram (Burster) . . . . . . . . . . . . . . . . . . 84 Psionics: Physical . . . . . . . . . . . . . . . . . . . 118
O.C.C. Raven (Spy & Anti-Magic) . . . . . . . . . . . 88 Psionics: Sensitive . . . . . . . . . . . . . . . . . . . 124
O.C.C. Spider (Diviner) . . . . . . . . . . . . . . . . . 91 Psionics: Super-Psionics . . . . . . . . . . . . . . . . 142
O.C.C. Street Cleaner . . . . . . . . . . . . . . . . . . 19 Roxtal, a D-Bee Merc . . . . . . . . . . . . . . . . . . 43
O.C.C. Viper (Healer & Torturer) . . . . . . . . . . . 98 Santos, a CS Defector . . . . . . . . . . . . . . . . . . 43
O.C.C. Wolf (Psi-Slayer) . . . . . . . . . . . . . . . . 100 Seven Dangers, The . . . . . . . . . . . . . . . . . . 206
Perception Rolls . . . . . . . . . . . . . . . . . . . . 113 Siege on Tolkeen . . . . . . . . . . . . . . . . . . . . 65
Precognition . . . . . . . . . . . . . . . . . . . . . . 132 Thought Police, see Psi-Ops . . . . . . . . . . . . . . 12
Project Bananas (see NeuroStim) . . . . . . . . . . . . 31

7
Matters of Perception
Bad guys never see themselves as evil. It’s human nature. take those pages and write the final story and dialogue to fit the
With the exception of evil supernatural beings, and the occasion- art. When necessary, the artist could be asked to redraw a panel,
al maniac, the “bad guys” see themselves as the “hero” of their or a page or two to make the story flow better.
story. They are bold, cunning, clever, resourceful, driven, and a In this case, Nick had completely drawn, inked, and grey
plethora of other virtues, not ruthless, treacherous, cruel, or evil. toned the art. I had a completely finished comic with no story. I
So it is with the CS Manhunters. They don’t see themselves as had the names of a few key characters and the art. When I asked
cold-hearted assassins in the service of an evil, human suprema- Nick what he had in mind for the story, he said he didn’t really
cist dictator. No, they see themselves as patriotic heroes in the have one. That another freelance writer was originally going to
service of the savior of humanity, Emperor Karl Prosek, and the write the story and they were going to surprise me with it. If I
great nation of the Coalition States. They are the heroes of their liked it, they figured I could publish it in The Rifter®. The writ-
story. Protectors of humanity. Heroes facing impossible odds and ing part never happened and the art just sat in mothballs for a
opposing the unspeakable evil of a post-apocalyptic world filled long while, until Nick mentioned it and sent me the art. So unlike
with magic, monsters, alien invaders, and all manner of danger. Stan Lee, who would originate the story concept, I have a finished
Though he doesn’t appear but for a few short pages at the end comic that needs a story. I took this as a challenge and a creative
of this book, CS Manhunters is as much about Emperor Karl exercise, and had a blast with it. I knew I succeeded in writing a
Prosek and the people of the Coalition States, as it is about the compelling story when my pal and comic book artist/writer Mark
Manhunters themselves. Emperor Prosek’s vision for humanity is Dudley read it and loved it. So did everyone else who saw it.
reflected throughout this sourcebook. He is the architect behind But something Mark said struck a nerve. He loved how the Kill
the Manhunters, CS society, and, well, pretty much everything Hounds had personalities, adding that he thought this was impor-
about the Coalition States. So this sourcebook is about Emperor tant because a number of gamers seem to think of Psi-Hounds
Prosek as much as it is anything else, but it didn’t start out that as little more than trained humanoid attack dogs. Dumb animals
way. clad in a suit of armor.
You see, you may have an idea and write an outline, and think That comic strip, the story I wrote for it, and Mark’s com-
you know exactly what you’re going to write – and a lot of times ments made me revisit Dog Boys and Kill Hounds in order to
that is exactly how it unfolds – but other times, not so much. Writ- present new details and information about them and exactly how
ing is magical. It is creating something from the endless realm of they fit into CS society, not just the military. I wanted to share
imagination. Sometimes your imagination takes you where you with you the personality and depth of character that I always give
think you are headed and sometimes it carries you away to some- them in my own games.
place quite different and unexpected. The latter is what happened This and many other considerations greatly reshaped and ex-
with this title. panded the scope of the book you hold in your hands. Turning a
Rifts® CS Manhunters was supposed to be a quick, 96-128 quick, small sourcebook into a title I hope you’ll find to be epic
page sourcebook about CS psychic assassins and a bunch of new and evocative. I hope you enjoy getting new insight and perspec-
psionic powers. You know, something I could dash off in 6-8 tive about the citizens of the Coalition States, their society, the
weeks. My brain, it seems, had a different plan. I wish I could Dog Boys, and Kill Hounds. I hope Psi-Ops and, of course, the
say this book poured out of me, but it didn’t. When I sat down Manhunters provide not only new NPC villains and characters
to write it, the original concept didn’t feel right and I struggled to play, but inspire new adventures and hours of game play. And
at reconciling new, exciting ideas. Parts of CS Manhunters went through all of them, I hope you glean new insight about the com-
through many changing drafts. Some changes were because of plex man who is responsible for the creation and shaping of them
Mark Oberle’s ideas for Psi-Ops and others due to Nick Brad- all: Emperor Karl Prosek.
shaw’s comic strip. Am I happy with Rifts® CS Manhunters? Boy am I. This
The Bradshaw comic was a blast to write and influenced the is another big, juicy, high-concept sourcebook jam-packed with
content of this book in ways I never expected while writing it. I new resources for players and Game Master alike. Heck, I haven’t
created the story in a similar manner as one of my personal he- even talked about the 50+ new psionic abilities. More when you
roes, Stan “The Man” Lee who wrote hundreds of Marvel comic include special abilities unique to the CS Manhunters. Yep, this
books. I say similar, because Stan Lee would work out the con- book has something for everyone.
cept with an artist, they would talk about the basic plot and story, Oh, I’m doing these Words from the Author because Sean
and then the artist would go and pencil it; sometimes adding some Roberson, Palladium’s new Creative Directive, insists people
notes and comments of their own in the margins. Stan would then love them. Enjoy.
– Kevin Siembieda, 2022

8
Psi-Ops Division
Secrets of the Coalition States ™

By Kevin Siembieda
With concepts and additional text by Mark Oberle

The Coalition States operate under a monolithic and brutal “lies” to the contrary are branded as salacious, subversive, dan-
dictatorship cloaked in patriotism and lies, fueled by human su- gerous, and outlawed. This includes the works of the notorious
premacy and fear. The beloved Emperor Prosek, his son Joseph puppet of the enemy, Erin Tarn. The Coalition States’ propagan-
II (Head of Propaganda), and the leadership that serves them da machine was second to none even before the Emperor’s son,
have been so skillful at building a foundation of trust, loyalty, Joseph Prosek II, perfected it into an art form.
and patriotism that most citizens rankle at the slightest suggestion With most outside and dissenting worldviews scrubbed from
that they live under a dictatorship or that they are a cold-hearted Coalition society, CS citizens are indoctrinated from birth to
people out of touch with the rest of the world. CS citizens speak see themselves and their government as the saviors of humanity
proudly of the Coalition States being a safe haven and the last, standing against impossible odds. A sense of achievement, hero-
true bastion of humanity in North America. ics, and patriotism is deeply ingrained in every man, woman, and
Therein lies the problem. The Coalition States are said to be child. A way of life won through hard-fought sacrifice and blood,
among the safest and most idyllic places to live on Earth. This is and which must be protected and maintained at all costs. This has
largely true – for humans and only for humans. And even then, taken the “them or us” way of thinking to a new level. It makes
only humans who toe the line. The CS government, and by exten- everyone outside the Coalition States “them” – an enemy to be
sion its citizens, are human supremacists who are intolerant of pitied, feared, shunned, and destroyed. As a result, most outsiders
most other people, particularly D-Bees, practitioners of magic, are seen either as inhuman monsters or people corrupted by alien
and all things inhuman and alien. beings or the dark forces of magic. The rare exceptions are hu-
The CS government does everything it can to eradicate en- mans who share their worldview, like Free Quebec and the New
emies outside the Coalition States. As a result, they are quick to German Republic, and simple folk who can be taught the “truth”
use lethal force to “protect” the citizenry from “alien invaders” and recruited into the CS.
(including peaceful D-Bees trying to survive), “the corrupted” Regardless of what the average Coalition citizen chooses to
(practitioners of magic and followers of alien beliefs), and the believe, the dictatorship under which they exist tolerates very
misguided (anyone who disagrees with or opposes the Coalition little in the way of dissent and opposing ideology. To call the
States and their way of life). leaders of the Coalition States paranoid is a statement of fact, and
Within the walled fortress cities, life and liberty resemble pre- it extends from the Emperor and the military elite down to the
Rifts human civilization. Here the military, Dog Boys, police, grassroots of its citizenry. CS citizens are isolated from the out-
I.S.S., Specters, and NETSET are a welcomed and comforting side world and thoroughly indoctrinated to be compliant, compla-
presence that represents protection and safety. For the most part, cent, loyal, and law-abiding. The overwhelming majority happily
CS citizens live uneventful, peaceful lives, thanks to the bold and uphold all Coalition laws, doctrines, virtues, and accepted social
decisive leadership of their Emperor and the technological supe- norms and practices. They put their blind trust and faith in their
riority of their military. Ask any citizen and they will tell you they government and are lawful and dutiful in the extreme.
exist in a fair and open society that embraces human rights, free- Yet this benevolent (to its people) dictatorship remains suspi-
dom of expression, and the pursuit of happiness. Thanks to their cious and worried about everyone, including its own citizens, ci-
Emperor and the CS government, they do so in a safe, wholesome vilian authorities, and the military. Ever fearful that outside ideas
environment, free of the scourge of magic and the monsters that and influences might confuse, corrupt, and stir up thoughts of
run amok everywhere else. Freedom is a small price to pay when rebellion, the Coalition government maintains control over the
the reward is isolation from the frightening chaos, death, and dan- masses through fear and patriotism. Its citizens are indoctrinated
ger of the outside world. to fear and suspect all outsiders and their corrupt ideals, and to
As result, the people of the Coalition States have handed the live as zealous super-patriots, active in the defense of their nation
government the keys to the kingdom. The government has com- by reporting any suspicious or seditious behavior among their
plete control over all forms of education and learning, the media neighbors. This has proven to be very effective in the preserva-
and communications, film and entertainment, books and the re- tion of government power and control, but it is not enough for the
gional CS computer network. The government dictates the “of- Emperor. He has devised a plan to establish an elite, underground
ficial and true” (CS) history of humanity, and presents only the network of the most zealous “concerned citizens” to operate in
news and information it deems necessary for its citizens to hear. secret as his personal moles and agents within every strata of CS
This information is only that which can be trusted to be “accurate society, the eyes and ears of the Emperor who report to a secret
and true” from a CS perspective. Any books, films, content, or police force that manages it all from the shadows.

9
10
Most of these “concerned citizens” are patriotic busybodies and ultra-secret intelligence organization answerable only to him
who possess a few useful Minor Psionic abilities that help them and all Chairmen/Emperors to follow. It would start with the re-
spy upon not just the activities of their co-workers, neighbors, cruitment of loyal, patriotic psychics and specialists tasked with
friends, and family members, but even their thoughts and emo- secretly monitoring law enforcement, the military, and their fel-
tions. Ever vigilant for subversive and treasonous thoughts and low citizens for hints of discontent and thoughts of sedition that
feelings that may indicate active or potential lawbreakers, trai- could be radicalized and turned against the government. In addi-
tors, spies, and misanthropes in cahoots with the enemy, these tion, they would be alert for enemy infiltrators, spies, and shape-
Concerned Citizens report their suspicions to a handler. This is changers hidden among the people. The enemy might be able to
done via a blind drop to – and here is the really crazy part – they disguise their bodies, but they could not disguise or conceal their
don’t actually know who. All they know is that it is a secret de- thoughts and emotions. All the CS needed was to build their own
fense force that they are told works directly for the Emperor. As network of trained psychics to ferret out these hostile forces.
super-patriots they are thrilled to help protect the great Emperor While it is true there are divisions within Coalition law en-
Prosek and preserve their precious way of life from misguided forcement and the military trained in identifying and neutraliz-
fellow citizens as well as outside enemies and evildoers. ing supernatural and magic-based threats, it became a question
Though enemies and rivals of the CS would love to blame this of who watches the watchmen? And who monitors the civilian
institutionalized distrust and extremism on Emperor Karl Prosek population at-large? The answer, Psi-Ops Division. And no one,
and the current leadership of the Coalition States, this systemic not even the military brass, was to know they exist.
paranoia and fascism goes back a generation to his father. Shortly In theory, Psi-Ops Division started out as an additional blanket
after seizing control of the nascent CS, the well-intentioned hero of benign security, not just over the civilian populace, but also
of the Bloody Campaign and newly elected Chairman Joseph over the authorities and the military. One more layer of protection
Prosek the First realized there was a fatal weakness in the struc- from corruption and internal threats from within as well as from
ture of the government to sufficiently protect the people. In order without. Such internal threats were dealt with quickly and qui-
to properly guide the fate of the burgeoning stronghold for hu- etly by whatever means necessary, without causing panic among
man civilization, they needed to monitor everyone, including the the citizenry. Most of the Psi-Ops Division recruits were selected
people themselves. from psychic citizens and soldiers. These were often people who
Chairman Joseph Prosek had witnessed, firsthand, magical were faced with exile or worse under the new rules and restric-
and supernatural shape-shifters and doppelgangers among the tions being put into place regarding psionics and magic. People
forces of the Federation of Magic. Not the least of which included who had proven themselves to be loyal and trustworthy, hand-
bestial and conniving dragons and a host of demons able change selected for the thankless, secret work of Psi-Ops Division.
their form at will. How does one protect against an enemy that It would be Emperor Karl Prosek, however, who would add
can change its physical form or use magic to disguise itself to the ultra-secret fixers known as the Manhunters. CS Manhunters
walk among the people as one of them? A tactic tailor-made to are not a day-to-day part of Psi-Ops. Rather they function as se-
hide in plain sight and to manipulate and beguile ordinary people cret, next level enforcers and psychic assassins operating loosely
with their lies and treachery from within. Even the best trained under the auspices of Psi-Ops, but who answer directly to the Em-
police force and army in the world is vulnerable to such diaboli- peror. These are psychic warriors assigned to quietly eliminate
cal chicanery. the Coalition’s most dangerous enemies, infiltrators, spies and
The Chairman feared that conventional law enforcement and traitors, the kind of hidden threats the Emperor believes should
military protection were not enough to protect the fragile bas- “disappear” rather than be brought to public light. This includes
tion of humanity entrusted to his care. The people had proclaimed inhuman, magical, and monstrous enemies and threats operating
him to be humanity’s best hope for survival in North America. within the CS that its citizenry and conventional authorities need
Not just survival, but the best hope to make real their dream of not know about. Why worry them unnecessarily when Psi-Ops
reclaiming planet Earth for the indigenous human race from the and the Manhunters have everything under control?
clutches of otherworldly invaders. If humanity was to rise from On the surface this may sound reasonable, but these “dan-
the ashes of the Great Cataclysm and the depths of the 200 Year gerous and monstrous enemies” can include well-intended CS
Dark Age, they had to be resolute and ruthless in their efforts to citizens who may have learned too much for their own good, or
build a new nation for humanity. Chi-Town would be the start- dare to question the status quo or Imperial judgment. People the
ing place. The cornerstone from which a coalition of like-minded Emperor cannot risk deliberately or accidentally revealing secrets
states could be nurtured, grow, and unite to be stronger than any that could undermine his power and personal agendas. Psi-Ops
other. A new nation where humans could stand proud and free (and the CS Manhunters) are intended to nip trouble in the bud
of subjugation from the inhuman and the magical. It was a good before it can scare or hurt CS citizens or threaten the government
dream shared by many. With his decisive victory over magic and and Karl Prosek’s own family and power base.
the inhuman in the Bloody Campaign, that triumph in the name It should be no surprise that the royal family and a rare few
of humankind ordained him the architect of humanity’s future in command staff are off limits to any surveillance, investigation,
the heartland of the Old American Empire, a responsibility he ac- or sanctions without direct and explicit orders from the Emperor
cepted with great humility and determination. himself. His son, Joseph Prosek II, knows his father holds sway
Chairman Joseph Prosek and his fellow founders of the Co- over a super-secret, covert organization established by his grand-
alition States had the best of intentions. But fear, war, and hate father, and applauds this extra layer of preventative security. Jo-
have a way of hardening the heart and creating myopic vision. To seph II is okay with being kept out of the loop and having no
ensure the success of this great ideal, the Chairman established a authority over this shadow agency until the time he becomes Em-
shadow organization he called Psi-Ops Division, a specialized peror. He enjoys such gamesmanship and intrigue, which he sees
11
as a fun challenge to his own secret agenda and dark operations. member, or your sweet grandmother, let alone a soldier or police
It is ironic, but it is only because he is exempt from the scrutiny officer. Each goes about his or her life and daily routine as usual.
of Psi-Ops and other CS security agencies that he has been able The main difference is Concerned Citizens are always vigilant for
to establish his own secret, elite force he calls The Disavowed. suspicious, disloyal, criminal, and potentially treasonous words,
thoughts, emotions, and behavior among everyone they meet or
with whom they associate. They are told they are the gatekeepers
CS Thought Police of CS civilization and that their simple vigilance helps to pre-
serve peace and prosperity for all CS citizens. A duty that has
Emperor Prosek’s “Thought Police” share many similarities become so automatic and ingrained in their everyday lives, it is
with other domestic surveillance or secret police forces through- second nature to them and a matter of great pride.
out history. For example, Psi-Ops Division might be thought of Most take the “gatekeepers of CS civilization” label to heart
as part secret informers and part secret police reminiscent of the and think of themselves as the first line of defense against the
Stasi of Soviet-controlled East Germany. The Stasi functioned as enemies of humanity and the Coalition States. That includes
secret police that operated a network of informants against both their own people who may feel disenfranchised, speak (or
domestic and foreign threats by providing information and sus- have thoughts) against the Coalition and/or Emperor Prosek, or
picions to the KGB. The KGB then took matters into their own who are being subverted by outside influences from forbidden
hands to investigate and crush any real threats, large and small. In books, videos, or association with wrong-minded individuals
short, the Stasi spied on its citizens as well as outsiders within the who oppose the CS way of life. The Concerned Citizens report
cities they controlled. The CS does the same thing. Psi-Ops takes and answer only to their nameless and faceless Psi-Ops contact.
it to the next level by also monitoring thoughts and emotions. This is done by communicating through randomly changing
Psi-Ops is also reminiscent of the American NSA because its blind drops.
operatives only gather and disseminate intelligence/information, Concerned Citizens are never in any real danger, because they
and never take direct action themselves. Psi-Ops security starts are NEVER to take any direct action themselves. Not ever. That
with a network of ordinary CS citizens hand selected for their is not part of their duty. Whenever a Psi-Ops Concerned Citizen
patriotism, loyalty to the CS, and Minor Psionic abilities. This has suspicions and concerns about a particular person, location
secret Concerned Citizens Network – and the Psi-Ops officers or incident, they make note of it and pass their observations and
and analysts who follow up on the Concerned Citizens’ reports suspicions on via a blind drop. With that, their work is done. To
of suspicious activities, thoughts, and emotions – function as a whom their observations are sent they do not know. The iden-
de facto Thought Police force that tries to stop trouble before it tities of the Concerned Citizens are likewise protected and un-
develops. known. This way, if one member of Psi-Ops is compromised, the
individual cannot reveal the identity of any operative or active
Psi-Ops Citizen Observers investigations.
Since most CS citizens are happy, loyal, and compliant with
Code Name: Concerned Citizens the law, the average Concerned Citizen seldom has more than a
few things to report each month.
As noted above, the innocently named Concerned Citizens Most Concerned Citizens possess Minor Psionics (60%); usu-
Network keep their eyes, ears, and minds open for what they con- ally one or two Sensitive psionic abilities. An additional 10% are
sider to be suspicious activities and dangerous thoughts and emo- Major Psychics who possess a larger number of useful psychic
tions that are contrary or threatening to the Coalition States and Sensitive abilities such as Clairvoyance, Empathy, Object Read,
its Emperor. They simply scan and read everybody with whom Telepathy, etc., to help them eavesdrop on the thoughts and feel-
they come in contact, regardless of the person’s position within ings of their fellow citizens. Non-psychics may be recruited for
the CS. They are also vigilant for nonhumans and mages in dis- their keen powers of observation or position in the workplace or
guise, traitors, spies, and danger from outsiders who dislike and in CS society.
seek to undermine the CS way of life. There was a time, not long ago, that only a bit more than one
This secret citizens watch of government informers are on the third of the Concerned Citizens possessed any psionic abilities.
constant lookout for signs of trouble. Any trouble, but with an From 105 P.A. to the present, however, that number has doubled.
emphasis on talk, thoughts, and actions against or opposing the This is the result of invitations, via message drop points, for se-
CS government, law enforcement, military, and especially the lect individuals to undergo a secret “procedure” to unlock their
Emperor and his family. This includes plans for murder, assassi- psychic potential. As trusting patriots honored to serve their na-
nation, acts of terrorism, insurrection, magic, and affiliation with tion, most of those invited volunteer for the procedure without
known enemies such as practitioners of magic, D-Bees, and the knowledge of what is to be done to them, when, where, or how
supernatural. they have become empowered with psionic abilities. Nor do they
Concerned Citizens secretly exist within every strata of Coali- care. They happily submit themselves to their secret and sacred
tion society, from the labor force and service industries to the duty, honored to be entrusted with powers to help keep the Coali-
government, military, and law enforcement. Other than living a tion States safe.
secret dual-life as a hand-selected, citizen’s secret agent working The “procedure” provides them with 2-4 psychic Sensitive
under Psi-Ops in the service of their nation (a great honor none abilities. This all by itself is an astonishing feat, but they are also
of them take lightly), these are ordinary citizens with everyday able to turn their powers on and off at will. Of course, they are
jobs. They can be anyone. Your co-worker, a teacher, a doctor, a encouraged to “turn on” their psionic powers at work and when-
nurse, a tram driver, a store clerk, your neighbor, friend, family ever going out in public. “Off” when at home and while sleeping.
12
The latter, they are told helps them to get the necessary sleep and due. Other times it involves electronic surveillance and bugging,
relaxation they need to be reliable citizens. or undercover work in which the Street Cleaner is able to inno-
The sad truth is they are human guinea pigs being used to field cently and casually interact with the suspect to get a better read
test an experimental process before its use is extended to aug- on the person physically, mentally, and emotionally. The Street
ment military personnel. (See the NeuroStim described later in Cleaner may pose as someone asking for directions, a shopper
the Psi-Ops section.) Selecting people within the Concerned Citi- who engages in friendly conversations or waits in line behind
zens Network was an obvious choice. They are in the service of the suspect, a repair person, etc. Close covert investigation may
their country, they are motivated to keep secrets, nobody suspects also include secretly entering into the suspect’s home or place of
them of being part of a covert organization, and they would im- business to search it or access personal files, journals, or paper-
mediately report any negative reaction or concerns to their Psi- work, and to use Sensitive Psionic abilities such as Object Read
Ops contact via blind drop. (6), Read Psychic Impression (2), Read Psychic Residue (5), and/
or Precognition (10) to glean the truth or discover incriminating
Psi-Ops Intelligence Officer information.
More often than not, the subject’s questionable behavior is not
Code Name: Street Cleaner treasonous or criminal, but of a personal nature: an extramarital
affair, gambling or drug problem, and other common vices that
The Psi-Ops Intelligence Officers answer only to their un- can be dismissed without further concern. A small percentage of
named, faceless handlers in Management and Administration. individuals, however, are on the verge of a mental or emotional
Their double entendre code name, “Street Cleaner,” makes the breakdown, or of becoming a danger to themselves (suicide or
Psi-Ops Intelligence Officer sound like a harmless member of unstable behavior) or a threat to those around them (friends, fam-
the workforce within city maintenance, a branch unrelated to any ily, co-workers, etc.). Rarely are they planning something sedi-
sort of security or secret, covert operations. Street Cleaners are tious or destructive, but when they are, the Street Cleaner “red
not police or soldiers, nor are they spies in the traditional sense. flags” their assessment and sends it off to Management, who in
They do NOT go knocking on or breaking down doors, nor do turn, notifies the appropriate department to intercede and stop it
they enforce the law or chase down, confront, or arrest criminals before anyone is hurt.
or foreign spies or interrogate suspects. In fact, they rarely have When a suspect’s questionable behavior is subversive, it
direct contact with any suspects. The job of these field agents is is often undesirable and reckless, but not directly or immediate-
to follow up on leads provided by the Concerned Citizens using ly threatening to the government or society. The most common
observation, research, and surveillance. crimes involve things like associating with D-Bees or practitio-
Step One is to determine whether the suspicions and observa- ners of magic, and people the CS authorities consider to be cor-
tions of a Concerned Citizen (left at a blind drop) are founded in rupting and potentially dangerous outside influences: adventur-
reality, imagined, or just someone having a bad day. If the con- ers, fortune hunters, wandering merchants, crusading vigilantes
cern seems warranted and the trouble genuine, it is investigated (heroes), Cyber-Knights, Lemurians, mercenaries, preachers,
further. Rogue Scholars, criminals, or visitors from enemy nations such
Step Two is to verify the suspicious activity and determine as Lazlo, New Lazlo, the Federation of Magic, and other places
if it is criminal, treasonous, or a genuine threat to the Emperor, that harbor anti-CS sentiment or ideas the CS consider to be dan-
national security, or the public. This usually involves confirming gerous.
the identity of the suspect and sifting through existing data files Of greater concern are CS citizens who are, themselves,
about the individual in question: their place of residence, financ- dabbling in magic or with alien technology, or supernatural
es, work history, medical history, position in CS society, access forces beyond their understanding. Likewise, people who col-
to sensitive government information and resources, known asso- lect contraband such as the writings and videos of Erin Tarn
ciates and affiliations, domestic disputes, trouble with the law (if and other Rogue Scholars, Techno-Wizard devices and other
any), and other personal information, to see if any red flags jump magic items, alien artifacts, and even pre-Rifts artifacts like
out or patterns of undesirable behavior appear. films, books, and unauthorized relics, are seen as trouble.
Methods of intelligence gathering include accessing data files, These individuals are considered misguided or curious about
direct surveillance, tailing and observation, stakeouts, electronic inappropriate subjects. That makes them potentially danger-
surveillance (cameras, electronic bugs, listening and recording ous because these “hobbies and interests” may lead them to
communications, etc.), and psychic investigation (Telepathy to question the Coalition’s official version of history, beliefs,
read minds, Empathy to read emotions, etc.), and sometimes un- and practices. Worse, they may become corrupted by them
dercover operations. and spread derisive ideas to otherwise content and law-abiding
When deemed warranted, the Street Cleaner takes a clos- Coalition citizens.
er look. Placing the individual and their associates under secret Even then, most of these CS citizens are simply curious, not
surveillance (tailing, bugging, etc.) starts from a distance, but treasonous, and are easily scared straight and fall back in line
may require closer investigation. Even when the Street Cleaner after being reprimanded by the authorities or undergoing a re-
goes undercover to more closely observe the suspect(s), perhaps orientation program. Note: CS citizens are routinely required to
as a co-worker, customer, passerby, neighbor, etc., it is at arm’s participate in mandatory orientation programs. These are usually
length and probably with little or no direct contact. Sometimes done as a group, business, or community as not to single out any-
this is as simple as getting close enough to read the suspect’s one under suspicion and surveillance. Reorientation programs are
thoughts and emotions and/or to scan their home, vehicle, per- so common nobody thinks twice about participating in them, and
sonal possessions, or workplace for psychic impressions and resi- nobody dares to ignore or avoid them.
13
Other types of contraband include unearthly animals and in- Step Three, report findings to Management and move on
sects kept as illegal, exotic pets, as well as alien food and plants, to the next case. Intelligence data and the Street Cleaner’s as-
Psi-Cola, illegal drugs, Juicer drugs and gear, M.O.M. implants, sessment of the threat level is pushed up the ladder to Psi-Ops
illegal cybernetics and bionics, and most types of firearms and Management. This may be a final intelligence report, especially
armor, especially unauthorized and unregistered Mega-Damage when concerns are deemed to be unfounded, or a series of reports
weapons and armor. Note: With the exception of military person- submitted at various stages of the investigation. For example, a
nel, law enforcement, and select government personnel, the citi- Street Cleaner may submit an initial report from the Concerned
zens of the Coalition States do NOT have the right to bear arms. Citizen indicating the threat is presently unsubstantiated and be-
This includes Psi-Ops Concerned Citizens, Street Cleaners, Man- ing investigated. After some research, a follow-up report may in-
agement, and Administration. None of them are issued weapons, dicate that suspicions appear to be baseless and the investigation
though they are authorized to use them in emergency situations has been dropped, or there may be enough to warrant the Street
and when undercover as military or law enforcement. Psi-Ops Cleaner to investigate further. The latter is likely to come with
Street Cleaners and Management never carry a weapon in CS an outline of concerns, suspicions, and observations along with a
cities, but sometimes arm themselves when pursuing leads that notice the individual(s) is being placed under surveillance and/or
take them into the ‘Burbs or locations outside CS borders. Note: a deep-dive investigation.
Coalition Manhunters operating in the cities among the citizenry A life of secrecy undercover. Like the Concerned Citizens
are seldom armed unless undercover as law enforcement or sol- Network, Street Cleaners appear to be ordinary citizens with
diers. Of course, in their case, they are skilled combatants capable cover identities, jobs, and positions arranged by Administration
of fighting and killing using their bare hands and psionic abilities. as necessary. The difference being they are not the Average Joes
Less than one percent of CS citizens ever become involved in they appear to be, even to family and friends. Street Cleaners
criminal enterprises or corruption that rises to the level of trea- are autonomous, highly skilled, intelligence and undercover op-
son or insurrection. Psi-Ops surveillance that uncovers criminal eratives who spy on CS citizens and CS authorities in the name
activity may be noted but ignored, or the intelligence may be fed of national security. They are also different from formal CS law
to the appropriate law enforcement agency through various chan- enforcement agencies and the military, because everything they
nels by Psi-Ops Administration. (Or used by the Emperor for his do is done in secret without the knowledge of the suspect or of
benefit.) the other government agencies. Moreover, the very existence of
Even fewer are bona fide malcontents, dissidents, spies, as- Psi-Ops is highly classified and unknown to these other agencies,
sassins, or terrorists actively seeking to bring down the Prosek government officials, politicians, and most of the Coalition’s top
regime or destroy the government. These traitors and their as- military brass.
sociates are closely monitored and dealt with one way or another Street Cleaners are trained for intelligence gathering and sur-
before they can inflict serious harm. veillance, which is similar but different from espionage. They are
14
not spies, per se, but rather field operatives who gather and as- data submitted to them and reassess and prioritize threat levels
sess information and intelligence much like the NSA of the Old before funneling it all to the decision-makers in Administration.
American Empire. They are always undercover, usually appear to Every step of the way, the most sensitive threats involving trai-
be ordinary CS civilians, and do not wear uniforms or carry I.D. tors, spies, assassins, sabotage, terrorism, and state secrets are
unless impersonating law enforcement or military personnel. As flagged for those in the next chain of command. Threats that rep-
noted earlier, their work is usually done from a distance without resent an immediate danger or impending violence are given top
anyone – not the suspect or the authorities – being aware of their priority.
presence, purpose, or activity. To help them in this regard, Management may request a Street
Each Street Cleaner is assigned a reference I.D. number with Cleaner to conduct a closer or more thorough investigation, or
Psi-Ops for use in official documents by Management and Ad- 24 hour surveillance, especially when the target is suspected of
ministration, but is unknown to the Street Cleaners themselves. treason or involves magic, the supernatural, or threats to the Em-
Their true identity is never known by anyone other than Admin- peror.
istration. In the event that a Street Cleaner’s handler in Manage- On occasion, Management chooses to investigate a suspect or
ment disappears, dies, or is otherwise unavailable, the agent is situation themselves. As a Psi-Ops Officer they have the same
assigned a new one without his ever knowing it. training as a Street Cleaner. While this is acceptable, it is not
Street Cleaners and Management communicate with each advised and is strongly discouraged. It is Management’s respon-
other through blind drops and coded CS Internet communication sibility to monitor and manage the Street Cleaners under their
(regional and controlled by the government). Most Street Clean- direct supervision. When one of their Street Cleaners is suspect-
ers are known only by their Code Number I.D., they never meet ed of misconduct or an act of treason, it is usually Management
Management or other Street Cleaners face to face (that they know who personally investigates the matter. Of course, that job may
of), and work isolated and alone. This level of autonomy and self- be turned over to another Street Cleaner, or Administration may
motivation requires a special type of person. It is a responsibility decide it is an assignment for the CS Manhunters. When their
and weight of duty that is lightened by the facts that their identity fears are confirmed or suspicions appear to be well-founded,
is unknown and they deal mostly with observation, research, and Management reports the betrayal to Administration. Administra-
data gathering, not police work or combat. tion then consults with the Administrator, who makes the final
There is no contact between a suspect and the Street Cleaner call. Administration is likely to instruct Management to transfer
unless the agent gets bold and careless. These officers are never all of that officer’s investigations to another Street Cleaner and
to confront, threaten, or interrogate a suspect directly. Their work handle the matter from that point forward. Within 24 hours the
is information gathering, identifying potential threats, and alert- traitorous or corrupt Street Cleaner will be arrested and formally
ing Management to it. Ultimately, Management (and Adminis- charged for treason or crimes by law enforcement or the military,
tration) make the call about how to respond to specific threats or suffer an unfortunate lethal accident or disappear. Whatever
and dangerous people, not the Street Cleaners. (See the Psi-Ops the case may be, Management is told the matter has been handled
Officer O.C.C. for more details.) and is no longer a reason for concern. Note: Only Management
Recruitment: Street Cleaners recruit Street Cleaners. The communicates with Administration, and when deemed absolutely
majority of candidates to the Street Cleaner position come from necessary, with the Administrator himself.
active duty Street Cleaners who believe the candidate has the Management knows the coded identities of only the Psi-Ops
right stuff. These are often CS citizens encountered or observed Officers/Street Cleaners under their charge. Management may
during investigations and surveillance operations, but may just be one individual or a small office of trained intelligence opera-
as easily be a worker in a restaurant, a clerk, or someone met on tives working together. Such a Management regional group may
the street. Street Cleaners and Management make note of fiercely handle a few dozen to several hundred Street Cleaners depend-
patriotic citizens with Minor or Major Psychic Sensitive abilities ing on the ability and experience of a specific Management team.
that make a positive impression on them. These are always citi- The identities of the Street Cleaners and fellow members of Man-
zens with the right mindset, strong CS values and ethics, and Psy- agement are never passed along to anyone, not even to Regional
chic Sensitive abilities important for the job. Such individuals are Administration. Only the Administrator has access to the full
reported to Management for further investigation, assessment, Psi-Ops database containing the names and true identities of all
and vetting. If they like what they see, the candidate is covertly Psi-Ops personnel from Concerned Citizens and Street Cleaners
approached with a series of opportunities to secretly protect the to Management, Administration, and Manhunters.
security of their nation. If they pass those tests, they may be in- Psionics. It is helpful when Street Cleaners and, to a lesser de-
vited to become a Psi-Ops Street Cleaner. gree, officers in Management and Administration, possess Psychic
Sensitive abilities. Though we have emphasized the importance of
Psi-Ops Handler reading thoughts and emotions, and psychic abilities, there are non-
psychics in Psi-Ops Division, especially within its upper echelons.
Code Name: Management Such individuals, however, are likely to exhibit strengths in other
important areas such as a high aptitude for data analysis and threat
Management consists of Managers/Handlers who wrangle assessment. Most members of Management (and Administration)
the Street Cleaners. When a specific suspect, target, location, or have an exceptional ability to recognize clues and correlate infor-
situation requires closer scrutiny or additional surveillance or re- mation to connect the dots, piece together the bigger picture, and
search, those instructions go to the Street Cleaner from Manage- identify trouble brewing before it boils over.
ment. The other part of Management’s job is data analysis and Recruitment. Management is often recruited from Street
threat assessment that leads to a threat response. They review the Cleaners who have proven themselves within the Division as well
15
as Psi-Battalion, the CS military, and law enforcement. They her- sors. Even they rarely voice an opposing view to the Emperor, let
ald from all walks of life, however, many without any military or alone directly challenge him.
combat training. When the Administrator chooses to keep matters quiet and not
go through official government channels, he deploys one or more
Psi-Ops Command CS Manhunters to eliminate threats and problems such as home-
grown terrorists, traitors, and Psi-Ops officers gone bad. Man-
Code Name: Administration hunters are generally brought in when any highly placed CS of-
ficer from the military, Psi-Ops, Psi-Battalion or law enforcement
It is Administration who does a final threat analysis and pass- with sensitive information or state secrets goes bad or AWOL.
es the intelligence on to the appropriate authority best suited to When the wrongdoing is particularly personal or egregious or the
handle the situation: the police, I.S.S., NTSET, the CS military, threat immediate and cataclysmic, one or more full Manhunter
Psi-Battalion, military high command, Joseph Prosek II in Propa- squads may be unleashed to put a stop to it and make the problem
ganda, or the Emperor. The Administrator expects Psi-Ops Ad- disappear.
ministration to deal with most concerns from the mundane to the It should be noted that no one within Psi-Ops, not even Ad-
serious without troubling him, except to keep him informed of the ministration, knows when or how the intelligence they provide
matters involving him, his family, war, and CS national security. the Administrator is ultimately used, nor when a Manhunter is
Administration deals with trouble by either providing intel- deployed. They, like the Manhunters, perform their jobs to the
ligence through anonymous channels or via a Street Cleaner or letter and trust that the Administrator/Emperor will do whatever
member of Management placed within law enforcement or the is necessary to preserve the Coalition States.
military to address the threat. The exceptions to the rule are
threats that have potential national repercussions, war, or repre-
sent a direct threat to the Emperor, his family, or CS top brass. Psi-Ops Enforcer/CS Bogeyman
Under these situations, the matter is passed directly to the Admin-
istrator with their recommendations – to be reviewed, discussed, Code Name: CS Manhunter
and a final determination for the best course of action to be de- CS Manhunters are the secret within the secret organization.
termined from the top. The Administrator will inform Adminis- Unknown to any Psi-Ops operatives, the ultra-secret Manhunters
tration on how they should proceed or he will handle it himself, are an official, if indirect, part of Psi-Ops Division. CS Manhunt-
which may be through official channels or by deploying one or ers – the mythical bogeymen of the Coalition States – do not offi-
more CS Manhunters in secret. cially exist and the rest of Psi-Ops Division knows nothing about
There is at least one Regional Administrative Office present at them except for the rumors. Yes, some members of Psi-Ops are
every city, major military base, ‘Burb, and other major CS popu- aware of the bogeyman rumors, though most believe them to be
lation center, not that you would know it. Psi-Ops Administration either unfounded or a propaganda ploy to keep soldiers in line
works under the auspices of Administrative Security in the ser- and to scare the enemy. They have no idea the Manhunters are
vice of the Emperor, a bureaucratic department that appears to real, that they act under the direct authority of the Emperor, or
handle the screening of citizens who apply to work within the CS that this “urban legend” is often deployed to act upon intelligence
government. However, it actually houses teams of intelligence provided by Psi-Ops.
analysts, Military Specialists, and psychics, including those with Manhunters are the Emperor’s fixers who operate in secret to
Clairvoyance and Precognition, who compile, log, assess reports, neutralize threats without going through official channels. Each is
and determine which reports need to be presented to the Admin- a skilled psychic assassin and undercover operative who special-
istrator and which ones should be addressed within Psi-Ops or by izes in making problems (and the people responsible for them)
other CS authorities. disappear without other CS agencies or military leaders knowing
who is responsible. It matters not if the “problem” or threat is a
Psi-Ops Chief traitor, known enemy, new enemy, spy, double-agent, or civil-
ian dissident from within or from outside the CS. When given
Code Name: The Administrator a target to hunt down and make disappear, the Manhunters do
so, quickly, quietly, and without anyone the wiser. They do not
Everyone within Psi-Ops Division knows the Administrator ask why someone is marked for liquidation, they simply make it
has a direct line to Emperor Prosek, but few suspect the Adminis- happen without fanfare or publicity. An accident. A heart attack.
trator is Emperor Karl Prosek, assisted by a trio of top aides and A stroke. A suicide. A random act of criminal violence or other
advisors, one of whom is General Cabot. unexpected tragedy. All executed with precision, secrecy, and
When the Psi-Ops Administrator provides intelligence or without leaving trace evidence to suggest anything suspicious or
sends Psi-Ops orders, they are never questioned and are acted that the CS may have been involved.
upon with urgency. Similarly, no branch of the Coalition military The vast majority of CS Manhunters are Master Psychics in-
or law enforcement questions the veracity of intelligence or direct cluding Bursters, Zappers, the notorious Mind Melters, and the
orders that come from the Office of the Emperor (or directly Manhunters’ own array of trained psychic combat specialists
from the Emperor himself). Nor do they ask for the source of (Wolf, Raven, Spider, etc.). Every Manhunter is one of the most
that intelligence (Psi-Ops) or proof to back it up. Rather, they fanatical and loyal super-patriots on the Coalition’s payroll. Their
assume due diligence has been performed and that classified in- job is made easier by the facts that the Manhunters do not offi-
telligence must exist to justify their orders. Seldom does anyone cially exist, are unknown to CS leaders, and their targets are often
question the Emperor’s orders, mandates, or decisions except his traitors, spies, terrorists, and enemies who themselves lead secret,
son, a few members of the CS top brass, and a few trusted advi-
16
double-lives as innocuous, ordinary individuals. Thus, when that personnel, law enforcement, government officials, and anyone
Ordinary Joe dies of “natural causes” or in an “accident” or a in positions of authority and power. This goes double for those
“crime turned violent,” it is a tragedy that nobody questions or working in the ‘Burbs where crime, vice, temptation, and oppor-
thinks to investigate beyond the obvious. tunity abound. It is believed members of the military and law
Manhunter Interdiction. Whenever Psi-Ops Division has enforcement operating in the ‘Burbs are at a much higher risk
identified a clear and present danger (the player group, perhaps), of being corrupted by outside influences and turned against the
it is time for the Street Cleaner to step aside and let Management Coalition States due to the morally bankrupt and inhuman people
and Administration handle it from there. As noted previously, they encounter on the job. Psi-Ops makes sure to keep these sol-
this is likely to involve secretly passing intelligence data on to the diers and police from straying, and are often able to identity those
conventional authorities: police, ISS, NTSET, the military, Psi- who have succumbed to corruption and bribery – or are consid-
Battalion, etc. When conventional solutions are deemed insuffi- ering it – before things get too out of control. Just as important,
cient, too slow, or ill-equipped to handle the matter, however, the they can help identify when good intentioned military and law
Psi-Ops Administrator may call for a Manhunter Interdiction. enforcement personnel are stressed out and nearing their break-
Whenever the CS Bogeyman is summoned, serious business ing point before they snap and do something inappropriate.
is at hand. Interdiction is likely to be either a flat-out assassi- Prevention and Gentle Persuasion. Psi-Ops and its vigilant
nation sanctioned by the Emperor, or an undercover deep dive Concerned Citizens play a large role in preventing civil unrest and
operation to determine how far the rot goes, reporting findings ferreting out all manner of slow boiling threats to the security of
directly to the Administrator/Emperor. After the plot and major- the Coalition States and the Prosek regime. The Emperor’s secret
ity of people behind it have been identified, the Manhunters are thought police have eyes and ears (and psychic minds) watching
given their orders for the final resolution. This is usually termina- and listening everywhere. While their focus may be sniffing out
tion of everyone involved, sometimes including associates and traitors, spies, enemy infiltrators, shape-shifters, terrorists, and
family members. dissidents, more often than not, the roots of dissension are rather
Sometimes Manhunters are asked to quietly capture one or a mundane and subtly abated or resolved long before they turn into
few and terminate the rest. Any prisoners taken captive (a rare re- violence or insurrection.
quest) are either for the purpose of further interrogation, or more As surprising as this may sound, Psi-Ops intervention is often
likely to put a face on a villain for public theater and propaganda very helpful to its citizens. Not just by identifying those who have
purposes prior to their timely execution. become rebellious, corrupt, treasonous, or turned to crime, but
Manhunters get involved only after a thorough, covert inves- those who are suffering from combat fatigue, mistreatment by
tigation has been completed by Psi-Ops and Administration rec- superiors, financial stress, workplace discrimination, emotional
ommendations sent to the Emperor. When Prosek agrees or man- abuse, mental illness, and other maladies and conditions that may
dates extreme measures are required, one or more Manhunters, or provoke a person to “consider” extreme measures. With quiet in-
a Manhunter team, may be dispatched to find and terminate the tervention, corruption, bribery, crime, theft, and cheating is kept
perpetrator and any “loose threads” such as preventing damaging to a minimum, the cheerful status quo maintained. Workplace
information, secrets, or weapons from falling into the hands of bitterness, resentment, and dangerous emotions are uncommon
the enemy and neutralizing traitors and spies. throughout the Coalition States. In short, the majority of the civil-
Note: Within Psi-Ops itself, Manhunters are most likely to ian population is content and law-abiding.
impersonate a Street Cleaner. When stressors like those noted above are identified, espe-
cially within government, law enforcement, and the military, the
The Subtleties of Psi-Ops cause can be quietly and subtly addressed before the individual
breaks under the pressure or has to stand up for themselves, the
Psi-Ops Division has a cellular command structure, meaning situation averted before it boils over into violence or criminal-
most of its personnel are nameless, faceless operatives. They do ity. Government, military and law enforcement personnel can be
not know the identities of Concerned Citizens, informants, Street given much needed R&R (Rest and Relaxation/vacation) or reas-
Cleaners, Management, or Administration Officers. Two members signed to a position or commander better suited to their personal-
of the Concerned Citizens Network or two Street Cleaners could ity and/or aspirations. Abusive, corrupt, and incompetent lead-
walk past each other on the street, share a taxi, or even work in the ers can be quietly muscled into retirement, reassigned, retrained,
same office for years, and never know the other was also Psi-Ops. marshaled out, removed from command, and when warranted,
This is done deliberately to minimize the chance that any com- imprisoned for their misconduct and crimes. (And when autho-
promised operative can expose other members of Psi-Ops. This rized by the Emperor, made to disappear or have an accident at
level of secrecy and discretion enables Street Cleaners and Man- the hands of the CS Manhunters.)
agement, who do follow-up legwork and surveillance, to work in The same holds true for civilians. For example, when a civil-
complete anonymity and safety without worry about the safety of ian deserves a raise or promotion but is being overlooked, mis-
other agents or their families, interdepartmental rivalry, or inter- treated, or is suffering from mental instability or trauma, Psi-Ops
nal politics. This enhances their overall effectiveness and keeps may quietly instigate an intervention. The promotion is made
discontent within the Division to a minimum. It also means most to happen, a mental breakdown prevented, or abuse, crime, and
operatives within Psi-Ops do not know who answers to whom nor other wrongdoing brought to an end and justice and balance re-
even the number of operatives within the Division, in the field, or stored. This may involve an anonymous tip or information being
active within law enforcement, the military, or the government. revealed to a person who can make a difference, or quiet pres-
Concerned Citizens and Street Cleaners observe their fellow sure placed on them or a superior behind the scenes to do the
citizens, but are told to pay particularly close attention to military right thing. The resolution may involve providing a promotion or
17
raise or a perk. Other times, issuing mandatory training, retrain- in the most extreme circumstance is the whistle-blower, himself,
ing, reassignment, or dismissal of the offending party may be the branded as a traitor or an enemy of the CS, or framed for the al-
solution. The CS government sponsors a wide range of free, gov- leged wrongdoing, Mind Wiped, or made to “disappear” or suffer
ernment training and health programs to address workplace is- a fatal “accident.”
sues. By using Concerned Citizens to identify workplace discord The above notwithstanding, the overwhelming majority of
and Street Cleaners to suggest intervention to resolve potentially operatives within Psi-Ops, CS Manhunters included, are fanati-
explosive situations, corruption and workplace problems can be cal patriots dedicated to the Coalition States and its ideology at
more subtly addressed without requiring a whistle-blower to step any cost. They would sell out their own mother, accept false im-
forward or before an employee resorts to violence or crime, or prisonment, or face a firing squad before compromising Psi-Ops
suffers a breakdown that could hurt himself and others. Division, its operatives, their nation, or their Emperor. They also
Regardless of how you might feel about such an extreme in- correctly presume they too are under constant, secret scrutiny,
vasion of privacy – where secret agents are literally reading the watched, scanned, and probed via psionics to ascertain their loy-
thoughts and emotions of the people around them – it has worked alty and that their commitment has not been compromised or
incredibly well for the Coalition States, resulting in happy, loyal, their thinking corrupted. True enough, when Administration or
and productive citizens. Perhaps most important, is the secrecy. the Administrator believes a Psi-Ops agent or Manhunter has
Nobody realizes Psi-Ops even exists, let alone is watching them turned traitor or gone rogue, they are secretly investigated and
and manipulating their happiness. Thus, the inhabitants believe the appropriate measures taken to resolve the matter. Resolution
this is their own doing and embrace their modern utopia of post- varies with the level of corruption and trouble, from the Psi-Ops
apocalyptic life with pride and open arms. agent being reassigned, removed from Psi-Ops and given a mun-
dane job (with regular monitoring), to imprisonment, to being
Secrecy “retired” (killed) or made to “disappear” (killed, both at the hands
of the CS Manhunters). This is also true of any Manhunters who
Secrecy is a permanent and constant way of life for all active go rogue or turn against their nation or Emperor; they are hunted
members of Psi-Ops. Their closest friends or family members down with relentless resolve and neutralized by a Manhunter or
know nothing about their real position or secret work. If the ac- Manhunter squad.
tivities of a Psi-Ops Street Cleaner, Management, or Manhunter
are ever accidentally discovered and investigated by another
branch of CS authorities, Psi-Ops Administration takes steps to Close encounters with Psi-Ops,
shut them down. If an authority refuses to release a suspect or Street Cleaners & CS Manhunters
to be silent about their investigation or suspicions, more drastic
tactics are taken. When necessary, the Office of the Emperor may With the exception of the Manhunters, you might think your
reach out to quiet the situation and see an investigation dropped, player character is never likely to encounter any member of Psi-
suspect released, and the matter closed. Though few ever ques- Ops. After all, they are primarily an internal defense operation
tion the authority of the Emperor, such strong action might create within the Coalition States. But you would be wrong.
suspicion and start rumors. Consequently, more subtle tactics are Psi-Ops agents are hidden everywhere within the Coalition
likely to be used. This may involve having the individual behind States, including all branches of the CS military and law enforce-
the investigation fired, reassigned, discredited, framed for cor- ment. As a result, they may be hidden among active forces found
ruption or crime, or suffer an “accident” that silences them and within and outside the borders of the Coalition States. This could
ends their crusade once and for all. Other times the crusading be a Concerned Citizen, Street Cleaner, or Manhunter quietly
government official, accuser, or whistle blower suffers memory observing individuals or groups from within any organization,
failure or recants the allegations, both of which may be the result company, or collection of people – CS military personnel, law
of the tactical use of psionics by the Psi-Ops fixers, the Manhunt- enforcement, scientists, merchants, travelers, mercenaries, he-
ers. Hypnotic Suggestion, Mind Wipe, Implant Image or Memory roes, or ordinary citizens. In theory, a Psi-Ops Street Cleaner or
Bit, or Induce Nightmares, among other psi-powers, could all Manhunter could be any human encountered on the streets of any
achieve such results. More often than not, however, pressure or Coalition city, ‘Burb, military outpost or base, allied community,
the word from someone in high places is enough. or in the field. They could be the cleaning lady, a City Rat, a
It should be noted that outrageous claims of conspiracy and petty crook, an affable traveler, a friendly drunk, or any civilian
secret organizations are not likely to be believed or pursued in let alone a member of the military, Psi-Battalion, or law enforce-
the first place, especially if the allegations come from someone ment.
low on the political totem pole. They may also find themselves Coalition soldiers and police are assigned to duty in the ‘Burbs
compromised in such a way that it is best for them to drop the and in the field wherever the CS has people, interests, and influ-
matter. Furthermore, Administration usually has an easy time ence. Street Cleaners regularly venture into the ‘Burbs, allied na-
covering up Psi-Ops operations. Something as simple as indicat- tions, and locations outside the Coalition States to follow leads or
ing they are members of a Psi-Battalion secret investigation or to surveil individuals suspected of corruption, dangerous liaisons,
being agents from the Office of the Emperor on special assign- treason, espionage, terrorism, or sedition. They often operate un-
ment from a reliable higher power is enough to have any suspect dercover – a wolf (and mind reader) in sheep’s clothing – among
immediately released and the incident purged from the records. any CS group to ferret out threats to the Emperor, their nation,
In a worst case scenario, the individual interfering with Psi- and its citizens.
Ops affairs may find himself promoted, demoted, or his entire re- The bogeymen that are the CS Manhunters are always deep
gional office overhauled and purged in order to silence him. Only undercover and can go anywhere in the pursuit of their target.
That includes the streets of the fortress cities, the ‘Burbs and al-
18
lied nations to hostile enemy territory, foreign countries, criminal Precognition, Read Psychic Impression, Read Psychic Residue,
organizations, rebel groups, and far off places like Atlantis, the See Aura, Sense Evil, and Telepathy, among others, are common
NGR, and South America. There might even be one among your tools of the trade.
group of adventurers or heroes. Impossible, you say? You’d bet- Though they act in utter secrecy, the authority of Street Clean-
ter hope you are correct. ers (and Psi-Ops overall) is unparalleled. They have carte-blanche
A Game Play Note: If you ask your Game Master (G.M.) access to everyone’s personal information: police and I.S.S. files,
if you can roll up and play a Manhunter as an optional player military and government facilities and databases, the right to en-
character in disguise and probably on a special mission for the ter, search, and bug private residences and businesses, and follow
CS, please do not protest or argue should the G.M. say no. This and surveil visitors to the Coalition States. Psi-Ops Street Clean-
can be a tricky character to manage as a player character and as ers do not need probable cause or a warrant issued from a judge
a G.M. It may be seen as a distraction, challenging, unbalancing, to investigate someone or secretly enter and search their home or
or disruptive to the game resulting in your request being denied. business. All they require are their own suspicions and hunches
If the answer is yes, players, please play with care and attention or those presented by the Concerned Citizens, Management, Ad-
to detail. Such players need to understand the nuances and risk of ministration, or the Administrator. Of course, such an investiga-
playing a character that is an undercover agent for the CS. They tion is done in secret so the suspects never know they are being
must understand that if the character’s cover is blown, the other scrutinized unless action is taken against them.
player characters are likely to turn against the CS Manhunter and Thought Police. Malignant and dangerous thoughts or fanta-
may want to destroy that character. sies are reason enough to illicit an investigation and surveillance
of anybody. While Street Cleaner surveillance and searches are
usually done with the knowledge and approval of Management,
Street Cleaner O.C.C. they are given a great amount of autonomy and latitude in their
deciding when and why they should investigate. Seeking Man-
agement’s authorization is left to the discretion of the individual
and all Psi-Ops Officers Street Cleaner, and more often than not Management is advised
Psi-Ops Street Cleaners and Management are the two corner- about an investigation or surveillance that is already in progress
stones of Emperor Prosek’s thought police. Though they may or after it has been completed. This is especially true when it
investigate everything from the mundane to the magical, their is deemed to be urgent or an emergency vital to CS security or
primary areas of focus are uncovering and stopping plots against necessary to save lives. Management tries to monitor the Street
the Emperor and the CS government, and acts of treason, insur- Cleaners under them to make certain they are not abusing their
rection, and terrorism BEFORE they become a real and pres- power, but they are expected to be autonomous and make their
ent danger from within the Coalition States itself. This includes own judgement calls many times daily without having to check
monitoring not only CS citizens of all walks of life, but also their in with Management about every little thing.
fellow Psi-Ops officers, law enforcement, the military, public and Ethical. With this level of clout and autonomy, it may come as
political figures, and CS leadership. a surprise then that most Street Cleaners (and all Psi-Ops agents)
While the members of the Concerned Citizens Network are rarely abuse their privileges or power. This may be the result of
fundamentally ordinary people who eavesdrop and spy upon the their strong patriotic loyalty to the Emperor and the sanctity of
thoughts and actions of their neighbors and co-workers, all other life in the CS, or it may be that as members of Psi-Ops Division
members of Psi-Ops Division are trained intelligence specialists. they know at any given moment they may be under surveillance
It is the Street Cleaner’s responsibility to review and assess the themselves. To stay safe, they always need to be on their best
Concerned Citizen’s suspicions, particularly those they feel have behavior.
real weight to them. Patriots. Street Cleaners are on the constant lookout for
Psychic Detectives. Street Cleaners are experts in data re- threats to the Emperor and the CS government. When there is a
search, surveillance, intelligence gathering, intelligence assess- person, situation, or disturbing evidence of real danger, a Street
ment, threat assessment, disguise and undercover operations. Cleaner is required to examine it from all angles, determine the
Moreover, most Street Cleaners are undercover, urban field agents veracity and immediacy of the threat, how far the corruption ex-
who possess Minor or Major psionics, abilities they use to read tends, and who else may be involved. They also follow leads and
minds and emotions. This helps them recognize incriminating concerns that may come from confidential informants and assign-
thoughts, emotions, and behavior of suspects and witnesses that ments from Management.
may point to clues and lead to evidence. As thought police, Street As a rule, investigations and active surveillance are done from
Cleaners use Telepathy and Empathy to scan the surface thoughts a distance or undercover as to not alert the party under suspicion
and emotions of everyone they encounter. Those with the abili- that anyone is on to them. The fact that the ultra-secret Psi-Ops
ties to do so may also use them to read objects and weapons, scan agents exist outside the boundaries of the law and are unknown
auras, read the psychic residue left in a room or area, sense magic, to law enforcement, the military, and most government officers,
detect the supernatural, get glimpses of past or future events, and enables them to operate with impunity from the shadows without
gather a wide range of information not available by conventional fear of being recognized or compromised.
means. These same skills and abilities are often useful in deter- A substantiated theat is submitted as a Red Flagged Report to
mining when a person is likely to be innocent or guilty, harboring Management with the Street Cleaner’s assessment of the threat
dangerous secrets or beliefs, or is concealing hostile intentions level (low, moderate, high), and the immediacy of the danger as
toward the CS government, its Emperor, or its citizenry. Psychic they see it. Any data or evidence that has been uncovered is also
Sensitive abilities such as Clairvoyance, Empathy, Object Read, submitted along with a suggested course of action. This might in-
19
clude further investigation or surveillance, immediate action, ap- Once passed up the chain of command, Psi-Ops Management or
prehension and questioning, termination, etc. HOWEVER, those Administration may have the Street Cleaner, or a different Street
are decisions to be made by Management and Administration. Cleaner, or one of the official government agencies (law enforce-
As noted earlier, audio reports and suspicions are usually left ment, military, etc.), investigate the matter further when they feel
at blind drops on a tiny, digital data disc. In an emergency, or it is prudent, or it may be filed away in the non-threat category
when time is of the essence, they may “call in” on a secure line to until new concerns or evidence on the subject surfaces.
a secret Management clearinghouse monitored 24 hours a day –
think 911 for Thought Police. In most cases, they do not speak to
an individual. Instead, they get an automated answering system
The watchful ghost in the shadows
with which they leave a message. Often the only response is an It cannot be stressed enough: The Street Cleaner’s job entails
automated voice message acknowledging their message has been only observation, surveillance, and intelligence gathering. They
received, will be addressed, and that they are to stand down and watch, learn, investigate, and report their findings to Manage-
await further instructions, if any. In some instances, a live mem- ment. They are never to take direct actions against a suspect or
ber of Management may reply with specific instructions for the perpetrator.
Street Cleaner to continue to monitor and report on a situation Neither Street Cleaners nor Management are to confront, ac-
in real time or at intervals, but this is unusual. More often than cuse, engage, arrest, or attack the subject of an investigation. Nor
not, Administration notifies the proper agency to make the arrest does a Street Cleaner engage in interrogation, rescue operations,
of criminals, spies, insurrectionists or terrorists, or one or more or any direct action whatsoever against a perpetrator. They may
Manhunters are dispatched to deal with the problem. take subtle action to remove innocent people from harm’s way
A Street Cleaner also has access to a secure computer network when such an action will not draw attention to them, cause a com-
through which they may submit emergency correspondences, motion, or alert the suspect, but even this is discouraged and ill-
data files, and intelligence to Management, but this is also rare advised. To do anything more, no matter how heroic or patriotic,
and limited to use in emergency situations. In most cases, the is outside their jurisdiction and training, and likely to cost them
Street Cleaner’s job is done after they turn in their report and their position within Psi-Ops Division.
have passed along the intelligence to Management, trusting their Indiscretion results in their transfer to some other line of work,
superiors will handle the matter and move on to their next person possibly within law enforcement or Psi-Battalion, but more likely
of interest. than not a more mundane position that no longer deals with intel-
It should be noted Street Cleaners send along reports and as- ligence or security. All Street Cleaners and Psi-Ops personnel
sessments on every person or situation submitted to them by a understand this and seldom stray, no matter how desperate the
Concerned Citizen or their own personal hunch or lead. “All” situation or the number of lives at stake. Note: If it is a matter of
includes investigations determined to be nothing of consequence. immediate life and death or an immediate and dangerous security
20
breach, a Street Cleaner, and certainly Management, is allowed to enment and seldom stray from their duty. These super-patriots
contact the appropriate authorities – police, I.S.S., NTSET, Psi- are completely devoted to the Emperor and their nation, mak-
Battalion, CS military, etc. – as an anonymous citizen to avert ing them as incorruptible as they come. As insurance, they are
disaster or mass casualties. Likewise, both Management and Ad- subjected to “random psychic screenings” by Management, i.e.
ministration can directly contact the Administrator (i.e. Emperor psychic examination, telepathic and empathic readings, aura in-
Prosek) for an immediate response team (the authorities, military, spection, and so on, to ensure they haven’t been compromised.
or CS Manhunters) to respond. Similarly, when the situation is These screenings usually take place without the agent ever being
not a threat to national security but is something that should be aware of them.
addressed by another agency, Administration has the authority
and means to channel intelligence and evidence to the appropriate
organization.
Ways they try to help
Revealing their existence and identity or leaking information Street Cleaners and Management are trained extensively in
to the public or an enemy of the CS is an act of treason punishable the arts of observation, surveillance, investigation, covert and un-
by death, probably at the hands of a Manhunter. The Emperor dercover operations, psychology, and other means of intelligence
does not tolerate traitors or fools and sees to it they are put to a gathering. Most are Minor or Major Psychic Sensitives, some-
quick end. No member of Psi-Ops tolerates such betrayal to the times Mind Melters and other Master Psychics either with I.D.s
division or to their nation, and they will all report the slightest that have been altered to mask their abilities and identities, or
hint of wrongdoing among their fellow operatives. no “official” registration whatsoever. They are often given false
identities and special exemption from visible I.D. such as the
typical bar code tattoo indicating they are psychics. Such exemp-
A Life of Secrecy & Undercover Ops tions are also occasionally granted to high-ranking CS officials,
All Street Cleaners lead a secret life they dare not share even Psi-Net personnel and most human Manhunters to preserve their
with their spouse and the people closest to them. Each is given a identity and top secret work. Part of their training is to conceal
cover job that gives them the freedom to come and go at all hours their emotional responses and psychic abilities from others. This
of the day and night or leave for days at a time without caus- often includes their own spouses and family members, as well as
ing suspicion. When they go undercover, Management provides friends and fellow citizens at large. Thus, a Psi-Ops Officer has
the undercover identity, back story, and necessary documenta- an excellent poker face and is unlikely to show horror, surprise,
tion, false I.D., clothing and equipment to fit any circumstance disdain, satisfaction, or other emotions upon reading the thoughts
from civilian to law enforcement or the military. Since they work or emotions of anyone around them, nor show the slightest hint of
from a distance, such an identity seldom comes under scrutiny anything being wrong or of suspecting someone of wrongdoing
and is often something easy and simple such as a temp worker, or dangerous thoughts.
day worker, sanitation worker, repair person, inspector, advisor, While virtually all Psi-Ops Concerned Citizens, Street Clean-
or consultant. Once in place and in position, the Street Cleaner ers, and Management possess psychic abilities, many members
monitors the suspect and situation from a distance or in pass- of the Administration and certain others within the Division do
ing to determine if a genuine threat exists or not. As soon as the not. They possess other skills and talents that help in their work
threat is identified the undercover Street Cleaner submits his or of analyzing and assessing intelligence. Those Psi-Ops Officers
her findings to Management and they take it from there. Other who do not have psionics, but would like to, may volunteer for
Street Cleaners hold a permanent position within law enforce- the secret procedure that instills them with 2-4 abilities they
ment, the military, or government where they serve two masters can turn on or off at will. (This is the experimental NeuroStim
– with the intention of keeping those in power on the level and brain implant, mentioned earlier and described in detail later in
loyal to Emperor and country. Since Street Cleaners work hard this section.) However, 70% of Administration are not psychic,
at not inserting themselves directly into any given situation and though half have some degree of cybernetic or bionic augmenta-
watch from a distance, rarely are they even noticed let alone fall tion, and others have specialized training and top priority access
under suspicion. privileges. Regardless of their skills and abilities, they all work to
This combination of secret identity, autonomy, training, and ferret out enemy infiltrators and foreign and domestic threats in
psychic abilities makes Street Cleaners part of the most effec- the defense of their Emperor and nation.
tive and invisible state surveillance apparatus ever devised. There When an individual or group falls under a Psi-Ops investiga-
are rumors within Psi-Ops that some of their most skilled agents tion, there are a number of ways Psi-Ops is able to take action.
have been installed among various allied human kingdoms like In some cases, an attempt may be made to persuade or otherwise
Northern Gun, the Manistique Imperium, Whykin, the now inde- turn a liability back into an asset. Other times it is a matter of cor-
pendent nation of Free Quebec, the ‘Burbs, and even Triax and recting an issue or putting a stop to a brewing problem. This is
the New German Republic, as deep-cover agents. Such Psi-Ops most common when a dutiful or important citizen, employee, or
Street Cleaners not only serve to gather high-value intelligence, soldier has begun to “stray from proper values” and the Adminis-
but are reputed to have influence over key leaders to encourage trator believes he or she can be reoriented back into the fold. It is
cooperation with the CS and to pave the way for CS expansion the Psi-Ops agent that is likely to try to set things right.
efforts. It is unknown whether such rumors are true or not. Trained in psychology, the Street Cleaner (or Management)
You might think an organization like this would be ripe for may play the caring and concerned friend or co-worker, coun-
abuse and corruption, yet it is not. They, like the Emperor they selor or Human Resources staff who expresses concern and offers
serve, truly have the best interests of the Coalition States at heart. advice. Sometimes this is as simple as a sympathetic ear to whom
They are dedicated to the survival of humanity under CS enlight- the individual can speak in utter confidence and receive words of

21
encouragement or a possible solution through the proper chan- determinations and defusing dangerous situations before they es-
nels. Most Street Cleaners (and Management and Administration calate.
officers) sincerely want to help. They want the citizen in crisis ! +2 on Perception Rolls to recognize when a person is attempt-
or turmoil to find justice, get help and do better to stay a use- ing to be evasive, deceptive, or trying to block and conceal
ful, loyal citizen. Moreover, the Psi-Ops Officer has the means to their thoughts and emotional responses. If nothing else, this
help with an array of helpful strategies and tactics, help lines, CS suggests the person is not being forthright and may be a) lying,
programs, and channels to solve workplace and home problems or b) hiding something/knows more than willing to admit, c)
or at least put the individual on the right path to guidance and may be guilty of the crime or knows the person(s) responsible,
counseling. or d) is trying to protect someone else.
If the disgruntled and frustrated citizen is being abused, bul- ! +3 on Perception Rolls to recognize when a person is simply
lied or overworked, and needs a vacation, the Street Cleaner or frustrated, disgruntled, or angry, or really is a serious threat
one of his superiors have the means to get the individual that on the verge of violence, bloodshed, or destruction. They are
promotion or acknowledgment they deserve, or a vacation or spe- expert at sniffing out people with hostile intentions and recog-
cial but reasonable consideration for extenuating circumstances. nizing when a person is a powder keg ready to explode or is
If deemed necessary, it can be arranged to have the citizen reas- experiencing a psychotic break from reality. Such individuals
signed to a better position or location or a boss better suited to his are likely to want revenge against others (a specific person, a
or her temperament, or see to it that an abusive or corrupt boss government leader, the authorities or an institution, etc.) for a
is forced to resign and faces the consequences for misconduct perceived wrong or injustice, and are easily provoked to vio-
(replaced, fired, forced into counseling or CS reorientation, go lence. Such an individual is also a prime candidate for being
to jail, etc.). Trained Psi-Ops agents are quick to have cruel and radicalized and turned into an enemy of the Coalition States
abusive individuals in positions of authority sent to counseling and its leadership.
themselves, or retrained, reassigned, or fired to the benefit of the Most Psi-Ops agents (including Manhunters) are skilled at
greater good. If the wayward suspect does not respond to such profiling people, assessing their emotional and mental state, and
interdiction on their behalf, and does NOT change their ways, the recognizing when an individual is a violent threat or on the verge
individual or group is kept under surveillance, and the moment of becoming one. This enables Street Cleaners to assess the threat
they cross the line into sedition or criminality they are arrested level and determine ways to talk the person down or take other
and dealt with accordingly. Information is distributed to the right preventative measures to stop the impending violence, crime,
people and authorities to make certain those engaged in criminal corruption, or treason before it goes that far, or to stop it from
or morally bankrupt practices pay for their wrongdoing. Street escalating further. Psi-Ops is all about nipping trouble in the bud
Cleaners and most Psi-Ops personnel are ethical and staunch be- BEFORE people are hurt or damage is done to the nation as a
lievers in fair play and justice. whole.
Their strong sense of justice and ethics comes from the values (Note: CS Manhunters are generally less concerned with stop-
and high ideals most Psi-Ops personnel share to begin within, but ping tragedy and violence than using it to their advantage. They
also from being Psychic Sensitives with a highly developed sense may stoke the fires of hot emotions and madness to get a dis-
of empathy. Street Cleaners and most psychics are able to gain a turbed person to kill their target, or to snap and reveal his infor-
deep understanding about the people they investigate, and com- mation, plans, co-conspirators, the location of a bomb or hideout,
miserate with victims and those suffering due to the actions of the etc. Or the Manhunters may want to launch the agitated person
perpetrator. Their ability to literally read minds via Telepathy and into a violent rage in order to create a distraction or cover for their
feel emotions through the use of Empathy and other psi-abilities actions, or to set the individual up for the murder the Manhunter
that enable them to “read” people, psychic residue, objects, and is about to commit, and so on.)
situations, makes Psi-Ops Officers acutely aware of the pain in- 2. Other O.C.C. Bonuses: +2D6 to S.D.C., +1 to M.E. or P.E.
flicted by traitors and evildoers. It helps them cut through the attribute (pick one), +1 to save vs possession. These bonuses are
garbage and the walls people try to put up and get to the truth. A in addition to any from their O.C.C. Skills.
person may be saying one thing, but the Psi-Ops psychic knows 3. Psionic Abilities: Approximately 80% of Street Cleaners
what they are really thinking and feeling. and Management possess some level of psionic ability. A rate un-
precedented anywhere outside of Psi-Battalion and Psi-Net. Most
Street Cleaner & Management Psi-Ops Street Cleaners and Management possess Major Psionics
with 6-8 psychic abilities, and some (5%) are Master Psychics.
O.C.C. Psi-Abilities & Bonuses Another 10% are Minor Psychics with 2 Sensitive abilities, and
1. Perception Roll Bonuses: Possessing psionic abilities 20% are given 2-4 psychic abilities they are able to turn on and
helps Psi-Ops Officers uncover secrets, truths, and threats quick- off at will via a special procedure. (See the NeuroStim implant,
ly and efficiently. Many are so skilled that they are able to al- described elsewhere.) Helped by their training and predominantly
most instantly evaluate whether a person is simply disgruntled Psychic Sensitive abilities, they do a superior job of surveillance
but harmless or a genuine danger to others. Though most citizens and intelligence gathering.
within the idyllic Coalition States feel safe and content, some still Regardless of the range or source of their psionic abilities, all
harbor dangerous secrets or beliefs, revenge fantasies, or have Psi-Ops Street Cleaners and Management have a gift for obser-
violent thoughts. The trick is ferreting out those who intend to act vation, surveillance, intelligence, analysis, and undercover work.
upon these dark thoughts and emotions. Psi-Ops Street Cleaners, They are the eyes and ears of Big Brother, lurking in the shadows
Management, and Administration are all expert in making such and seldom seen, heard, or recognized.

22
Psionics Determination: Roll percentile dice on the follow- Psi-Ops agents). Abilities may be selected from new and classic
ing list for random determination or select one with the G.M.’s psi-powers.
approval. In the alternative, select two Sensitive abilities of choice, two
01-20% No Innate Psionics: The character has no natural psy- Physical abilities, two Healing or two additional Sensitive abili-
chic abilities, but gets an additional skill package listed below ties (any), for a total of six mixed psionic powers. Abilities may
and 2-4 cybernetic or bionic features that help in their work as a be selected from new and classic psi-powers.
Psi-Ops Officer to investigate, spy, and gather intelligence. Not In either case, Base I.S.P. is M.E. attribute number +4D6; add
every Psi-Ops Officer is psychic. Attribute Bonus (special): +3 1D6+1 I.S.P. per level of experience.
to one of the following attributes (pick only one): I.Q., M.A., or 96-00% Master Psychic: A Master Psychic within Psi-Ops is
M.E. a gifted human who quietly puts his or her vast range of psychic
21-30% Minor Psionics: The Psi-Ops agent has any two Psy- abilities to work for Emperor Prosek to further his vision for hu-
chic Sensitive abilities, though two of the following are most manity. Select any of the Psychic O.C.C.s found in the Rifts®
common for this type of work: Clairvoyance (4), Empathy (4), core rule book (Burster and Mind Melter; not Mystic) and CS
Machine Ghost (12), Object Read (6), Precognition (10), Pres- Manhunters. Members of Psi-Battalion, I.S.S., or Psi-Net (see
ence Sense (4), Read Psychic Impression (2), Read Psychic Resi- Rifts World Book 11: Coalition War Campaign, pages 193-
due (5), Remote Viewing (10), See Aura (6), Sense Evil (2), Sixth 195) may be the equivalent of any of the above, or the CS version
Sense (2), Speed Reading (2), Telepathy (4), or Total Recall (2). of the psychic O.C.C.s in Rifts® World 12: Psyscape. Psi-Stalk-
Base I.S.P. is M.E. attribute number +2D6. Add 1D6 I.S.P. per ers, Dog Boys, and Kill Hounds are never an official part of Psi-
level of experience. Ops. Only 100% humans. But they are often part of a Manhunter
31-50% Minor Psychic due to NeuroStim Implant: Typically team.
3-4 psionic abilities. See the description of the NeuroStim Im- Abilities may be selected from new and classic psi-powers.
plant, elsewhere in this section, page 31, to determine how many Base I.S.P. as per the chosen psychic O.C.C.
and which abilities are available. Base I.S.P. is limited to M.E. 4. Meditation Skill: There are two types of Meditation: The
attribute number +20 I.S.P. per 24 hour period. I.S.P. recovers Meditation skill, below, which all Psi-Ops Street Cleaners, Man-
at a rate of 2 points per hour of rest or relaxation, four I.S.P. per agement, and Administration Officers know, and the Meditation,
hour via the Meditation skill (described below). Advanced psionic ability. Though the latter has zero I.S.P. cost,
51-95% Major Psychic: A Psychic Sensitive with the abili- it is an advanced form of Meditation that must be selected as one
ties of Telepathy (4) and Empathy (4) or Clairvoyance (4), AND of the psychic’s chosen psionic abilities (see Meditation Revis-
six Sensitive abilities of choice (any, though see #21-30, above, ited in the Psionics section for complete details).
for some of the most common and useful Sensitive abilities for The description below is the Meditation Skill.

23
Meditation (Skill): Range: Self. Duration: As desired, but examining details with care and accuracy, observation, research,
requires at least one hour of meditation to get its significant re- analysis, and psychological profiling.
storative value. I.S.P.: None. Base Skill: 30% + 5% per level Investigative techniques can be applied to people, places/en-
of experience (+30% bonus for all psychics, including Minor, vironments, events, evidence, body language, the spoken word,
Major, Master, Psi-Hounds, and Psi-Stalkers). Note: Whether it written word, photographs, sounds, scents, audio and video. A
is listed in their O.C.C. description or not, ALL psychics – Mi- character with this skill is more likely to remember details, lo-
nor, Major, and Master – automatically get the “Meditation skill” cate hidden compartments, find clues and patterns, and recognize
either through an intuitive understanding and knowledge that corresponding relationships between clues, evidence, and other
comes naturally to them or is learned from another psychic. (See data. The details, evidence, and data are then analyzed and pieced
the Psionics Descriptions under Healing Psionics for a more de- together to formulate working theories and narratives, possible
tailed description of the Meditation Skill and for the Medita- or likely scenarios and outcomes, and identify suspects, motives,
tion, Advanced, psychic ability. threats, targets, locations, accomplices, hidden assets, and so on.
The Meditation Skill is the practiced methods and techniques This is done by identifying connections between disparate pieces
for relaxation available to anyone who wants to learn it, includ- of information, evidence, and known facts to find context as well
ing non-psychics and practitioners of magic. It helps to clear and as ruling out competing theories.
connect mind, body, and spirit to find mental and physical calm, Base Skill: 25% +5% per level. A failed roll means the clues
peace, and awareness. This is a light trance state, so any person and evidence remain inconclusive and there is no clear motive,
meditating remains aware of what is happening around them, will suspect, threat, theory, or lead.
hear a twig break underfoot as someone approaches, a person 6. Informants (special): One of the tactics often employed
calling their name, the sounds of the wind, a storm, combat, etc., when gathering urban intelligence is the use of informants. An
and can snap out of the meditative state in a heartbeat to respond informant is someone who supplies information to an investiga-
or defend themselves. tor willingly, unwittingly, for payment, to curry favor, or for their
A successful skill roll means the individual quickly enters own reasons. A confidential informant or criminal informant, as
into a light, meditative trance state and comes out of it feeling used by law enforcement, provides privileged information about
refreshed, energized, and focused. a person or organization, usually in secret and without the con-
A failed skill roll means the character has spent 5 minutes sent of the individual or group. Such an informant may be a wit-
trying, without success, to clear their mind and get into the medi- ness to a crime or wrongdoing, or an insider that is part of the
tative state. Wait another 5 minutes and try again. If the roll fails, individual’s or organization’s inner circle.
repeat this process until successful or until the character decides Informants may also be ordinary citizens and people such as
to give up (no meditation or restorative properties). neighbors, co-workers, City Rats, police officers, reporters, cargo
Restorative Properties of the Meditation Skill: haulers/truckers, taxi services, merchants, witnesses to wrongdo-
Psychics: Minor and Major psychics recover 6 I.S.P. per hour ing, and busybodies with their eyes on the street and ears to the
of meditation. Specific Psychic O.C.C.s will indicate the amount grapevine. People who know what is happening in their neigh-
of I.S.P. restored via Meditation. borhood and are privy to gossip, rumors, news, vice, and criminal
Many Master Psychic O.C.C.s like the Mind Melter, Burster, activity. They are not criminals or traitors themselves, but know
and CS Manhunters recover a greater amount of I.S.P. per hour of things happening on the street nonetheless.
meditation (often it is 12) as described in their respective O.C.C. Informants of unsavory character may include street gangs,
description. If no amount is specified, 6 I.S.P. are recovered per Body-Chop-Shop workers, Cyber-Snatchers, petty criminals,
hour. drug dealers, sellers of contraband, people with connections to
Ordinary People/Non-Psychic: Find superior calm, rest, and the Black Market and other criminal organizations, and mem-
relaxation through Meditation and feel relaxed, re-energized, and bers of criminal enterprises looking to take down their rivals and
focused upon coming out of it. This provides a +2% bonus on all competition, or who seek revenge for any number of perceived
skills for one hour after meditation. Also see Everyone, below, slights, or payola.
regarding sleep/rest. Street Cleaners are likely to know about many such individu-
Everyone: Whether it is via the skill or the psionic ability, ev- als who may know things the average person and police do not.
ery hour of Meditation also counts as two hours of sleep. Thus, Since Psi-Ops rarely engages in overt intelligence or paying
one hour of Meditation under the skill equals two hours of restful people for information, however, Street Cleaners have become
sleep, two hours of Meditation equals 4 hours of restful sleep, adept at using other tactics to create unwitting informants. This
etc., as well as restoring I.S.P. is done via surveillance and undercover operations in which they
Note: ALL psychics automatically get this skill. If Meditation become friends or acquaintances, or Joe Nobody passing by who
is listed among the Psionic abilities (not skills), it refers to the strikes up a conversation with such individuals. Conversations or
superior “Advanced” Meditation psychic power, described in the questions or close proximity that seems innocent enough. During
psionics section, page 116. that conversation, or just standing close enough to use psionic
5. Investigation Skill, Expanded: A rare and specialized skill abilities, the Street Cleaner skims their thoughts and reads minds,
available to Psi-Ops Street Cleaners, Management, Administra- emotions, personal items/objects, vehicles, and locations to get
tion, and Manhunters as well as ISS Specters and CS police spe- information. An innocent but leading question enables the psy-
cial investigators and detectives. The skill was first introduced in chic to read the thoughts and emotions of the person to get their
World Book 11: Coalition War Campaign, page 183). Tech- real “thoughts” on the matter, or to see faces, thoughts and im-
niques, principles, and theories of investigation. It includes how ages as the person automatically recalls what they know. Info
to look for and recognize clues and evidence by systematically and details which may also lead to images of the perpetrator (or
24
at least who that person was told is, or believes to be, the per- make the hard choices to keep humanity safe in a world where
petrator), an address, a name, a time, a location, and other leads the monstrous and magical are a constant threat. Perhaps some
and information. Reading emotions may indicate if the unwitting innocent people – mainly outsiders – are hurt by the Coali-
(or willing) informant is afraid, happy, sad, proud, nervous, etc., tion States’ policies, but it is all for the greater good. They
which may in turn indicate whether he or she is holding back, ly- believe the Coalition States are the last bastion of humanity
ing, telling the truth, pulling a trick, innocent or guilty of a crime and the only true hope for not just survival, but prosperity.
or treason, etc. Everything they do is to secure the survival of the Coalition
These unwitting informants may also be known associates of States. A cause – no, a calling – which they are willing to die
the suspect or a criminal or underground organization, but be- for, if necessary.
cause they do not see the Street Cleaner as a threat or a spy, they Reminder: Street Cleaners are trained for intelligence gathering
speak – or more likely “think” – freely and unguarded around and surveillance, which is similar, but different from espio-
him. This applies whether they think the Street Cleaner is an in- nage. They are not spies, per se, but rather urban field agents
nocent neighbor, co-worker, visitor, or passerby. who look for evidence of treason, gather intelligence on CS
The above notwithstanding, Street Cleaners often develop a citizens, and assess threats among the citizens, military, au-
network of informants in different parts of the city who hold thorities, and leadership of the Coalition States. They are al-
different positions within CS society, people who may be able to ways undercover as ordinary CS citizens, do not wear uni-
turn up leads and provide helpful snippets of information. forms unless undercover and impersonating law enforcement
1D6 Ordinary “Street Informants” such as City Rats, or military personnel, and look like Joe Average. As noted
neighbors, co-workers, business owners, busybodies, and fellow earlier, investigations and surveillance are usually done from
citizens who know the buzz on the street and are trying to keep a distance without anyone – not the suspect or the authorities
their neighborhood safe or just like sharing gossip and rumors. – being aware of their presence or activity.
1D4 Unsavory “Criminal Informants” at levels 2, 5, 8, 11, O.C.C. Skills:
and 14. These are probably petty thugs and low level members of Computer Hacking (+10%)
criminal enterprises such as sellers of drugs and contraband, Body- Computer Operation (+20%)
Chop-Shop personnel, smugglers, forgers, fences, thugs, crooks, Intelligence (+15%)
and Black Market grunts, but over time a few may rise through the * Investigation (+20%; as described above).
ranks and into positions of greater power and knowledge. Language: Native Tongue: American
These gossips, snitches, and criminals are in addition to name- Law: General (+20% for CS law only)
less, faceless, Psi-Ops “Concerned Citizens,” and, of course, none Literacy: American (+20%)
of the informants have any idea their neighbor or pal is a member Math: Basic (+10%)
of a super-secret CS organization. None. And they would never * Meditation (+5%; as described above).
believe it if they found out otherwise. They would instead assume Performance (+5%)
it is all a ruse and the Street Cleaner is really a law man, CS mili- Psychology (+10%)
tary, or a member of a rival group. Research (+20%)
Informant’s Base Skill: None. Roll under Surveillance or Un- Surveillance (+20%)
dercover Ops, whichever is higher, whenever trying to maintain Undercover Ops (+20%)
their false identity or pretending to be an Ordinary Joe Citizen. W.P.: Energy Pistol
W.P.: One of choice (Any, Ancient or Modern)
Psi-Ops Officers: Street Cleaner, Hand to Hand: Basic
Management, Administration Stats * Special skills described above, under O.C.C. Abilities.
Also see Perception Rolls, Psionics, and Informants.
Also Known As: Watchers.
O.C.C. Related Skills: Instead of selecting O.C.C. Related
Rank: Officer. Street Cleaners are roughly equivalent to a ser-
Skills, pick one of the following “Skill Packages.” This is the
geant. Management to a captain. Administration to a colonel.
Psi-Ops Officer’s area of specialty.
Requirements: Humans only; no mutants, Psi-Stalkers, or Psi-
Hounds. Fierce patriotism and respect for Emperor Prosek. Communications Skill Package:
Major Psychics with Sensitive abilities are ideal. An area of expertise in electronics and communications.
Attribute Requirements: I.Q. and M.E. of 9 minimum, the Bonuses: Additional +5% to the Computer Operation and Sur-
higher the better. A high M.A. and P.E. are a plus but not a veillance skills.
necessity. Additional O.C.C. Skills:
Alignment and Personality: Any, but most are of Good align- Basic Electronics (+10%)
ments, a few Anarchist and Aberrant (honorable evil). Re- Computer Repair (+10%)
member, Psi-Ops Officers are super-patriots who believe in Cryptography (+5%)
and work to defend their nation and their Emperor. They see Radio: Basic (+10%)
themselves as heroes and protectors of humanity, starting with Sensory Equipment (+5%)
the protection of the Emperor, followed by the protection of T.V./Video (+20%)
their fellow citizens and the CS way of life. To them the Em-
peror is their ideal and the reason why the CS has grown and Investigation Skill Package:
become so powerful under his astute leadership. They regard An area of expertise in assessing, finding, and piecing together
Emperor Prosek as a brave and self-sacrificing hero willing to clues, data, and evidence.

25
Bonuses: +2 to notice and recognize evidence, data, and details Pick Locks or Prowl (+10%), pick one.
others may have missed. An additional +5% to all Computer Streetwise (+10%)
skills and the Investigation skill. Wardrobe & Grooming (+5%)
Additional O.C.C. Skills: Secondary Skills: Select three from the Secondary Skills list on
Appraise Goods (+10%) page 300 of Rifts® Ultimate Edition at level one, and one new
Basic Electronics (+10%) Secondary Skill at levels 3, 7, 10, and 13.
Basic Mechanics (+10%) Standard Equipment: Identity and travel documents, proof
Crime Scene Investigation (+20%; no requirements necessary) of citizenship, 1D6+6 outfits that won’t stand out from the
Detect Concealment (+5%) crowd, plus backpack or duffle bag, portable computer with
Locksmith (+10%) hacking software, 1D4 spy cameras, 2D4 listening devices,
T.V./Video (+10%) 1D4 wireless mics, 1D4 other “bugs,” 2 Imposter Bug Mo-
Military Skill Package: bile Units (described on page 27), portable forensics kit (with
This skill set indicates a Street Cleaner or Psi-Ops Officer was multi-spectrum light source, passive nightvision goggles, mul-
recruited from a branch of the military or law enforcement. tiple plastic vials and plastic bags for sample collection), digi-
Bonuses: Change Hand to Hand: Basic to Expert, +2 on Percep- tal camera, recording equipment, a knife and multi-tool, auto-
tion Rolls to recognize other military and ex-military/mercenary/ mobile lock pick (electronic lock-picking device that works on
combat vets; e.g. people who carry themselves with a military all but the most advanced tumbler locks), small portable tool-
bearing and/or exhibit military training and experience. kit, and a suit of concealable plain-clothes armor (15 M.D.C.,
Additional O.C.C. Skills: typically a business suit and/or long coat).
Climbing (+5%) or Running (pick one) Special Equipment on Assignment: Undercover clothing and
Detect Concealment (+5%) uniforms, identification, equipment and all necessary creden-
Military Etiquette (+10%) tials required for each undercover operation. As long as the
Radio: Basic (+10%) Street Cleaner can justify the need to Management, the officer
W.P. Energy Pistol can usually get whatever uniform, costume and related gear,
W.P.: One Ancient weapon of choice. including basic weapons, necessary for the job or assignment.
CS top security clearance and authorization that is either
Research Skill Package: attached to Psi-Battalion or the Office of the Emperor. Both
An area of expertise in analyzing and assessing data, clues, usually get the Psi-Ops officer released from custody should
and evidence, and recognizing patterns, profiles, modes of opera- he or she be apprehended and put an immediate stop to all
tion, and potential targets, threats and danger. questions. This is, however, a last resort used only when ab-
Bonuses: +2 to notice and recognize the importance of infor- solutely necessary.
mation, details, clues, and evidence. An additional +10% to all Theoretically, a Psi-Ops operative can secure any reason-
Computer skills, Literacy (American), Mathematics: Basic, and able amount of credits necessary for small payouts to infor-
Research skills. mants and bribes, staging purchases of illegal goods, etc. Any-
Bonus Psionic Power (special): Speed Reading (2) or Total Re- thing over 10,000 credits, however, requires approval from
call (2), pick one. This is an extra ability in addition to the num- Administration, but can be obtained in as little as 8 hours in
ber that is usually available. one of the Coalition fortress cities and 20 hours in outlying
Additional O.C.C. Skills: areas.
Computer Programming (+10%) Money: Starts with 4D4x1,000 credits in the bank and a personal
Find Contraband (+10%) salary of 6,000 credits per month deposited in a clandestine
Forgery (+10% to recognize fake/forged I.D.s and govern- account. This is in addition to any “legitimate” salary made by
ment documents, forged artifacts, books, and works of art, but their cover identity.
no bonus to make forgeries themselves). Cybernetics/Bionics: Usually none, because cybernetics and
History: Post-Apocalypse (+10% only when it is CS specific). implants interfere with, and even obliterate, psionic abilities.
Lore: Psychics & Psionics (+5%) Or a CS Security Clearance Access Chip (see page 37 in the
Salvage (+5%) Rifts® Bionics Sourcebook, for CS systems only), and/or
one or two other minor cybernetic implants for Psi-Ops Of-
Undercover Skill Package:
ficers who are psychic.
The consummate skill of hiding in plain sight. These agents Non-psychic Street Cleaners, Management and Adminis-
seem to be nonthreatening, ordinary, or friendly, and barely tration officers can select up to four of the following cyber-
memorable. They fit in with the crowd wherever they go, and netic/bionic systems to start with: Any available sensory or
seem comfortable in their own skin even when that skin is an optic system, Clock/Calendar, Facial Recognition Uplink,
undercover ruse and a false identity. Cybernetic Disguise, Finger Camera, Fingerjack (very com-
Bonuses: +1D4 to M.A., +5% to evoke trust, and +10% to Inves- mon), Headjack, Radio Headjack, Gyro-Compass, Language
tigation, Performance, and Undercover Ops skills. Translator, Medical systems, Modulating Voice Synthesizer,
Additional O.C.C. Skills: and NeuroStim Implant.
Barter (+10%) Other cybernetics and Bio-Systems may be made available
Disguise (+10%) upon approval from Administration (in this case, the Game
I.D. Undercover Agent (+10%) Master), and are sometimes awarded for excellent service, as
Impersonation (+10%) accommodations, and for certain undercover operations.
26
See the Rifts® Bionics Sourcebook for the full range of surface in a room like the bottom of a lamp, under a tabletop or
cybernetics, bionics, and Bio-Systems. That sourcebook also furniture, the interior of an air duct, or the underside of a seat or
offers more information about City-Rats, Cyber-Snatchers, instrument panel in a vehicle. Alternatively, they may be built
and Body-Chop-Shops. into or hidden in an object that may be given as a gift, dropped,
G.M. Note: With the power and latitude given to Street Cleaners “accidentally” left behind, slipped into a pocket or bag, or other-
and other Psi-Ops Officers, this O.C.C. is likely to be most wise left in the location being monitored. Range: Can transmit up
suitable for NPCs (Non-Player Characters). If allowed as a to 600 feet (183 m). Cost: 250 credits.
player character, it should be made very clear that if the char- Concealed Cameras/Body Cameras: Technology that en-
acter steps out of line with CS doctrine without the intent of ables tiny cameras to be hidden inside jewelry, ink pens, cigarette
bringing traitors, spies, and enemies to justice or gathering lighters, wristwatches, key chains, goggles or eyeglasses, hand-
intelligence vital to national security, the character is subject held devices, hats, caps, badges, buttons on clothing, etc., as well
to immediate termination, or worse. This could force the char- as built into weapons/guns, knife and sword handles, helmets,
acter to have to flee for his or her life and possibly necessitate body armor, and household objects such as clocks, radios, smoke
rolling up a new character if the party doesn’t intend to follow detectors, picture frames, doorbells, exit signs, statues, knick-
suit. knacks, toys, stuffed animals, etc.; wide angle or narrow lens.
Cameras are often motion or sound activated.
Advances in technology have added audio recording capabili-
Psi-Ops Division Tech ties to the tiny, hidden surveillance devices though sound quality
is only good for up to 15 feet (4.6 m). A lot of loud, ambient noise
such as a party, bar, concert, machine shop, etc., obscures most
By Mark Oberle and Kevin Siembieda of the audio except from the person wearing/using the device and
The following items represent a collection of new and ad- those within 2 feet (0.6 of him). Even then, however, 1D4x10%
vanced equipment only available to elite intelligence agents of their words are likely to drop out or be indistinguishable. Re-
within the CS, including Military Specialists, Psi-Battalion, and, cords up to 12 hours of video and sound or 48 hours of just sound.
secretly, Psi-Ops. Body Cameras that attach to a uniform, armor, or helmet are able
to record 260 hours of sound and video. Cost: Small portable unit,
Covert Surveillance Devices 200 credits. 300 credits for wireless units able to transmit sound
and video, or to record and transmit audio and video. 750 credits
Various devices exist to monitor the activities of others with- for heavy-duty Body Camera. Wireless Transmission Range: 200
out their knowledge, all with different capabilities and applica- feet (61 m); half underground. Farther for the larger body cam-
tions. The following are notable types of electronic surveillance eras, 500 feet (152 m) and typically able to record up to 260 hours
devices or “bugs.” All of these devices are designed to be placed of sound and video.
in such a way that one or more areas, people, devices, or systems Contact Mic: Similar to an ambient mic in that it picks up
can be monitored. Note: These items are not available to the av- audio, but this device is attached to a window or similar hard
erage citizen of the Coalition States or citizens in most places. surface and converts vibrations in the material into recorded
They are typically used only by special units within the police sound. Notable because the bug can be deployed on an exterior
and military, including Psi-Battalion and Psi-Ops (and CS Man- wall/window rather than having to access the building or vehicle.
hunters). Even as contraband from the Black Market, availability Range: Can pick up sound up to 25 feet (76 m) away and record
is poor, largely due to limited demand. Note: Characters with the up to 20 hours of audio. Able to transmit up to 2,000 feet (610
Surveillance skill can use any and all of these devices. m) away. Cost: 170 credits. Add 30 credits to make it sound acti-
Acoustic Noise Generator: Muffles conversations, distorts vated. Good availability.
bugging systems by 35%. Cost: 900 credits. Datalogger: Just as it sounds, this electronic listening device
Advanced Wall Mounted Video Camera: This small, re- records certain information gathered, transmitted, or stored by
mote video camera is only the size of a fly or a jellybean, and a computerized system. Examples might include recording the
very easy to conceal. The camera is backed with a powerful suc- keystrokes on a personal computer, the precise movements of au-
tion device that will adhere to any smooth surface, whether it be tomated manufacturing equipment, or the I.D. code of anyone
a wall, table, appliance, vehicle and so on. The video wall mount who gives orders to a sentry robot. Such a device may be used
can broadcast continually for 72 hours, or by remote or at prepro- continually for a time and accessed later, but if the information
grammed intervals. The lens has limited mobility, able to rotate needed is already stored by a system, a datalogger might be used
in a 90 degree arc. Its audio capacity has twice the duration of its to access and copy that information in mere seconds. Takes just
video transmission and is able to pick up sounds up to 20 feet (6.1 1D4 melee rounds for data up to 100 terabytes, and 2D4 minutes
m) away with crystal clarity. The monitor can be a mini-handheld for anything larger. Cost: 100 credits.
screen or any variety of larger or multi-unit monitors. Range: Can Imposter Bug Mobile Unit (IBMU): Also known as a “Spy
transmit up to 1,000 feet (305 m). Cost: 600 credits; fair avail- Bug” it is the size and shape of either a firefly or cockroach with
ability. Handheld receiver and monitor with editing capabilities two tiny, built-in, wide-angle cameras, and a contact mic for the
costs 600 credits. purpose of listening and spying. This tiny, walking, robot “bug”
Ambient Mic: This is what most people think of as a “bug.” can be dropped into a carrying case, bag, the cuff of pants or
A small, wireless microphone the size of matchstick or a tiny, sleeve, someone’s pocket, vehicle, or in front of an open door
flat, circular mic about the circumference of a pea. It picks up or window to scurry inside. Like a real insect, the walking bug
and transmits ambient sounds. The mic is typically attached to a follows the walls and is programmed to hide in the shadows and
27
crevices of dwellings, under and in folds and crevices in furni- in cracks, mounted in walls or placed in similar, small, “keyhole”
ture, rugs, and objects on the floor. It can squeeze through cracks type crevices. Picks up sounds up to 34 feet (10.4 m) away and
as small as an eighth of an inch (3.175 mm) wide. transmits up to 1,000 feet (305 m). Cost: 150 credits; fair avail-
Each imposter bug is physically designed to look and behave ability.
exactly like the insect it is imitating to help disguise its mechani- Pocket Scrambler: The scrambler will distort or “scramble”
cal nature. Most people never look at it close enough to realize outgoing radio signals, preventing interception and interpretation
it is actually a tiny machine and not a real insect. The Imposter by the enemy. Range: 300 feet (90.5 m). Cost: 300 credits; good
Bug can be programmed to track and follow the sound of people availability.
speaking or to seek the specific voice of a known suspect or per- Signal Booster: A small electronic device about the size of
petrator. It then positions itself under a piece of furniture or sheet a cigarette lighter. It often has an adhesive on one side enabling
of paper, in the space between furniture cushions, or some other it to be stuck under tabletops and furniture, in dark corners, on
strategic hiding place, and transmits whatever it sees and hears. walls or fence posts, behind light fixtures and exit signs, etc. Each
Should the IBMU be attacked (swatted, stomped, broomed signal booster pushes the transmission from bugs and listening
away), the “bug” takes evasive action, scurrying off under fur- devices an additional 1,000 feet (305 m), half that underground.
niture and into dark corners, cracks and holes to hide just like a Cost: 1,000 credits each.
real bug. When struck it plays dead unless there is a nearby, hard Spy Camera: A small video camera which can be hidden in
to get at place for it to scurry into in order to hide and escape a handheld device, carried on one’s person or left behind to visu-
further attacks. In the ‘Burbs and cities, fireflies and cockroaches ally monitor an area and record sound. See Concealed Cameras/
are common sights. In rural areas, fireflies are common, the cock- Body Cameras, above. Cost: Varies.
roach much less so, but neither is usually the source of grave Splice Transmitter: In pre-Rifts times these devices were of-
concern and is either ignored or swatted away. ten referred to as “wire taps.” Such bugs may store information
Transmission Range: 600 feet (183 m). Half that distance when (audio, video, etc.) on built-in storage or transmit it to a dedi-
underground or when inside a bunker, armored vehicle such as cated receiver. Transmission can utilize existing infrastructure
a tank or giant robot, or in shallow water. Much farther if there like phone or fiber optic lines, radio frequencies, microwave, ul-
are hidden signal boosters that work like miniature relay stations. trasonic, or other communication types. Data transmission may
With the right, basic equipment, live transmissions can be record- occur continuously, but more often will be done in bursts to mini-
ed at the location receiving the audio and video from the IBMU. mize the chance of detection and interception.
IBMU Robot Bug Stats: Built into communications or security systems, they transmit
Armor Rating: 8 A.R. data to a third party or allow them to watch and listen without
S.D.C.: 6. The unit continues to function until its S.D.C. is re- the knowledge of the users. For example, with access to a facil-
duced to zero or it is signaled to return to a preprogrammed loca- ity’s security cameras, someone skilled in Surveillance could
tion. Similarly, it can go dormant, reactivating and moving into a install one of these devices to be able to view the feeds as if
new position by the sound of voices and footsteps. they were sitting in that facility’s security station. One might be
Speed: 10 (7 mph/11 km) scurrying; cannot fly. installed in a communication device like a radio, walkie-talkie,
Climbing: The IBMU is able to climb most porous materials such cell phone, video system, security system, etc., which would
as fabric, clothing, drapes, cushioned furniture, wire screens, allow for effortless eavesdropping on any calls made from
brick, and tree bark, but cannot climb painted surfaces such as it. Each transmitter is designed for a specific type of device,
most walls and ceilings, polished wood, glass, plastic, or smooth, though, and thus they are not interchangeable. Range: 600 foot
polished metal. (183 m) transmission unless using existing infrastructure. Cost:
Combat: No weapons or combat capabilities, except +2 to dodge 80 credits.
and play dead. Has 3 actions per melee round. Tracer/Tracker: This bug doesn’t function like others. It
Feign Death/Play Possum (special): Plays dead when struck un- does not detect and record information. Instead, it transmits or
less it can scurry to safety. Most people pick up the unmoving broadcasts a signal that indicates the position of whatever it is
and presumed dead remains with a paper towel or sweep it up attached to or carried by. While the standard in pre-Cataclysm so-
with a broom or flick it outdoors through a window. The “Bug” cieties was to use Global Positioning Systems (GPS), the loss of
waits until its attacker leaves or the room grows silent and then communications satellites means that radio-frequency transmit-
either scurries away to the waiting Psi-Ops Street Cleaner or back ters make up the vast majority of the devices in use. (ARCHIE-
into position to do more spying. Damage Note: A swat with a Three and his Titan Robotics being the exception to this in North
flyswatter, rolled up magazine, a book, or open hand typically America, because Archie has access to one satellite.) These bugs
does 1D4 S.D.C./Hit Point damage. A stomp, 1D6 S.D.C. dam- transmit a steady signal or pulse that can be detected and homed
age. Half damage when struck or stomped on a plush carpet, grass in on using a paired receiver or radio that is tuned to that fre-
or other cushioned surface. A finger flick, swipe to knock it away, quency. They often utilize frequencies not commonly used for
or broom swat/sweep does no damage, though the smart little ro- communication to prevent accidental interception of the bug’s
bot might play dead. The IBMU is small and light enough that signal. Range: 8 miles (12.8 km), reduce by half during a rain or
being tossed out a window, flicked off a shoulder, or tossed into snow storm. Cost: 90 credits. Fair availability.
the garbage does no damage. Can survive drops from heights of Ultraviolet Signaler: The signaler is a small strip of ultra-
500 feet (152 m) or about 35 stories. Note: Though one of the violet sensors and another transmitter strip that can be adhered
IBMU’s physical shapes is a firefly, it cannot fly. to a doorway, walls and so on, to create a beam of invisible light
Keyhole or Tube Microphones: A microphone with a long, crossing that area. When the beam is broken by an intruder or
hollow tube which can be flexible or stiff, allowing it to be placed vehicle, etc., a silent signal is sent to a monitoring device and/
28
or triggers a hidden audio and/or video unit to begin recording. High: The bug is minuscule and compact, and/or cleverly dis-
Cost: 400 credits; fair availability. guised or built into another object in a way that even seasoned
Video Camera, Digital (mini): An advanced, studio quality security professionals would not expect. Such high-quality tech
camera about the size of a paperback novel or cell phone, impact imposes a -40% penalty to skills like Surveillance and Detect
resistant. Has both wide and narrow angle lenses. Records sound Concealment and imposes a penalty of -4 to Perception Rolls try-
and image, low light capabilities (two candle light), macro and ing to locate it. Cost Modifier: Double the base cost. Uncommon.
micro, records on one or three inch (2.5 or 7.6 cm) discs with Indiscernible: Incredibly advanced micro-electronics mean
digital meter; lens filters, telescopic lens (488 mm), carrying case the device may be no larger than the head of a pin, built flawlessly
and tripod included. Capable of radio telemetry when boosted by and nearly invisibly into another object, and/or incorporate its
long-range radio. Capable of recording 120 hours of sound and own stealth/cloaking technology (or magic). -80% to skills used
video on a one-inch disc or 400 hours on three-inch version. Cost to find the device and -6 to Perception Rolls attempting to do so.
is about 1,200 credits. Half that for a traditional video camera. Since most of the time such a Perception check would have a
Good availability for both. target of 16, it means that under normal circumstances the device
is nearly impossible to find with casual inspection. Cost Modi-
Notes & Modifications for Bugs fier: Add 1D6x1,000 to base cost, 3D6x1,000 credits if magically
cloaked. Very rare and expensive.
Bugs with No Transmission Capabilities: Most of the de-
vices listed in this section can also be made as simpler recording Encrypted Bugs
devices without any transmission and wireless capabilities what-
soever. Instead, the bug stores captured data on its own internal Encrypting bugs can be done for a number of reasons, but due
drive. The advantage of this is that it reduces the chance of detec- to the added expense and technical complication, encryption is
tion, imposing a -10% skill penalty to any Communications skill only undertaken in sensitive circumstances. For instance, devices
roll used to try and find the bug. However, it also means that to used by state-sponsored intelligence services are almost always
access the information, the user has to retrieve the device from encrypted to keep enemy agents and spies from finding and at-
wherever it is planted and directly transfer the stored data onto taining the information a listening and recording device has col-
a computer. The data is then uploaded and the bug’s memory lected.
cleared for its next operation. Basic Encryption: Simple data encryption imposes a -10%
Needless to say, retrieval of the bug can be a risky proposition. penalty to all Computer, Cryptography and Electronic Counter-
If caught, the person with the bug has a lot of explaining to do measures skills when used to try and access or decode a transmis-
and is likely to be beaten, interrogated, or even murdered. Like- sion from the device or any information stored on it. Cost Modi-
wise, should an enemy or suspect find the physical bug, the data fier: Adds 100 credits to the base cost.
contained on it is lost whether they keep it or destroy it. Either Moderate Encryption: More advanced data encryption impos-
way, it reveals someone is on to them, which, in turn, may cause es a -20% penalty to skills used to try and access/interpret data.
them to accelerate or change their plans, react in a panic and with Cost Modifier: Adds 500 credits to the base cost.
violence, or possibly lead them to the person who planted the Difficult Encryption: Advanced data encryption and special-
bug and/or to the organization or individual observing them. Vil- ly designed hardware impose a -40% penalty to any Computer,
lains are likely to seek retribution against the individual(s) and/ Cryptography and Electronic Countermeasures skills used to try
or seek to retrieve and destroy the evidence against them, or use and access or decode a transmission from the device or any in-
it against their enemies. Cost Note: Devices with no transmission formation stored on it, as well as attempts to access, modify, or
capabilities are generally 30% less expensive than those capable bypass the bug’s electronics. Cost Modifier: Adds 3,000 credits
of transmission. to the base cost.
Insane Encryption: Highly advanced software and hardware us-
Concealability of Bugs ing layered security protocols imposes a -80% penalty to any skills
used to try and access or modify the device. It even confuses and
These devices are all intended to be covert and concealed, but disorients psychics using Telemechanics due to the sheer complex-
that doesn’t mean they are all created equal. More advanced de- ity, false data pathways, dead ends, etc. Even psychics with one or
vices are likely to be more compact, easy to install, and difficult more Telemechanic abilities can only view snippets of fragmented
to detect. The most advanced are the size of a grain of rice and data unless 1D6 hours are spent psionically probing the device.
bugs utilized by advanced civilizations like the Splugorth or Na- Cost Modifier: Adds 15,000 credits to the base cost.
runi may even incorporate stealth/cloaking technology or magic.
Low: The bug is only a bit smaller than an equivalent non-co- Power Supply Options
vert device; -10% to skills like Surveillance and Detect Conceal-
ment when used to try and locate the device, and impose a penalty Most portable surveillance devices have independent power
of -1 to Perception Rolls when trying to spot it. Cost Modifier: supplies which will last anywhere from a couple of days to sev-
-20% to base cost since there are better versions on the market. eral weeks. Some, however, are tied into existing systems and
Common. draw power from them. As long as the system they are connected
Good Concealability: Easily half the size of a non-covert ver- to remains active, such a bug can last indefinitely.
sion of the tech, or it is built into or disguised as something else Standard: 2D4 days of battery life before requiring a recharge.
entirely like a piece of jewelry or other mundane object; -20% to Cost Modifier: None.
skills like Surveillance and Detect Concealment and -2 to Percep- Intermediate: 2D4+10 days of battery life. Cost Modifier:
tion Rolls used to try and find it. Cost Modifier: None. Common. Double the base cost.

29
Extended: 1D4+4 weeks of battery life. Cost Modifier: Triple Cost: Varies by capacity. 1,000 credits for a dispenser with three
the base cost. slots for concealing bugs on one arm. 2,000 for eight slot capac-
Energy Saver: 2D4+12 weeks minimum. This bug either taps ity. 2,500 for 16. Plus the cost of each bug. Remember, most of
into an existing power source (no additional cost), or has battery- these bugs are the size of a pea or a matchstick.
saving technology that deactivates the device when not in use. Availability: Common for spies and intelligence operatives, poor
This may be something like a timer that only powers the device availability on the Black Market at such places as the Chi-Town
on during high-traffic periods or an audio, light, or motion sensor and Iron Heart ‘Burbs, Manistique Imperium, Free Quebec, Mer-
activates when sound, light, or movement is detected in the moni- cTown, Arzno, Ciudad Juarez, the NGR, Japan, Sovietski, and
tored area. This can be fine tuned to respond to a specific sound or other technologically advanced locations.
voice. Cost Modifier: Quadruple the base cost.

Other Bug Features


Data Vault (Cybernetic)
Data Vaults are small, high-capacity data storage devices dis-
While far from the norm, the most advanced and insidious guised to look like more benign implants. These multi-terabyte
spies may incorporate unexpected security features into their drives are used to store valuable data such as stolen schemat-
bugs. The following are almost always custom jobs, may cost ics, classified intelligence reports, audio files, film and video, and
a small fortune, and will not be available from any reputable even Black Market programs like robot upgrades and computer
tech dealer unless the character has some kind of “in” with the viruses. This allows such sensitive data to be discreetly smuggled
Black Market or other high-tech criminal organization, the Coali- through security, and kept safe from thieves and law enforce-
tion military, Titan Robotics, Triax Industries, Lemurians, True ment. Data Vaults are almost never interfaced with any other im-
Atlanteans, Naruni Enterprises, the Splugorth, the Arkhons, and plants. This is done to reduce the chances of detection and keep
similar. Northern Gun and the Manistique Imperium, under the couriers and smugglers in the dark about the nature of the data
terms of their alliance with the CS, do NOT manufacture or trade they may be carrying. It also reduces the chance of losing data
in surveillance equipment and bugs, but Wilk’s and Golden Age that might otherwise be contained on a physical disk, stick, or
Weaponsmiths certainly do. drive, because the Data Vault implant is “inside” the body of the
Tamper-Proofing: The device has been designed in such a individual. Whether that is a flesh and blood body or a mostly
way that it makes the internal systems difficult to access with- bionic one depends on the individual.
out specialized tools, and an automated alert function tells the As a rule, a Data Vault is built into an existing cybernetic de-
person who planted the bug that it is being tampered with and vice like a clock/calendar, cybernetic eye, Bio-System kidney,
may have been compromised. Cost Modifier: Add 1D4x100 to etc., and placed inside the living body or a mechanical part of
the base cost. a cyborg. Data Vaults are often used by Correspondents, Mili-
Self-Destruct: Only used by the most paranoid and clandes- tary Specialists, Scientists and Technical Officers within the CS,
tine operatives, self-destruct mechanisms are designed to render as well as spies, certain criminals, Headhunters and City Rats to
the device inoperable and prevent the retrieval of any data on it. communicate with computers and other devices. The informa-
The most common type shorts out the power supply and causes a tion is usually accessed by a coded wireless transmitter/receiver,
destructive surge of electricity that burns out the bug’s electron- though some are built only to accept a physical data connec-
ics and may cause it to combust (01-33% chance), dealing 2D4 tion like a cybernetic fingerjack or headjack to access, upload
S.D.C. damage to whatever is touching it and possibly igniting or download the digital information, analytics, audio and video
combustible material within a foot (0.3 m) of it. More exotic self- tracks, special codes and encrypted data placed inside a Data
destruct systems might use built-in incendiary, explosive, or cor- Vault.
rosive chemicals to more thoroughly destroy the bug and possibly Locating a cybernetic Data Vault is difficult; -40% skill pen-
harm anyone tampering with it. Cost Modifier: Add 2D4x100 to alty to the Bioware Mechanics and Cybernetic Medicine skills,
base cost for short-circuit systems and 4D4x100 for more de- and -70% to Computer Hacking rolls made attempting to access
structive versions. the information contained within the vault once it has been found.
Reduce the Computer Hacking penalty by 5% for every hour
spent trying to hack into it.
New CS Cybernetics Cost: 90,000 credits.
Availability: Fair in most high-tech urban centers such as Co-
Many of these have been made quietly available to Psi-Ops alition fortress cities, Northern Gun/Ishpeming, Titan Robotics,
Division officers. Kingsdale, the NGR/Triax, Japan, Atlantis, Lemuria, etc. Rare
outside of such places.

Bug Dispenser (Cybernetic) CS Facial Recognition Uplink


This is a relatively simple implant designed to covertly store
and dispense electronic surveillance devices. Typically implant- This cybernetic system takes visual data collected by a cy-
ed in the hand or forearm, it allows the user easy access to their bernetic or bionic camera and compares any faces or identify-
devices. So easy, in fact, that many become practiced in placing ing features such as customized armor, insignias, emblems,
their devices while disguising it as an innocuous movement, like gang symbols, tattoos, I.C. bar code tattoo, scars, and bionic se-
pretending to admire the craftsmanship of a desk or brushing the rial numbers, etc. to Coalition intelligence files via wireless data
dust off of a light fixture. transfer. The uplink is only available in major CS population cen-

30
ters, like fortress cities, the surrounding ‘Burbs, military bases, Example #2: Power Armor Identification: Kittani Serpent
and advance field bases equipped with the proper equipment. The Armor. Likely affiliations: Splugorth of Atlantis. Military Grade
range for transmission and reception is only about 8 miles (12.8 Combat Armor. Alien technology. Point of Origin: Atlantis, an
km), so the largest CS cities have multiple communication relays enemy of the CS. Hostility Index to Humans: 7. Hostility Index to
positioned strategically to ensure coverage. CS Military: 9. Recommendation: Exercise extreme caution. Fol-
The user is able to select individual faces or features and tag lowed by known stats and weapon systems, common operations
them for inquiry. As long as they are within range of a relay, and purpose, and so on.
available intelligence data displays visually via HUD in helmets
and power armor, bionic eyes, and monitor screens inside a ve-
hicle or robot, or any forearm computer or portable device. Vital NeuroStim Implant
statistics such as height, weight, magic or psionic abilities, and New M.O.M. Implant that provides psionics
known bionic/cybernetic enhancements are shown along with
group affiliations, known associates and family, rank, etc. This Long ago the Coalition government formally outlawed
system can provide substantial benefits to intelligence personnel M.O.M. technology, the same tech used to produce the enhanced
when identifying targets, who a target may be meeting with, etc. super-soldiers known as Crazies. This is due to its propensity to
This can help undercover operatives to act as though they are cause mental instability and instill unpredictable psychic abilities
acquainted with the individual or have a mutual acquaintance. in its recipients, two dangerous side-effects the controlling mas-
(“We met back in the Academy, don’t you remember partying ters of the Coalition Army cannot justify.
at our pal Jim’s?”) Information may also be used to intimidate In secret, however, research within Psi-Battalion has contin-
or blackmail others (“Does your commanding officer know your ued with Mind Over Matter (M.O.M.) implants for military and
brother is a Black Market smuggler?”), and is sometimes useful security applications of this faulty Golden Age technology. The
in bluffing and making it seem like the user knows much more acquisition of a few, mostly intact, human and Brodkil sub-de-
than they really do. mon corpses said to have been modified by the mythical, under-
Restrictions: Only available to designated Coalition police and ground Mindwerks Laboratory of Europe would finally provide
military operatives (including CS Manhunters). Even if one of the Coalition’s ultra-secret Project Bananas the breakthrough it
these implants were stolen, access to the CS intel network re- had been searching for.
quires current security codes which are changed on a regular ba- Mindwerks is largely the stuff of myth and legend in eastern
sis. Thus, it would serve no purpose without current codes, a way Europe, the tale of a Lone Star-like underground complex said to
to hack into the data relays, or major adaptations to work with a have existed since before the Two-Hundred Years Dark Age. Its
different cache of intelligence. exact location is rumored to be somewhere in Germany, Austria,
Penalties: -1 on initiative, -1 to strike while using inquiry mode Poland, or Republic of Czech, but has never been found. If it is
due to the informational display partially obscuring the opera- real, it has proven to be impossible to find even by the New Ger-
tor’s vision. man Republic and Triax. This would seem to provide credence to
Cost: Provided by the government to qualified agents free of the idea that Mindwerks is indeed the stuff of fantasy and super-
charge. A seized or salvaged implant might be worth as much as stition, and not factual at all. Still the rumors persist, as do stories
25-50,000 credits to a buyer provided they have the current code of the insane Angel of Death and her sister Angel of Vengeance.
to access the CS Facial Recognition Database. Some elite members of the Coalition States believe otherwise,
Availability: Upon assignment to CS military and police spe- and were miraculously able to secure a handful of specimens
cial operations only. Quite popular with CS Specters and Mili- that fortuitously dropped into the lap of CS operatives secretly
tary Specialists who use it to assist in crime-fighting, identifying working in Poland. (A miracle provided by the ultra-secret Dis-
criminals, fugitives and known enemies of the state, as well as avowed.) According to a reliable source, Mindwerks is indeed
undercover operations, intelligence-gathering and interrogation. real, and these specimens are the creation of the elusive and mys-
Many Manhunter Eagles/Team Leaders have this implant but not terious high-tech, Golden Age European facility.
Manhunter psychics. Secretly brought to North American soil, these Mindwerks
Bonus Feature: D-Bee and Armor Recognition: Another feature specimens would be the key to a Coalition breakthrough. Care-
of the CS Facial Recognition Uplink is its related D-Bee and ful reverse engineering of the advanced Mindwerks Psionic
Power Armor recognition database. This system is able to identi- Inducer implant revealed a more precise type of brain implant
fy 450 known D-Bees and 1,600 power armor suits and robot ve- designed to stimulate locations of the brain and consistently un-
hicles, with a shared database from the New German Republic. In lock specific psychic abilities. Some scientists believe all human
this case it provides general information about the subject, known brains possess these abilities whether the person is aware of it and
combat capabilities, speed, special abilities, place of origin (if can access them or not. Prior to this, it was taken for granted that
known), and common affiliations with criminal, mercenary, mag- the broadly-applied electromagnetic stimulation used to create
ic, and enemy groups, organizations, and countries. Example #1: the so-called Crazy super-soldier unlocked psychic abilities as
D-Bee Identification: Fingertooth Carpetbagger (and any other an unwanted and uncontrollable side-effect of the super-soldier
common names for that D-Bee). Likely affiliations: D-Bees, enhancement. A process, like the Juicer technology, intended to
Black Market, Pecos Empire, smugglers, con-artists, mercenar- create a physically enhanced warrior, not unlock psychic poten-
ies, adventurers (etc.). Hostility Index to Humans: 1. Hostility tial.
Index to CS Military: 2. Followed by known stats and abilities, This much smaller and more precise implant, allegedly cap-
common operations and purpose, known enemies and rivals (in tured from Mindwerks, demonstrated that brain implants de-
this case, Naruni and Splugorth), and so on. signed not for physical augmentation, but mental enhancement

31
were achievable. A precisely placed mini-brain implant could ous Crazy, the NeuroStim implant is only visible under various
activate psychic potential and specific psionic powers without medical scans.
enhancing the physical body or requiring the trademark “skull 3. Failsafe measure. In the event that a NeuroStim Implant
rods” of the Crazy. subject becomes unstable and dangerous, there is an override fail-
The big question that remains in the minds of CS scientists is safe that enables the “doctor” (an Administration Officer, or when
crucial, however: are such brain implants safe or will they, over put into widespread use, a high ranking military superior) to re-
time, drive their recipients insane? motely turn off and deactivate the implant to eliminate all psionic
In mid-105 P.A., teams under the auspices of Psi-Battalion abilities. To do so, however, requires the superior to be within
made major breakthroughs with a reverse engineered Mindwerks two miles (3.2 km) of the operative with the implant. There has
brain implant that successfully unlocked a limited number of also been talk of placing a small explosive within the NeuroStim,
psychic abilities without also heightening the physical body and, enabling the subject to be terminated should it become necessary.
it seems, without creating mental instability. The experimental The explosion would be small, simulating a deadly brain hemor-
NeuroStim implant is still being tested and refined, and its test rhage and killing the victim in a few moments. This suggestion
subjects remain under close study. So far, however, the results has been deemed impractical as well as inhuman, pointing out
have been astonishingly consistent and appear to be safe. No dev- that if such a destruct code fell into the hands of an enemy or
astating side-effects or resultant insanity. madman, tens of thousands of vital CS soldiers and operatives
Labeled Neurological Stimulator implant, or NeuroStim could be killed with the press of a button.
for short, this implant is small, concealed inside the brain, and is The Ultra-Secret Project Bananas and all recipients op-
much less powerful and transformative than the standard M.O.M. erate under an insane level of secrecy and security. As in-
implants and conversion process that creates Crazies (or Mind- credible as it may sound, 99% of the test subjects who receive
werks’ own Psynetic implant subjects). They also carry with a NeuroStim do not know they have been given a unique brain
them what is believed to be a minuscule risk of physical and implant designed to induce Psychic Sensitive abilities. All they
mental deterioration, and are proving to be well suited for covert know is they have undergone a Top Secret “procedure” to un-
applications. Moreover, the CS has figured out a way the implant lock their psychic potential and that they can turn their powers
can be turned on and off at will by the user, as well as via an over- on and off at will.
ride command by superiors as a failsafe mechanism. CS surgery is so advanced and fast that there is no notice-
Unlike standard M.O.M. technology, the ability to turn the im- able scarring or hair loss when the scalp is peeled away, the skull
plant off and on as desired has three benefits. cracked open, and the implant inserted into the recipient’s brain.
1. Return to normalcy. When turned off, the operative with Any damage to the head and scalp is repaired via Bio-System
the implant can resume his or her normal life without interrup- bone, skin, and hair grafts so that no one, not even the test sub-
tion by psionic abilities or awareness of supernatural forces. ject, knows he or she has undergone brain surgery by just looking
While that means the individual cannot sense the supernatu- at them. The recipients are told to take it easy for a week and
ral or perform psionic feats, it also means he or she is able to that they will suffer headaches as a normal, minor side-effect that
completely escape the sensations and abilities of being psychic should go away after a few days. Most recipients don’t know or
whenever they start to become too much to handle. This is a care how they have been given psychic abilities. They are happy
luxury unavailable to true, natural psychics who must learn to to have been given the opportunity to better serve his great na-
control and live with their psychic abilities being active at all tion.
times. Of course, none of them know the implant has the override
CS scientists also hope that being able to turn the implant and mechanism, noted above, enabling a superior to remotely turn off
corresponding psionic abilities on and off will allow the recipient and shut down the implant should it become necessary. This is a
to feel in control and escape back to normalcy whenever neces- failsafe to be activated only when a test subject begins to behave
sary or desirable. In addition, they hope the off periods reduce in an erratic manner, become a danger to himself or others, goes
the risk of mental and emotional deterioration believed to occur rogue and deserts his post, or engages in criminal or treasonous
over time with M.O.M. implants. Project Bananas is too new and activity.
short-lived to know whether prolonged use of the NeuroStim Restrictions and Limitations:
over a period of years or decades will result in mental instability, a) Human test subjects with fierce loyalty to the CS.
insanity, dementia, or neurological disorders, but the prognosis b) Humans with no known psychic abilities.
is excellent that it will not. All early volunteers knew the risks c) Age: Any, though most test subjects have been between the
when they agreed to participate in field-testing Project Bananas. ages of 18-50.
That is not the case with the current, expanded deployment of the d) Recipients of the NeuroStim Implant can only receive four
NeuroStim. other cybernetic or bionic enhancements anywhere on their bod-
2. No telltale psionic markers when turned off. The indi- ies. Further cybernetics or any bionics, other than Bio-Systems,
vidual with the NeuroStim implant is able to turn the implant on nullify the individual’s I.S.P. and psionic ability until they are
and off at will. When off, they do NOT register as a psychic or as removed.
having I.S.P. and psionic abilities. Those with the implant in off e) The NeuroStim implant is one single brain implant. CS
mode register as normal. It is only when their implant is turned scientists are at a loss as to exactly how and why it works. All
on and the resultant abilities are activated, that they register as a they know is that when placed at a precise location of the brain it
psychic. unlocks a small range of, usually, Psychic Sensitive abilities. CS
The NeuroStim implant is placed in the brain and covered by scientists within Psi-Battalion continue to study the process and
the bone of the skull as well as skin and hair, so unlike the notori- search for the answers that have eluded them.
32
f) As a rule, Psychic Sensitive abilities are unlocked by the evaluate the implant let alone know where to insert it in the brain
NeuroStim. Attempts to unlock other parts of the brain to release to achieve the desired effect. Technical knowhow and surgi-
other categories of psionics – Healing, Physical and Super-Psion- cal expertise involving brain implants are necessary to insert a
ics – have met with considerable challenges and usually end with NeuroStim without causing the severe trauma or death noted
debilitation or death for the test subject. Likewise, the ability to above. Reverse engineering the device is nearly impossible with-
consistently find and unlock the exact same range of Sensitive out context, several specimens and years of research, trial and
psionic abilities has been elusive. The current technology almost error. Just examining the device is a fruitless endeavor.
always results in a random array of Sensitive abilities. Some- Note: In the event that Top Secret NeuroStim documenta-
times, however, Healing, Physical, and Super-Psionic abilities tion was stolen and/or one of the scientists in the program was
are unlocked, but are inexplicable “accidents.” Roll percentile on kidnapped or disappeared, at least one, if not several, CS Man-
the table below for random power determinations. hunter squads would be sent out to recover or destroy them to
For reasons unknown, Sensitive abilities appear to be the most prevent the technology from falling into the wrong hands. The
accessible. Experiments to find and access other psionic powers thieves and the recipients of the stolen materials would then be
or implanting more than one NeuroStim have thus far proven terminated.
to be unsuccessful, and always result in tragedy. Mental and/or I.S.P. Base via NeuroStim Implant: Since the recipients of
physical damage includes debilitating hallucinations, schizophre- the implant are not true psychics, the availability of I.S.P. is limit-
nia, psychosis, other insanities, severe memory loss, brain hem- ed to their M.E. attribute number +20 I.S.P. They do NOT gain
orrhage, stroke, severe paralysis, catatonia, loss of 1D4+1 other I.S.P. from experience, but expended I.S.P. regenerates at a rate
senses (the ability to speak, smell, hear, etc.), and death are the of 2 I.S.P. per hour of sleep or relaxation; 4 I.S.P. via Meditation.
common results. Damage and symptoms are usually permanent Until then, the individual is powerless. Turning the implant on
and do not improve when the implant is removed. (See pages 17- and off does not regenerate spent I.S.P., nor does it drain I.S.P.,
19 of Rifts® Sourcebook 3: Mindwerks for optional, additional only the use of a psychic ability burns up I.S.P. provided by the
debilitating side-effect tables.) NeuroStim. The energy lays dormant as long as the implant is off.
g) The NeuroStim cannot be used on individuals who already Beings who can See Aura or Detect Psionics cannot detect psy-
possess psychic abilities. This includes Psi-Stalkers and Psi- chic abilities or I.S.P. in an individual implanted with a NeuroS-
Hounds. Rather than augment their abilities, it induces insanity tim until it is activated.
and neurological damage, stroke, heart attack, and death. Nor can
it be used on Juicers and Crazies who have already undergone NeuroStim Random Psychic Powers
physical augmentation. Other cybernetics and/or bionics, beyond Though the implant is able to activate the same range of la-
certain limits and with the exception of Bio-Systems, nullify the tent psychic abilities within its recipient every time it is activated,
NeuroStim (no psychic abilities), and may (33% chance) cause the powers it unlocks differ with every person. This means once
mental and emotional instability even though the NeuroStim the abilities are determined (see the Table below), only those 2-4
seems to no longer function. abilities are available to that specific character every time the
Test Groups and Availability: Currently limited to Psi-Ops NeuroStim is activated. A teammate, however, is likely to have a
Concerned Citizens, Street Cleaners, and Management, Psi- completely different set of psionic abilities.
Battalion test subjects, and the Eagle CS Manhunter. Sometimes The range of powers listed below are the most common and
other military personnel are allowed into the program based on consistent results of the implant. This range of variation, how-
extreme and individual circumstances. ever, remains too random for Psi-Battalion and CS brass to com-
Expanded Test Groups Under Consideration: At first, expan- fortably approve the implant for wide-scale use throughout all
sive deployment of the experimental implant was believed to be branches of the military and law enforcement. Still, it is impres-
ill-advised. With the advent of the Minion War, however, CS sive that the NeuroStim is able to consistently unlock the same,
military leaders are considering expanding the NeuroStim “test wide range of predominantly Psychic Sensitive abilities. Abili-
group” to include Special Forces, Military Specialists, CS Rang- ties that are among the most desirable for Psi-Ops, Psi-Battalion,
ers, regular army officers, and possibly RCSG Scientists. and Special Forces involved in covert operations, security, and
Cost: Not applicable for CS test subjects. The NeuroStim is combating the supernatural.
classified as a Top Secret weapon, a beta prototype experimental It should be noted that sometimes the NeuroStim unlocks a
system intended for military and security applications only. It is mixture of psionic abilities other than Sensitive. It has been theo-
NOT available on the open market or available to the CS military rized that these variations are not a failing of the implant or the
at-large, though that may soon change, and is not known except accuracy of implantation, but rather due to the specific genetic
to the most high ranking CS military brass and government lead- makeup and natural latent abilities of each individual test sub-
ers, and the members of Project Bananas. ject. In short, some people are predisposed to certain types of
Should the implant be discovered, and one or more prototypes psionic abilities, and that is what the implant unlocks whenever
stolen, the thieves would have no idea of what it is or how it the device is successfully implanted and activated. This seems to
works. They are unlikely to find a buyer who might have any have been proven by early experiments in which the NeuroStim
clue either. Thus, the mysterious implants have no apparent re- is removed and replaced with another in the exact same location
sale value. Likewise, most North American Body-Chop-Shop of the brain, only to result in unlocking the exact same powers as
Cyber-Docs will not be able to install them nor understand what the first implant. This has held true no matter how many times
the tiny implant is supposed to achieve. Only a German or Pol- the implant is swapped out. As of yet, there are no known genetic
ish Cyber-Doc who is an expert in M.O.M. implants and famil- markers to indicate who possesses psionic abilities or the type
iar with Mindwerks cybernetics (rare) might be able to properly and range of powers an individual may exhibit.
33
The NeuroStim almost always unlocks three or four psionic 49-50% Mixed: Psychic Tether (4), Read Dimensional
abilities and rarely are they Super-Psionic powers, but sometimes Anomaly (4), Read Psychic Residue (5), and Mind Block (4).
Super-Psionics result. 51-52% Nightvision (4), See Aura (6), and Speed Reading
NeuroStim technology has only been developed and deployed (2).
by the Coalition State of Chi-Town, and has been kept secret 53-54% Object Read (6), Presence Sense (4), and See Aura
from the other member States of the Coalition. (8).
55-56% Object Read (6), Read Psychic Impression (2), and
NeuroStim Random Psionics Determination Table Read Psychic Residue (5).
To determine which psychic abilities the NeuroStim awakens, 57-58% Physical (rare): Brain Fog (6), Ectoplasm (6 or 12),
roll percentile once on the random table below. Or if the G.M. al- and Mind Block (4).
lows it, pick one of the power sets below. Once determined, these 59-60% Psychic Probe (6), Sense Evil (2), Sense Magic (3),
are the abilities that always become available for that specific and Sixth Sense (2).
individual every time the NeuroStim is activated. It can be turned 61-62% Read Dimensional Anomaly (4), Read Psychic Im-
on and off by thought and willpower of the person inside which pression (2), Read Psychic Residue (5), and Meditation, Ad-
it is implanted. vanced (0).
01-02% Astral Projection (8) or Remote Viewing (10) (pick 63-64% Physical (rare): Nightvision (4), Resist Fatigue (4),
one), Object Read (6), and Sense Magic (3). and Resist Sleep (4).
03-04% Healing (rare): Bio-Regenerate (Self, 6), Detect 65-66% Mask I.S.P. & Psionics (7), Meditation, Advanced
Psionics (6), and Transfer Hit Points (2). (0), Remote Viewing (10), and Telepathy (4).
05-06% Healing (rare): Call to Life (8), Healing Touch (6), 67-68% Precognition (10), Presence Sense (4), and Telepathy
Stop Bleeding (4), and Meditation, Advanced (0). (4).
07-08% Clairvoyance (4), Empathy (4), Meditation, Ad- 69-70% Physical (rare): Impervious to Fire (4), Levitation
vanced (0), and Telepathy (4). (varies), Summon Inner Strength (4), and Meditation, Advanced
09-10% Clairvoyance (4), Mind Block (4), and Object Read (0).
(6). 71-72% See Aura (6), See the Invisible (4), and Telepathy (4).
11-12% Clairvoyance (4), Psychic Imprint (3), and Psychic 73-74% Sense Dimensional Anomaly (4), Sense Evil (2),
Probe (6). Sense Magic (3), and Total Recall (2).
13-14% Clairvoyance (4), Empathy (4), Meditation, Ad- 75-76% Brain Fog (6), Empathy (4), and Sixth Sense (2).
vanced (0), and Sense Evil (2). 77-78% Blind Combat (4), Object Read (6), Sixth Sense (2),
15-16% Commune with Spirits (6), Empathy (4), and See the and Meditation, Advanced (0).
Invisible (4). 79-80% Physical (rare): Death Trance (1), Death Grip (8),
17-18% Object Read (6), Psychic Probe (6), and Read Psy- Levitation (varies), and Telekinetic Lock Picking (4).
chic Impression (2). 81-82% Clairvoyance (4), Empathy (4), Sense Evil (2), and
19-20% Mind Block (4), See Aura (6), and Telepathy (4). Sense Magic (3).
21-22% Super-Psionic (rare): Dream Reading (4), Induce 83-84% Healing (rare): Share Pain & Suffering (4), Healing
Dream/Nightmare(10), Resist Sleep (4), and Mind Block (4). Touch (6), Stop Bleeding (4), and Transfer Hit Points (2).
23-24% Animal Empathy (5), Empathy (4), and Sixth Sense 85-86% Sense Time (2), Speed Reading (2), Telepathy (4),
(2). and Total Recall (2).
25-26% Empathy (4), Mind Block (4), and Telepathy (4). 87-88% Object Read (6), Presence Sense (4), Precognitive
27-28% Empathy (4), Object Read (6), Shared Experience Connection (0), and Psychic Imprint (3 or 1).
(4), and Telepathy (4). 89-90% Implant Image & Memory Bit (10), Psychic Imprint
29-30% Empathy (4), Presence Sense (4), and See Aura (6). (3 or 1), Total Recall (2), and Meditation, Advanced (0).
31-32% Empathy (4), Object Read (6), Read Psychic Residue 91-92% Super-Psionic (rare): Bio-Manipulation (varies),
(5), and Sense Time (2). Ectoplasm (6+), Meditation, Advanced (0), and +6 I.S.P. bonus.
33-34% Empathy (4), Mind Block (4), Psychic Probe (6), and 93-94% Super-Psionic (rare): Empathic Transmission (var-
Telepathy (4). ies), Empathy (4), Meditation, Advanced (0), and +8 I.S.P. bonus.
35-36% Empathy (4), Mind Block (4), Read Psychic Impres- 95% Super-Psionic (rare): Forget (10), Psychic Imprint (3),
sion (2), and Read Psychic Residue (5). Speed Reading (2), and +9 I.S.P. bonus.
37-38% See Aura (6), See the Invisible (4), Sense Evil (2), 96% Super-Psionic (rare): Electrokinesis (varies), Mask
and Mind Block (4). I.S.P. & Psionics (7), Meditation, Advanced (0), and +10 I.S.P.
39-40% Physical (rare): Telekinetic Combat (6), Telekinetic bonus.
Punch (6), and Telekinetic Push (4). 97% Super-Psionic (rare): Empathic Chaos Attack (6),
41-42% Mind Block (4), Precognition (10), and Telepathy Mind Block Auto-Defense (special), Empathy (4), and +12 I.S.P.
(4). bonus.
43-44% Clairvoyance (4), Precognition (10), and Read Psy- 98% Super-Psionic (rare): Telemechanics (10), Machine
chic Residue (5). Ghost (12), and +16 I.S.P. bonus.
45-46% Presence Sense (4), Sense Evil (2), Sense Magic (3), 99% Four Sensitive abilities of choice and a +10 I.S.P. bo-
and Telepathy (4). nus.
47-48% Presence Sense (4), Telepathy (4), and Total Recall 00% Special: Supernatural Resistance: Impervious to de-
(2). monic and Entity possession, +2 to save vs charm (any), mind
34
control (any), and non-demonic possession, +1 to save vs illu- for the complete “package” which is how it is usually sold in
sions and Horror Factor, and +10% to save vs coma and death. Black Market Body-Chop-Shops.
Bonuses apply only when the NeuroStim is activated. In this Lungs Augmented Bio-System: Increased lung capacity. Bo-
case, that is probably all the time. nuses: Reduce rate of fatigue by 10%, +1 to save vs toxic gases
G.M. Note: Should you allow different combinations of abili- and smoke, can hold breath for an extra 3 minutes. 90 year life.
ties other than what is listed above, the majority should be com- Cost: 180,000 credits.
binations of Psychic Sensitive abilities. Physical is the next most
likely, while Healing and Super are rare and limited. Use the table Augmented Bio-System Toxin Glands
above as your template and guide. These items are primarily available to CS Military Special-
ists, Special Forces, I.S.S., and special agents within the CS mili-
Bio-System Organs tary and law enforcement. They can be made available to Street
Cleaners of Psi-Ops Division, but they have minimal need for
Bio-Systems designed to mimic normal human biology are them. Most Street Cleaners do not come into direct, physical con-
common among CS citizens, and are used to correct injuries, ge- tact with the subjects under investigation or surveillance.
netic abnormalities, and similar impediments. What most people Augmented Bio-System Toxin Glands are implanted along-
don’t know is that Coalition scientists have secretly pushed the side a number of salivary glands in the mouth of the recipient.
boundaries of human engineering over the past two decades. When activated, they produce a powerful toxin that the host has
Radical interventions like splicing hybridized DNA into human been acclimated to (no ill effects even if swallowed). The toxic
subjects are still technically forbidden. However, since the latter saliva can be administered with a bite or kiss, be wiped on the
days of the Tolkeen War and the rise of the Minion War, some edge of a weapon, or even spit at a target.
relaxing of the stipulations on altering humans has occurred. In Victim’s Roll to Save vs Non-Lethal Poison (16 or higher):
light of the success of augmented soldiers such as psychics, Juic- Upon contact with the bloodstream or mucous membrane like the
ers, and Cyborgs, and the continual revelation of new and greater eyes (requires a Called Shot at -2 to strike), a victim must roll to
horrors threatening the Domain of Humanity, greater departures save vs non-lethal poison (16 or higher plus any bonuses to save
from the old concepts of “human” seem tolerable. vs poison).
One of the latest innovations in covert modification is the The Toxic Effects: Vary by type, see below. Anesthetic,
implantation of advanced Bio-System organs that would other- paralytic, and convulsive toxins are the only options currently
wise require genetic modification of the recipient. Instead, these available. Remember that these toxins are designed for human
systems are grown using modified strains of the host DNA to physiology, and may be less effective or ineffective against alien
prevent rejection, but leave the host’s DNA unmodified. Unlike beings with radically different biology (G.M.’s discretion). They
more radical gene therapies, Bio-System features are not passed have NO effect on robots, magical constructs, creatures of magic,
down to offspring and can later be removed when no longer need- supernatural beings, and non-carbon based life forms. Certain D-
ed just like any standard cybernetic/bionic system. This affords Bees may be resistant to these toxins (half the effect, penalties
recipients superhuman capabilities without the drawbacks of me- and duration) or even immune/impervious (no effect).
chanical systems. They are also difficult to impossible to detect Restrictions: This Bio-System technology currently works
without X-rays and other scans and tests, and Bio-Systems do not with human and Psi-Stalker DNA only, though military brass is
hamper psionic abilities. considering making it available to top-performing mutant animal
operatives. Only one type of toxin can be produced by any given
Augmented Bio-System Organs implant. Changing the type would require replacement with an
Sometimes called “super-organs,” “super-Bio-Systems,” and implant capable of supplying a different toxin.
“military grade organs.” Developed in the CS, they are reserved Cost: Never sold on the open market. The construction of the
for military personnel and elite units. Rare outside the CS. implants requires DNA from the recipient and specialized surgi-
These super-Bio-Systems are primarily available to CS Mili- cal techniques to implant successfully that factions such as the
tary Specialists, Special Forces, I.S.S., and special agents within Black Market or Body-Chop-Shops simply can’t replicate. If
the CS military and law enforcement. They can be made available somehow offered, the cost would be in the hundreds of thousands
to Street Cleaners and other officers of Psi-Ops Division, but they of credits. Black Market Cost: 1D4x100,000+500,000 credits for
have minimal need for them. one. Only one Toxin Gland can be surgically implanted in a per-
Multiple “super-organs” result in cumulative bonuses. son. Super-rare.
Heart (and valves) Augmented Bio-System: Increases per- Availability: Developed by the CS Military (Lone Star Com-
formance, resistant to physical and emotional stress and heart plex), it is currently available only in North America and mainly
disease. Eliminates high blood pressure, hypertension, heart ir- with the CS. Super-rare even on the Black Market. A handful of
regularities, and similar. Bonuses: Reduce rate of fatigue by 10%, other advanced nations such as the human cities in Japan, Chi-
+1 to save vs disease, +5% to save vs coma and death. 120 year na’s Geofront, and the New German Republic (not to mention
life. Cost: 300,000 credits. Mindwerks and Gene-Splicers) are capable of developing similar
Kidneys, Liver, Bladder, and Pancreas Augmented Bio- organic Bio-System implants/organs should they ever desire to
Systems: Usually replaced as a package operation. Eliminates do so.
threats of kidney stones, diabetes, and other diseases of these or- Types of Chemical Toxins available from Gland Augmen-
gans. Bonuses: +1 to save vs poisons and toxins, +1 to save vs tation: In all cases, the victims fully recover from the effects of
disease related to these organs. 90 year life. Cost: 230,000 credits the toxins.

35
Anesthetic: This toxin acts to suppress the central nervous A fourth dose or more renders the victim a helpless, contorted
system, dulling the senses and making the target drowsy and mess writhing on the ground. No attacks or actions, speech or
sluggish. A single dose requires a save vs non-lethal poison (16 movement is possible and the uncontrolled flailing inflicts 2D6
or higher) or the individual becomes dull and sluggish. Penal- damage to the victim himself for every minute of thrashing and
ties: -1 attack/action per melee, a -2 penalty to Perception Rolls, convulsing. Anyone who comes too close is struck by flailing
-2 to all combat rolls, reduce Speed by 10%, and -10% to all limbs. The damage inflicted is equal to the victim’s usual punch,
skills. claw or kick damage per P.S. attribute, striking anyone who
If a second dose is administered and the roll to save fails again, comes within two feet (0.6 m) of the victim. The poor soul has no
the penalties and duration are doubled. Duration: 2D6 minutes. awareness of what is happening around him and will not remem-
A third dose and failed save within the duration of the prior ber those trying to help or anyone struck. Duration: 1D6 minutes.
penalties has a 66% chance of causing the victim to fall uncon- After a violent seizure ends, the victim functions with half the
scious for 3D6 minutes. If the victim remains conscious after a number of attacks per melee round, half the combat bonus, half
third dose, add additional penalties of -1 attack/action per melee, speed, and half skill performance for the next 1D6 minutes. It
-2 to Perception Rolls, -2 to all combat rolls, reduce Speed by an takes a bit of time to recover from such an experience.
additional 30%, and -30% to all skills for the duration. Duration: Loss of Equilibrium/Dizziness: A chemical is released that
2D6 minutes per each dose. causes its victim to feel light-headed, woozy, and dizzy. A single
Cardiac Event/Myocardial Infarction: This gland secretes a dose requires a save vs non-lethal poison (16 or higher). A failed
toxin that causes the heart rate to soar and pound. The victim suf- roll means the slightest head movement or motion causes vision
fers throbbing temples, shortness of breath, difficulty breathing, to blur, the head to throb, and creates a sense of vertigo (spin-
angina (chest pain), sudden sweating, and feels and looks flush ning and falling). Penalties: Reduce Speed by 40% and reduce
(hot and red in the face). All symptoms of what appears to be a the number of attacks/actions per melee round by half, -2 penalty
heart attack. A single dose requires a save vs non-lethal poison to all combat rolls and suffers a penalty of -30% to all skills when
(16 or higher). A failed roll means all symptoms above and penal- dizzy. Note: Double the penalties when the victim is walking,
ties below. Penalties: -2 attacks/actions per melee round, reduce running, climbing, swimming, engaged in combat, inside a mov-
Speed by 30% and -4 penalty to all combat rolls when engaged in ing vehicle, or looking at a bright monitor or video screen. Dura-
physical exertion (combat, running, climbing, swimming, etc.), tion: 1D4 melee rounds.
but reduce the penalty by half (-2) when sitting or laying still, A second dose and failed save means the victim has only 2
resting, or meditating. The same applies to skill penalties: -30% attacks per melee round, double the penalties and duration above,
to all skills when physically exerting, but reduce penalties in half plus there is a 50% chance of falling to the ground when trying to
(-15%) when sitting, laying, resting, or calm. Duration: 1D6 me- run, climb, dodge, or leap. Duration: 2D4 melee rounds.
lee rounds. A third dose and a failed save vs non-lethal poison leaves the
A second dose and failed save doubles the penalties above; victim with only ONE attack per melee round, movement is lim-
-60% penalty to all skills, -4 attacks/actions per round, reduce ited to crawling on hands and knees or on the belly at a Speed of
Speed by 60%. Duration: 2D6 melee rounds. three, the victim has no combat bonuses, and is -6 on all combat
A third dose requires the victim to reduce Speed by 80%, maneuvers (initiative, strike, parry, dodge, etc.), spell casting or
physical skills are impossible, other skills are -60%, -6 attacks/ use of psionics is limited to one per melee round, and -90% to
actions per melee round, and -6 to all combat rolls under any skill performance. Remaining in a seated position, standing or
circumstance. Concentration and even talking are difficult, so walking position is impossible. Must lay down as the room spins
reduce the number of spells and the use of psionic abilities the around and around, making the victim feel dizzy and on the verge
victim is able to cast to one per melee round. Duration: 2D6+6 of vomiting. Unable to sit, let alone stand or walk. Duration:
melee rounds. 1D6+1 minutes.
Convulsive: Convulsive toxins over-stimulate the brain of the Paralytic: A paralytic toxin disrupts the nerve impulses that
victim, precipitating a seizure. A single dose and failed roll to control muscle movement. A single dose requires a save vs non-
save vs non-lethal poison (16 or better) causes a relatively small, lethal poison (16 or higher). A failed roll means the victim’s fin-
minor seizure that results in the victim’s limbs trembling and gers and limbs lose sensation and feel numb and weak. Penalties:
shaking for one melee round (15 seconds). The victim remains Reduce the number of attacks/actions per melee by half! Also -3
conscious and aware of what is happening around him (or to penalty to all combat rolls, -20% to all skills that require move-
him), but lacks the motor control to do much about it. Penalties: ment (Climbing, Prowl, Swim, etc.) and/or dexterity (Computer
-1 attack/action per melee round, -1 to all combat maneuvers, Operation, Mechanics and Electrical skills, Rogue skills, and
reduce Speed by 10%, and -20% to the performance of any skill. many other skills), and reduce Speed by 30% for 1D6 minutes.
Duration: One melee round (15 seconds). A second dose and failed save doubles the penalties above and
A second dose and failed roll to save doubles the penalties the duration. In addition, it numbs the tongue and mouth, slurring
above. Duration: 1D4+1 melee rounds. speech as if over-numbed by a dentist or having a stroke; -60% to
A third dose and failed roll causes the victim to fall to the all Communication skills.
ground and convulse uncontrollably. Reduce the number of at- A third dose reduces the number of attacks/actions per melee
tacks/actions to one and only wild physical flailing or shooting round to ONE and double combat penalties and their duration.
wild is possible. -8 to all combat bonuses. Speaking, spell cast- Talking is impossible, reduced to grunts and mumbles. -90% to
ing, the use of psionics and skill performance are impossible, and all skills. Remaining in a seated position, standing or walking is
the victim is barely aware of what is happening around him or the impossible, slumps to the floor. Crawling on hands and knees or
passage of time. Duration: 1D6+2 melee rounds. on the belly is done at a Speed of one.
36
Coalition Psychics
Background on Psychics and the Top Secret CS Manhunter Program

According to CS history and science, throughout most of hu- The Coming of the Rifts and the return of magic shone a light
man history psychics have been held in the highest regard, heroes on just how wrong it was to discredit and dismiss claims of the
and teachers who often rose to positions of leadership, healing, paranormal. Magic, psychic abilities, and the supernatural turned
and importance. The CS claims that many of the great chiefs, out to be all too real, as real as the people, monsters, and wicked
shamans, priests, seers, oracles, prophets, saints, kings, advisors supernatural beings that thrived upon the chaos and the suffering
to kings, and heroes of the past, who were often psychic. These of mortals. It has only been since the Great Cataclysm and the
individuals could see and feel what others could not and used Coming of the Rifts that the existence of magic and the super-
their abilities to identify and fight supernatural evil, the forces natural has become indisputable.
of magic, and monsters. Gifted souls, they helped their people From the onset of that new epoch born in chaos, people with
survive against not just mortal enemies and the forces of nature, psychic abilities have risen into the roles of protectors and seers,
but the supernatural and mystical. forming a natural, human defense against the creatures feasting
Young CS psychics are taught to be proud of their abilities upon the shattered remains of civilization. From ghosts and de-
and their long, illustrious heritage as heroes of humanity. Teach- mons to magical monsters and deities, it has been the men and
ers explain to them that they have been born into greatness, but women who seemed to wield the powers of comic book super-
must learn to understand and accept the responsibility that comes heroes, or ancient myth and legend, who stood against wave after
with this power and legacy of heroic destiny. They are taught that wave of inhuman and demonic horrors. Extrasensory abilities and
with this great gift comes duty and a responsibility to serve and inner strength from within gave these psychic heroes the power to
protect, that as a psychic they come from a lineage of unsung and oppose demons and protect the innocent, lending them an aura of
forgotten heroes. Their forebears were gifted champions whose mystery and power like no other.
powers and insight enabled humanity’s ancestors to climb out of In the days of the Great Cataclysm and into the Dark Age
the trees and crawl out from caves to stand strong and united. that followed, psychics and the fabled Glitter Boy pilots (and all
In CS culture, psychics have helped to guide and build human the since forgotten NEMA defenders) would stand first among
civilization throughout history, every step of the way. This secret humanity’s protectors. Generations of these heroes and seers
history the rest of the world either does not know or denies out of helped keep pockets of human survivors safe through the Two
ignorance and fear. Hundred Years Dark Age and beyond. They would also become
Coalition history explains that, over time and with the advent Chi-Town’s and then the Coalition States’ response to the forces
of science and technology, the gifts and unique destiny of the of magic and the supernatural.
psychic were forgotten or viewed with superstition and fear. It For many decades now, young CS psychics have been happy
was the Great Cataclysm and the Coming of the Rifts that once to buy into the idea they are destined to be heroes and protectors
again revealed the power and heroic destiny of psychics. In fact, of the CS. Many proudly point to generations of psychic defend-
psychics are more powerful than ever as a natural response to ers and seers within their families, and truly believe they are fated
the resurgent dangers from magic and the supernatural, both of to be the sentinels of human survival and the living cornerstones
which have returned in greater force than ever before. for the rebirth of human civilization.
According to the government of the Coalition States, psychics This may sound like hokum and indoctrination to many out-
are, in effect, the human antibodies that defend and fight invad- side the CS, but not so to Coalition citizens. It is the foundation
ing supernatural and magical invaders. These dark, sinister forces upon which the Coalition States are built, steadfast beliefs held
would enslave and destroy humanity if not for the heroic psychics by every ordinary citizen right up to the highest posts of leader-
who can see through their deceit and lies to defend us all. A de- ship within the CS military and government.
fense they wage often in secret, just as they have throughout the The brilliant leaders of the Coalition States have taken the
ages. concept of destiny and the eternal champion and woven it into a
Who is to say that the leaders of the Coalition States are rich tapestry of patriotism, history, and mythology, one that gives
wrong? Prophets, seers, saints, and miracle workers are, indeed, their human psychics a powerful sense of tradition, value, and
noted throughout human history. Nostradamus, a French astrolo- purpose. This purpose is something few of them ever question or
ger in the 15th Century, was said to see far into the future to reject. Though it is not publicly celebrated or obvious to outsid-
warn of impending danger. In the earliest times of humanity such ers, psychics hold an elevated position within the CS military,
individuals often held a position of leadership as priest, shaman, society, and culture. As soon as their abilities begin to show,
medicine person, wise person, oracle, prophet, guru, spiritual psychics within the CS know what their future holds, and most
leader, and many other titles of enlightenment and otherworldly are proud to accept it. They are the natural born champions of
insight. It was only in the modern age of science that spiritualism, humanity, seers and demon slayers responsible for the protec-
the supernatural, and magic were dismissed as mere fairy tales. tion of ordinary people from threats and monsters only they can
37
sense and recognize clearly. Threats that they, and they alone, are as a threat. (“Why are you trying to conceal your abilities? Why
uniquely equipped to handle. haven’t you registered?”)
Building upon those beliefs, the Coalition government has PRP-compliant psychic citizens of the Coalition States are
developed numerous psychic training programs that have honed generally held in high regard and quietly given opportunities and
generations of CS psychic defenders. They turn these gifted men privileges the average citizen suspects but never really knows
and women into fanatical patriots who solemnly accept the man- about: government jobs, better state education, higher status and
tle of hero thrust upon them for the sake of humanity. position within the CS government and military, superior living
It is a heady thing to be one of “the chosen.” Most accept their accommodations on the upper levels of fortress cities and in sky-
responsibilities like the natural born heroes they believe they are. scrapers. Once proven loyal and trustworthy, they are awarded
Only those who have the necessary heart and temperament, how- higher paying jobs and even greater privileges in order to help
ever, become field soldiers, ISS, NT-SET or Manhunters. The maintain their loyalty. Similar special consideration and privi-
rest work quietly behind the scenes, invisible to their fellow CS leges are also extended to their immediate family members, es-
citizens and unknown to the outside world. Their domain is be- pecially children who are also likely to be psychics. The bottom
hind a desk or in other everyday jobs, always passively using line, psychics who toe the line are among the “unofficial elite”
their abilities to sense danger and glean the future. All psychics citizenry of the Coalition States, and have been for generations,
are respected and honored within CS society, but it is the most all of which keeps them happy, loyal, and compliant.
powerful psychics such as the infamous Mind Melter, Burster,
and Zapper, among others, who grab the limelight as monster
hunters and fierce soldiers. It is they who are regarded with a
Helping psychics find their way
touch of fear and wariness by the admiring, general public. The CS has established a time-proven system to identify,
Thanks to Erin Tarn’s research and various exposès, everyone groom, and train its hidden army of psychics.
knows that CS citizens who exhibit psychic abilities must register Phase One is identifying psychics within the population at
with the Psychic Registration Program (PRP) and are “tagged an early age, then isolating them for indoctrination and disburse-
and chipped” with an Identification Code (IC). Identification ment for “special opportunities.” Most psychics in the Coalition
Coding requires a bar code to be tattooed on the back of the neck States are identified when they are still children between the ages
and a simple implant placed under the skin – a sort of high-tech of 6 and 15, tested, assessed, and put into special opportunity
brand – to identify the individual as a psychic. Most wear this programs. There it is drummed into them that they are gifted and
marking as a badge of honor. This requirement applies to most special, though not superior to their fellow humans. They learn
civilian, military, and government positions. Wherever a regis- about their shared manifest destiny to be heroic protectors of the
tered psychic goes, they pass through various checkpoints and Coalition States and shepherds of human civilization, each of
concealed monitoring stations where the chip is automatically them fated to play different but equally important roles based on
scanned. Such locations are as inconspicious as a public arch or their natural abilities and aptitudes.
doorway, and they are everywhere, functioning as a silent alarm Before a psychic is tagged and chipped, they are tested and
and monitoring system that automatically alerts security to the evaluated, then tested some more. This is done to determine their
presence of a psychic. The data displayed includes photographic personality, mental stability, and compatibility for positions in
I.D. and a complete profile of the psychic citizen including his or various types of work. Those with the greatest psychic abilities
her age and other personal data such as job, employer, security are recruited to work within the Coalition States’ military and
clearance level (if any), home address, and known psionic abili- intelligence communities. They receive a superior education in-
ties. Remember, only powerful Major and Master Psychics are cluding a much more rigid and intense indoctrination than is the
required by law to participate in PRP and get an IC (Identification norm for lesser psychics and those behind a desk in the futures,
Chip) and bar code. Minor Psychics with one or two abilities are intelligence, and analysis departments.
on a list, but are not tagged and chipped unless they have been a Those with the appropriate abilities and personality are placed
member of the military, police, or have a criminal record. in training programs to help them further develop and hone their
Erin Tarn and most outsiders see this as an infringement upon psychic abilities while, at the same time, turning them into loyal
privacy and personal rights. They also erroneously assume all and devout super-patriots. These secret programs have been in
psychics are feared and scrutinized by the CS authorities and place in Chi-Town for more than a hundred years and have cre-
treated as second-class citizens. They are wrong. Well, mostly. ated generations of psychic operatives in numerous areas of the
There is some fear and apprehension about psychics, especially military and society. Many of those in Psi-Battalion, Psi-Ops, and
the most powerful of them. However, the CS authorities make particularly the Manhunters, possess abilities with much more nu-
a great effort to identify and recruit psychics at an early age in ance and range than the average psychic outside these programs.
order to control and use their gifts for the benefit of the Coalition As a result, many elite Coalition psychics possess additional abil-
States. Part of that is quietly eliminating malcontents who cannot ities that have been spun from the more common psionic powers
be controlled, and keeping most psychics low profile and active (see the Rifts® core rule book). Telekinetic Intuitive Combat, for
behind the scenes. As unsung heroes and protectors in the service example, is a further developed and expanded combat ability that
of the CS, psychics are to be celebrated not feared. combines elements of Telekinesis with extrasensory perception.
Citizens who possess psychic abilities and obey the law are of Phase Two, each young, newly discovered psychic is tested
little concern to CS authorities. It is psychics who willfully dis- and observed for the purpose of creating a psychological profile
regard the law or hide their powers and try to avoid the Psychic and abilities assessment. As the psychics undergo a series of tests
Registration Program (PRP), as well as outside infiltrators who in a preliminary general psychic development program, they are
are of concern. It is these individuals who are feared and seen observed and assessed. This is done to determine, a) each psy-

38
chic’s natural psionic inclinations: Healing, Physical, Sensitive, strange sensations associated with the opening of their Third
Precognitive, Telekinesis, Energy Expulsion, etc.; b) their poten- Eye. Since most psychic abilities are not physically obvious, it is
tial power level: Minor, Major, Master Psychic; c) personality easy for fearful individuals to conceal if not completely suppress
and mental stability to determine which Special Opportunities their abilities for at least a while. Over time, however, it becomes
Programs are best suited to their abilities, personality, and goals. impossible. No matter how much the reluctant psychic tries to
For example, psychics who may be go-getters and who like chal- repress them, their preternatural abilities surface and become re-
lenges are not necessarily fit for the same training and duties as vealed. It is like asking yourself not to use your sense of smell or
those who are aggressive, competitive, and like to fight. The for- not to listen to the words and sounds you hear. You can ignore
mer may be better suited toward solving puzzles, cryptography, them and pretend they do not exist up to a point, but they are
investigation, espionage, and sabotage, while the latter may be there, you know it, and it is difficult not to react to them. Just as
more inclined to excel in areas that involve combat, police work, our five senses are innate abilities common to us all, the so-called
military operations, assassination, and intimidation. (Note: Many sixth sense is just as natural, real, and present within psychics
CS Manhunters are recruited from this latter category, especially whether they want it or not. Precogs cannot stop themselves from
if they have sadistic, psychopathic, or homicidal tendencies, but seeing the future and just knowing things they shouldn’t. Psychic
are still capable of self-discipline, following orders, or leading Sensitives cannot stop themselves from seeing or sensing the su-
subordinates when they are placed in a position of command. Be- pernatural, and so on. Their psychic abilities are a natural part of
ing a team player is usually a plus, but there are also positions them, yet despite that, these strange powers may seem abnormal
for lone wolves and loose cannons. Many Manhunters are self- and frightening.
motivated lone wolves who tend to be reclusive or secretive. Not This is why it is essential to get young psychics assessed and
every person has to be a team player to be effective. There are into training as early as possible. Not just to enable the young-
plenty of lone gunmen, assassins, and saboteurs who are a team sters to develop their powers in a specific area to the fullest, but
of one. The Coalition military will find a use for almost anyone, to make them feel as comfortable and normal in their own skin
especially the gifted.) as possible. Psychics who feel out of place or too different can
Phase Three: Orientation and indoctrination. There is become a danger to themselves and others. It is vital they feel
more to being a psychic in the service of the Coalition States anchored and connected to society and their fellow humans. If
than learning how to use your gifts. Psychics, by the very nature not, they may become anti-social, paranoid, and given to acts of
of their unique abilities, are not ordinary. The CS has done an as- uncontrolled rage and violence, all the result of trauma and fear
tonishing job making psychics feel special and destined for their stemming from their psionic powers.
roles within Coalition society, as well as encouraging acceptance These may be people who are able to see and feel the super-
by ordinary citizens, but each individual psychic must also find natural or magic energy, or feel the emotions or read the thoughts
a way to feel comfortable in their own skin without a sense of of other people. Others may realize they are able to summon and
superiority to the non-psychic majority. That last part is of critical control fire or electricity, or create ectoplasm, or heal others.
importance to ensure the psychics remain dutiful and loyal, and They sense, feel, and experience the world in a way “ordinary”
connected to their humanity and the greater good. This is done people cannot. More than that, they see the world in ways ordi-
by making the psychics feel beholden to a greater ideal (the CS nary people cannot – and it terrifies them.
and their place as protectors of humanity) and purpose (destined Long before the Great Cataclysm, psionic abilities were
to be heroes). dubbed the sixth sense and referred to as the opening of the Third
Anyone who claims being a psychic is easy and normal is a Eye, because the psychic becomes aware of many new aspects
liar or fooling themselves. Possessing psychic abilities does not and dimensions of reality that people without such abilities know
feel natural or normal regardless of how anyone tries to paint it. nothing about and cannot truly understand. Imagine if you only
However, while you might think this would make the psychic feel saw the world in black and white and you had no sense of smell.
powerful and superior, it is almost always the opposite. Most feel Then, one day you woke up to see the world in vivid color and
like freaks of nature. They are frightened, uncertain, and anything could smell an array of scents and aromas. The awakening of
but normal. It is not an easy thing to go through life knowing, psychic abilities is that dramatic, especially for Major and Master
feeling, and seeing things most people do not. Their abilities of- Psychics with many powers.
ten make psychics feel out of place and out of step with “ordi- On one hand, such a heightened and expanded view of the
nary” people. Their powers, regardless of what they are, come natural and supernatural world is thrilling. On the other, it is terri-
with insecurity and fear, fear of their powers and of the things fying and isolating, because people cannot relate to what they are
they see and feel, or know and can do, and being treated badly for experiencing. Most people do not see, feel, hear, or understand
them. People don’t think about it, but a psychic’s unique gifts are the often invisible and ethereal world of the supernatural. They
confusing, scary, and often painful and unwanted. cannot see the energy streams, auras, and beings the psychic may
The CS uses the term “newly discovered psychics,” because experience. They cannot see ghosts and spirits or glimpse the fu-
not all people are willing to admit they have powers. In fact, some ture or know the unknowable. Nor do they possess innate abilities
born with psychic capabilities try to repress and deny them. So to understand and fight demonic and magical forces. The world of
much so that their powers do not become apparent or fully mani- the psychic on Rifts Earth is very different than the world most of
fest until later in life. us know, and far different from the world psychics knew before
Most psychics begin to exhibit their abilities as a young child, the Great Cataclysm, and it can be confusing and frightening.
usually between the ages of 5 and 10, or in their pubescent teens, It is not a surprise then that some psychics find their awaken-
but some do not develop their abilities until adulthood. This usu- ing to be thrilling and magical, while others find it emotionally
ally results from being scared of their psychic powers and the overwhelming and terrifying. Still others find the responsibility
39
that comes with such powers too demanding and disturbing. They Most cultures that embrace psychics let these gifted individu-
don’t want to be special or be considered heroes with rare powers als find their own way. Even Psyscape, though renowned for its
and abilities. They fear their destiny and long to be normal and range and depth of understanding psionic powers, takes an intui-
ordinary. They don’t want to have the lives of innocent people tive and organic – even freewheeling – approach to the develop-
counting on them. Without guidance and tutelage, they flounder ment of psionic abilities. They let the fledgling psychics find their
and live in fear and chaos. The CS government realizes this and own path. They encourage the psychics to develop the psionic
is there to help. This enlightened view about psychics actually abilities that feel right for each individual and their unique per-
predates the Coalition States. It goes back to the early days of sonalities. Psychics are encouraged to pursue their individual
the city-state of Chi-Town. Back when it was a haven to human dreams and aspirations. Psyscape, Lazlo, and many places are
survivors established sometime during the Two-Hundred Years more concerned with what feels natural and comfortable for the
Dark Age and before the rise of the Coalition States. individual, rather than trying to produce cookie-cutter psychics
You are good. You are beloved. You are needed. The lead- to fit a particular mold, each with the same training and similar
ers of the Coalition States are well aware of what a psychic goes range of abilities.
through, which is why they try to identify and help psychics from This natural and personal approach may be ideal for the in-
an early age. A wide range of psychological and educational pro- dividual, but it is not the way of the Coalition States. As it does
grams (training and orientation) are offered to help their “gifted with many things, the CS takes a driven, calculated, and methodi-
citizens” come to terms with their special abilities and the inher- cal approach to the development of psychic abilities, casting its
ent responsibilities that come with them. An important part of this psychics into very clear roles that provide offensive and defen-
is to make sure young psychics feel loved and connected to other sive combat applications via their mind powers. The CS wants
people, fulfilled, and appreciated. Giving them a purpose and el- cookie-cutter uniformity and reliability to create a secret army of
evated position in society makes them feel special, important and psychics. They want to know exactly what their psychics can do,
receptive to training and orientation. Most of all, if ensures these and point the young preternatural youths into training regimens
living weapons are loyal to the CS and pointed at their enemies. that grind out the same range of abilities for that category of psy-
Every citizen of the Coalition States is taught psychic abili- chic (O.C.C.) with consistent regularity.
ties are nothing to fear. That they are a gift and a blessing to And somehow, they have made it work.
cherish and admire. It is vital that CS psychics feel good about Despite the Coalition’s healthy and positive attitude toward
themselves, good about their abilities, and accept their destiny psychics, all of its psionic training programs are Top Secret. Most
within CS culture. This is a big reason for the Coalition’s con- programs fall under the umbrella of the Coalition military and
certed and public efforts to ingrain that sense of heroic lineage Psi-Battalion. Psychic cadets are indoctrinated to think of them-
and purpose regarding the valiant psychic hero, champions who selves as an important secret society that does not openly disclose
have been fundamental to humanity’s survival throughout the an- or reveal any of their rituals, routines, or training with the non-
nals of history. psychic majority, and never to outsiders. This is not a threat but
This is a two-way street that requires the citizenry to likewise a mutual and acceptable understanding. Psychics know ordinary
feel a connection with the psychics among them, to accept and people cannot relate to their experiences and abilities and would
hold them in high esteem as friends and fellow citizens, as well not understand. As noted above, nobody wants to be looked upon
as noble heroes. It all works to give the average citizen peace of as a frightening freak, so most psychics do not broach the subject
mind about psychics and their role in keeping them safe from with outsiders and feel no need to reveal anything about their
the forces of evil, magic, and the supernatural. The average CS training or powers to the public at large, often not even with those
citizen feels safe around psychics and appreciates their efforts closest to them. All of this is made easier by the fact that psychics
and sacrifices. They welcome them into their lives and acknowl- are such trusted and respected members of CS society, and open-
edging them as important and special. This, in turn, keeps most ly accepted without question or fear. The average citizen regards
psychics on track as highly motivated public servants and loyal most psychics – be they police, I.S.S., soldiers in Psi-Battalion,
defenders of the people. A win-win for all parties involved. and even Psi-Hounds – as fellow citizens and trusted protectors.
Propaganda casts them as homespun neighbors and heroes who
work within the governing authorities, behind the scenes, to keep
Building a Better Psychic your families safe along with their own. As heroes stemming
Phase Four: Training and Mastery of Psionics. After iden- from a long line of heroes evolved to protect humanity against
tification, establishing a strong, positive emotional foundation, the supernatural and magic. And that’s all most CS citizens feel
and a fundamental education, the powerful Major and Master Py- they need to know.
chics are funneled into training programs. These programs are The average CS citizen doesn’t ever really stop to think about
designed to help them to develop their “gifts” and natural procliv- psychics or what they do within the government or the military.
ities into nice, neat, uniform positions within the Coalition’s de- Whatever it is, it works and has kept them safe and able to main-
fense forces. There are many niches within the Coalition mlitary, tain the comfortable lifestyle known throughout the Coalition
Psi-Battalion, and the police, as well as other work for psychics States. The idyllic society of CS citizens nestled within the safe
within CS society. (The ultra-secret Psi-Ops is just one more). confines of fortress cities is notorious for compliance and com-
This includes occupations (O.C.C.s) that require and develop a placency. They trust the government does whatever is necessary
specific type and range of psionic abilities to more mundane posi- to keep them safe and preserve their way of life. They don’t care
tions as doctors/healers, surgeons, counselors, therapists, teach- how they manage to do it, nor do they care who may suffer for
ers, researchers, scientists, and other walks of life where psionic it, especially if those who suffer are not human. They recognize
abilities can be helpful. every CS city is an oasis of safety and luxury in a frightening
40
environment filled with monsters and danger beyond their walls. measures. Measures that may seem harsh and extreme to gentle
For that they choose not to question or look too closely at how citizens and outsiders. The Earth has been invaded by aliens,
this is possible. They happily accept the system that keeps them magical creatures, and demonic supernatural beings that threaten
safe. They choose to believe what their leaders tell them and trust human existence. Beings that must be held at bay by any means
them to have everything under control. Period. available and ideally, completely eradicated.
As is human nature, most people don’t bite the hand that feeds This reality and their role in preserving the Coalition States
them or question the measures needed to preserve their idyllic both remain at arm’s length, because though they may work un-
lifestyle. Not when everything seems to be going well for them. der the auspices of the military or law enforcement, many psy-
They simply enjoy their life and don’t ask questions that might chics never go into the field or see combat. The majority operate
lead to ugly and unwanted answers. The role of psychics falls in a defensive capacity behind the safe walls of the Coalition’s
squarely into that category. They exist. They do good. They are great fortress cities, or back at high command, or a fortified mili-
heroes. There’s no reason to think any more about it. tary base.
The Coalition’s propaganda machine concerning psychics has Their job: To glean information regarding threats and at-
been so fine-tuned and effective that few citizens consider what tacks before they happen and to identify enemies lurking in the
might happen should a psychic go rogue or insane, and turn to shadows or among their own in disguise, invisible, or cloaked by
crime or assume a sinister lifestyle of manipulation and cruelty. magic, psionics, or supernatural abilities. The CS military and
To the public, somehow this never happens. Psychics – all psy- the authorities handle the takedown of such infiltrators and meet
chics – seem to be courageous, noble, and well-adjusted individu- enemy assaults, not the psychics. In this regard, many CS psy-
als working to preserve and defend humanity. Just as advertised. chics function in an advisory role for the military and police, and
This misguided belief stems from a number of factors. One, the conduct or assist with interrogations, investigations, and search
Coalition’s propaganda machine is outstanding at its job. Two, and destroy missions against enemy psychics, the magical, and
ordinary citizens (and the outside world) have no idea how many supernatural evil.
psychics exist within the Coalition States, nor the full range of The above notwithstanding, there are plenty of psychic sol-
the powers they wield. Three, as noted earlier, CS psychics are diers found in a wide range of combat roles: military intelligence
trained not to flaunt their powers. Four, most of them work be- and reconnaissance, Special Forces, infiltration and spy work,
hind the scenes and out of the public eye. wet work (assassination and sabotage), search and rescue, search
There is one more reason. When psychics do go rogue, they and destroy, anti-demon and anti-magic operations, and all-out
are quickly and quietly dealt with in order to prevent a spectacle. combat on the battlefield. With the Minion War spilling across
A process usually involving the renegade being tracked down and North America, the number of psychics volunteering for com-
liquidated by a CS Manhunter or Manhunter squad. A task no one bat duty increases every day. But there have always been a good
is better equipped to handle. number of psychic warriors within the Coalition Army, Special
Forces, and elite branches of service like the ISS, NTSET, and
Psi-Net (as well as the CS Manhunters), all of whom receive spe-
cial training.
Developing psionic abilities is like any skill, it takes time,
practice, and discipline. The CS established little-known schools
and academies for this purpose, each with a set regimen to devel-
op specific areas of psionic ability. Every school has a roster of
experienced and capable instructors, mostly psychics themselves,
to demonstrate and teach what is and is not possible. This instruc-
tion cranks out psychic soldiers with astonishing consistency and
efficiency, and with a larger range of psychic abilities and appli-
cations for those abilities than anywhere in the world.
Like the disciplines of magic and spell casting, psionic abili-
ties are summoned and controlled by the mind of their wielder. It
requires practice to focus and use psionics at will and with preci-
sion. The more a psionic ability is used, the more adept the psy-
Psychic Soldiers chic becomes in deploying it. With proper training and practice,
Psychics are among the most scrutinized, educated, and in- that familiar power can be used in ways other psychics may not
doctrinated of all CS citizens. They are also the most loyal and have considered, or with an expanded range of effects and influ-
dedicated (read: brainwashed) citizens of the Coalition States. ence.
Super-patriots and super-soldiers who firmly believe in the Coali- The typical psychic learns to channel his or her Inner Strength
tion’s way of life and who do not question that life, their leaders, through raw instinct, natural aptitude, emotion, and willpower.
or their own role in preserving them. Most CS psychics have no Every natural psychic will tell you that it was only through de-
doubt D-Bees, practitioners of magic, and the supernatural are sire, trial and error, and practice that they learned and developed
dangerous threats to be contained, controlled, and destroyed. In certain psi-abilities.
part because their psychic abilities and affiliation with other psy- The scientists and psychic combat specialists of the Co-
chics and military personnel, confirm the world is a much more alition States, however, are experienced in working with and
dangerous place than the average CS citizen realizes. They accept honing the raw potential of highly developed and skilled psy-
they are living in extraordinary times that require extraordinary chics. This is achieved through established training regimens
41
for military and defense applications. Numerous CS psionic army of psychic soldiers and combat specialists. The world at
training programs exist to create a large number of specific psy- large and the Minions of Hell are about to find out.
chic occupations (see CS Manhunters for some) or to augment
existing O.C.C.s. Each training course is designed to improve
the level of control and expand the range of known and little
Notes about other
known psionic abilities. Such “tweaking” and new uses of com- CS Psychic Initiatives
mon abilities, such as Clairvoyance, Ectoplasm, and Telekinesis Genetic Breeding: Even the great Doctor Desmond Bradford
for example, adds to the range of possible applications of said has been unable to identify the gene sequence or pinpoint the ex-
power and refines them with related nuances to their abilities. act locations of the brain that instill psionic abilities, and he has
(See new Psionic Abilities and revisited psionics, elsewhere in tried repeatedly. Instead, the CS uses the old-fashioned means of
this sourcebook.) This has been made possible through the Co- creating psychics – they breed them.
alition’s time-tested programs and the guidance and tutelage of As you might imagine, this is done in a subtle, socially accept-
experienced CS instructors. By having an experienced psychic able fashion by encouraging psychics to associate with and wed
show the young, inexperienced cadets what is possible and how fellow psychics. The CS authorities take the position that psy-
to achieve it, the students learn to master their abilities faster chics are best equipped to understand and raise gifted children.
and push the limits of their innate abilities farther than any other Likewise, a fellow psychic makes a sympathetic and understand-
known set of institutions. This creates some of the most adept ing life partner. As expected, this gentle persuasion has produced
and powerful psychics in North America with the likely excep- a marked and consistently higher percentage of psychic offspring
tion of Psyscape, which remains an enigma to everyone. Lazlo, within the CS population.
the Federation of Magic, and the fallen Kingdom of Tolkeen To foster this coupling between psychics, they are usually
have established similar programs and learning institutions taken out of the general population and placed in special schools
for the mastery of different magicks, but few have ever done for gifted children as well as placed in training and work envi-
the same with teaching psionics. This is largely because psy- ronments where psychics can meet and associate with fellow
chic abilities are generally seen as “natural” and not something empowered individuals. This results in the youths developing
that can be taught. This is true, but only to a point. The CS has relationships with other psychics, which often leads to marriage
learned, however, that young psychics can be taught to develop and children who are also likely to possess psionic abilities. This
and pattern their abilities in a consistent manner. Moreover, by practice is deliberate and fairly obvious if you are paying atten-
drumming in a particular focus and orientation, young psychics tion, yet no one speaks of it nor seems to find it inappropriate.
seem to manifest abilities that compliment others, resulting in Perhaps that’s because psychics are allowed to socialize with
the desired uniformity in their psychic soldiers possessing the anyone they choose and pursue careers in any profession that ap-
same or similar range of abilities. peals to them. Or so it would appear.
As often seen in sports and the practice of magic, seeing is Remember, every man, woman, and child growing up in the
believing. Throughout history there have existed levels of physi- Coalition States knows the history and legacy of heroic psychics
cal, mental, and scientific excellence thought to be the limit of and what is expected of them. CS psychics are born with the high
achievement. Anything beyond that limit is believed to be impos- expectation of becoming heroes and protectors of the realm. In
sible...until someone proves otherwise. With the revelation that that regard, the cards are stacked against them in such a way as
more can be attained, not only does the impossible become regu- to encourage psychics to pursue a certain destiny in the service of
larly attainable, it becomes the new paradigm which all others their nation. In the end, it boils down to peer, family, and societal
strive to reach and surpass. The new standard of what is achiev- pressures that usually compel young and idealistic psychics to
able creates a new mindset and new method of training for others follow a path predetermined by the Coalition government.
to follow. For a CS psychic to choose a different line of work is unthink-
The CS military uses a similar approach in the teaching and able for most of them and a disgrace to himself and the family, a
training of its psychics. Psionic development and mastery re- black mark that tarnishes the family’s sterling lineage and hurts
quires focus, motivation, and discipline, all of which becomes them all. As noted earlier, psychics and their families, including
easier in a classroom environment with someone there capable family members who do not possess psionic abilities (but prob-
of performing what is being asked of the students, someone who ably carry the DNA in their genes and have family members who
guides the young adepts by demonstrating what is possible when have accepted the calling), enjoy many privileges and opportuni-
they apply themselves. After seeing a psychic feat performed by ties not available to the average citizen. Refusing to do what is
their instructor there can be no question that it can done. It gives expected of them is likely to have a negative social and financial
the instructor credibility, but of more importance, it gives the stu- impact on the entire family, and who wants to carry that burden?
dents a goal to strive for and an instructor who can show the way. (“Don’t be so selfish. Stop and think how this will hurt your fam-
It serves as proof that the most focused, motivated, and disci- ily.”)
plined adept can accomplish amazing things and perhaps create That’s how deeply the role and duty of the psychic has been
new standards. This is a truism for all walks of life and the origin ingrained in CS society and culture. As a result, societal con-
of the old saying, “Where there is a will, there is a way.” But that ditioning, history, and years of subtle brainwashing, leave most
axiom is especially true in the mastery of psychic abilities (and Coalition psychics no choice but to accept and embrace their des-
magic). tiny. Most do so happily, believing it is their choice and privilege
The people of the world have no idea what the CS has accom- to serve their nation. Meanwhile, the average citizen is oblivious
plished with its psychics over the decades. No real notion of the to the true role psychics play in the Coalition’s defenses and sur-
power level, versatility, range, and skill possessed by its secret vival, or the weight of that obligation.
42
No M.O.M. implants (sort of). The so-called Mind Over implant and the powers that come with it on and off, will prevent
Matter technology commonly used to create the aptly named or significantly delay the mental degradation and insanity seen in
Crazies is forbidden and illegal in the Coalition States. Only standard Crazy M.O.M. procedures.
natural psychics operate within CS held territories. In fact, while For the past several years it has fallen upon Psi-Ops to secret-
Body-Chop-Shops that offer cybernetics and bionics are regu- ly field test the sustained viability of the NeuroStim. They have
larly ignored and overlooked by CS authorities in the ‘Burbs and reported remarkable success and no discernable negative side-
elsewhere, Body-Chop-Shops that offer M.O.M. conversions and effects. Officially, Emperor Prosek and Coalition brass have re-
Juicer augmentation (the latter because the CS wants to control mained reticent about authorizing a wide scale application of the
and limit its availability, the former because it results in madness NeuroStim in soldiers, but the demon invasion is forcing them to
and unpredictability) are shut down wherever they are found. rethink their position. If the implant provides their troops with a
Moreover, traditional M.O.M. augmentation is designed to handful of psychic abilities that give special forces, shock troops,
create a super-soldier on par with the Juicer, not instill psychic and officers an edge in the Minion War, it must be considered.
capabilities. The psionic abilities imparted by the implants are an Note: Emperor Prosek’s secret use of the NeuroStim, en masse,
unintended accident. This arguably fortunate side-effect instills within Psi-Ops means only he, General Cabot and the Emperor’s
random psychic abilities and not so fortunate mental instability other two secret Psi-Ops assistants know how safe and effective
that worsens over time, hence the moniker, “Crazies.” the NeuroStim has proven to be.
There is one exception, the new and revolutionary NeuroS- The new concern is the fear that this Top Secret weapon could
tim, an experimental CS brain implant based on stolen Mind- be discovered and replicated by CS enemies after the Minion
werks technology. Technically it is a M.O.M. implant, but it War. Other tacticians point out there is no “after” or future for
works on a different principle than the implants installed to create the CS or their enemies unless they are able to stop and repel
the Crazy. This tiny device is designed not to augment physiolog- the demon hordes. If the NeuroStim can help them achieve this
ical prowess, strength, and speed, but to activate a small number Herculean task, it must be deployed. The debate continues. Note:
of psionic sensory abilities. More than that, the recipient can turn See the NeuroStim on page 31 in the Psi-Ops section for com-
the abilities on and off at will. The CS hopes the ability to turn the plete details.

The Coalition Bogeyman


“Santos? I thought you’d be hidin’ under a rock somewhere
far away,” said the big, burly, Greot Hunter as the two men stood
and leaned into each other to shake hands in an unexpected tavern
encounter.
“What do you mean?” snickered the jovial Santos, a renowned
Tolkeen Retributionist operating in the Midwest and Pecos Em-
pire since the fall of Tolkeen.
“I heard the CS is gunnin’ for you.”
“They’ve been looking for me long before the fall of Tolkeen
and they haven’t caught me yet.”
“Yeah, that’s why I hear they put Coalition Manhunters on
your tail.”
“Coalition Manhunters? Who are they?” chuckled the ex-Co-
alition SAMAS pilot turned traitor and rebel.
“Hell, man, you should know better than me. You’re the one
who used to be a dang SAMAS pilot before goin’ AWOL an’
joining Tolkeen to fight against your own.”
“Well, I have never heard of any Coalition Manhunters, so
what does that tell you?”
“That you ain’t half as smart as you think you are. Rumor has
it they are bad to the bone and don’t stop till they put their target
in the grave. They make people vanish, permanent like. As in,
nobody will ever find your remains. You just up and vanish.”
“Just another Coalition bogeyman conjured up to keep the
Boys in Black in line,” laughed Santos. “Helps to prevent deser-
tion and betrayal.”
“You sure? ‘Cause that’s exactly what you done, so it makes
sense they’d sic their dogs on you, brother.”
43
“All smoke and mirrors, my friend. Just like rumors about The is. You ever think you’d see him tremble like a frightened child?
Disavowed who bend all the rules to get the job done for some I never would have, but there he was, tremblin’ like a leaf as he
shadow part of the CS elite. So secret, even the Emperor doesn’t recounted a little bit of what they done to him. Couldn’t even
know about them, if you can believe that garbage. They suppos- get it all out. He broke down sobbin’ and shakin’ like a beaten
edly even recruit mages and D-Bees like you and travel the Rifts dog. Said he couldn’t believe they finally just let him go when
doing all kinds of things the Emperor would never allow.” they was done with him. They just turned their backs on him
“Never heard nothin’ about no Disavowed,” said Throk the and walked away. Told him to keep his mouth shut an’ he would
Greot Hunter. “An’ I don’t wanna know. Talk like that is exactly only ever see them again in his nightmares. The experience made
what’s gonna get you killed. Nobody heard of no Disavowed. him quit the trade. The toughest mother that you or I have ever
Maybe that’s why them Manhunters are on your tail, brother. known, an’ he just ups and leaves the business. Planned to head
You talk too much.” down into South America where the CS don’t have much pres-
“It’s all rubbish, Throk. Fairy-tales and bogeymen so every- ence.”
one behaves like good little soldiers, no questions asked. Until “You’d be surprised,” chuckled Santos.
they wise up.” “Damn it! That’s the kind of shit you say all the time an’
“Like you wised up?” it’s what’s gonna get you noticed an’ killed! An’ me with you.
“Exactly.” You’ve got a loose tongue, brother. An’ more guts than brains.
“But I’ve been hearing stories about Manhunters from Bounty Always have.”
Hunters for a few years now, Santos. Brothers who swear they are “One of my most endearing qualities. Now, if you’re going to
real. Stories that have been circulating since ...” keep lecturing me, ‘daddy,’ you need to buy me another shot and
“The start of the Tolkeen campaign, I know,” said Santos, fin- a beer, because your crap is getting old fast.”
ishing the Greot’s sentence as he signaled the barkeep to pour The Greot Hunter grabbed Santos by the arm, leaned in close,
him and his large friend another round. “Like I’ve been saying, and growled in a soft, hoarse whisper, “I’m tryin’ to save yer
Throk, it’s all lies meant to put fear into the troops to prevent dumb ass. Them Manhunters was interrogatin’ Roxtal about
desertion and crimes against the Coalition States. With Prosek’s you an’ your whereabouts. They learned you ran with his gang a
War Campaign on two or three fronts, they had to invent a new while back. Said he was the last to see your skinny ass an’ they
bogeyman to keep the sheep in line.” wanted to know where they could find you. They broke the big-
“So you have heard of them?” gest, meanest, sum-bitch this side of the Mississippi to find you,
“I don’t know. I might have, but it’s nonsense.” Santos. You. These guys mean business. An’ right now, you is
“But I know a guy ...” protested Throk. their business.”
“I’m sure you do,” said the ex-Coalition SAMAS pilot. A man “Right, so tough that ol’ Roxy is going off to hide in a South
renowned for not just deserting, but taking a truck full of Super- American jungle somewhere?”
SAMAS with him and selling them to the enemy. A man whose “No, he ain’t. He never made it. A day after he told me about
reputation has grown across the Tolkeen front and into the Pecos the CS Manhunters, he was dead. Me and my crew happened
Empire and Northern Mexico for his daring stunts and exploits upon what was left of him an’ his Pecos Raiders two days ride
against the CS. from here. Wouldn’t have even known it was him ‘cept for his
“No, Santos, listen to me. I’m serious. My guy says they are boots and that robot horse of his. He always wore them red an’
bona fide real. And bad news. As bad as they get, brother. They black leather cowboy boots, with that big gold star on the side,
never give up. They use psychics to find you. Precogs to track remember? Said they made him feel like some old famous bandit
you down. Psi-Stalkers, Dog Boys, and Kill Hounds chase you from Earth’s Old West he’d seen in some video. Who was it?
to ground. Then a CS Mind Melter fries your freakin’ brain or Kid something? Anyway, we come across his robo-horse, a pile
short-circuits your heart, or a sniper puts a slug in your head, and of gear scattered across the earth, an’ his boots – his feet still in
it’s adios muchachos.” them, Santos. The rest of him misted. Vaped by heavy ordnance
“I thought you said they make you vanish.” like what’s used by the CS. The rest of the gang suffered the same
“Yes, you’ve got it now. You just disappear, like you never fate. As far as we could tell, none of ‘em survived. Not a one.”
was.” The Greot mercenary stared into Santos’ eyes searching to
“Wow, I’ve never seen you spooked like this, Throk. It’s a find some glimmer of understanding and concern, but was met
nice story, but I’m telling you it’s all horse manure spread by with disappointment.
people spooked by the CS. And there are more people afraid of “People get bushwhacked and robbed every day out here in
them than ever, these days.” the Pecos Empire,” grumbled Santos. “It doesn’t mean a thing.
“I think you’re wrong on this, brother. My buddy was scared. Coincidence.”
Scared real bad. Said he’d seen some serious shit go down that “‘Cept them attackers didn’t take nothin’. Not a damn thing.”
he still couldn’t wrap his head around. Santos, I shouldn’t even “So?”
be seen talking about this to you. They took him, Santos. Them “I don’t know no single bandit, merc, or adventurer who would
Manhunters took my buddy and did things to him he couldn’t ambush an’ wipe out a whole band of experienced Pecos Raid-
even talk about.” ers an’ just leave behind everything where it fell. Do you? An’ I
Santos shrugged. Throk lowered his voice to a whisper and mean vehicles, weapons, contraband. Musta been more than three
continued. million credits’ worth of crap just sitting out in the sun.”
“This is big Roxtal I’m talkin’ about. Roxtal the Lanotaur. “Sounds to me like you and your crew had an easy payday.”
Never thought nobody could ever break any Lanotaur like that, “Sounds like you’re dumber than I ever realized,” snarled the
let alone Roxtal. You know what a stone-cold killer that bad ass barrel-chested lizard man.
44
Santos took umbrage at the insult. Stood up and considered “Alright. Alright! Message received loud and clear, Throk. I’ll
throwing down with his old riding partner. The Greot responded head out right after the soiree tonight. Here, let me buy you an-
in kind. Both men glared at each other for a long moment, their other damn drink. You look like you could use one. I know I sure
hands on their weapons. Finally, a slow smirk snaked across San- as hell need one.”
tos’ face and he sat back down at the bar and took a swig of warm “No thanks, brother. We only come to town to resupply an’ we
beer. is out of here while we still can. Don’t need that CS bogeyman
“Look,” said Santos with a forced laugh, the booze finally giv- you don’t believe in decidin’ me an’ my boys might know some-
ing him the warm buzz he had been working toward. “I appre- thin’ we don’t, an’ take us down with you for good measure. No.
ciate your concern, buddy. I really do. I ... I just didn’t know I We’re headin’ out in a few minutes. I suggest you skip the soiree
meant so much to you, Darlin’.” and do the same.”
The Greot snorted and scowled. Santos straightened up and “Geezus, Throk, I’ve never seen you spooked like this.”
stopped with the jokes. “Maybe that should tell you somethin’, dumb ass. Adios.”
“Okay Throk. Geez, I hear you,” said a stone-faced Santos.
“All I’m saying is the Coalition States spin a lot of garbage that’s **********
not true. It scares people and keeps them in line. Hell, until we
Santos drank and danced the night away with two of the local
went to war against Tolkeen I thought Greots and most D-Bees
barmaids, but couldn’t get Throk’s warning out of his head. That
were savage monsters who would eat my children if given half
made him mad, ruined what should have been a carefree night of
the chance. None of what they taught us about D-Bees is true ...
fun and romance. Finally, Santos staggered out of the saloon to
except maybe in your case.”
make his way back to the boarding house where he had a little
The second attempt at humor fell flat and did nothing to light-
room with a cozy bed and a bottle of whiskey waiting for him.
en the Greot Hunter’s disposition.
The ladies were to meet up with him the next morning before he
“Listen to me good, Santos. What happened to Roxy and
left town.
his crew went down only two days ago, just south of here. That
When the ladies arrived just before noon. The door to Santos’
means them Manhunters or whatever bogeymen is out lookin’ for
room was unlocked. The bed not slept in and his whiskey and
you are close and closing in. An’ it sounds like you’re their next
lonely belongings still waiting for his return. Further investiga-
target. I can see why. You’re a damn loudmouth, CS deserter
tion revealed his hovercycle was repaired, powered up, and wait-
gone rogue and cashin’ in on your knowledge about the CS by
ing for him at the garage down the street. Somewhere between
sellin’ it to the enemy. You ain’t stopped shootin’ off your mouth
the bar and the boarding house, Santos vanished. Gone in the
about CS business since the day I met you. If I was them I would
wind without a trace. Had he seen something that caused him to
want to mist you out of existence too, an’ I like you, though the
slip away in the night without collecting his belongings, or had he
gods only know why. If I was you, I’d be leavin’ town right fast
fallen victim to a the CS bogeyman?
an’ layin’ low in some deep, dark hole for as long as your money
Upon learning of Santos’ disappearance, Throk and his crew
allows you to. Maybe lose yourself in Nowhere. You hear me?
decided to follow Roxtal’s plan and see what opportunities South
Roxtal said he told them Manhunters you say don’t exist, ‘em ev-
America might hold for them. None of them have ever spoken
erything he knew about you. An’ they’d be comin’ for you. Might
about Coalition Manhunters or mentioned the name of Santos
have eyes on you, right now. You’d never know in a crowd like
ever since.
this. Be smart for once in your life an’ listen to someone tryin’ to
save yer damn hide.” **********

45
46
CS Manhunters “Shadow Hunters,” and “CS Manhunters.” Those privy to such
rumors and conspiracy theories are usually people in the highest
positions of power or the lowliest without the credibility to be
“They don’t exist, but they are real. As real as any ghost can taken seriously or believed. More often than not, they or those
be. The CS Bogeymen watch and see all. When they are set loose under them have either heard the rumors or suspect they have had
from the shadows and sent forth to hunt, they stalk their prey un- a close encounter with the mythic CS Manhunters. This suspicion
seen, except perhaps, by those about to die by their hands. usually comes to them only after they have had time to reflect
– A myth about the CS Bogeymen some call the Manhunters upon strange circumstances or events long after the Manhunters
are gone.
Every Coalition Manhunter is part detective, part spy, part Some anti-Coalition groups and conspiracy theorists are
assassin, and part hunter of men. All, with the exception of the aware of the rumors, but have no proof of their existence. Just
Eagle – the officer who leads a squad or team – possess psionic stories consisting of wild claims, outlandish anecdotal tales, and
abilities that help them with their appointed task. Most are for- complete guesswork based on events that usually come to them
midable Master Psychics, the most powerful and diverse of all second-hand or from unreliable sources. More than three-quarters
humans gifted with psionic abilities. Each wields psionic pow- of the stories attributed to the CS Bogeyman are incorrect, false,
ers that have been weaponized to destroy their enemies. Abilities or complete fiction. An easy scapegoat for anything that seems
that level the playing field against anything they might encounter, suspicious or unlikely.
including inhuman and supernatural foes. Abilities they use with Those with any real knowledge about CS Manhunters are rare
practiced expertise to identify, locate, and kill their prey. and usually stay quiet about their experiences with them. This
Few even among the upper echelon of the CS military and includes a few heads of state whose intelligence on CS Black
government have ever heard of the Manhunters, let alone the av- Ops Ghosts is Top Secret, classified, and kept under lock and key.
erage citizen or people outside the Coalition States. Those who Their information, however, is thin and not much better than the
do know of them are either sworn to secrecy under the penalty of rumors and conspiracy theories. The only others who may know
death or are too afraid to speak of these “Coalition Bogeymen.” anything about CS Manhunters are members of a tiny fraternity
Terrified that to do otherwise will make them their next target. who have actually come face to face with them, or realize they
Even within Psi-Battalion, Coalition Manhunters are spoken of as unwittingly harbored or helped a CS Manhunter who was among
ghosts and in the context of rumor and myth rather than fact and them for a time, and have managed to live to tell the tale. An
reality. Most military officers and government officials presume experience of which few openly speak about out of fear for their
stories of such a bogeyman are propaganda designed to intimi- lives.
date the enemy and to keep CS military personnel in line. A lie Always incognito and undercover, CS Manhunters are the un-
they tell themselves so they can sleep at night. memorable face in the crowd. They could be a nameless drifter
or mercenary, or a daring adventurer nobody knows much about.
Just as suddenly as the Bogeyman may appear, he quietly van-
The truth about ishes. Gone in the night like a passing shadow or quietly slipped
away after a battle or commotion. It is the Manhunters’ job to
CS Manhunters be unrecognized and undetected while ferreting out enemies of
the Coalition States and target marked for termination. They
The CS Bogeyman is real. A secret within a secret organiza- are skilled and deadly psychic assassins who quietly wait and
tion, Manhunters exist under the auspices of Psi-Ops Division, watch in the background. Striking like a viper in the dark when
but even those within Psi-Ops have probably never heard of them an opening presents itself and sliding back into the shadows when
and know nothing about their existence. CS Manhunters function the target has fallen terminated. Their presence, unseen. Their
in utter secrecy and anonymity. They answer only to the Em- names, unknown. Ghosts that leave behind no physical trace of
peror and not even the oblique and mysterious Psi-Battalion are their having ever been present or that the Coalition States was
privy to the existence and activities of Psi-Ops or the Manhunt- ever involved.
ers (though they have their suspicions). For the most part, CS While family members, friends, and comrades of a Manhunter
Manhunters operate under the radar of all other Coalition authori- may believe their loved one works for a branch of the CS govern-
ties. An impressive feat in and of itself. When one or more Man- ment, police, military, or the mysterious Psi-Battalion, they do
hunters are assigned or attached to a unit within the CS military, not have the slightest clue about the existence of Psi-Ops or the
law enforcement, or the government, they operate in undercover Manhunters. They have never heard of either one and they most
without anyone, not even the commanding officers or top brass, certainly have no idea their family member or friend is a murder-
aware of their presence or purpose. ous CS Bogeyman. Nor do they realize their person possesses
psionic abilities. More often than not, friends and family believe
the CS Manhunter has a quiet, mundane job in accounting, re-
A world of shadows and lies search, logistics, or the sciences within the Coalition military or
In the outside world, the CS Manhunters are largely unknown. government. A job that requires long and unusual hours, travel
Any hint of their existence relegated to wild conspiracy theories, taking them away from home for long periods of time, work that
myths, and legends. They are the subject of the occasional unsub- is classified and cannot be spoken about. As good citizens, those
stantiated rumor about a secret league of assassins or super-spies friends and family members respect that, and never pressure said
within the CS, but nothing more. Such myths and rumors alter- individual about their job or what might constitute government
nately referred to them as “CS Bogeymen,” “Black Ops Ghosts,” secrets.
47
As you might expect, CS Manhunters never speak about so enables them to travel incognito to get close to their quarry,
their real work nor psionic powers. Not even to their spouse or identify the full extent of the threat, and terminate the threat with-
bedfellows, closest friends, or family members. CS Manhunt- out raising suspicion. This tactic of fading into a group or com-
ers understand and accept that ordinary people are incapable of munity also works for spying, gathering intelligence, and engag-
comprehending their psychic abilities nor the grim, top secret ing in acts of sabotage, planting false evidence to frame someone,
work they do in the name of country and Emperor, so they don’t and other skullduggery.
even try. Likewise, their psionic powers are unregistered and un- Able to play the long con, one or more Manhunters may join
known to those around them, a personal and government secret and befriend a group of outsiders (the player characters?), where
they share with no one. Such challenges are easily avoided for they work to ingratiate themselves to said group, organization, or
the fact that many CS Manhunters are loners with the personality community in order to establish a bulletproof cover identity. One
of a cunning, predatory animal. Always guarded. Always alert their duped coworkers or fellow citizens are quick to vouch for
for trouble and danger and enemies. Talking about work mat- and defend. As masters of spycraft and deception, every Man-
ters is best done only with their teammates, fellow Manhunters, hunter is adept at making themselves appear to be friendly, sin-
and assigned counselors within Psi-Ops with the clearance and cere, helpful, or harmless in order to fit in and fade into the group
experience to hear about Top Secret operations. (Each of whom they have infiltrated and are using for cover. They may go so
are really Manhunters, themselves!) Many Manhunters remain far as to make themselves beloved or invaluable to their current
single their entire lives or become involved only with fellow CS traveling companions or community by fighting at their side with
Manhunters or other Coalition military personnel who accept the gusto and valor. As human apex predators, most CS Manhunters
demands and constraints their job places upon their relationship. find such charades and gamesmanship to be challenging and fun.
Even then, they rarely do so. Most Manhunters are closed off in- Psionic abilities help on this front as many Manhunters are
dividuals who have learned to compartmentalize, keep their true able to read thoughts and emotions to know what to say and do to
thoughts and emotions to themselves, and find relief through their quickly ingratiate themselves with their new companions and fit
work and meditation. Secrecy is such an integral part of the CS in. Such abilities also enable them to sense when they are being
Manhunters’ lives, that they seldom think twice about lying to viewed with suspicion and need to do something to allay those
everyone about everything. Improvising on the spot to provide suspicions or fears. They are trained to be comfortable with tell-
the answers they know people “want” to hear. Training that has ing lies and manipulating others for the greater good in order to
become such an instinctual part of their behavior that they don’t hunt down their targets. Outside the Coalition States, this is made
think twice about doing it. At this point, maintaining their secrets easier by the fact they regard the people they are deceiving as
is a reflex that keeps them, their loved ones, and their country safe fools, rivals, adversaries, dangerous misanthropes, or monsters.
and cloaked in blissful ignorance. These labels automatically apply to all nonhumans, practitioners
In the field, an individual, pair, or small team of Manhunters of magic, and most people with beliefs that oppose or question
may be secretly assigned to any military, government, or civilian the Coalition States and its leadership, which are many. As a re-
unit, post, or position within the Coalition States or any CS hold- sult, the undercover CS Manhunter has no qualms about using,
ing or operation beyond its borders. The Manhunters are given cheating, robbing, endangering, or killing such misguided fools.
a new false identity with each assignment – a new disguise and These skillful pretenses establish (false) friendships within a
false persona they wear as easily and comfortably as a change of chosen group. Its members are happy to help, protect, share in-
clothes. A convincing false identity that is seldom questioned or formation, reveal secrets, make introductions, and vouch for their
scrutinized, and hold up when it is. Being an authoritarian state, newfound “friends.” This enables the undercover Manhunters
few question the reason why someone has been assigned to their to seamlessly blend in with their surroundings like a chameleon
unit or workplace, they simply accept the new personnel and their to get close to targets and to gather intelligence about a target’s
credentials whether they like it or not. whereabouts, operations, activities, and associates (e.g. other trai-
This ruse is helped along by the fact that CS Manhunters are tors, conspirators, spies, enemies, and henchmen). And let’s hope
astute at fitting in, making friends, and being barely noticed, un- that does not include you and your teammates!
less the assignment requires otherwise. Their real agenda always Similarly, if the group a Manhunter(s) has infiltrated are self-
involves sniffing out traitors, spies, terrorists, fugitives, and dan- styled heroes or mercenaries fighting and killing demons, mon-
gerous enemies from within and outside the Coalition States. sters, D-Bees, sorcerers, and other enemies of the Coalition States,
Particularly threats that represent a real and present danger to the Manhunter is more than happy to help them do so to the best
Emperor Prosek, his family, or the nation. Once found, these of this ability. For a CS Manhunter, being able to kill nonhumans,
threats are quietly neutralized, but only after the Manhunter has monsters and CS enemies in order to maintain a cover identity or
determined the full extent of the danger and who else may be in- to prove his loyalty to a group is a welcomed bonus. Moreover,
volved. There are no arrests, no trials, or pronouncement of guilt the Manhunter is likely to encourage his new “friends” to engage
and punishment. It is the Manhunter’s job to find and quietly put in wholesale slaughter and pillaging against such foes.
an end to “the problem” without publicity or fanfare, and move CS vs CS. Should the undercover Manhunters find themselves
on to the next assignment. faced with a potential conflict with fellow CS troops, they try to
circumvent any bloodshed. However, if they must fight and kill
A Wolf in Sheep’s Clothing CS military personnel or law enforcement officers to maintain
their cover, prove their loyalty to the group they have infiltrated,
CS Manhunters find it advantageous to join adventurer groups, or to get close to a more important target, they do so. Since most
mercenaries, bandits, ordinary travelers, and civilians to hide in outlaws, fugitives, and enemies of the Coalition States are usually
plain sight, and as a means to support their cover identities. Doing glad to avoid unnecessary conflicts with CS troops, however, they
48
49
are likely to welcome suggestions from the undercover Manhunt- In the event that a CS Manhunter’s cover is exposed to
ers on ways to avoid an altercation or combat. Helping their trav- the group he has infiltrated, first, they probably only see the
eling companions escape the Coalition’s notice is likely to earn individual as a CS spy, not the mythical CS Bogeyman. Sec-
them just as much trust and camaraderie as fighting them. On ond, this realization may not be reason enough for the psychic
the other hand, as a wolf in sheep’s clothing, if the Manhunter’s assassin to terminate them or for them to recognize the Man-
traveling companions are no longer essential to the mission, or hunter as the full threat he actually represents. Moreover, the
have already served their purpose, or have earned the Manhunt- fast talking psychic may be able to talk and charm his way out
er’s disdain, the psychic assassin may betray them or do things of such a predicament. (“We fight for the same cause,” or “We
to alert CS soldiers to their presence, secretly work to undermine share a common enemy. Let me help.”) Or the CS agent may
the group from within, or even open fire on them from behind convincingly play dumb or helpless until an opportunity pres-
while their backs are turned or while they are engaged in combat. ents itself for him (them?) to escape or to make a move against
Provided, of course, such actions do not blow the Manhunter’s them. Manhunters have complete discretion in how to deal with
cover and the secret agent is able to escape and hide from the CS such matters. If the revelation does not jeopardize the mission
forces in order to continue their mission. and has little consequence or negative results, a Manhunter can
CS Manhunters are used to living by their wits and deploying elect to spare their lives. This is often the case when he or she
deception, treachery, and psionic powers to trick and deceive oth- has taken a liking to the people or has plans to continue to ma-
ers in order to accomplish their mission. Backstabbing a foolish nipulate and use them. After all, who is going to believe them?
or trusting enemy, even after months of undercover friendship, is And even when others do believe them, there is no proof he or
all part of their con game. Their real and unshakable allegiance she was anything more than a CS spy or Military Specialist, or
always remains with the Emperor and the Coalition States. Psi-Battalion psychic. Note: If the Manhunter and the player
There is good news for any group of mercs, heroes, or ad- group (or NPCs) really do share a common enemy or goal, and
venturers who unknowingly welcome one or more undercov- are willing to work together, those characters become the Man-
er Manhunters into their fold: They are in little danger from the hunter’s assets and momentary allies, each helping the other.
Manhunters as long as they remain ignorant and unsuspecting of Until they don’t, at which point the Manhunter(s) either slips
the wolves among them and are not openly and actively working away, attempts to slay them all, or they kill him. The cunning
to harm the Coalition States in any way. CS Manhunters under- CS Manhunters think like chess masters and try to see the big
stand crooks and fortune hunters and turn a blind eye to most picture and think several moves ahead. They seldom take on
of them. Enemies out to undermine or destroy the Emperor or more than they can handle, so a lone assassin is not likely to at-
the CS, however, are another matter entirely. When the latter are tack a group of powerful individuals who outnumber or outgun
discovered, they are eradicated when the time is right or when him. Instead, the Manhunter escapes and marks the group for
they can become collateral damage as circumstance dictates. The death, tailing and picking them off one by one over a period
group can expect to earn a Manhunter’s lasting enmity when, a) of time, or tries to maintain some sort of relationship, even if
they become suspicious of their new friend (i.e. the Manhunter hostile, to keep them as assets or pawns in a larger game. It is
among them), perhaps due to the trail of bodies or destruction not uncommon for a Manhunter to let his captors or “associ-
that seems to follow wherever they go since he or she joined their ates” (heroes, adventurers, mercs, etc.) believe they have the
group; b) when the characters show themselves to be traitors upper-hand and that he or she is helpless, but all the while he is
or accomplices who help shield and protect CS traitors or other manipulating them to do what he needs or wants of them. The
dangerous enemies of the Coalition States (e.g. members of the end goal is typically getting the Manhunter to his real target or
Federation of Magic, Tolkeen freedom fighters, etc.); or c) when objective.
they cross the line to become part of a plot against the CS or the The above notwithstanding, all CS Manhunters are licensed
Emperor. The latter may involve their being hired by the target to kill. Each has the authority to murder anyone they consider a
of the manhunt or other CS enemy to fight or harm the people or threat or impediment to them, their mission, the Emperor, or the
interests of the CS. Even then, they may be spared if they are in- Coalition States. This extends not just to outsiders and nonhu-
significant players in a much a larger scheme, or if their exploits mans, but to CS citizens, fellow Coalition soldiers, and allies. In
provide the undercover Manhunter(s) the ability to get to his real fact, their area of specialty is terminating traitors, insurrection-
target or an important enemy leader(s) or asset. ists, rebels, AWOL soldiers and movers and shakers within the
Remember, most CS Manhunters are cunning and patient. CS. The power and authority of CS Manhunters is extensive and
They are willing to play the long game to get to enemy leaders freewheeling, and yet they use their power with measured control
at the top. A common strategy is to cut off the head of the snake and a surprising level of discretion.
(liquidate the leader) and then work their way down the ranks Despite the rumors, most CS Manhunters are not psychopaths
until they have all been exterminated. If this means some of the or mad-dog killers. Most try to avoid unnecessary and gratuitous
smaller fish get away and survive, so be it. Should those escaped killing as well as collateral damage. This may surprise people,
fish resurface as a problem at a later date, they will be hunted but most Manhunters value human life, particularly citizens of
down with extreme prejudice and destroyed. Moreover, if a Man- the Coalition States. As a result, they try to avoid collateral dam-
hunter was able to maintain his cover among the pawns even after age – e.g. injury and death of innocent bystanders. Seldom are
taking down the organization’s leader(s) or crushing the entire they willing to sacrifice innocent citizens to get a bigger fish.
operation, the undercover Manhunter should remain a known and These are the people they are fighting to protect in the first place,
welcomed comrade in arms should they meet again. A comrade so they do not risk their lives when it can be avoided.
they trust and welcome back with open arms, never realizing they CS Manhunters are super-patriots who fight to defend and pro-
just let the wolf back into the henhouse. tect humanity under the authority of the CS. They trust Emperor
50
Prosek and his vision for humanity above all others, and strive to know, especially in the wild and diverse environment of Rifts
be everything he wants them to be. Thus, they see themselves not Earth. Time may tell all, but even then there are secrets of the past
as bogeymen or killers, but as unsung heroes who protect the Em- that may haunt the individual and eventually cause a problem for
peror and preserve the purity of his vision. They are the ones who the group associated with them. Then again, if you are traveling
tend to his garden of humanity – the Coalition States, pruning out across the savage wilderness, you are probably a bold risk-taker
diseased minds, cutting down weeds that threaten to choke out to begin with. Other wayfarers may be desperate for companion-
the splendor, and exterminating any vermin who may invade and ship or in need of help, and as the saying goes, beggars can’t be
threaten that thriving garden. choosers. Thus, for better or worse, they may accept a stranger
Manhunters understand the need for secrecy, deception, and into their group or join forces with another group for their mutual
the precise, surgical elimination of all threats to the CS. They, benefit.
like their beloved Emperor, consider themselves to be the shep- The point here is, people come and go all the time without
herds of humanity working to nurture and care for the people ever meeting again, so nobody is likely to think twice about a
under their charge. They work from the shadows, striking down Manhunter undercover suddenly appearing or suddenly saying
traitors and enemies and threats in secret, so the happy lives of the goodbye or just slipping away to go off on his own.
citizens are not disrupted. The Manhunters’ quiet vigilance and As noted earlier, CS Manhunters are trained to appear affable
deadly response also sends the message to CS traitors, enemies, and trustworthy or unassuming and ordinary. Being gifted with
and would-be despoilers that they will never be allowed to do psychic abilities that often include reading thoughts and emotions
serious harm to their visionary leader, Emperor Karl Prosek, or to and seeing glimpses of the future goes a long way in helping them
the great nation that is the Coalition States. know what to say and when to say it. Psychic abilities help them
As a rule, CS Manhunters try to make their kills appear to be to behave in such a way as to fool everyone they meet. Even
the result of a tragic accident, a medical condition, or a random when someone suspects something strange or troubling about
act of violence unrelated to Coalition interests. The CS Manhunt- the stranger, they never suspect the CS Bogeyman. At worst,
ers are so skilled at this deception that they are rarely suspected the Manhunter may be suspected of being a CS spy or hireling
of wrongdoing. When the job is complete and their present cover of the CS. More often than not, they are suspected of being a
identity is no longer needed, the Manhunter usually vanishes run of the mill self-serving adventurer or brigand, or a conniving
without so much as a goodbye. agent of some other place: Arzno, the Pecos Empire, the Federa-
Good faith on the road. It is common practice among the tion of Magic, Free Quebec, Kingsdale, Psyscape, the Minions
travelers, mercenaries, heroes, and adventurers of Rifts Earth to of Splugorth, a mercenary company, or any number of freeboot-
join forces and accompany fellow wayfarers when out in the wild. ing criminal organizations like the Black Market. CS Manhunter?
This is done for safety in numbers and to fend off wild beasts, What’s that?
monsters, and bushwhackers along the way. Travelers may also Preserve your assets. Many CS Manhunters maintain their
join another band, or allow others to join their group, for the com- ruse of innocence and friendship for years, leaving their non-
panionship. It gets lonely and scary traveling in the wilderness by Coalition companions on good terms. There is value in making
yourself or in a small group. Joining up with additional traveling friends and maintaining good relations with a wide range of peo-
companions for a while lends to feeling more confident and safe. ple – even those who may be considered uncivilized, misguided,
It also provides an opportunity to exchange gossip, news and in- or evil practitioners of magic, cutthroats, and monstrous nonhu-
formation, and trade food and resources. After a time, traveling mans. Each asset is a pawn and a resource that offers a wealth of
companions split off upon reaching a particular destination or continuing intelligence and help in the here and now and in the
junction and go their own way, though sometimes a lasting alli- future. An asset who believes the duplicitous Manhunter to be a
ance or friendship is struck, one that may last many days, weeks, trusted acquaintance, friend, or fellow rebel who will freely open
months, or years. up and offer them their assistance, make introductions, vouch for
These fellow travelers are usually judged at face value and them, share information and secrets, and hide, shield, and protect
their willingness to contribute, help, and fight. Those who prove their “friend” without ever knowing they are aiding the CS. Or
to be honest and helpful or brave and friendly, or entertaining, are worse, they might help someone who may be hunting one of their
often welcomed to stay until they prove otherwise. Others come real friends, a hero, a leader, or one of their own!
and go as the wind may carry them. Old friends in the wilder- You may think the CS Manhunters’ alignment might be-
ness are always a welcome sight. A strong back and able gun is tray them, but more often than not, CS Manhunters are valiant,
always an asset. Travelers who are lazy, annoying, creepy, cow- noble, and trustworthy heroes. The problem is, they are valiant
ardly, threatening, or unpredictable are given the cold shoulder heroes of the Coalition States. Super-patriots who have swal-
and encouraged to go their separate way sooner than later, asked lowed the purpose, power, and sanctity of the Coalition States and
to leave, or driven away. its Emperor as the saviors of humanity, hook, line, and sinker. As
When you really think about it, no traveler, mercenary, or ad- such, Manhunters have no qualms about lying, deceiving, using,
venturer really knows the true nature, identity, background, or manipulating, and killing CS enemies and anyone who gets in
goals of their traveling companions, or what secrets they may their way. This broad range of villains and enemies includes all
harbor. That lady or fellow with the strong back and heroic nature D-Bees and nonhumans, practitioners of magic, and pretty much
may be an honest adventurer, family person, merchant, priest, or anyone who opposes the Coalition States’ worldview and way of
affable Saddle Tramp. Or they may be a wanted fugitive, outlaw, life. That makes most people who are not CS citizens outsiders,
rebel, spy, dragon, inhuman shape-changer, a CS Manhunter, or rivals, or enemies, people the super-soldiers glibly and comfort-
anyone, hiding behind a pleasant facade regardless of who they ably trick, use, torture, and murder with a clear conscience and
may “claim” to be or how nice they may appear. You never truly without regret.
51
Manhunter Targets but whenever the CS “culls” or “purges” any of the ‘Burbs or
“nests” of D-Bees, Rogue Scholars are at the top of the hit list,
CS Manhunters function and use psionics in a similar way right under supernatural beings, creatures of magic, and practitio-
to Psi-Ops Street Cleaners. The big distinction is that Manhunt- ners of magic. Placing their extermination above that of D-Bees,
ers are a permanent solution to the Emperor’s problems, assas- murderers, and other criminals. Bookstores, schools, and smug-
sins who kill without the deed looking like murder. They are gling rings that deal in books, videos, and knowledge not sanc-
brought in to quietly and secretly eliminate the greatest threats tioned by the CS are always burnt to the ground. Their proprietors
and problems the Emperor would like to sweep under the rug. and any customers present gunned down as dangerous traitors,
Typical Manhunter targets are anyone within the CS who rep- rebels, and terrorists.
resents a threat to Emperor Prosek, his family, or the Coalition Knowledge is power, and Rogue Scholars possess knowledge
States. This starts with threats within the CS itself, from the in a wide range of subjects, particularly American history. The
lowliest of citizens to the military elite, government personnel, real history, not the CS whitewash. Worse, scholars like to share
law enforcement, and rogue psychics. These are people who and spread knowledge. Teaching humans and D-Bees how to
have turned traitor, are selling secrets, have thrown in with the read and write, and promoting beliefs that often challenge the
enemy, or have become dissidents, spies, or gone AWOL and “official” history and teachings of the Coalition States. As a re-
are suspected of having gone over to the other side. This may sult, Rogue Scholars are seen as dissidents actively spreading
also include criminals or anyone whose activities challenge the dissension and sedition. Which makes them extremely danger-
Emperor’s will, or threaten his life or that of his family, or his ous enemies of the CS, and potential targets for CS Manhunters.
vision for the nation. Whenever a Manhunter has a chance to undermine or do away
On the home front, traitors and malcontents are likely to have with Rogue Scholars, teachers, and people dealing in books and
been first identified by Psi-Ops Division. CS Manhunters become learning, they often do so. Rogue Scholars, after all, spread the
involved when the threat becomes serious. Top on the list are cancer that eats at the underpinnings of the Coalition government
those plotting acts of treason (an attempt to either overthrow and human civilization.
one’s own government or harm or kill its top leaders), sedition The supernatural. All supernatural beings – Entities, ghosts,
(organized revolt or conspiracy to overthrow the government by spirits, demons, deities, Alien Intelligences, the Splugorth and
force from its own citizens, inciting riots, acts of destruction, many of their Minions – are always regarded as dangerous en-
etc.), subversion (undermining the government by people se- emies of the CS in and of themselves, but they are also recog-
cretly working from within it), and military coup (the army seiz- nized as progenitors of magic and woe for humans. As a rule, a
ing control of the government). Silencing ringleaders and nipping Manhunter’s current mission has priority over everything else, so
discontent in the bud is a long-standing policy of Emperor Prosek such discoveries are ignored, but noted, for investigation in the
and the central purpose of Psi-Ops. CS Manhunters deal with the future. That investigation may be conducted by the Manhunters
next level threats including saboteurs, terrorists, assassins, insur- after their mission is completed or report to Psi-Ops which will
rectionists, rebels, double-agents, other traitors, and top opposi- pass the intel on to the most suitable CS agency to deal with it.
tion rivals of the Emperor challenging or impugning the throne. If the mission has been completed or the assassins believe they
Any of this from within the content CS citizenry is rare, and the can strike and kill the monster(s) and/or its key mortal henchmen
Emperor wants to keep it that way. quickly and without drawing attention to themselves, they may
Traitors and enemies of the throne are seen as a cancer, take action to do so. Note: Creatures of magic – dragons, sphinx,
and the Manhunters are the skilled surgeons assigned to its Faerie Folk, Elementals, and an array of other magical creatures
eradication by any means necessary. If the Manhunters should – are dealt with in the same fashion.
learn the cancer is more widespread than suspected, they are Foreign enemies. Manhunters also hunt and eliminate for-
authorized to use their discretion and powers to remove it all. eign threats to Coalition holdings and operating in the ‘Burbs or
The liquidation of newly discovered traitors, their associates, have inflitrated one of the fortress cities. This includes insurgents,
foreign spies, and new enemies that represent a continuing terrorists, assassins, spies, saboteurs, foreign rivals, criminals,
threat if allowed to remain untouched, is the most rewarding mages, monsters, and agents of any enemy nation or group who
part of their job. Each new cancer is cut out and eradicated represent a danger to Emperor Prosek, members of his family, or
quietly, without suspicion, one by one, until it is destroyed the welfare of the Coalition States. The most serious threats and
down to its deepest roots. Each a justified, if secret, murder dangers are brought to the attention of Emperor Prosek, who may
made to appear as natural causes or an accident or a random decide to circumvent a conventional military or law enforcement
act of senseless violence. Tragic, but forgotten by the next response in favor of something covert and left out of the public
news cycle if ever noticed at all. spotlight. This is likely to be a secret Manhunter Interdiction
To accomplish this noble task, all CS Manhunters have the called for by the Psi-Ops Administrator (Emperor Prosek) or one
security clearance, authority, and jurisdiction to pursue leads and of his three top aides, with but a nod of approval from the Emper-
enemies anywhere within the Coalition States and, if necessary, or himself. Manhunters work for and answer only to the Emperor,
across the globe. To remain invisible ghosts, all CS Manhunters making them his Ultra Secret fixers.
are authorized to work outside the boundaries of the law and are Manhunter Interdiction. When a CS Manhunter, Manhunter
not required to dress in uniform. They wear any garb and don any squad, or Manhunter team is dispatched, it is to hunt down, lo-
disguise necessary to get the job done. cate, and eliminate a specific target without fanfare or implication
Rogue Scholars. Most people don’t realize it, but the CS has of any CS involvement. Most of the time they are to eliminate a
waged a quiet campaign of annihilation against Rogue Scholars “bad guy” or enemy group before they can do any serious harm.
and, to a lesser degree, Rogue Scientists. This is never publicized, This sometimes extends to eyewitnesses and anyone who has
52
seen or learned too much to be allowed to live. In most cases, the laxing, leaning back to try and set the detainee at ease, Specter
Manhunters make the untimely death or disappearance of their Lieutenant Moore began his questions.
target(s) appear to be an unfortunate accident, unexpected medi- “Do you have any idea why you’re here?”
cal crisis, or a random act of violence with no connection to the Again, no reaction. No flinch. Nothing. The man’s gaze re-
CS whatsoever. mained fixed just past Moore’s head. There was a slight hint of a
Other times an individual Manhunter, squad, or team is de- wry smile as he responded.
ployed to kill an enemy to make a point, invoke fear and intimi- “I don’t suppose you’re going to tell me the Emperor wants to
dation, or to exact old-fashioned revenge. Emperor Prosek and give me a medal.”
many within the CS military operate under the philosophy of hurt Ignoring the witty repartee, the investigator tested Spivey’s
one of ours, we kill two of yours. Kill one of ours and we kill ten cool exterior. He leaned in now and growled.
of yours. “Treason, actually. Treason is why you’re here, Mr. Spivey.”
See Manhunter Combat Units later in the O.C.C. section for Still no reaction, and the guy had yet to break a sweat in spite
specific squad and team compositions and missions. of the mugginess the environmental system didn’t completely re-
move. Spivey offered no response. He resented being marched
over here and had decided to inflict a little payback for his incon-

CS Manhunter venience.
“Now is usually when the people I interrogate in here say
something in their defense, Mr. Spivey. Do you have anything

Operations you’d like to say?”


After a few moments of silence, Moore began to get the sense
that his detainee was playing games. More than that, he almost
It was the start of another sweltering night-shift in the seemed to be enjoying himself.
Prosekville I.S.S. Substation, and Specter Moore was already in “Yes,” said the suspect.
a foul mood. He was sifting through the latest files piled on his “Such as?”
desk when a fresh-faced rookie who didn’t look to be a day over The man finally turned his head ever so slightly and stared
sixteen called his name from the doorway. directly into his interrogator’s eyes.
“What is it, kid? I’m a little busy.” “You have no idea exactly how large a cess-tank you’re in, do
“Sir,” the rookie shifted nervously from foot to foot. you, Lieutenant Moore?”
“Spit it out, Private, or were you planning on engraving what- Gone was the sarcasm and wry smile. It was like a mask had
ever you have to say on a plaque and presenting it at my funeral?” slipped away in the span of a heartbeat. Though he wasn’t sure
“No sir.” why, somewhere in the back of Lieutenant Moore’s mind, a little
The young officer straightened as if remembering for the first voice started shouting a cry of alarm. Bile began to churn in his
time today where he was and what he did for a living. stomach that would eventually work its way into the back of his
“Sir, Captain Mayhew wanted you to question the perp my throat. He managed to counter with a statement he thought was
partner and I just brought in. We put him in Interview 2 for you.” both snide and disguised the creeping fear he was fighting to hold
Specter Moore inclined his chin and let out an audible sigh. back.
“Did he happen to mention what I’m interrogating him about?” “I’ve thought that very same thing from time to time, but it
“He’s some big-shot banker we were told to black-bag. Some- beats strolling the alleys looking for dregs.”
thing about funneling credits to separatist scumbags outside of A thin, tight lip signaled that Mr. Spivey wasn’t amused.
New Chillicothe.” “You were wrong just a second ago.”
A sarcastic smile crawled across the Specter’s face. “Was I? About what?”
“Treason? This day just gets better and better.” Specter Moore sensed he might get more out of this arrogant
Entering the featureless interrogation room, Specter Moore son-of-a-D-Bee if he let him think he was in control. He started to
took in the details of its lone occupant. He was dark haired and relax again. The unexpected wave of dread had passed.
of fair complexion, average height and build. The man’s rumpled “About why I’m here.”
night-clothes were obviously new and looked like synthetic silk. “Okay, then ... enlighten me.” The I.S.S. Specter spread his
His feet were bare and dirty from being marched through the arms in a welcoming gesture.
gravel lot outside, but there was no grime under his fingernails. “I’m here because someone, somewhere, made the last mis-
His bearing bespoke two things: money and unbridled annoy- take they will ever make.”
ance. Shutting the heavy metal door, the Specter glanced down at There was no anger in the tone, but a cold, factual quality that
the data-pad in his hand. was chilling in its implied malice.
“Mister... Spivey is it?” “But I’ll tell you what, Lieutenant, I’m going to give you a
“You’re the one with the data pad,” Mr. Spivey remarked chance to save yourself and the rest of your compatriots. Make
without ever turning his gaze. “You tell me.” sure you’re logged into the M.P.I.D. and have your pad perform
Sitting across from the man, Moore smiled and held the pad a retinal scan of my left eye. I’ll wait.”
up to compare the picture on it with the man now staring just past The little, fearful voice in the back of Moore’s brain grew
his face. much louder. How would a ‘Burbie, even a rich one, know about
“I’ll take that as a yes.” the Military Personnel Identification Database or that retinal pat-
Moore paused for a moment and thought to himself, “This guy terns were used as a form of I.D.? He had made one major mis-
doesn’t look the type, but then they usually don’t.” Smiling, re- take, though.
53
“If you were really military, you’d know that standard proce- “Perfect. I think you would agree we are done here and I’m
dure is to scan the right eye if it’s not cybernetic. But you were free to go.”
pretty close to making me genuinely curious.” The Lieutenant parroted his suspect’s words.
“I wouldn’t do that to a fellow officer, Moore. Like the ancient “Yes, we are done here. You are free to go. Sorry for the in-
saying goes, that’s when you end up like the cat. Just scan my convenience.”
left eye; if I’m not in the database what will it cost you but a few With that, the man who was not Mr. Spivey stood up, his
seconds of your time? Besides, there’s still a small chance it’ll shackles falling away from his wrists without being unlocked by
save your life.” Moore, and walked nonchalantly out the door.
Almost no one was this calm and disinterested under CS in-
terrogation. Something was definitely wrong. Positioning the **********
data pad close to Spivey’s left eye, the Specter initiated the scan. Make no mistake, though they may drape themselves in the
A frantic knock at the door startled Moore and the pad almost Coalition flag and speak of patriotism, honor, and duty, CS Man-
slipped from his grip. The green patrolman cracked the seal and hunters are Emperor Prosek’s secret enforcers. Assassins and
stuck his head in. psionic supermen who do not officially exist, ghosts who do the
“Lieutenant?” he asked, a mixture of timidity and excitation Emperor’s bidding without question. Men and women whose de-
causing his voice to crack. votion and belief in their leader and his ideals makes him their
“What, dammit?! I’m busy! godhead. In a very real way, they are the secret weapon – sword
“Sir, Jenkins just spotted a transport pulling into the lot. Spec and hammer – of Emperor Prosek used to surgically remove his
Ops I.D. tag.” opposition and smash his enemies. Anyone who would dare to
A series of beeps interrupted Moore’s raging disquiet to let challenge his authority or threaten him or his family or his pre-
him know a match had been found. The Lieutenant’s heart sank cious empire may meet their fate at the hands of a Manhunter.
as if made of lead and dropped into a dark abyss. He made no Their existence is concealed within the ultra-secret Psi-Ops
move to look at the results on the pad. Division, but neither Psi-Ops Management nor Administration
“I wouldn’t look at that either if I were you,” Spivey said in a has knowledge of their identity, influence, or assignments. Nor
soft, calm voice. do they have any charge over them. CS Manhunters answer only
Moore slowly laid the data pad, display-side down, on the to the Administrator, Emperor Prosek, himself, and no one else.
table and closed his eyes. He didn’t have to look to know Spivey He is their supreme leader and they are his secret defenders of the
would have a separate I.D. profile that only another spook would throne. Yet to call them the Emperor’s elite guard or black ops
think to scan for. He also knew anyone that deep could burn this assassins or superspies is an injustice to the Manhunters. At the
place to the ground and walk away scot-free. same time, their powers, purpose, and function defy easy clas-
“Private, tell all the other men to place their side-arms in their sification or description. It is ironic, but “Coalition Bogeyman”
desk drawer, lock it, and go to the conference room immediately. – something deadly and scary that targets misbehavior, defies de-
I will be there shortly.” scription, and might very well be superhuman – is as accurate a
“Sir?” description as any.
“Did I stutter, Private? Do it! Now!” When defining military special forces terms like “generally,”
The patrolman disappeared without pulling the door shut “predominantly,” and “as a rule” can be used. So can “protocol”
behind him. A pregnant silence filled the room, and Lieutenant and “chain of command.” CS Manhunters, however, operate
Moore silently hoped his instructions were enough. outside the norm and convention of military and espionage orga-
“Smart man. Smart men. You’re too smart, in fact, to ask the nizations. They fill an unusual role under unique circumstances
questions that are bouncing around your skull at this very mo- and insane secrecy. They play by their own rules, and are com-
ment.” pletely autonomous in the fulfillment of their duties for the Em-
Specter Moore swallowed hard, but he found his mouth had peror. That alone gives them a tremendous amount of freedom
gone dry. His mind was spinning. He’d been sitting with an un- and power unlike any other.
registered telepath. Yet, all psychics in the regular military were As their name suggests, they are hunters of men. Any sen-
still required to be registered and I.C. coded. Unless ... the rumors tient being, actually, whether human or inhuman, deemed to rep-
he’d heard were true. resent a serious threat or opposition to Emperor Prosek, his fam-
Spivey stood and strode quietly to the door. There, he stopped ily, or his vision for the Coalition States. CS Manhunters are not
and turned back. The Lieutenant’s eyes were still closed tightly. law enforcement or soldiers, nor are they bounty hunters or spies.
“I appreciate your cooperation Specter Moore, so I’m going They operate without official existence from the shadows, like
to answer four of them. Your questions, that is. No, that isn’t my ghosts, eliminating the enemies of Emperor Prosek and enforcing
real name. Yes, we do exist. Yes, we are always watching. No, his goals for the future of humanity.
you will never know why I’m here. As such, CS Manhunters do not have to abide by the rules of
“Now, look me in the eye. That’s it. You will immediately law or the military code of justice. Though they may work toward
close the investigation that caused your men to bring me in, and the same ends and secretly assist the law, the military, and Psi-
take all personnel off the case. I have matters completely in hand. Ops, there are also times in which they are at odds with them. For
Then you will purge all evidence of our delightful time together example, law enforcement may want to capture a perpetrator for
and forget what I look like. Understood?” due process – a jury trial, a determination of guilt or innocence,
Specter Moore heard himself responding in the affirmative, and just punishment or freedom. Emperor Prosek, however, may
almost as if he was hearing it spoken by someone else. want to avoid public scrutiny and spectacle for fear of the secrets
54
such an inquiry might expose, or for fear of sowing infectious psionic abilities help to read those around them in order to un-
seeds of discontent and insurrection. Instead, he deploys one or derstand any given situation, and how to act or fit in with those
more of his Manhunters to put the matter to rest. Quietly. Without around them without raising suspicion. Abilities such as Telepa-
publicity. Without involvement of the law or military. A perma- thy, Empathy, Object Read, Precognition, Read Psychic Residue,
nent silencing of the threatening or challenging voice, made to and others provide them with valuable information to which few
disappear or suffer a sudden end of life. others are privy. They remain hidden in plain view as they work
Yes, Manhunters may also be considered spies, but again, to locate and access their designated target, make the kill, and
not in the conventional sense of the word. CS Manhunters do not escape, unnoticed, as if they disappeared into thin air.
engage in the gathering of intelligence and information. Like a Third, tailing and observing the mark before the kill is com-
wolf in sheep’s clothing they go out undercover, their true identi- mon practice. Like a cat burglar casing a location to rob, CS Man-
ties and menace disguised, to infiltrate those identified by Psi- hunters study the environment and stalk their prey. They look for
Ops to represent a threat to the Emperor or the CS. Manhunters points of entry or ambush, and establish several escape routes,
hide in plain sight as someone else while in pursuit of their des- as well as take note of alarms, defenses (if any), police or guard-
ignated target, or to locate the source of a threat so that it/he/she/ ians, and the best opportunities to strike unseen or to stage an
they can be eradicated. The threat is quietly removed without any accident. Then the Manhunter(s) plots the best strategy for attack,
evidence pointing to Emperor Prosek or the Coalition States in including how to make the kill not look like murder or a disap-
an assassination or surgical strike designed to appear as death by pearance not appear to be foul play. While this may sound time
natural causes, suicide or unfortunate accident. intensive, and sometimes it is, more often than not, CS Manhunt-
The Manhunters do not care about guilt or innocence, jus- ers can size-up and devise a plan of attack and escape in a matter
tice or injustice, or proving wrongdoing and making a case for of minutes. If the timing and circumstances are right the “acci-
criminal prosecution. A threat to the Emperor has been identified dent” (murder) may take place then and there, or the next day
(probably by Psi-Ops). It is their job to quietly remove it like a or a few days later. Delaying an immediate opening for a kill is
surgeon removes a tumor, and to do so without making waves or typical only when there are suspicions or leads pertaining to pos-
alarming CS citizens or other CS defense agencies. The extent sible co-conspirators and accomplices best to be identified and
of their intelligence, surveillance, and undercover work is lim- eliminated at the same time or in rapid succession before any of
ited to: a) Finding the target. b) Making a positive identification. them realize they are being picked off by an unknown assailant.
c) Ascertaining if there are any accomplices and cohorts, and if CS Manhunters are always careful to identify the mark’s associ-
so, their identities. d) Determination and execution of the plan ates and determine whether they are an immediate threat that also
to permanently eliminate the threat without being seen, recog- needs to quietly disappear or meet their end.
nized, or captured. Standard procedure is to strike like a viper Fourth, unprecedented autonomy. All Manhunters have the
from the shadows and vanish without a trace like a ghost. Better discretion to expand the number of targets to be liquidated as they
yet, to strike in such a manner that no foul play or skullduggery deem necessary to protect the Emperor, his interests, or to con-
is suspected. The victim is left as nothing more than a poor soul ceal their own actions to avoid drawing suspicion to themselves
who died in his sleep, suffered a heart attack or stroke, commit- and/or the CS. Unless the new threat is immediate, however, the
ted suicide, or fell victim to an unexpected accident. This is a CS Manhunters are likely to do nothing about it other than report
simple, permanent solution to problems the Emperor wants no it to the Emperor or to a Psi-Ops Administrator. Psi-Ops Street
one to know about. Cleaners or military, as the case may be, can then follow up and
Manhunters are assassins, then? Yes, though they are much investigate further to determine the veracity of the threat.
more that a sniper, a hit man, or a gunman in a drive-by shooting. Fifth, kill without leaving a mark. The exact method of at-
First, CS Manhunters do not exist. Question any law enforce- tack is left entirely to the Manhunter or Manhunter Team. CS
ment officer, soldier, spy, military brass, or CS leader and they Manhunter training and psionic abilities enable them to kill their
honestly know nothing about any secret, elite assassin nor the targets without using conventional weapons or leaving a mark.
mythical CS Bogeyman sometimes identified as a Manhunter. While they can and do use weapons, they are adept at making
Many, in fact, are rankled by the very notion that such an indi- their murders and assassinations look like death by natural causes,
vidual or division could exist without their knowledge. This is heart attack, stroke, suicide, accident, or a random act of violence
just the way the Emperor and his Manhunters like it. (usually by someone else’s hand, rather than their own). Killings
Second, the enigmatic CS Manhunters assume any guise and and disappearances may involve the use of psionics or weapons,
identity to fade into the crowd or to infiltrate whatever group or or both, bare hands, chicanery, the manipulation of other people
organization they deem necessary to find, access, and eradicate and events to end the life of the target, or the manipulation of the
their quarry. To that end they may pretend to be a CS government target to take their own life. The latter may involve fear and other
official, law enforcement, military personnel, a business person, emotions (via Empathic Transmission), strange thoughts (Te-
store clerk, traveling merchant, criminal, Black Marketeer, mer- lepathy), nightmares (via Induce Dream/Nightmare), and other
cenary, hero, adventurer, innocent civilian, or anyone else. They psychic attacks that confuse, torment, terrorize, and manipulate
are human chameleons always undercover and clad in a false their victim.
identity they can shed at a moment’s notice. Formidable psionic abilities further set CS Manhunters
In a way, this makes them the ultimate role-players or con- apart from common assassins and bounty hunters. In addition
artists with an agenda to murder, able to smoothly improvise to using psionic abilities to track, kill, and manipulate people, CS
and transition from one character identity to another as circum- Manhunters use their powers to uncover secrets, unravel clues,
stance and necessity dictates. Convincing stories and lies come and read minds to locate their targets and their hideouts and part-
from their mouths with the ease of practiced professionals. Their ners in crime.
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The use of psionics is often subtle and invisible. Psi-powers The problem with any outright assassination or unsolved
such as Telepathy, Empathy, Object Read, and others com- murder is that it demands investigation, answers, and retribu-
bined with astute observation, enable CS Manhunters to read tion. An accidental death, suicide, death from natural causes, or
the emotions (fear, hate, love, envy, prejudice, worry, etc.) a murder that convincingly points to a (framed) perpetrator with
among any group of people. This can be done to ascertain the motive and opportunity are all much more satisfying answers
general thoughts, fears, and assumptions of a mob or group, or to investigators and family, than an unknown assailant. A death
to find clues about a fugitive or traitor on the run and in hiding. with a clear and innocent cause is quickly accepted and closes
Psychic powers are also useful in identifying who is law en- the book on any investigation, leaving the true vipers responsible
forcement, who is nervous or scared, why they are scared, and unknown, untouched, and long gone. Murder and assassinations
who the local people may believe is responsible for a crime or made to appear to have an obvious, clear cut cause are usually ac-
disappearance. All of this knowledge the CS Manhunters use cepted at face value. Case closed. Murder never even suspected.
to their advantage. Whether it is to locate their target, know No criminal investigation warranted. And no subsequent demand
when it is best to strike, or who to frame for their acts of wet- for justice or revenge from friends or relatives. They mourn and
work. move on from their loss.
Give the public the perpetrator they expect and the investiga- Health related deaths could be the result of a known or un-
tion is likely to end with the execution of the (wrong) person known medical condition or an allergic reaction to food or drugs,
responsible. By framing others or planting fake evidence, CS a misdiagnosis with deadly consequence, a bad heart, stroke,
Manhunters move suspicion away from themselves and the CS drug overdose, disease, emotional or mental distress, etc.
to someone locals are quick and pleased to blame. So adept is An accident can be almost anything: Choked on a piece of
every Manhunter at casting suspicion away from themselves and food (really a psychic Death Grip), a trip and fall (caused by
onto others, that they regularly stage murder scenes to implicate Telekinetic Push or an ectoplasmic limb that snared the foot), a
spies, enemies, and rivals of the Coalition as well as pesky he- vehicular crash, structural or mechanical failure (Machine Ghost
roes, snoops, D-Bees, and mages. This kills two birds with one or Telemechanics), falling debris (Telekinesis), fire (Pyrokine-
murder, so to speak, and undermines the investigation. This is sis), drowning (Hydrokinesis), sports accident, or an act of nature
made easier when the false clues and trail of evidence leads to a such as being struck by lightning (Electrokinesis), mudslide, ava-
person the law or the locals already suspect for the crime, neatly lanche, flash flood, exposure to the elements, etc., (most of which
covering the tracks of the real killers. can be caused with the use of choice psionic abilities).
Assassination. Though covering up murder and skullduggery Other times the CS Manhunter makes the killing look like a
are the CS Manhunters’ stock-in-trade, they are equally skilled at random act of violence: The victim of a hit and run, or a robbery
open attacks in public and getting away without being seen or fol- gone wrong, gang violence, stray bullet or blast from a drive-by
lowed. They pride themselves on the precision of their kills and shooting or gunfight on the street, a sad end to a spontaneous bar
making a quick, clean getaway and leaving everyone wondering brawl, magic gone astray, and countless other deadly “accidents”
who might be responsible. Manhunters are trained to slip back resulting from violence. All events instigated by, or used to cover
into the shadows or melt into the crowd before anyone realizes the actions of, one or more CS Manhunters. These assassins love
what has transpired, why, or by whose hand. to pull the strings from the shadows and stoke the fire of emotion
CS Manhunters are relentless in their pursuit of their targets to orchestrate violence and calamity to kill their target or mask
and have the authority to pursue a fleeing fugitive outside the their own attack, and cover their escape.
Coalition and into foreign lands. They may also follow clues and When a target’s death is unmistakably murder, the Manhunter(s)
leads that take them into enemy territory or into the domain of often try to provide a perpetrator of the crime who has motive and
allied kingdoms. In other cases, Emperor Prosek may designate a opportunity; a perp with no ties to the CS. This is likely to require
target outside the CS or within an enemy state such as the Federa- setting the poor fellow up for the fall – a public argument or fist
tion of Magic, Lazlo, Tolkeen, MercTown, Kingsdale, the Pecos fight between the two, etc. – as well as planting false clues and
Empire, Northern Gun, Free Quebec, and even distant foreign evidence to make the person look completely guilty. This framed
soil like the NGR. individual may be the victim’s partner in crime, a co-conspirator,
Blatant “hits” and abductions are more likely to take place out- a suspected spy, a rival, a business partner, a fired employee, a
side the borders of the Coalition States where the Manhunters do jilted lover, a jealous friend or family member, a known criminal
not need to worry about accidentally hurting innocent CS civil- or enemy, raider, Crazy, Juicer, someone desperate, or a filthy
ians or engaging CS authorities in combat. CS Manhunters have D-Bee, mage, cultists, monster, demon, and so on. Anyone but
no qualms about causing death and mass casualties when the a member of the Coalition States or the stranger(s) who quietly
victims of collateral damage are practitioners of magic, D-Bees, left town.
or monsters. As super-patriots and devout human supremacists, This is done to deliberately stop, dead in its tracks, any in-
killing and terrorizing such enemies is a bonus. However, they vestigation from looking for other possible suspects. Police are
rarely engage in wholesale slaughter or wanton destruction, sim- usually overworked and underpaid, so when all the (planted)
ply to avoid drawing attention to their actions. The security and evidence points to an obvious perpetrator, they tend to stop ask-
safety of Emperor Prosek and the Coalition States come first. As ing questions, count their blessings, charge the obvious villain
a result, no Manhunter wants to bring the CS under suspicion for responsible, and close the investigation. A solved case is seldom
their dirty work. When they do inflict mass death or destruction, questioned or reopened. End of story.
they take great measures to remain a nameless, faceless assailant Of course, there are times a murder or disappearance may
that vanishes into the wind without a trace and without the slight- remain an unsolved mystery with no suspects or witnesses. CS
est implication of CS involvement. Manhunters try to avoid such loose ends, however, because an
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unsolved case means the file is never closed and a new inves- the authorities, or unnecessary acts of violence. The only pos-
tigation could be started at any time. One that, no matter how sible exception may be an easy opportunity to slay evil cultists,
unlikely, could lead to new evidence that might implicate them wicked practitioners of magic, or true monsters and demons, but
or the Coalition States. NOT if it compromises the hit on their target or points back to the
Disappearance at the hands of the Manhunters is a mur- CS. Remember, traitors, spies, criminals, fugitives, demons, and
der in which the body is never found. In these cases, the scene monsters all have many enemies, so as long as the CS Manhunters
is made to look like the “missing person” skipped town. A reason remain unidentified, even if there are witnesses to the attack by
for why the missing person might have vanished will help slow “unidentified” assailants, those attackers could be anyone. More-
down any investigation, so the Manhunters often try to leave evi- over, if the victim was hated, nobody other than their partners,
dence suggesting such a motive, or take advantage of a genuine kin, or friends are likely to care who is responsible. The rest of
reason. For example, the missing person might have run off to the people are glad their oppressor or tormentor is dead. If there
escape an enemy or threatening rival or to avoid paying a debt (or is an inquiry or investigation, it will either be half-hearted or wit-
the people trying to collect on that debt), or to escape the police nesses will be convincingly ignorant and unhelpful. (“I didn’t see
and punishment for a crime, or has run off with another person their faces.” Or, “I was scared and taking cover. I didn’t see the
or a fortune not his own, and a hundred other possible reasons. getaway vehicle or which direction they went.” Or “I think it was
In the wilderness, people “disappear” all the time. It doesn’t Temporal Raiders, or Federation mages, or demons,” when the
matter if they were skilled hunters, heroes, adventurers, merce- witness knows full well it was a human or group of humans.)
naries, or local townspeople, sometimes folks vanish without a
trace. They are generally assumed to have fallen victim to wild
animals, the elements, injury, disease, bushwhackers, Simvan,
The stranger with no name
Xiticix, monsters of all kinds, or other misfortune. Their remains Lies and undercover operations are second nature to every CS
are never recovered, probably eaten by some sort of animal. Manhunter’s and a way of life and survival. Like a perpetual con-
Consequently, as long as there are no witnesses and the body artist, these human chameleons assume the identity, personality,
is never found, Manhunters do not have to be as careful or clever appearance, and equipment to get the job at hand done; and re-
about making a murder or a disappearance in the wild look like main unseen and unknown while doing so. Slipping away from
an accident. Their victim simply and quite literally vanishes, the scene of a crime like a ghost. This applies to operations both
never to be seen again. Even when their belongings and perhaps outside and within the Coalition States. It is just as important –
some of their remains are recovered, who or what might have maybe more so – that Manhunters remain nameless, faceless, se-
been responsible for their demise remains a matter of specula- cret operatives, even within the Coalition States. At most their
tion. Moreover, other than a local sheriff, kin, or the likes of the whispered existence should be nothing more than a fairy tale
Cyber-Knights, Tundra Rangers, and the occasional wandering about a bogeyman who will get you if you turn traitor and don’t
hero, there is no one available to perform an investigation. The watch out.
wilderness has always been unpredictable and dangerous, and CS Manhunters are unknown to the CS military and law en-
even more so during the Minion War. People go missing all the forcement. That includes Psi-Battalion and Psi-Ops. Most laugh
time out there. It is sad, but the way it has been since the Great at stories about any sort of secret CS Bogeymen allowed to oper-
Cataclysm. The rule on Rifts Earth is be careful and travel at your ate outside the parameters of Coalition law. They regard such
own risk. tall-tales as baseless, wild rumors used to scare soldiers straight
and to intimidate the enemy. Instead, they believe the fine work
of their own elite Special Forces and Psi-Battalion operations are
Collateral damage and CS Manhunters the source of such rumors.
Anyone who gets in the Manhunters’ way may become collat- Indeed, whenever a CS Manhunter or Manhunter Team is se-
eral damage. This includes bodyguards, henchmen, friends, fam- cretly attached to a military or law enforcement operation, they
ily, and sometimes law enforcement and helpful bystanders who are undercover. The Manhunter may be anyone, but is usually an
try to shield and protect the Manhunters’ target, or try to prevent officer, Special Forces/Military Specialist, RCSG scientist, advi-
the unidentified assailant(s) from escaping. CS Manhunters are sor, or liaison from the Office of the Emperor. This is done to pro-
quick to kill only co-conspirators, traitors, goons and villains who vide the operative(s) the freedom and flexibility to do what needs
are either a threat to the Emperor or the interests of the CS, or to be done. Their cover story usually has something to do with
who become an impediment to their plan. Not innocent civilians providing support, firepower, expertise, or to observe operations
– even when they are nonhumans. Do not be fooled, this is not an for the Emperor or other highly placed authority. A Manhunter
act of mercy or kindness, but rather an act of practicality. A large seldom poses as an officer attached to investigate wrongdoing
body count causes people to ask questions and seek justice, while within the unit to which they are assigned, nor placed in a com-
a surgical strike or murder that looks like a tragic accident or has mand position. The only exceptions are when such a cover story
an obvious (framed) assailant, stops an investigation in its tracks offers a strategic advantage or is meant to lure out the spy or trai-
and lets them get away scot-free with no one the wiser. If blood- tor. As always, the CS Manhunter’s purpose is to cut out the can-
shed and a high body count is unavoidable, then they must at least cer of corruption or treason or danger that exists within that unit.
remain unidentifiable and escape without leaving evidence or a In these situations the Manhunters must operate (mostly) by
trail that can be followed back to them. the rules of military conduct and observe military protocol, at
CS Manhunters never do anything that may jeopardize their least when around others. The same is true when undercover
mission or implicate the Coalition States. That includes never within law enforcement or as a civilian consultant, mercenary,
giving in to anger and personal vendettas, showing off, taunting scout, or other hireling working for the CS military or the law.

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Which is why, more often than not, CS Manhunters operate as an with a crime. Accusations, trial, and punishment only leads to
independent force in the shadows as ghosts, completely outside public spectacle and brings about closer and unwanted scrutiny
the purview of such organizations, laws, and limitations. of the accused and their words and opinions. An accident or death
Other times a military or law enforcement cover is necessary by “natural causes” is a much more direct, simple, and expedient
when the target marked for termination is a member of that unit, way to deal with such problems – permanently.
or when the Manhunters need to travel among soldiers or lawmen When working outside the CS their identity may be that
in order to reach their target. In this regard, Manhunters function of a Coalition military force but is more likely to be undercover,
very much like Psi-Ops Street Cleaners except they are not gath- pretending to be mercenaries, outlaws, fugitives, adventurers, or
ering intelligence data, they are positioning themselves to find heroes. The majority of their missions are assassination and seek
and eradicate a designated traitor, enemy, or threat. and destroy without leaving any evidence of CS involvement.
Unlike Psi-Ops Street Cleaners who usually lead relatively Their targets: traitors, AWOL military officers, specialists, spies,
normal lives with spouses, friends, and family in the real world enemies, and rivals of Emperor Prosek or the Coalition States.
(none of them aware of the Street Cleaner’s secret life), CS Man- Other missions may include sabotage, rescue operations, prison
hunters tend to be lone wolves who shun deep, meaningful per- breaks, abduction (seek and kidnap), extortion (usually involv-
sonal relationships. Nor do they establish roots in the community ing kidnapping), and framing the enemy for crimes they did not
or with family. Instead, they are always on the move, ready for commit, but murder by an unknown hand is their stock-in-trade.
their next assignment wherever it may lead them. The people Secret Assassin. CS Manhunters operating from the shadows
closest to a CS Manhunter are their fellow Manhunters, especial- are the unknown stranger, snoop or lurker who vanishes when-
ly when they are members of an established Manhunter Team. ever approached, and never leaves evidence of their presence or
That is likely to include any Dog Boys, Kill Hounds, and Psi- identity behind. This shadowy figure may strike from a distance
Stalkers attached to the team. CS Manhunters hold Dog Boys and or up close, set traps, or manipulate trouble and violence to ter-
Kill Hounds in the highest regard. Moreover, their own aggres- minate their target(s). Like a ghost, they may seem to appear out
sive and predatory nature enables them to appreciate Psi-Stalkers. of nowhere, strike, and vanish into thin air. Nobody knows who
They understand what drives these human mutants and their need they are or who they are working for unless the ghost wants them
to hunt, kill, and feed upon the I.S.P. and P.P.E. of the enemy. Psi- to. Of course, whenever such clues or evidence is left behind, it
Stalkers and Psi-Hounds may not be regarded as complete equals, is a lie, a false trail that leads to another traitor or enemy target of
but they come close, particularly when they exhibit devout loy- the Coalition States (or Emperor Prosek), that leads to his or her
alty to the team and to the Emperor. While these chameleons are professional or political destruction or actual demise.
adept at playing any role to accomplish their mission, they feel at
ease and relaxed only among their fellow Manhunters.
An independent, autonomous Manhunter or Manhunter Team,
whether working within or outside the Coalition States, is seldom
identified as CS in origin. CS Manhunters always work in the
shadows or incognito. When working within the CS this identity
may be as Coalition military personnel, Psi-Battalion, or law en-
forcement, but a Manhunter can convincingly pretend to be any-
one of any occupation and place of origin, traveling or working
side by side with the target until it is time to strike and vanish
without a trace.
The same applies to civilian operations. On CS soil, the tar-
get for termination is likely to be a citizen deemed to be a traitor,
insurrectionist, or political rival or enemy of the Emperor. Odds
are they have already been sniffed out and identified by a Psi-Ops
Street Cleaner and marked for death by Psi-Ops Administration
or the Emperor himself. The target may be terminated anywhere,
at home, on the job, on the street, etc., usually without fanfare
and often the death is ruled natural causes, suicide, or an accident.
Before making the kill, however, the Manhunter(s) follows and
observes the target for a while in order to determine if any associ-
ates of the traitor are also traitors, spies, or dangerous enemies of
the State or the Emperor. Traitorous activity includes the study
and practice of magic, fraternization with nonhumans, aiding and
abetting nonhumans, and trafficking in contraband such as alien
technology, forbidden books and artifacts, magic, or other illegal
materials. Likewise, outspoken criticism and threats against the Invisible Agents of Fate. As noted earlier, the Manhunters’
Emperor and the CS government or its military will certainly lead specialty is murder performed without anyone ever knowing they
to a Psi-Ops investigation that may brand the individuals as trai- were responsible. These are missions in which their victims seem
tors and mark them for death at the hands of a CS Manhunter. to have perished from a tragic accident, sudden illness or other
Emperor Prosek often chooses to quietly eliminate the voices of health issue, act of nature, random violence by the hand of an-
dissent via the Manhunters rather than charge political enemies other (not a Manhunter), or suicide. The presence and handiwork
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of the individual Manhunter assassin or team never seen or rec- Regardless of the how dire a situation may become, they never
ognized, and no foul play suspected. admit to being a Manhunter or having any association with the
Regular Joe. Other times, an autonomous group of CS Man- Coalition States. If directly confronted with questions or suspi-
hunters work undercover pretending to be your run of the mill cions, the Manhunter plays dumb and convincingly laughs off
band of heroes, adventurers, mercenaries, freebooters, outlaws, any allegations leveled at them about being the CS Bogeyman
or Regular Joes (farmers, laborers, merchants, locals, refugees, and denies being a spy, assassin, or any agent of the CS.
travelers, whatever the situation demands). In all instances they So fanatical is the CS Manhunters’ devotion to the Emperor
appear to be exactly what they claim to be. Most are affable, and Coalition States, they will take their own life before saying or
friendly, and unassuming, the type of person who speaks plainly doing anything that might hurt or compromise either.
and politely, and does not stand out or seek attention, but who is As you might expect, when feasible, another Manhunter op-
likely to be hardworking and helpful. There is no hint they are erative, squad or team will be deployed to execute a jail break,
elite CS psychic assassins in the service of the Emperor on a man- or when necessary, to terminate their captive brethren before
hunt. Their target could be anyone: good guys, bad guys, heroes they can be forced to reveal secrets about the Coalition States or
or monsters, including someone your characters may know and the Manhunters. Every CS Manhunter, including the Dog Boys,
support or it may be a common enemy. CS Manhunters are ex- Kill Hounds, and Psi-Stalkers attached to a Manhunter Squad or
perts in disguise who assume the identity and personality neces- Team is willing to die for their Emperor and country.
sary to find and terminate their target and threats to the Emperor
and the CS.
Regardless of who or what they may pretend to be or what
their identification papers (if any) may show, the CS Manhunter(s)
is always on a mission for the Emperor, or returning from one,
ever alert for new threats and enemies they can eliminate along
the way.
Ghost Anonymity. If a CS Manhunter is captured by CS au-
thorities while undercover, there is a secret, coded I.D. that either
results in their immediate release or has them put into a secure
and isolated holding cell until someone from the Office of the
Emperor confirms the order for their release, a call that usually
arrives within 1D6 minutes.
This identification is sometimes encoded into the psychic’s
natural or Bio-System left eye and is revealed when scanned into
a Military Personnel Identification Database (M.P.I.D). The code
may also be spoken in a whisper by a CS Manhunter to a ranking
Coalition officer or trained interrogator in the CS military or law
enforcement. This code, unknown to the officers and people who
actually have it, has been psionically implanted in their minds
and forgotten until they hear it spoken in the correct order and
tone. This works like a Hypnotic Suggestion or Implant Image
& Memory Bit (new) that activates a “sleeper response.” A hid-
den memory, that when heard, triggers a specific response, af-
ter which the code word(s) is again forgotten until it is needed
again. All the officer remembers is that their captive/suspect is to
be feared and immediately released without further questions or
delay and without investigation. In fact, any files or documents
of the arrest are to be destroyed. CS Manhunters may punctuate
the point with Empathic Transmission: Fear, or induce further
cooperation via psionic Hypnotic Suggestion, Death Grip, Men-
tally Possess Others or Telepathy (the latter used to intimidate
CS Military Field Missions
and guide the individual to execute their release). There are times and situations in which one or more CS Man-
Maintaining secrecy is critical. If captured by the enemy, the hunters may be secretly attached to a Coalition military combat
Manhunters seize every opportunity to escape and may release unit. This is usually done when the combat unit is unaware it has
other prisoners in the process. The release of other prisoners is been sent on a suicide mission and is about to encounter an en-
likely to be done to create confusion and chaos to cover their own emy that requires the special skills and expertise of the CS Man-
escape and/or to punish and hurt their captors. Similarly, when- hunters. In this case, the regular soldiers are cannon fodder or
ever imprisoned, a Manhunter is almost certain to stir up trouble the firepower necessary to get the assassin(s) to their target, an
and instigate rebellion and rioting, if not for the purpose of es- expendable means to an end or cover for the real purpose and tar-
cape, then to exact a bit of revenge. If there is no avenue of es- get of the CS Manhunter(s). The Manhunter or Manhunter squad
cape, the Manhunter maintains his or her cover story and identity or team has been attached to either make sure a specific enemy
and accepts the consequence of the crime whether that requires target unknown to the troops is found and slain, or to assure the
doing hard time in prison, enduring torture, or facing execution. (probably secret, but true) goal of the mission is accomplished
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regardless of the cost and casualties. That may include the Man- There is one exception. At the Manhunter’s sole discretion,
hunters sacrificing their own lives as well as those of the regular they may reveal their identity and admit to the rumors for the
soldiers. purpose of instilling field troops with the strength and fortitude
The fiercely patriotic and loyal Manhunters, however, are cun- to face impossible odds and almost certain death. The Manhunt-
ning survivors who work hard to keep CS casualties to a mini- er’s shocking revelation can often ground and steady the troops
mum and, if they can help it, seldom leave any Coalition soldier with their own defiant confidence and loyalty in the face of death.
behind. Especially not left in the clutches of evil sorcerers, Min- Revealed under an oath to keep their secret, this psychological
ions of Splugorth, Simvan, Worm Wraiths, Xiticix, demons, or tactic is surprisingly effective and works to keep soldiers from
monsters. This sentiment applies not just to human soldiers but to deserting and maintain morale. The confession makes the troops
the Dog Boys and Kill Hounds who often accompany them in the believe they have the Manhunter(s) as their secret weapon. The
field. D-Bees, mages, and “companions” with anti-CS sentiments fierce confidence and sincerity of the Manhunter is a powerful
are nothing more than expendable pawns in their scheme. They (psychic) weapon, one that instills the troops with the belief that,
are unlikely to be given the same value as people in the service a) their mission will be a success, b) the Manhunter(s) has no
of the CS and are probably left to their fate, whatever it may be. intention of dying on this mission, and c), the Manhunter intends
Manhunters attached to other CS units have identification and to bring every man on the team back home alive. Of course, “c”
ranks of CS officers or independent Special Forces, advisors, or is likely to be a complete lie and “b” may be true but it does not
liaisons to the Emperor. Their rank and position bears author- mean the troops will survive even if the Manhunter(s) does.
ity or autonomy that should not be questioned by military per- This is a special psionic power possessed by ALL Man-
sonnel, particularly those of subordinate rank. They may grouse hunters who are Master Psychics. When they need to, CS Man-
and wonder to themselves and among their buddies, but seldom hunters wear their patriotic resolve and earnestness like a suit of
openly question or defy the authority or judgement of a supe- shining armor or the aura of a hero. This makes them appear so
rior officer (in this case an undercover CS Manhunter). Not even capable, so confident, and so genuine that most people believe
when they don’t like their methods, behavior, or decisions. That them when they make such a bold statement even against impos-
said, any explanations that may be provided by such an under- sible odds. It is a psychic call to arms reinforced by Empathic
cover Manhunter will be convincing, mostly true, and verifiable Transmission: Confidence and Bravado possessed ONLY by
through military channels. Of course, such verification is only CS Manhunters. A Super-Psionic ability made possible due to
available via formal channels to another officer with the appro- their own zealous patriotism and belief in themselves and Em-
priate security clearance. In most instances, any regular army of- peror Prosek.
ficer who reaches out to High Command to question the author- As a result, the troops, buoyed by the Manhunter’s confession,
ity of the attached (Manhunter) officer or Special Forces team is confident words and super-charged valor, give the mission every-
told they act under the authority of the Emperor. Moreover, they thing they have and will die trying to do what is asked of them.
are reminded to respect the chain of command and follow orders While this may sound like a cruel con job, it really works.
(from the Manhunter), or not to impede or interfere with that of- It often makes a difference to the majority of the soldiers, giv-
ficer or Special Ops unit’s mission (the undercover Manhunter ing them the resolve they need to succeed in their mission and
Team), or face serious reprimand and possible charges. All that bestowing them with better odds of survival. The cost in lives
such an inquiry about a Military Specialist, advisor, etc., func- may still be high, but statistically, Manhunters return triumphant
tioning under the authority of the Emperor does is annoy the brass – mission accomplished – with at least one quarter of the troops
and confirm that “Captain or Colonel So and So” is a legitimate, who accompany them on suicide missions where everyone was
high-level Military Specialist or Psi-Battalion Officer, and that expected to fall.
they and their team have Top Security clearance and an assign-
ment beyond the inquirer’s paygrade and need to know anything
more about. End of story. And yes, that is the answer given to
Dealing with foreign threats
most Coalition officers, including Generals and other top brass. When dealing with foreign threats – meaning any threat
This alone is enough for most CS officers to back off and give from enemy nations such as the Federation of Magic, Calgary
the attached (Manhunter) specialists the freedom, authority, and the Kingdom of Monsters, Lazlo, New Lazlo, Arzno, the Pecos
support to go about their business, whatever that may be. Actual Empire, Vampire Kingdoms, Atlantis, and any threat originat-
insubordination or obstruction of duty is not to be tolerated in the ing from outside the Coalition States, the Manhunters have much
CS military and is likely to result in charges, a court-martial, and greater latitude, provided they do not get caught or implicate the
the corresponding punishment for their crimes. In addition, those CS. This applies even to friendly foreign states and allies such as
charged may find themselves secretly investigated for corruption Ishpeming (a.k.a. Northern Gun), the Manistique Imperium, Free
and treason by a Psi-Ops Street Cleaner. Quebec, and the New German Republic (NGR).
It is important to reiterate that Manhunters do not officially On missions outside the borders of the Coalition States, it is
exist. Only the most senior CS brass, some experienced Military common practice for the Emperor to deploy a pair, or small group
Specialists and worldly Special Forces units may have heard ru- of 3-6 Manhunters to operate as an independent Special Forces
mors about the so-called “CS Bogeymen” sometimes known as unit. On missions involving demon slaying and monster hunting,
“Black Ops Ghosts,” “CS Shadow Hunters,” and “CS Manhunt- their numbers may be doubled or more likely augmented with 2-8
ers.” As a result, it is only under the rarest and most unusual and Dog Boys and/or 1-6 Kill Hounds and a couple of Psi-Stalkers
extreme circumstances that these secret operatives ever reveal attached to the Manhunter squad for support and backup.
themselves to be CS Manhunters, not even under the threat of Each member of the team uses their unique set of psychic
torture and death. abilities to ensure the mission is a success. Such teams usually

62
operate like a well oiled machine, as no CS Manhunter trusts any To that end, all Manhunters are astute at recognizing the roles
living being as much as their fellow Manhunters. That includes and behavior they need to assume to remain unnoticed or fit in to
the Kill Hounds, Dog Boys, and Psi-Stalkers assigned to work get the information they need or to close in for the kill. If their
with them on a regular basis. In fact, during the Minion War, role is to be a shy little sheep of a farmer or a beaten down peas-
most Manhunters are happy to join forces with bands and tribes ant, they assume it. If that role is to be a bold adventurer or a
of Wild Psi-Stalkers. Manhunters get along well with Psi-Hounds humble hero, or a malevolent bad guy, they slip into that role
and Psi-Stalkers, and are among the few who are able to keep the just as easily. So when a CS Manhunter faces a physically or
aggressive, savage Kill Hounds in line, obedient, and properly magically powerful opponent who mistakenly assumes the hu-
motivated. Likewise, Psi-Stalkers accept high-powered psychic man before him is inferior, vulnerable, and much less capable
humans on missions to destroy supernatural evil. Of course, like than he, or a frightened coward, or a new drinking buddy, the
anyone else, Psi-Stalkers who are not official members of the CS Manhunter is happy to play along. More than that, these wolves
Manhunters have no idea who these “heroes” and “demon slay- in sheep’s clothing lean right into the role. They are quick to feign
ers” really are, or that they are CS operatives. admiration for those they despise and hunt, or to pretend to be
Sometimes additional human soldiers such as one or two SA- puny, ignorant, cowardly, submissive, injured, and anything else
MAS or Death Knights, CS Combat Cyborgs, Demon Hunters, necessary to get the upper hand or to gain access to their target.
Juicers, Rangers, or Dead Boy soldiers are also assigned to a Remember, whatever a Manhunter may say, do, or pretend, it is
Manhunter Squad or Team, especially during the long years of all a game to them. A game to achieve their goal in which they
battle against the invading demon hordes of the Minion War. This are quite the expert. They are the epitome of the wolf in sheep’s
is, however, usually reserved for surgical strikes against demonic clothing waiting for the right moment to strike and subsequently
forces, seek and destroy missions against powerful inhuman or vanish like the wind. This life of deception and treachery has be-
magical targets, and suicide missions. Even then, it is more likely come so ingrained that it is second nature to them.
that a team of Special Forces or Psi-Battalion (really a Manhunt-
er squad) is attached to a larger Coalition platoon or company,
rather than the other way around. Of course, such regular army
Blind Loyalty to the CS
troops do not know they are working with Manhunters. A rare Individuals would be wise not to be fooled by the pretense of
assignment that becomes increasingly frequent with the advent friendship, kinship, or camaraderie of any CS Manhunter. De-
of the Minion War. (See Megaverse® in Flames and Heroes of spite appearances and words to the contrary, all Manhunters are
Humanity for more details about the Minion War in Rifts North fiercely loyal to the Emperor first, the Emperor’s family second,
America.) and the Coalition States, overall. The trouble is, if you do not
It should be noted that CS Manhunter units NEVER include know you are in the presence of a CS Manhunter – and how could
Skelebots. The robots are more of a blunt tool used to hammer you when they are such flawless undercover operatives – you
and soften up enemy forces and lack the stealth and finesse re- have no reason to doubt the sincerity of these masterful liars and
quired for most Manhunter assignments. deep undercover experts.
Remember, the Coalition military and law enforcement do These super-patriots of the CS are heavily indoctrinated and
not know the Manhunters exist. Not even the top brass. More- resolute in their beliefs. The most notable of which include the
over, they have probably never heard of them or even rumors following:
about them or Psi-Ops. It is enough that documentation confirms ! The Coalition States is the best, perhaps only, hope for human-
a high ranking Psi-Battalion officer, Military Specialist or Liai- ity.
son to the Emperor and his or her team has been attached to a CS ! Emperor Prosek is a hero and brilliant leader.
military unit as special forces or advisors. A position of authority ! Trust Emperor Prosek above all others. He is a visionary dedi-
provides the attached officer and that team the authority, auton- cated to the survival of humanity and is beyond reproach.
omy, and power that comes with his rank and position. Most CS ! Any citizen of the CS who sides against the Emperor or the
officers, let alone grunts, are not going to question authority. This Coalition States and works against either one is a pathetic trai-
is how most Manhunters are attached to any CS military outfit tor and enemy to be terminated. Traitors are the Coalition’s
whether it is in the field of combat or back at home. greatest threat and deepest sorrow.
! All D-Bees and nonhumans are invaders who threaten the nat-
ural order on Earth. They must be exterminated or forced back
Smoke and mirrors to their own world so that humankind may prosper and thrive.
As skilled social chameleons and manipulators, CS Manhunt- ! All practitioners of magic are either wicked menaces or danger-
ers are happy to play along with false assumptions, biases, and ously misguided fools, of whom even the most well-intended
miscalculations that work in their favor or cause an opponent to becomes corrupted by the dark forces of magic. They must be
foolishly underestimate them. They are also good at psychologi- exterminated for the greater good. The study and practice of
cal mind games, playing upon the repressed anger, hatred, resent- magic must be eradicated from the face of the Earth.
ment, fear, insecurity, paranoia, jealousy, hunger for justice or ! The Federation of Magic is Enemy Number One. Show no
revenge and other hot emotions whose fires can be stoked and mercy.
manipulated in their own favor. Like any apex predator, Man- ! Surviving combatants from the Tolkeen War, including Tol-
hunters lurk, watch, and wait for any opportunity to attack or keen Retribution Squads, sorcerers, dragons, and their allies
make a move to get what they want. Using the biases and emo- are Enemy Two. The Cyber-Knights, New Lazlo, Lazlo, and
tions of other people against themselves to achieve their goals is all other magic communities, large and small, are lesser evils,
just one of many strategies and tactics in their repertoire. but evil nonetheless.

63
64
! Nonhumans and practitioners of magic are the enemy and down from behind as they charged forward to meet the enemy or
never to be trusted. Their human allies and sympathizers are as they retreated back to what they believed to be safe ground.
dupes to be pitied but shown no mercy when they side against During a battle it is difficult to tell where enemy fire is raining
humanity. (Read as: Side against the Coalition States.) down from – front, side, above or behind. They do not expect to
! Dragons, creatures of magic, and all inhuman wielders of mag- be attacked from within or behind by one or a few of their own
ic are abominations and monsters to be eradicated. teammates (Manhunter infiltrators). One common Manhunter
! Demons and supernatural beings are the worst of the worst. ploy was to liquidate one or two Tolkeenite “teammates” when-
These unnatural vermin must be exterminated whenever en- ever they were all cut-off from the rest of the troops. The Man-
countered. hunter using psionics, a weapon, or his bare hands to do the job.
And another ruthless tactic was to rush out to retrieve the wound-
ed only to quietly finish them off behind cover, away from the
Manhunter Combat Operations main fighting. They would also kill the wounded where they had
CS Manhunters are so capable they often operate as a lone fallen, whenever the opportunity presented itself. Another was to
hunter, in pairs, or as trios even when outnumbered or hunting gun down exhausted, returning troops, their weapons holstered,
magical and supernatural targets. Historically, CS Manhunt- the wounded in tow, after a battle. The poor souls never expected
er Squads and Teams of any size were a rarity. That started to to be struck down by someone on their own side. The Manhunters
change during the Siege on Tolkeen. Manhunter hit squads and were always careful to avoid casting suspicion upon themselves
special forces teams were deployed as a countermeasure to hunt or vanish before the enemy could retaliate.
down and terminate Tolkeen Monster Squads, Cyber-Knights, Other tactics used by Manhunter infiltrators to undermine and
Shifters and their minions, Necromancers, and all sorts of prac- kill the enemy included driving their fellow (enemy) soldiers
titioners of magic, dragons, and inhuman enemy forces. These mad, causing nightmares and sleeplessness, interference with
enemies are too dangerous for most ordinary CS troops to tackle communications, creating dissent among the ranks, stoking the
on their own without an advantage from psionics or other heavy fires of fear and anxiety, manipulating troops to take reckless or
hitters like Juicers, cyborgs, or power armor forces. The Siege foolish action that would result in their death or, just as good,
on Tolkeen reconfirmed that most demonic and monster forces to reveal their position, leave fortifications unattended and gates
fell into disarray when their leaders were taken down, causing unlocked to aid the Coalition Army in successful assaults.
the lesser forces to panic, flee, or fight with minimal strategy and Meanwhile, CS Manhunter assassins, usually operating in
tactics, making them vulnerable and easier for conventional Co- pairs, trios, and small squads but also as lone hunters, would slip
alition troops to rout and destroy. Manhunters were also sent on in behind the enemy line to set traps, ambushes, and sniper posi-
missions to track down and dispatch spies, traitors, and deserters tions. Using hit and run tactics, Manhunter guerillas would strike
from the Coalition Army. enemy combatants from the shadows in areas the enemy believed
Where they performed their greatest service was as assassins to be safe ground, happy to pick off one or two at a time be-
and saboteurs striking the enemy deep behind enemy lines. As fore moving to a new position. Sometimes the CS Manhunter(s)
usual, these individuals, pairs, trios, and occasional squads of would tail a specific enemy squad or platoon, like a wolf follow-
CS Manhunters went into the field disguised as Tolkeen troops, ing a herd of caribou, to pick off the stragglers and the injured or
mercenaries, adventurers, bandits, refugees, bands of heroes, and to strike in middle of the night, creating confusion and trauma
Cyber-Knights, and presented themselves as Tolkeen allies, guns even when they did not make a kill. Though the Tolkeenites and
for hire, or people with a grudge against the Coalition States. their monstrous minions were safe on their home front from the
Once insinuated within Tolkeen combat forces or the civilian enemy at large, they were far from safe from the CS Bogeyman.
population, the CS Manhunters studied the enemy and targeted It should be noted that even in combat zones the CS Manhunt-
Tolkeen’s leaders and small, elite combat groups like their own. ers often use psionics and other tricks of the trade to make an
Any Tolkeen combatants causing the Coalition Army grievous assassination look like an accident. A piece of shrapnel to the
trouble and losses were at the top of their hit list. The under- jugular or the temple, an accidental drowning, food poisoning, a
cover CS Manhunters would keep their eyes and ears open to rockslide, a deadly fall, an unfortunate weapon jam at the worst
learn about the deadliest squads, companies, leaders, and heroes possible time, the accidental discharge of a weapon or explosive,
of Tolkeen, and try to be assigned to their squad or get in good and so on. If the murder appeared to be an accident or natural
with them. Then the assassins would pick them off one by one. causes, the rest of the unsuspecting troops remained at ease and
So much of the Tolkeen War involved guerilla fighting that Man- unaware they were being stalked and killed.
hunters were able to backstab or ambush and exterminate many Of course, other times the silent killers would want the enemy
of these small, elite squads or pick off individual leaders, without to know “something” was stalking and slaying them one or two
anyone being the wiser. Provided, of course, there were no survi- at a time. CS Manhunters love mind games and enjoy creating an
vors and no witnesses. What witnesses there were often met with atmosphere of terror and distrust. Such tactics keep the enemy off
an accident or lethal blast from an “enemy” sniper, or suffered a their game and cause anxiety and sleeplessness which, in turn,
traumatic loss of memory, or just never returned from the field of cause troops to make careless and potentially deadly mistakes.
battle. Such great numbers went missing in action that few ever Shifters controlling monsters and Warlocks directing Elemen-
questioned when a squad or platoon never returned. tals, as well as demons and creatures of magic were often the
Though one-on-one, open firefights between CS Manhunters prime targets because they were the heavy hitters who functioned
and Tolkeen defenders did occur, the CS assassins much pre- as the equivalent of magical artillery. The other prime targets:
ferred ambushing and bushwhacking their unsuspecting enemy. military leaders, special forces, and any practitioners of magic.
Those who had infiltrated their ranks as teammates gunning them Killing the enemy’s leaders and undermining their power-base al-
65
ways results in confusion, poor decision making, panic, increased Many practitioners of magic also feel a similar siren’s call to
numbers of casualties, and ill-advised strategies and tactics. unite and do battle against the forces of Hell, though not on the
In the case of the Tolkeen War, CS Manhunters also engaged same level as psychics.
in acts of sabotage in which they stole, hid, and destroyed mag- The problem for the CS Manhunters is that their numbers
ic weapons and artifacts, took down Techno-Wizards and TW are comparatively small and their first allegiance is to Emperor
manufacturing operations, and staged prison-breaks to rescue CS Prosek and the Coalition States. Yet, are not the demon hordes
prisoners of war in the clutches of the Tolkeen Kingdom. All of and the Hell Pits the greatest threat there can be to the Emperor
it part of the unknown history of the Coalition States, top secret and the Coalition States? For them the answer is yes, and so they
black ops not known to anyone within the Coalition Army, Psi- plead with the Emperor to deploy them as secret special forces to
Battalion, or the government. Not even General Jericho Holmes, undermine and fight this new, demonic enemy as they did in the
the hero of the Tolkeen War, knew about the CS Manhunters’ co- Siege on Tolkeen. To let them do what they know they must with
vert operations, or that he was secretly protected from enemy as- ruthless and brutal efficiency.
sassins by CS Manhunters undercover within his own command
staff. Agents ... enforcers ... of Emperor Prosek, and an extension
of his will.
Manhunter Combat Units
The Minion War. CS Manhunters with experience from the A CS Manhunter “Operation” (common) is when one lone
Siege on Tolkeen and missions against the Federation of Magic Manhunter, or two or three Manhunters working together, are
are invaluable in what is undoubtedly the greatest challenge the deployed without backup or support. They are on their own to
Coalition Army has ever faced, the Minion War. CS Manhunters, engage in the sort of operations described above; typically a man-
Kill Hounds, Dog Boys, Psi-Stalkers, Native American warriors, hunt to quietly assassinate a traitor, spy, or other problem that
Shamans, Mystics, and all psychics feel driven to join the battle needs to disappear. This may include a surgical strike against the
against the invading demonic hordes. This also applies to the psy- enemy behind enemy lines or within CS held territory.
chics of Psyscape, the cloud-born Lyn-Srial, Cyber-Knights, the A typical CS Manhunter “Squad” (common) is one or two
Anti-Monsters of South America, True Atlanteans, and Lemuri- Manhunters leading a squad of other CS personnel on a secret
ans, among other people sensitive to the supernatural or gifted mission.
with psychic abilities. The more powerful the psychic, the more The Manhunter Squad preferred by CS Manhunters: One or
compelled they are – as if by instinct – to fight the demon hordes. two Manhunters, one Psi-Stalker, and 6-10 Psi-Hounds; usually
On one hand, that is good news as psychics have always been 4-6 Dog Bogs and/or 2-4 Kill Hounds. All Psi-Hounds and Psi-
the Coalition’s secret weapon. On the other hand, it is bad news, Stalkers who work with Manhunters on a regular basis are con-
because if they run off into the battlefield, who stays behind to sidered an official part of the squad or team. Each is a trusted,
protect the home front? Can the CS afford to lose many members second-class Manhunter support members who is fiercely loyal
of its secret army in combat? Yet how can they not deploy them and obedient to the Manhunters, and honored to serve the CS as
if it makes a difference in the battle for the soul of humanity in one of them. Even if it is in the capacity of a support member of
North America? the Manhunter Squad, they think of themselves as a Manhunter.
According to psychic individuals, the pull to join the war and In truth, so do the human Manhunters, who enjoy working with
hunt the demonic is a siren’s call difficult to resist and impossible Psi-Hounds and Psi-Stalkers.
to describe. Most report it to be a primal need that is constantly Sometimes a CS Manhunter or two are assigned to lead a
present like a pain that never goes away. Psychics are able to group of conventional CS soldiers from Dead Boy grunts and
push down and suppress this primordial calling for a time, but Dog Packs to CS Rangers, Juicers, Cyborgs, SAMAS/power ar-
it never goes away, pulls at their very soul, and demands to be mor troops, and other Special Forces or mixed combat squads.
sated. Others describe it as a “bloodlust” or “need” to go forth to Whenever this is the case, however, the conventional army troops
hunt and destroy the demonic or die trying. They also intuitively have no idea their commanding officer is a Manhunter. As far as
feel the need for enemies and rivals to unite, stand together, and they know, the Manhunter is a Military Specialist or some sort of
fight their common foe. To do otherwise means humanity and all monster-hunting expert, advisor, or liaison from Psi-Battalion or
mortal life on Earth could be forever lost. This is much more than the Office of the Emperor. Manhunter Squads, regardless of their
a sense of duty and responsibility or instinct. Psychics with Clair- composition, seldom exceed more than 14 troops plus the one or
voyance and Precognition are being besieged by premonitions two Manhunter squad leaders.
and visions of current events miles away and portents of possible Manhunter Squads are deployed to hunt down traitors, rogue
futures, all of them grim and horrific. Others dream of battles won CS soldiers (particularly special forces and enhanced soldiers
if only they were there to help, and nightmares of destruction and gone to the other side), dangerous fugitives, spies, and enemies.
horror. Others feel the presence of demonic evil growing stronger They are also deployed to deal with other psychics, practitio-
in the west as more Minions of Hell arrive on Earth and evil men ners of magic, enhanced enemies such as Crazies, Juicers, pow-
and monsters unite under the forces of Hell. Still others feel or see erful D-Bees, supernatural threats, and mages like Shifters and
the deaths of fellow psychics, mages, and heroes in visions and Witches who have one or many demons or monsters under their
premonitions. All feel the gnawing, demanding necessity to join control.
the fight before it is too late. So powerful and real are these in- A CS Manhunter “Team” (rare) is either a high-powered
sights that not just CS Manhunters and soldiers of Psi-Battalion, squad composed exclusively of 4-7 Manhunters, each a different
but the normally subservient Dog Boys and ordinary citizens with Manhunter O.C.C., led by an Eagle Manhunter and deployed on
lesser powers have expressed their feelings and warned of Hell special assignment, or any combat force larger than a squad up to
Pits, plagues, and dangers yet to come. platoon size (20-60 troops) of Psi-Hounds or CS soldiers led by

66
2-4 Manhunters. Note: A Manhunter Team is always led by an
Eagle and 2-3 other Manhunters with a diverse range of abilities.
The exact composition of a large Manhunter “Team” may vary
from a mixed group of Dog Boys, Kill Hounds, and Psi-Stalkers
to all (or mostly) one of these three favored manhunting part-
ners. It may, however, also involve covertly leading conventional
CS troops (Dead Boys) or a mixed CS force (Dead Boys and
Dog Boys plus a small number of Rangers, Juicers, a few Death
Knights, a few SAMAS, and a few other specialists). CS Man-
hunters may also covertly participate in Psi-Battalion missions
(rare) and with other elite CS military forces, but almost never
with air troops, and never lead or get attached to mechanized
cavalry (combat cyborgs, power armor troops, robots, tanks, or
armored vehicles), and never use or lead Skelebots.
Manhunters in the field always travel incognito with foolproof
false identification papers. Whether they are an individual on the
hunt, a squad, or a team, they often join groups of outsiders and
enemy troops by pretending to be like-minded adventurers, ex-
plorers, mercenaries, rebels, outlaws, innocent civilians with an
axe to grind against the Coalition, or other undercover ploys as
the situation dictates. They also engage in long-term infiltration,
reconnaissance, and seek and destroy missions. As a result, a CS
Manhunter Operation, Squad, or Team is allowed to go without
communicating with their CS superiors for great lengths of time
without being considered MIA or suspected of desertion or be-
trayal. Up to two years sometimes goes by without making con-
tact with the Emperor, though that length of time is a rarity. Few
missions go longer than 4-6 months without checking in or look-
ing for a new assignment. CS Manhunters always return or touch
base upon the completion of each mission.

Typical Manhunter Units


Most of which utilize Psi-Hounds & Psi-Stalkers
! CS Manhunter Operation (common): A Manhunter “Opera-
tion” is when one lone Manhunter, or two or three Manhunters
working together, are deployed without backup or support. No
Psi-Hounds.
! CS Manhunter Dog Pack Squad (common): One or two
Manhunters, one Psi-Stalker, 4-6 Dog Bogs, and 2 Kill
Hounds.
! CS Manhunter Kill Squad (common): One or two Manhunt-
ers, one or two Psi-Stalkers, 2-4 Dog Boys, and/or 4-6 Kill
Hounds.
! CS Manhunter Scout Squad (common): One or two Man-
hunters, two Psi-Stalkers (Civilized or Wild), 4 Dog Boys, and
one or two Kill Hounds.
! CS Manhunter Slayer Squad (as in supernatural/demon
slayers): 2-3 Manhunters, 2-4 Psi-Stalkers, 2 Dog Boys, and
4-6 Kill Hounds. Note: This squad was rare until the Tolkeen
War Campaign. Such secret squads will be deployed in the
Minion War with increasing frequency.
! CS Manhunter Stalker Squad (as in Psi-Stalkers): Typi-
cally one Manhunter, 8-12 Psi-Stalkers, and possibly one or
two Dog Boys and/or Kill Hounds. Note: Manhunters enjoy
working with CS Civilized and Wild Psi-Stalkers on combat
missions.
The inspiration for this squad was first deployed by Psi-
Battalion in secret operations against the Xiticix. In those
cases, the Psi-Stalkers were led by 1-3 Psi-Battalion psychic

67
soldiers. The squad would infiltrate and stalk the Hivelands on Manhunter Ranks
scouting missions to observe the enemy, estimate their num-
bers, and identify new, small hives to be targeted for oblit- CS Manhunters are always regarded as commissioned officers
eration by CS air power or mechanized forces. They would with the starting rank of 2nd Lieutenant. Though higher rank
also engage small bands of Xiticix, but away from hives and can be attained, few ever rise above Major. Rank is not as impor-
swarms, to study the bugs’ fighting techniques and response tant when you are a nonexistent ghost working in secret.
times to aggression from outsiders. They also attempted 1st Lieutenant
stealth missions inside Xiticix hives with the intent to ascer- Captain
tain the layout and to locate and kill the Queen or lay waste Major
to the egg chambers. These missions were unsuccessful as the Lieutenant Colonel
hive layout is a jumble to humans, and swarming with Xiticix Colonel, but never higher than this.
defenders quick to slaughter intruders. Note: ALL Manhunters serve the Emperor and have his ear
During the Tolkeen War Campaign, Manhunters launched whenever they need it. This plus their range of formidable psy-
a similar program against the Tolkeenites. In this case, a lone chic abilities makes a Manhunter somebody to fear and some-
Manhunter would recruit and lead a squad or a team of “Wild” thing of a genuine bogeyman even to their fellow CS soldiers
Psi-Stalkers in wilderness scouting missions and hit and run regardless of their own rank or position.
guerilla campaigns against Tolkeen’s Monster Squads, Brod-
kil, and Daemonix. They also attacked supply lines and en-
gaged in other harassing tactics to undermine the enemy. Such
Masters of Psionics and Murder
units will be deployed in the Minion War in greater numbers Many outsiders assume Master Psychics in the Coalition
with increasing frequency, though still under the veil of se- Army and Psi-Battalion (and the Manhunters) are all Mind
crecy. Melters or similar psychics possessing a wide range of diverse
Note: Wild Psi-Stalkers recognize the power of even a sin- psionic powers across the full spectrum of psychic abilities.
gle Manhunter (as well as Psi-Battalion and other CS Master While that is true of CS Mind Melters and many psychics in the
Psychics and military squads) and are willing to let themselves world outside the CS, the Coalition’s psychic training programs
be led by them against the forces of Hell. Most are squad- turn its young psychics into highly disciplined specialists with
sized (8-12 Wild Psi-Stalkers) but some will be platoon-sized abilities attuned to their one specific area of psionic mastery, a
groups of warriors (20–60) willing to join Coalition forces to few of which within Psi-Battalion and mirrored in the Manhunt-
battle the invading demon hordes. A temporary alliance of ers, are unprecedented.
convenience the CS is quick to accept. Most psychics outside the CS adopt a scattershot approach to
! CS Manhunter Special Forces Commando Squad (super- psychic development, allowing psychics to develop their abilities
rare): 4-6 Manhunters each with a different area of speciality, on an intuitive and personal level. Even the psychics of Psyscape,
led by an Eagle. They form a squad of heavy-hitting psychic as powerful and skilled as they are, do not have the same level
assassins who, ideally, have worked together in the past. This of fine tuning of psychic abilities as most Coalition psychics, es-
squad will remain rare during the Minion War due to the lim- pecially those in Special Forces, like the Manhunters. Psyscape
ited number of available Manhunters. and most psychics take an organic and freewheeling approach in
! CS Manhunter Special Forces Mixed Squad (rare): 1-3 the choice and development of an individual’s psychic abilities.
Manhunters, one Psi-Stalker, 2 Dog Bogs, 2 Kill Hounds, and This lets them follow their gut feelings, their heart, hunches, and
a mixed force of 4-7 human CS Military Specialists or Special whims.
Forces (Ranger, Juicer, Cyborg, Science Officer, Psi-Battalion Psychics in the Coalition States generally adhere to a disci-
psychics, Death Knight, SAMAS or other power armor sol- plined training regime ensuring all psychics under that category
diers, etc.). The Psi-Hounds or specialists are either for sup- (Diviner, Healer, Precog, Psychic Sensitive, Demon Slayer, etc.)
port/backup or needed to fulfill the special requirements of a have most of the same abilities with minimal variation or differ-
mission. ent psionics. These abilities relate to the area of specialty and are
Manhunter Special Forces Squads are typically deployed likely to offer a greater depth and range of ability, control, nu-
on missions behind enemy lines involving infiltration, es- ance, and/or power. They are perfect for military and espionage
pionage, sabotage, prison breaks, recovery or destruction of applications because the Coalition very much sees their psychics
powerful magic artifacts, commando-style raids, seek and as living weapons: gifted men and women with exceptional abil-
destroy missions, and assassination of powerful supernatu- ities to fight and defend the Coalition States against the super-
ral or magic wielding enemy commanders. As with all rare natural and the magical.
Manhunter Squads, such units will be deployed in the Min- Everyone knows a Psi-Sword is deadly. It has been made fa-
ion War with increasing frequency, though still under the mous by Cyber-Knights and Mind Melters. However, the Psi-
veil of secrecy. Sword is all the more deadly in covert operations and assassina-
tions. You cannot search a person for a Psi-Sword, because it
appears out of thin air as desired. Thus, until the psychic sum-
mons the psionic energy weapon, he or she appears unarmed.
Many Manhunters without a weapon in hand are armed to the
teeth with psychic abilities they have learned to use as lethal
weapons. Even something as simple as a Telekinetic Push, Levi-

68
tation, or a stream of Ectoplasm can be deadly when it is wielded The attack described above is a simple example of a public as-
by a CS Manhunter trained to use their psi-powers to hunt and sault by a CS Manhunter trio. Many of their attacks are quiet and
kill. from a short distance, yet obscured by the crowd and the ensuing
CS Manhunters often take on the appearance of a harmless, chaos. Psi-Swords, Spirit Slayer Blades, Pyrokinesis and any of
ordinary, even innocent or friendly, Joe Average. No armor. the Kinesis abilities, Bio-Manipulation, Empathic Transmission,
No weapon, other than a disarming smile. Only a moment later Mind Bolt, etc., are wonderful weapons and tools to take down
there is a flash of light from a Psi-Sword or a bolt of electricity targets and/or create panic and confusion.
or blast of M.D. flame. The use of any of these psionic powers You would think such attacks would take place in the middle
(Psi-Sword, Electrokinesis, Pyrokinesis) against someone not of the night, in a dark alley or empty street, and they do, but CS
wearing M.D.C. armor is an instant silent (or nearly silent) Manhunters often strike when and where an attack is least expect-
kill. The glowing blade of a Psi-Sword or bolt of an energy ed: at the target’s home or workplace, on his way to his vehicle, a
blast is gone a split second after the kill – and the perpetrator public park, large gatherings at festivals or parties, and crowded
with it. People in the vicinity may or may not realize what just streets. Locations where the target feels at ease, safe, and does not
happened to the smoking body or who in the crowd might have expect foul play are preferred. The crowds of people, cacophony
been responsible. Manhunters are expert at conducting such of lights and sounds and activity all serve to conceal the assas-
unexpected attacks, often in plain sight, and vanishing into sins’ presence and the attack that is coming. It also works to cover
the crowd or fading into the shadows. One moment everything their escape. So skilled are the CS Manhunters that they have
was fine, the next a flash of light and a smoking corpse. The often made their kill and exited the area before the body is found.
attack happens so fast and unexpectedly that witnesses barely Once they have made a kill, they seldom linger to watch the show
have time to recognize what happened let alone identify who that follows, unless it is to identify or locate accomplices of the
might be responsible. By the time the authorities arrive, the as- victim they just slew.
sailant is long gone. Even viewing security footage later offers Psionic abilities are wonderful weapons and tools for mak-
little help, because Manhunters are too well trained to show ing a Manhunter’s attack look like an accident. It could be as
their faces. simple as a fateful trip and fall out a window or off a balcony
Remember, when two or more CS Manhunters work togeth- or rooftop, or into oncoming traffic, or into the lake or river
er, they do so as a well coordinated team, so while one strikes where the poor soul drowned despite being an excellent swim-
at their intended target, other Manhunters may be obscuring mer. All of which could be caused by Telekinesis or the clever
or momentarily knocking out surveillance cameras, creating a use of Ectoplasm. Another victim may have gotten trapped
diversion, creating a hole in the crowd for escape, tripping or and perished inside a burning building (Pyrokinesis) or had
blocking approaching authorities, and anything else needed to something fall and crush him (Levitation or Telekinesis). Oth-
complete the mission and make sure the hit is good and their es- er times, the target of a Manhunter assassination seems like
cape unnoticed. If the victim has bodyguards or teammates who the victim of a random act of violence. Aggression can be fu-
begin to draw their weapons in response to the sudden assault, eled by Empathic Transmission or verbal egging on because
one is cut down by sniper fire that comes from ... nobody knows the assassin knows the right things to say to the right person
where. Another bodyguard rises up into the air and is hurled to provoke violence. How? By reading thoughts (Telepathy)
aside or into a wall, or dropped onto a rooftop, or into oncom- and emotions (Empathy). The robbery that turned violent, the
ing traffic. (Levitation and/or Super-Telekinesis at work.) An- bar brawl that left one or more people dead (among them the
other is struck by an energy blast that comes out of a woman’s Manhunter’s target), or someone wrongly accused or identi-
hands. (Electrokinesis.) Another flails about shouting he can’t fied of wrongdoing and killed for it by a vengeful person or
see. (Bio-Manipulation: Blind.) Bystanders around this explo- a mob, and countless other “random incidents” and “crimes
sive eruption of violence scream and run for their lives in all of passion” may be provoked by the CS Manhunter operating
directions, creating confusion and cover for the CS Manhunters inside a crowd or from the shadows.
to finish-off whoever else must die, and disappear into the flee- CS Manhunters are masters at orchestrating such innocent,
ing crowd, a waiting vehicle, or into the shadows. Confusion “accidental deaths” and “random incidents.” Whether it is a
abounds and the CS Manhunters use that confusion to cover Telekinetic Push or Ectoplasm to cause that “accidental trip and
their identities and make their escape. fall” or to hold the victim underwater to drown, or a Teleki-
It all happens so fast nobody can identify the assailants (in- netic Punch into the back of a violent D-Bee or criminal’s head,
deed, one or more attackers may have been in disguise, or their inciting him to retaliate by attacking and killing the obvious
faces masked in Ectoplasm). Nor do witnesses know where the (but actually innocent) person responsible! Or by stimulating
assailant (was there more than one?) came or went, why this fire- the hot emotions of a dangerous person by any number of means
fight started, or who started it. It is over before the screaming (Hypnotic Suggestion and Mind Control among them) to incite
stops and long before the authorities arrive. The assailants gone violence or encourage a robbery or mugging that leads to mur-
in the wind, like ghosts, vanishing as suddenly as they appeared. der, or blind panic that leads to an accidental death (Fear), or
Their intended target, or targets, are left dead in the street (or using psionic abilities to plant false evidence or make someone
on the run with the Manhunters in hot pursuit should their vic- bear false witness to provoke violence and murder by the hands
tim manage to survive and escape the initial onslaught.) Anyone of another. These are all tricks of the trade for CS Manhunters
who accidentally got in the way is also dead or injured. Collateral and they use them with cold, practiced methodology and cruel
damage is acceptable for the CS Manhunter squad, especially if expertise.
their attack takes place outside of CS territory.

69
CS Manhunter O.C.C.s
The Coalition States has more than its share of secrets, but, comes next in the hierarchy after the Emperor himself, followed
with the possible exception of the shadowy Disavowed and Psi- by other family members and the Emperor’s top military and po-
Battalion, the CS Manhunters are one of its best kept. Unknown litical leaders.
even to the highest ranking military and political leaders of the na- Third, their loyalty goes to the Coalition States as a nation, a
tion, these human predators are the proverbial wolves in sheep’s symbol, and as the last bastion of humanity uncorrupted by the
clothing. Hidden in plain sight, they pretend to be ordinary and inhuman and magical – more to the point, humanity as envisioned
nonthreatening individuals as they walk among the unsuspecting by Emperor Karl Prosek. This makes the Emperor’s enemies their
CS population, its police force, its military, and beyond. Man- sworn enemies; foes to be liquidated the moment they become an
hunters seek neither fame or glory, nor wealth or power. They immediate threat to the nation. CS Manhunters are zealous sup-
serve in secret as the hand of Emperor Karl Prosek. Enforcing his porters of Emperor Prosek and extreme human supremacists who
will and protecting him, his family, and his unrelenting vision for see demons, practitioners of magic, D-Bees, and all nonhumans
humanity under the Coalition States. as the enemy to be eradicated. The worst of the worst, however,
Heroes of humanity. These psychic enforcers see themselves are traitors from within the CS itself. Fools and turncoats to be
as proud heroes of the Coalition States and the unsung protectors pitied and given a quick execution.
of their visionary leader Karl Prosek and their burgeoning nation. Fourth, the Manhunters’ loyalty also lays with the individual
Like their Emperor, CS Manhunters recognize and accept that the citizens of the Coalition States and their relative safety.
peace and security of the Coalition States comes with a terrible Enemies of the CS beware, nothing supercedes these four
price. But it is a price they are willing to pay: The sacrifice of things. Nothing. Not even their own lives or the lives of their
their own peace of mind and part of their soul. They do it to spare loved ones.
the average CS citizen from the horror and ugly brutality of the
real world beyond their fortress walls, and to ensure the future of
humanity. Their hands soaked in the blood of traitors, enemies,
and fools who would try to tear down the Emperor and the Co-
alition States if not for their intercession. Manhunters make the
Manhunter O.C.C.
sacrifice and carry the burden so the good people of the Coalition
States may never know the fragility of their existence, and never
have to, themselves, face the many enemies and monsters who
Part One
long for their destruction; foes and abominations that lurk and We are presenting the nine Manhunter O.C.C.s differently
grow in the shadows like weeds until they are rooted out by Em- than usual.
peror Prosek and his lethal Manhunters. Part One: We present the nine Manhunter Animal Totem
CS Manhunters receive extensive training in the arts of de- Designations first. You must review and select one of the Animal
duction, investigation, and hunting down sentient fugitives. They Designations because what you select defines your Manhunter,
do not bring them to justice for trial as law enforcement might, their full range of psionic powers, their nature, orientation, and
but rather hunt to eliminate enemies of the CS once and for all. the symbology they embrace. This animal symbolizes the he-
Manhunters are, however, much more than detectives and assas- roic legacy each individual has chosen to follow. Though they
sins. They are the secret protectors of their Emperor and their all have some psionic powers in common and share the same
nation. Each is an incorruptible disciple of Emperor Prosek and goals and general philosophy, each follows the beat of a differ-
fanatically loyal to the Coalition States. They live and breathe CS ent drummer. Each is unique in their own way. Their psychic
doctrine as espoused by Emperor Karl Prosek, whom they trust abilities shaping their view of themselves and how they see and
and follow above all others. Each a super-patriot who is proud to experience the world.
serve their Emperor as the invisible weapon that enforces his will Part Two: We present the stats, skills, abilities, and equip-
and vision, and keeps their nation safe. ment you usually expect to see for an O.C.C. and which are com-
Manhunter Loyalty. The loyalty of every CS Manhunter mon to ALL human Manhunters. This is the basic template for
goes first and foremost to Emperor Karl Prosek, a revered, almost training shared by every CS Manhunter.
deific figure who represents the vision and future of the Coalition
States and humanity, itself. It is the CS Manhunters’ job to find Animal Totem
and terminate any threats leveled against their esteemed leader
and his vision or those who get in his way. Anyone the Emperor Designations & Symbology
marks for death is permanently removed. No further explanation There are nine types of CS Manhunters with their own unique
or reason for their termination is necessary. If the Emperor says a range of psychic abilities. Twelve, like the signs of the zodiac, if
person must die, the Manhunters make it happen. you include their frequent back-up troops and comrades: Dogs,
Second, their loyalty is to the Emperor’s family, who they will Hounds, and Alpha Hounds (i.e. Dog Boys, Kill Hounds, and Psi-
protect and defend with their last dying breath. Joseph Prosek II Stalkers).
70
Each Manhunter category is represented by an animal desig- Ram – Manhunter Burster: The Ram is the first fire sign in
nation that serves a dual role as a call sign to conceal their iden- astrology. The Ram, with its large, curved horns and ability to
tity and a symbolic totem animal that reflects the Manhunter’s na- survive in harsh mountainous environments, symbolizes power,
ture, personality, and psychic abilities. The animal designation is boldness, initiative, leadership, endurance, determination, persis-
a deeply meaningful and spiritual symbol that inspires and guides tence, fearlessness, focus, force, and fire.
each Manhunter on their path in life. Raven – Manhunter equivalent of the Psi-Mechanic com-
Outsiders might overhear statements such as: “What are Eagle bined with strong Psychic Sensitive abilities: The Raven is the
32’s orders?” “Send out the Wolves.” “What did Owl Five see?” fearless keeper of life’s mysteries and protector of secrets. It is
“Let the Hummingbird handle it.” “Call up Spider 73.” “I trust also said the Raven can recognize shape shifters, magic, and the
the Raven.” “We need the Viper.” “Wolf 12 and the Dogs will supernatural, but it can also be a harbinger of change, disaster,
finish this.” “Unleash the Hounds.” And so on. Each animal des- and death. It symbolizes secrets, mystery, thought, wisdom, in-
ignation represents a different range of power and expertise in the sight and prophecy.
art of manhunting and assassination. Spider – Manhunter Diviner/Dowser/Channeler: The Spi-
Depending on the circumstance and the enemy being hunted, der is the symbol of infinity, mystery, destiny, power, growth,
a lone CS Manhunter, pair, or trio may be all that is required to rebirth, creativity, and the embracing of our darker nature. Does
eliminate the threat. Other times one or more Manhunters may anything else need to be said about this channeler of Earth en-
hunt in a pack of Psi-Hounds or Psi-Stalkers, or a mixed group ergy?
of both, to bring down their quarry. When such a “team” of CS Viper – Manhunter Psi-Healer: Though most modern peo-
Manhunters is deployed, they work together in harmony, like a ple and city dwellers tend to see all snakes as venomous and dan-
wolf pack, relentless and deadly, but deferential and compliant to gerous creatures to be feared, this is not the case for many ancient
their team leader, the Eagle. civilizations and tribal people. These cultures revere the snake as
a force of healing, life, birth, rebirth, and primal energy. It is why
Summary of Animal Totem a staff entwined with a pair of snakes is the symbol of the modern
Designations & Symbology medical profession.
Wolf – Manhunter Psi-Slayer: The Wolf is the symbol of
Eagle – Team Leader
strength, intelligence, cunning, primal instinct, bravery, team-
Hummingbird – Zapper
work, family/community, and loyalty, particularly to its pack and
Owl – Precog
those closest to its heart. The Wolf is always suspicious, wary,
Panther – Mind Melter
and watchful of intruders, and ever alert for trouble and danger.
Ram – Burster
In combat, the Wolf fights smart, is cunning, uses team tactics,
Raven – Psi-Mechanic & Psychic Sensitive
and is especially ferocious when protecting its pack and territory.
Spider – Diviner
Viper – Psi-Healer
Nonhuman Members of a Manhunter Team
Wolf – Psi-Slayer
Psi-Stalkers, Dog Boys, and Kill Hounds are never an official
A CS Manhunter can be one of any of the following nine cat- part of Psi-Ops or the Manhunters, but they are often part of a
egories of Master Psychics working under the auspices of Psi- Manhunter Team.
Ops. All answer only to the Psi-Ops Administrator who is the Alpha or Alpha Dog – Civilized Psi-Stalker: Psi-Stalkers
Emperor, himself. are considered to be human mutants who, during the Two-Hun-
Eagle – Manhunter Squad Leader/Captain: The Eagle dred Years Dark Age, evolved into something more than human
symbolizes authority, integrity, insight, intelligence, power, an – or less depending on your point of view. What sets them apart
eye for detail, and the ability to soar between shadow and light. from ordinary humans and other psychics is they use their sensi-
Hummingbird – Manhunter Zapper: The Hummingbird tivity to the supernatural and magic to hunt supernatural beings,
represents air, sun, lightning, and thunderstorms. Flashes of monsters, and mages to feed upon their P.P.E. (Potential Psy-
bright colors from the vivid plumage of their fast moving wings, chic Energy). Psi-Stalkers possess a range of psychic senses and
their astonishing speed and agility, and the fact hummingbirds animalistic hunting instincts very similar to Dog Boys; abilities
can survive powerful storms, even hurricanes, punctuate the that help them sense, track, and hunt such beings as prey. They
power of this unassuming animal. The mighty little birds are also possess psionics that enable them to calm and manage wild
the symbol of tireless energy, speed, good luck, positivity, joy, animals in a similar way to the savage Simvan Monster Riders,
and life force. though not at quite the same level of control.
Owl – Manhunter Prognosticator/Precog: The Owl symbol- Wild Psi-Stalkers are tribal people who live off the land and
izes intuition, clairvoyance, spiritual insight, prophecy, and true use their psychic sensitive abilities to hunt, stalk, capture, and
sight. With such powers, it is said, come wisdom, watchfulness, slay dangerous D-Bees, Xiticix, monsters, creatures of magic,
and the ability to recognize signs and omens, and sense deceit. and especially evil supernatural beings. Tribes of Wild Psi-Stalk-
Panther – Manhunter Mind Melter: The Panther/Tiger ers are scattered across much of the American Midwest, the old
symbolizes willpower, aggression, great physical strength, quick plains states, Michigan, the Magic Zone, and across lower Cana-
decision making, and fast action. It is also the symbol for the da. See World Book 23: Xiticix Invasion for more information
dark of the moon, primal insight, unpredictability, and raw power about Wild Psi-Stalkers.
and emotions. The Panther is known to have trouble controlling For generations the CS has recruited and educated what they
aspects of its dark nature, especially when lost to anger or ven- call “Civilized” Psi-Stalkers. These Civilized Psi-Stalkers have
geance. forsaken their tribal ways and accept the Coalition States as their
71
home. They live in urban environments throughout the Coalition Psi-Stalkers. Most Kill Hounds accept Psi-Stalkers as the Dog
States, and even in the lowest levels of the largest fortress cities Pack’s Alpha leader, especially when the Alpha serves one or
like Chi-Town and Iron Heart. more Manhunters.
For the most part, Civilized Psi-Stalkers are regarded (and Note: With the advent of the Minion War, unprecedented
treated) as second-class Coalition citizens, yet they remain sur- numbers of Kill Hounds are being cloned and deployed for the
prisingly loyal to the CS. Most function within the CS as Wil- war effort. Their fearlessness and desire to hunt and kill the su-
derness Scouts, Rangers and other military positions. Most no- pernatural makes the mutant canines the perfect shock troops to
tably they serve as Dog Boy wranglers leading Psi-Hound “Dog stalk and bushwhack demons and their minions spreading across
Packs” for both law enforcement and the military. They also lead North America. Better to sacrifice these mutant “animals” than
and manage aggressive Kill Hound packs and mixed groups of human life. Besides, Kill Hounds are quite literally built for such
Psi-Hounds. Psi-Stalkers may hold other jobs and positions, but dirty work and love it.
they are best suited for jobs involving work with animals or mon-
sters, hunting, trapping, scouting, protective escorts, guard duty,
military service, and law enforcement.
Civilized Psi-Stalkers (and sometimes Wild) are secretly re-
Eagle O.C.C.
cruited into the CS Manhunters as scouts, storm troopers, and Manhunter Team Leader
monster hunters, but mainly as pack leaders for Psi-Hounds. This
leadership of Dog Boys and Kill Hounds has earned them the The Eagle is the designation for the leader of a Manhunter
Manhunter Animal Totem designation of “Alpha Dog” or just squad or team. The Eagle may lead a team of 3-6 Manhunters or
plain “Alpha” – as in the alpha leader of a dog pack. a mixed group of 1-4 Manhunters, Psi-Hounds, and Psi-Stalkers.
Dog Manhunters, also known as Dog Brother, and Pooch, For example: A mixed squad of 1-4 Manhunters and 3-12 Psi-
are Dog Boys. The “Dog” is a symbol of hope, loyalty, fierce Hounds or Kill Hounds will have an Eagle as the squad leader.
guardianship, protection, self-sacrifice, courage, fidelity, strength, Likewise, special Manhunter Teams, small or large, usually have
and spirituality – all virtues extolled by the beloved and honor- an Eagle as team leader and operations coordinator. The typical
able humanoid Dog Boys of the Coalition States. Rank of an Eagle is Captain, but the individual may attain a rank
The term “Psi-Hounds” includes all breeds of Dog Boys and of Major or Colonel while retaining field command.
Kill Hounds, but the distinction between Dog Boy and Kill Hound The Eagle is the only CS Manhunter without psychic abilities.
should never be lost upon their human teammates. The desig- It may sound counterintuitive to have a non-psychic lead a team
nation of “Dog” or “Dog Brother” is exclusive to the loyal and of Master Psychics, but it has proven advantageous with decades
obedient Dog Boys. Genetically engineered, cloned, grown, and of success. Unless undercover among conventional troops, the
trained by the Coalition States, Dog Boys happily and submis- Eagle is usually the only non-psychic on a Manhunter Team. If
sively serve as combat soldiers, scouts, monster hunters, magic the Eagle has any psionic abilities at all (rare) they will be Minor
hunters, watchmen, guards, and police. They embody the virtues psionics.
of the Dog totem and embrace their role as guardians and protec- The rationale is to have one person on the team who is not
tors of humans. Dog Boys are found throughout all CS territo- directly attuned to magic and the supernatural, as such forces can
ries and areas of operation, including among every branch of law have a profound and negative impact on psychics, particularly
enforcement and Coalition military: Including the Army, Navy, those trained, or instinctively wired, to hunt and destroy such be-
Special Forces, Psi-Battalion, police, and Manhunters. ings. Since Master Psychics possess the most developed psychic
Hound = Kill Hound: The symbol of the “Hound” is quite sensitivity and raw psionic power, they are often the most se-
different than that of the loyal “Dog.” It represents government verely affected. This is clearly apparent during the Minion War.
control and the manipulation of technology, and symbolizes in- The massive presence of demonic beings and proliferation of
dependence, relentless determination, perseverance, pursuit of dark magic has put all psychics on edge, sending them into an
goals, willfulness, and primordial or savage instincts. The desig- agitated state of mind that affects them on a deep emotional and
nation “Hound” is reserved exclusively for Kill Hounds though primordial level. The war has dredged up instincts buried inside
it may be the nickname given to human soldiers/warriors who of them to aggressively protect humanity and destroy the super-
exhibit similar traits. natural darkness that threatens it, feelings from which there is
CS Kill Hounds are genetically engineered creations of the no relief due to their inescapable sensitivity to supernatural evil
Lone Star Complex, deliberately designed to be large, power- and magic energies. For human and most D-Bee psychics, this
ful, aggressive and bloodthirsty front-line troops. As a result, gut level ache and nagging compulsion to hunt and destroy the
it should come as no surprise that Kill Hounds are willful and cause of their anxiety is new to them. For beings like Dog Boys,
more difficult to control than their Dog Boy cousins. They are Kill Hounds, and Psi-Stalkers, it is the call of destiny. For all
grudgingly obedient servants of the Coalition military where of them, it is a persistent distraction that sets their blood boiling
they serve in the limited roles of vicious shock troops, trackers, and overshadows everything else, making focus on missions and
monster hunters, and magic hunters, as well as secretly enlisted sound judgement difficult, especially when engaged against such
into the CS Manhunters. Kill Hounds love to hunt prey almost as preternatural forces.
much as fighting and killing, which makes them ideal for certain This is where a trusted, non-psychic leader like the Eagle be-
Manhunter missions. Moreover, since Kill Hounds respect power comes crucial. Since the Eagle does not share the psychics’ vis-
and cunning, those who come into contact with CS Manhunters ceral reaction to supernatural evil that sets the psychic Manhunt-
usually revere them and immediately accept them as their supe- ers’ adrenaline surging and emotions raging, their clearheaded
riors and pack leaders. They also work well with Dog Boys and squad leader can temper their response and keep the team focused
72
73
on mission objectives, not gut instincts to fight and obliterate su- 3. Manhunting (50% +5%) – The Eagle gets a +15% skill
pernatural evil at all costs. (Note: The section about the visions bonus; see description under O.C.C. Part Two.
related to the Seven Dangers Prophecy and the reactions of psy- 4. Poker Face (50% +5%) – See description under O.C.C.
chics and Psi-Hounds to the Minion War offers more insight on Part Two.
this subject. See page 181 of this book.)
The Eagle totem animal represents authority, integrity, in- 5. W.P. Modern Weapons Expert – See description under
sight, intelligence, power, an eye for detail, and the ability to soar O.C.C. Part Two.
between shadow and light. Enabling it to clearly see what is im- 6. Investigation Skill, Expanded: A rare and specialized skill
portant and the best path to be taken. All CS Manhunters respect that provides techniques, principles, and theories of investigation
the Eagle’s wisdom and acknowledge their uncanny insight and and detective work. It includes how to look for and recognize
sensibilities as team leader, strategist and tactician. They also clues and evidence by systematically examining details with care
recognize the Eagle’s training and experience in understanding and accuracy, observation, research, analysis, and psychological
the psychology and behavior of CS enemies along with a keen profiling.
knowledge of the paranormal, psychics, and psionic powers. Investigative techniques can be applied to people, places, en-
All Eagles are charismatic, natural born leaders trained in the vironments, events, evidence, body language, the spoken word,
art of manhunting, investigation, and working with psychics. written word, photographs, sounds, scents, audio and video. A
Over time, the Eagle gets to know the psychics better than they character with this skill is more likely to remember details, lo-
know themselves. Like the coach of a sports team, the Eagle de- cate hidden compartments, find clues and patterns, and recognize
vises the strategies and tactics, calls the plays, and puts specific corresponding relationships between clues, evidence, and other
individuals in motion, but it is the psychic Manhunters who run data. The details, evidence, and data are then analyzed and pieced
the plays and take the shots. During and between assignments, together to formulate working theories and narratives, possible
the Eagle manages the personalities and teaches the Manhunters or likely scenarios and outcomes, and identify suspects, motives,
how to work as a team while cultivating the talents and pow- threats, targets, locations, accomplices, hidden assets, and so on.
ers of each individual. The Eagle’s background in psychology, This is done by identifying connections between disparate pieces
profiling, investigation, and the paranormal makes them master- of information, evidence, and known facts to find context as well
ful at deploying psychics in the field and utilizing their abilities as ruling out competing theories.
to maximum efficiency. The other Manhunters, Psi-Hounds, and Base Skill: 25% +5% per level. (Note: The Eagle enjoys a
Psi-Stalkers on the team count on the Eagle to help them negoti- +25% skill bonus.) A failed roll means the clues and evidence
ate tricky situations, stay focused, and keep them at the top of remain inconclusive and there is no clear motive, suspect, threat,
their game, even under the most adverse and challenging situa- theory, or lead.
tions. The mutual respect between them and their shared sense of
7. Bonus O.C.C. Related Skills: Hand to Hand: Commando
patriotism keeps most Eagles from ever misleading their Man-
and a Military Skill and W.P. (any) of choice.
hunter Team or abusing their position of trust.
The only time an Eagle’s judgement is ever questioned is 8. Available Manhunter Skill Packages: The Eagle can se-
when it is clear the individual is possessed or being manipulated lect any ONE of the Skill Packages, below, however, Combat,
via magic, psionics, or other means. Communications, Manhunting, Spycraft, and Strategic Psychol-
Every Eagle is able to connect and bond with those under their ogy are the most commonly selected by this O.C.C. See Part Two
command. They have a head for strategies and tactics and en- for the full descriptions of all Skill Packages.
joy the thrill of the hunt, puzzle solving, piecing together clues, Assassin
and getting the upper hand on their enemies. Most Eagles are Combat
supremely skilled at recognizing clues and discerning fact from Communications
fiction, and possess a deep understanding of CS Manhunters, Psi- Demon Manhunter
Hounds, and Psi-Stalkers. Understanding how they think, what Manhunting
drives them, their powers, etc., enables the Eagle to deploy such Medical Manhunter
gifted people with deadly precision for surgical strikes anywhere Spycraft
against any enemy. Not being psychic himself, the Eagle has no Strategic Psychology
innate bias toward one type of psychic or psionic ability over Wheelman
another and can stay objective, directing Manhunters like a chess 9. Eagle O.C.C. Bonuses: +4D6 to S.D.C., +1 to I.Q., M.E.,
master deftly moving his pieces across the board to destroy any and P.E. attributes, and +4 to M.A. and P.S. attributes, +1 to save
given opponent. vs possession, +2 to save vs Horror Factor, and +10% to save vs
coma and death. These bonuses are in addition to any from high
Eagle O.C.C. Special Abilities attributes and skills.
10. Save vs Psionic Attack: People without psionics need a
Also known as CS Bogeyman, Black Ops Ghost, CS Shadow
15 or higher to save vs psionic attack. The Eagle, however, has
Hunter, CS Manhunter, and Badass.
built up some resistance against such attacks and has a +1 O.C.C.
1. Human Chameleon (50% +5%) – See description under bonus to save. Individuals with high M.E. may have additional
O.C.C. Part Two. bonuses to save.
2. Incorruptible (50% +5%) – The Eagle gets a +10% skill 11. Special Equipment (in addition to Standard Equip-
bonus; see description under O.C.C. Part Two. ment): 1D4+1 Imposter Bug Mobile Units (IBMU; described
74
under Psi-Ops equipment), Neural Mace, Vibro-Knife (1D6
M.D.), one silver-plated survival knife (1D6 S.D.C.), side arm of
choice, 2 smoke grenades, one stun/flash grenade, one fragmenta-
tion grenade (2D6 M.D./20 foot/6.1 m), one heavy high explosive
grenade (4D6 M.D.), one Medium Fusion Block (2D6x10 M.D.),
three signal flares, distancing binoculars, 2 Robot Medical kits,
utility belt, and a small conventional vehicle of choice, usually a
hovercycle, jeep, or some sort of ATV, sometimes a robot horse.
Upon assignment, the individual may be given access to any
CS or Northern Gun weapons, body armor, special gear, and
small vehicles as needed to accomplish the mission or to satisfy
the requirements of an undercover operation.
Bionics: Starts with Nightvision Bio-System Eyes, Cybernetic
Lung Molecular Analyzer and Oxygen Cell (30 minutes), and the
following head implants: Clock Calendar, Headjack, Language
Translator, Radio Ear, and Surveillance Ear.
Other cybernetics and Bio-Systems may be made available
upon approval from Administration as needed, and are some-
times awarded for excellent service, as accommodations, and for
certain undercover operations. Typically limited to bionic limbs
and implants. See the Rifts® Bionics Sourcebook for the full
range of cybernetics, bionics, and Bio-Systems. That sourcebook
also offers more information about City-Rats, Cyber-Snatchers,
and Body-Chop-Shops.

Hummingbird O.C.C.
CS Manhunter Zapper
The hummingbird symbolizes air, sun, lightning, and thun-
derstorms. Flashes of bright colors from the vivid plumage of
their fast moving wings, their astonishing speed, agility, and the
fact hummingbirds can survive powerful storms, even hurricanes,
punctuate the power of this unassuming animal. The mighty little
birds are the symbol of tireless energy, speed, good luck, positiv-
ity, joy, and life force.
Some may find it ironic that such small, delightful birds are
the innocuous code name for the powerful CS Manhunter Zap-
per. When you think about it, however, it is quite appropriate. CS
Manhunters make it their mission to appear friendly and harmless
so they can strike without warning.
Hummingbirds wield the powers of Electrokinesis and Tele-
kinesis the same as the so-called “Zapper” (see Rifts® World
Book 12: Psyscape). Zappers are believed to be one of the rar-
est and most powerful types of Master Psychics on the planet.
None are known to exist within the Coalition States, but then the
outside world has no inkling that the CS has had a secret army of
psychics that have been quietly at work defending the Coalition
for decades. Though there are rumors whispered about the Coali-
tion’s Psi-Battalion, most outsiders believe any CS psionics pro-
gram or military force is in its infancy and tiny. Nothing could be
further from the truth, as Psi-Battalion is massive and at the core
of the Coalition’s internal defenses against magic based enemies
and the supernatural. It is arguably the Coalition’s greatest secret,
certainly in sheer scope and importance.
Few would believe a Zapper – a.k.a. the Manhunter Hum-
mingbird – could even exist within the CS, let alone be in the ser-
vice of Emperor Prosek as one of his “bogeymen” (and a soldier
in Psi-Battalion). They would be horrified to learn the Manhunter
75
Hummingbird has greater control and range over Electrokinesis I.S.P.: None; a natural ability.
than the legendary Zapper, but it’s true. An invisible electrokinetic aura surrounds the Hummingbird
The rarity of Zappers among psychics helps distance the Hum- to make the Manhunter and anything on their body (armor, cloth-
mingbird from any affiliation with the CS because no one expects ing, weapons, backpack, etc.), completely impervious to elec-
it. As a result, people are quick to believe the psychic is a wander- tricity, including S.D.C. and M.D. magical lightning, electrical
ing adventurer, hero, or mercenary for hire. Many assume a “Zap- attacks, and Ley Line Storm energy; no damage. This means a
per” must come from Psyscape, a mysterious haven for psychics Hummingbird Manhunter can scale an electrified fence without
and noble heroes gifted with psychic abilities; a misunderstand- harm.
ing the Hummingbird is happy to exploit in his or her favor. 2. Sense & Locate Electricity (revised).
It is important to understand that the main power of the Hum-
mingbird is a more powerful version of Electrokinesis with great- Range: 50 feet (15.2 m) +5 feet (1.5 m) per level of experience;
er nuance and applications. double on ley lines.
Duration: Two minutes; double on ley lines. Requires concen-
tration and focus to identify, track, and pinpoint every source of
Hummingbird O.C.C. Special Abilities electricity in the area.
Also known as Lightning, CS Zapper, Bogeyman, Black Ops I.S.P.: 2 per every two minutes.
Ghost, CS Shadow Hunter, and CS Manhunter. Base Skill: 55% +5% per each additional level of experience. A
1. Human Chameleon (50% +5%) – See description under failed roll to identify all electronics and electric devices in the
O.C.C. Part Two. area results in identifying 1D6x10% of them. A failed roll to find
concealed bugs or any hidden electronics means the item remains
2. Incorruptible (50% +5%) – See description under O.C.C. hidden.
Part Two. The psychic can sense and feel the presence of electrical en-
3. Manhunting (50% +5%) – The Hummingbird gets a +10% ergy located in a given area and track and pinpoint it to the exact
skill bonus; see the description under O.C.C. Part Two. location of its source. This means the individual can find the loca-
tion of every battery, electronic device, electrical outlet, etc., in
4. Poker Face (50% +5%) – See description under O.C.C.
the room/sensing area. Roll under the Base Skill to find concealed
Part Two.
electronics like a bug/listening device or other item that has been
5. W.P. Modern Weapons Expert – See description under deliberately hidden. The psychic can also sense the approximate
O.C.C. Part Two. amount of electricity the device or power source can generate
6. Bonus O.C.C. Related Skills: Hand to Hand: Martial Arts, (tiny, small, light, medium, heavy, huge). The psychic is able to
Basic Electronics (+15%), and Basic Mechanics (+5%). follow an electric current to its main source of power such as a
fuse box, transformer, generator, fusion power supply, battery,
7. Available Manhunter Skill Packages (select one): Assas- solar array, power plant, etc., and intuitively know the origin of
sin, Combat, Demon Manhunter, Manhunting, or Wheelman. See the electrical power: battery powered, power pack, electrical gen-
Part Two for the full descriptions of all Skill Packages. erator, hydro-electric, thermo-electric, solar, nuclear, or magic.
8. Hummingbird O.C.C. Bonuses: +3D6 to S.D.C., +1 to 3. New! Read Electrical Device.
M.A. attribute, and +1D4 to P.P. and Spd attributes. +2 on Percep-
tion Rolls to recognize electricity based devices, engines, genera- Range: By touch or line of sight up to 10 feet (3 m) away.
tors, etc., damage or murder inflicted by electricity, and energy Duration: Two minutes per level of experience, double on ley
beings composed of electricity or which draw upon electricity. lines.
+2 on initiative, +1 to strike, +1 to disarm, +1 to pull punch, +2 I.S.P.: 4
to roll with impact or fall, and +2 to save vs Horror Factor. Hum- The psychic is able to psionically read electrical devices in a
mingbirds love combat, action, and excitement. Many are adrena- similar way to Object Read. This enables the individual to sense
line junkies and daredevils who like fast vehicles, taking risks, the condition of the device and whether or not there are electrical
and danger. issues like a short, low battery, loose connection, faulty sensor,
etc. A psychic reading also tells the individual if the device is bro-
9. Special Equipment (in addition to Standard Equip- ken or simply out of power, and its purpose: illumination, heater,
ment): Distancing binoculars, a Robot Medical Kit, utility belt, weapon, trap, toy, recording device, etc. As a result, the Hum-
rubber gloves, electrical tape, a small portable tool kit, a pair of mingbird can help an Operator or electrician by locating electri-
goggles, and sunglasses. cal problems requiring repair as well as know if the device is new,
Bionics: None. old, ancient, homemade, rebuilt, modified (and where and what
the modification is), and whether the device is the genuine article
Hummingbird Special O.C.C. Psionics or a knock-off/imitation.
All of the Electrokinesis abilities of the Hummingbird are pre- 4. Manipulate Electrical Devices (Revised).
sented below and incorporate aspects of the Electrokinesis Super-
Range: 100 feet (30.5 m) +5 feet (1.5 m) per level of experience;
Psionic power and Zapper abilities.
double on ley lines.
1. Impervious to Electricity. Duration: 2 minutes per level of experience, double on ley lines.
Range: Self only. I.S.P.: 4
Duration: Constant. Through focused thought the psychic can exert limited control
over simple electrical devices, such as turning off and on lights,
76
computers, monitors, televisions, radios, cameras, sensors, blend- Static Discharge/Pulse: The Hummingbird can release the aura
ers, microwave ovens, flashlights, toys (battery and plug types), as an electrical discharge to inflict 2D6 S.D.C. damage to one spe-
windshield wipers, and all types of electric appliances and de- cific device by touch or to all electronic devices in a 6 foot (1.8
vices. The individual can also manipulate the controls of electric m) radius; double the damage and range on ley lines. In the case
powered devices such as to change the volume, channel selection, of zapping all devices within the area of effect, even electronic
tuners, speakers, speed, dim lights and sound, and so on. A doz- devices that survive the damage suffer temporary interference and
en different electrical functions can be manipulated each melee. disruption for 1D4 minutes: Radio and video/TV transmissions are
This can mean flicking the light off and on six times (12 func- garbled and unclear, video images snowy, broken and distorted,
tions/6 off, 6 on) or turning the T.V. on, turning the volume up to and the discharge temporarily knocks out/scrambles bugs, camera
the max, and turning on 10 other appliances (12 functions in all). feeds, computers, monitors, radar, and sensors. Does NOT affect
Note: The character does not need to see the devices to manip- the shielded and hardened electrical systems of cyborgs, power ar-
ulate them as long as he can “feel” their presence as per #2 above mor suits, robots, robot vehicles, and most vehicles unless the dis-
and they are within the Manipulation range of 100 feet (30.5 m) charge happens inside the cockpit of the vehicle. Note: Unleashing
+5 feet (1.5 m) per level of experience. a static discharge uses up all the aura’s energy in the blast and ends
the duration of the ability the moment it goes off.
5. New! Power Electronic Devices.
7. S.D.C. Electrical Blast (Revised).
Range: Touch. Must continuously hold or touch the device in
order to power it and have it keep working. The instant the pow- Range: Touch or 60 feet (18.3 m); double the range on a ley line.
erless object is released, it stops working. Line of sight is required for ranged attacks.
Duration: 10 minutes per level of experience for every 3 I.S.P. Duration: One melee round (15 seconds), but each blast counts
spent; double on ley lines. as one melee attack.
I.S.P.: 3 Damage: 1D6 S.D.C., or 2D6, or 3D6 S.D.C., the psychic picks
The Hummingbird can power simple devices by holding them the amount of damage desired. Double damage on a ley line.
in his hand or laying his hand on it. This includes activating de- I.S.P.: 1 point per each S.D.C. blast regardless of the damage.
vices with dead or missing batteries such as flashlights, electric The ability to discharge electric blasts lasts for one melee
lanterns, radios, walkie-talkies, audio players/recorders, cameras, round, but each blast burns up one I.S.P. Damage can’t miss by
handheld computers, language translators, and S.D.C. electric touch, but roll to strike when firing off a short-range electrical
power tools. To power a handheld device requires focus and con- blast. +1 to strike plus any P.P. attribute bonuses when shooting
centration which inflicts the following penalties: -1 attack per at a distance.
melee round, reduce Perception Rolls and initiative by half, and 8. M.D. Electrical Blast (Revised).
-10% penalty on skill performance while powering an electrical Range: Touch or 20 feet (6.1 m) per level of experience; double
device. It can also be used to jumpstart a simple car battery and the range on a ley line. Line of sight is required for ranged at-
keep the battery working as long as the psychic keeps his hands tacks.
on the steering wheel or dashboard. Duration: One melee round (15 seconds), but each blast counts
6. Radiate Defensive Electrical Aura (Revised). as one melee attack.
Damage: 1D6 M.D., 2D6 M.D., or 3D6 M.D. The psychic picks
Range: Self. the amount of damage desired, but the greater the damage the
Duration: Two minutes per level of experience; double on ley greater the I.S.P. cost. Double damage on a ley line.
lines. I.S.P.: 6 for each 1D6 M.D. blast, 12 for each 2D6 M.D. blast, 18
Damage: Varies as per below. for each 3D6 M.D. blast.
I.S.P.: 5 The ability to discharge electric blasts lasts for one melee
The Hummingbird seems to become surrounded by crackling round, but each blast costs the I.S.P. listed above depending on
electricity. In reality, this is a protective electrical aura. The en- the amount of M.D. inflicted. Damage can’t miss by touch, but
ergy does no harm to the psychic or anything on their person, and roll to strike when firing off a short-range M.D. blast. +1 to strike
the character can move around without difficulty. The Defensive plus any P.P. attribute bonuses when shooting at a distance.
Electrical Aura, however, delivers a jolt to anything the psychic
touches with their body and causes the hair on anybody within 9. Electricity Absorption & Healing (Revised).
six feet (1.8 m) of the aura to stand on end from static electricity. Range: Bio-Regeneration: Self. Absorption and reduction or
M.D.C. Protective Field: The aura provides a force field-like stopping flow of power via touch or up to 10 feet (3 m) per level
level of protection: 20 M.D.C. +2 points per level of the Hum- of experience, but the psychic must have a clear line of sight to
mingbird; double on ley lines. When the M.D.C. is reduced to the device, generator, or power line from which power is being
zero or less, this protective feature is gone for the remaining dura- absorbed.
tion of the field. Duration: 10 minutes per level of experience, provided the psy-
Physical Contact Damage: 1D6 S.D.C. damage to anything chic remains in range, has line of sight and focuses on absorbing
touched by the Hummingbird’s finger. 4D6 S.D.C. from a punch. or reducing the flow of energy; double the duration on a ley line.
6D6 S.D.C. damage from a kick or body block. 6D6 S.D.C. dam- I.S.P.: 6
age to anyone who grabs, grapples, hugs, or tackles the psychic The ability to draw electrical energy from devices in the im-
while the aura is in place, plus there is a 65% likelihood of short- mediate vicinity. This ability has a few uses.
ing out any zapped electronic device not shielded or grounded. The obvious one is to drain electricity from machines, en-
Note: Do not add base punch damage. gines, generators and electric power lines, to make light batteries
77
useless and to block the flow of generators and power lines to a I.S.P.: 5 to become a living lightning rod. 20 I.S.P. per each
particular location to cause temporary power loss, at least until 3D6x10 M.D. lightning blast. Can only fire one such bolt of light-
the duration ends and the flow of power resumes, or the device ning per melee round that uses up all melee attacks.
recharges, or drained batteries are replaced. Simple batteries as The Hummingbird can use their own body to become a liv-
large as a car battery can be completely drained in two melee ing lightning rod during thunderstorms. Lightning within a one
rounds (30 seconds). E-Clips at a rate of one standard energy mile radius is drawn to the psychic, striking him (and doing no
blast per minute of absorption. Or the psychic can reduce power damage) instead of hitting people, vehicles, or property in the
to a building by reducing the flow of electricity from a power line area. The psychic cannot do anything else during a melee round
or generator. Reducing power/energy flow to dim lights, reduce in which he is acting as a human lightning rod except channel,
the speed of engines, machinery, computers, and similar due to a release, and redirect one powerful lightning attack. As per #9, the
completely stopped or reduced flow of energy. Energy is reduced Hummingbird can also use the lightning to bio-regenerate him-
by 8% per level of the psychic’s experience for the duration un- self.
less the individual is chased away or slain. Damage: For an extra 20 I.S.P. per each blast (once per me-
When used to drain an E-Clip, the equivalent of one standard lee round), the psychic can redirect the lightning energy into one
blast for the weapon is drained away per minute (4 melee rounds) powerful blast that inflicts 3D6x10 M.D.! Roll to strike as usual,
of focused absorption. At the same time or in the alternative, the only P.P. attribute bonuses apply to the roll to strike. The blast is
Hummingbird can use the electricity being absorbed, and usually the ONLY attack or combat action the individual can make as it
harmlessly released, to bio-regenerate himself. The equivalent uses up ALL attacks for that melee round. Moreover, this is only
of 1D6 M.D. negates fatigue (feels as fresh as waking up after possible after being struck by two or more lightning bolts in five
a good night’s sleep), while every 2D6 M.D. of electricity ab- minutes. Note: Obviously this ability is only applicable during
sorbed restores 1D6 Hit Points or 2D6 S.D.C. A mild but constant thunderstorms and lightning storms. Roll 1D6 to determine the
flow of electrical current through the Zapper while meditating number of lightning strikes that hit the Hummingbird per every
increases normal healing by three fold. This also applies when the 5 minutes. 3D6 every five minutes during big, violent thunder-
psychic attracts and absorbs lightning and Ley Line Storm energy storms and Ley Line Storms.
(see Attract Lightning, below). A typical lightning bolt does 2D6 12. New! Ball Lightning.
M.D. each, double on ley lines or from Ley Line Storms.
Range: 50 feet (15.2 m) per level of experience; double on a ley
10. New! Sense Thunderstorm. line.
Range: Can sense a thunderstorm, lightning storm, or Ley Line Duration: Done upon impact. It take the psychic one melee at-
Storm at a distance of 5 miles (8 km) per level of experience. tack to create and throw ball lightning, but he can hold on to
Duration: Five minutes per level of experience, double on ley the ball for up to 30 seconds (two melee round) before having
lines. to throw it. If not thrown, the sphere dissipates at the end of 30
I.S.P.: 2 seconds.
The Hummingbird can sense the presence and movement of a Damage: 2D6 M.D. +1 M.D. per level of experience. Double
thunderstorm, lightning storm, or Ley Line Storm. The psychic damage on a ley line or at a nexus point.
can sense the distance of the storm, the speed and direction it I.S.P.: 6 each Ball Lightning.
is traveling, when it will reach their location, wind speeds, the The Hummingbird Manhunter can generate one electrical en-
intensity of the storm (light, medium, heavy/dangerous, torna- ergy sphere. The glowing red and white sphere floats above the
do), and whether it is accompanied by temperature change (up psychic’s palms or between the palms of both hands. It follows
or down), hail, sleet, torrential rain, high winds, tornadoes, and the motion of the lead hand until released in a “bowling ball”
other atmospheric phenomena; informing the individual whether toss with it rolling or skipping 2 feet (0.6 m) above the ground or
people should find shelter. above the surface of water until it hits its target or something that
In the case of Ley Line Storms, the psychic knows the same gets in its path. Alternatively, it may be thrown like a ball. The
info as well as if more than one storm is occurring on the ley line psychic is +2 to strike plus P.P. attribute bonus, if any. The Ball
and the distance and location of any Rifts open or dimensional Lightning explodes on impact, inflicting damage to whatever it
anomalies taking place on the ley line during the storm. This has struck. Each thrown sphere counts as one melee attack.
should help the psychic avoid dangerous storms and unwanted 13. New! Spark.
dimensional phenomena. Note: Thunderstorms are always ac-
companied by lightning. The sound of thunder results from light- Range: Self or stream of sparks 4 feet (1.2 m) +1 foot (0.3 m) per
ning bursts. Tornadoes are usually part of a large, violent thun- level of experience.
derstorm system. Duration: Five minutes per level of experience.
I.S.P.: 1
11. New! Attract Lightning. The Hummingbird can create a spark every time he or she
Range: Self as a lightning rod. Range of the lightning blast is 100 snaps their fingers, taps on a hard surface, claps their hands, or
feet (30.5 m) per level of experience. Line of sight is required (the takes a footstep. This may sound inconsequential, but it comes in
Hummingbird Manhunter must be able to see his target) and the handy for intimidation or creating a distraction, drawing a crowd
blast counts as ALL the character’s melee attacks for that round. (children are awestruck), entertainment/performing (playing a in-
Duration: Three minutes per level of experience as a living strument or dancing) and playing pranks.
lightning rod to attract and let lightning hit him without damage. For double the I.S.P. the psychic can shoot a stream of electri-
Double duration on a ley line. cal sparks from their finger or hand for a short distance of four

78
feet (1.2 m) +1 foot (0.3 m) per level of experience. The stream I.S.P. is regained at the rate of 3 points per hour of activity, or
is startling, causing most animals and people to jump, dodge, or 12 per hour of meditation or sleep.
run away at least a few feet. Those struck receive a mild electric 15. Saving Throw Versus Psionic Attack: As a Master Psychic,
shock that deals one S.D.C. point of damage. A classic prank is the character needs a 10 or higher to save vs psionic attacks.
shooting an unsuspecting person or animal in the buttocks. An-
other is making a person “dance” by shooting electrical sparks at 16. P.P.E.: 1D6
their feet, and another is exploding a cigarette with a spark. 17. Additional Psionic Powers: Like most psychics who be-
Children are especially thrilled and entertained by a perfor- come specialized in one unique area of psionic development, the
mance of sparks or streams of sparks. Consequently, they can Hummingbird specializes in Electrokinesis and does not possess
often be lured away by a Manhunter to get them out of harm’s a wide range of additional psychic abilities. Starts with all of the
way before an attack, to fight despair and sorrow, or to lure them above and Levitation (varies), Meditation (0), Telekinetic Accel-
away or into a trap. A kidnapped child and the threat of harm is a eration Attack (10 or 20), Telekinetic Force Field (30), Teleki-
way to leverage most parents into revealing secrets, betrayal, or netic Leap (8), Telekinetic Lock Picking (4), Telekinetic Punch
doing things they would never consider doing otherwise. (6), Telekinetic Push (4), and Telekinesis (super; 10+). Select one
14. I.S.P.: Roll 3D4x10 plus the M.E. attribute number to deter- additional Physical psionic ability (any) at levels 2, 4, 6, 7, 8, 10,
mine the base Inner Strength Points. +10 for each additional level 12 and 14.
of experience.

Owl O.C.C. Of all the psychics, the Owl and the Spider are the most
feared by Emperor Prosek and CS leaders. They can understand
and accept psychics who can control fire or electricity, move
CS Manhunter Prognosticator/Precog things with their minds, conjure energy into weapons to fight
The Owl symbolizes intuition, clairvoyance, spiritual insight, the supernatural, enter into a trance that heals their bodies, or
prophecy, and true sight. With such powers, it is said, comes a enables them to resist exhaustion and thirst. But people who can
deeper understanding of the world’s mysteries, watchfulness, read minds and see the future? That scares them. How can any
wisdom, and the ability to recognize signs, omens, and decep- person see the future and know things that have not yet to come
tion. An apt totem animal and code name for the CS Manhunter to pass, or are happening behind closed doors hundreds of miles
who specializes in knowing the unknowable to hunt down their away, or took place yesterday or a month ago or year ago? It
targets. is beyond human comprehension. It defies known science and

79
their understanding of the laws of nature. And it makes the peo- see is uncertain and incomplete. Even the psychics themselves
ple in power worried. Those in power wonder about what the don’t understand how precognitive visions, clairvoyant insight,
Owl and Spider see of their futures and if they are spying on dreams or prophecies happen. Nor why they are more attuned to
them. Have the psychics seen or learned of their secrets? Secrets them than other psychics.
they would rather not to be known by anyone? What happens It is a mystery the Owls ponder over in their spare time. Their
if the psychics see things with their wide-open Third Eye they primary agenda is using their abilities to keep the Emperor and
don’t like? Things that might turn them against the Emperor or the CS safe using powers that make it difficult for fugitives and
other people in power? enemies to escape their sight. Insight that drives the predatory
Given how the CS responds to the people and things they do Owls to be relentless CS Manhunters with a deep hatred for su-
not understand, you might wonder why the worrisome Owl, Spi- pernatural evil and the practitioners of dark magic.
der, and psychics like them have not been added to the CS En-
emies List and hunted down and destroyed. There are a number
of reasons, but here are the main ones.
Owl O.C.C. Special Abilities
One, they are human, and human life should be preserved. Also known as CS Reader, Precog, Seer, CS Bogeyman,
Two, their undeniable value. Owls and their counterparts Black Ops Ghost, CS Shadow Hunter, and CS Manhunter.
within Psi-Battalion have saved the Emperor and the Coalition 1. Human Chameleon (50% +5%) – The Owl gets a +10%
States with their visions and predictions more times than can be skill bonus; see description under O.C.C. Part Two.
accurately counted. Their insights and premonitions keeping the
2. Incorruptible (50% +5%) – The Owl gets a +15% skill
CS two steps ahead of their enemies, alerting them to planned
bonus; see description under O.C.C. Part Two.
attacks, sieges, spies, acts of betrayal, and budding insurrection.
Three, the Owl (plus the Spider and most human psychics) 3. Manhunting (50% +5%) – See the description under
seem to be acutely sensitive to the forces of magic and the su- O.C.C. Part Two.
pernatural, and have no love for either. Such psychics are the 4. Poker Face (50% +5%) – The Owl gets +15% skill bonus;
Coalition’s front-line warning system and active defense against see the description under O.C.C. Part Two.
arcane foes.
Four, the Emperor and the leaders of the CS believe their 5. W.P. Modern Weapons Expert – See description under
own deliberate propaganda, theories, and history about human O.C.C. Part Two.
psychics. They truly see and embrace psychics as humankind’s 6. Bonus O.C.C. Related Skills: Hand to Hand: Expert, First
natural defense against the forces of magic and the supernatural; Aid (+5%), and one Domestic Skill of choice (+5%).
natural born heroes evolved and compelled to help their fellow 7. Available Manhunter Skill Packages: The Owl selects
humans identify, fight, and destroy such abominations. These are ONE of the following Skill Packages: Assassin, Communica-
champions with a legacy of heroism throughout the ages battling tions, Manhunting, Medical Manhunter, Spycraft, or Strategic
against supernatural evil and the unknown, seers and heroes who Psychology.
have helped advance and grow human civilization.
Five, generations of psychics have proven exceptionally loy- 8. Owl O.C.C. Bonuses: +3D6 to S.D.C., +1 to M.E. attri-
al team players and ardent supporters of the CS, with Psychic bute, +2 to M.A., and +1D4 to P.B. and Spd attributes. +3 on
Sensitives like Owls, Spiders, and Dog Boys among the most Perception Rolls to recognize the presence of magic and the su-
loyal of all. Many non-psychics, the Emperor among them, are pernatural as well as recognize volatile emotions and situations
convinced their knowledge of the supernatural and dark magic the psychic can either exploit to their advantage or try to defuse
is what actually keeps them so loyal. No one has seen or under- before the situation explodes; +1 to pull punch, +1 to roll with
stands better the horrors and danger these forces represent. The impact or fall, +1 on all saving throws, +2 to save vs posses-
Emperor and his power base also like to believe precogs, hav- sion, +2 to save vs Horror Factor. Owls are eternally inquisitive,
ing seen the future, choose to stay loyal because they have seen usually see the big picture, enjoy solving puzzles and problems,
the Coalition States is the best chance for human civilization in finding and following clues, locating the subject of the manhunt,
North America, if not the entire world. Unspoken affirmation and anticipating outcomes of their own actions and those of the
the Emperor takes to justify his extreme policies, acts of aggres- their teammates.
sion against enemies, and which inspires him to hold his course. 9. Special Equipment (in addition to Standard Equip-
This makes these enigmatic and troubling psychics among his ment): Distancing binoculars, a Robot Medical Kit, first aid kit, a
favorites, in the end. pint of booze like whiskey, bourbon, or rum, a utility belt, 1D4+1
Of course, as a last resort, should any go rogue or turn traitor, pencils, 1D4+1 pens or markers, a sketch book, a journal, and a
there are options for their elimination. Most notably Psi-Battal- voice or video recording device.
ion, the ever loyal Psi-Hounds, and Emperor Prosek’s own secret Bionics: None.
enforcers, his Manhunters.
Indeed, Owls are among the most powerful Psychic Sensitives
in the world and are ruthless in their pursuit of CS traitors and
Owl O.C.C. Psionics
enemies. Their gift (some would say curse), to see the world more 1. Specialists in Sensory Psionics. Owls possess a wide range
clearly and fully than most other beings. Their opened Third Eye of Psychic Sensitive abilities enabling them to see and sense
and sensitive abilities enable them to see, feel, read, and under- things around them that other cannot. That said, Clairvoyance,
stand forces invisible to ordinary people, as well as to see snippets Empathy, Precognition, Read Psychic Impression, and Telepathy
from the past and glimpses of the future – even if the future they are the core abilities and defining cornerstones for this character.
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Each providing insight to people, the past, the present, and the
future. Each crucial in gathering information, clues and leads to Panther O.C.C.
find the targets of their manhunts.
Psionics to Start: CS Manhunter Mind Melter
Blind Combat (5) The Panther/Tiger symbolizes willpower, aggression, great
Clairvoyance (4) physical strength, quick decision making, and fast action. It is
Dream Reading (5) also the symbol for the dark of the moon, primal insight, unpre-
Empathy (4) dictability, and raw power and emotion. These aspects of its na-
Implant Image & Memory Bit (10) ture means the Panther sometimes has trouble controlling itself,
Mask I.S.P. & Psionics (7) especially when lost to pain, anger, or vengeance.
Meditation (0) This totem designation fits Manhunter Mind Melters to a T.
Mind Block (4) Even calm and quiet Mind Melters (some say the scariest of
Nightvision (4) them all) boil with power and emotion beneath their placid ex-
Object Read (6) teriors. Like their namesake, the CS Panther enjoys the hunt,
Precognition (10) stalking their prey silently from the shadows. Waiting for the
Precognitive Connection (0) right moment to strike. When that moment comes, these hu-
Psychic Imprint (3 or 1) man predators usually go straight for the kill, attacking without
Read Psychic Impression (objects; 2) mercy or regret.
Read Psychic Residue (5) The Panther Manhunter is a Master Psychic that falls under the
See Aura (6) category of Mind Melter and is among the deadliest of assassins.
See the Invisible (4) Not just because of their raw power, but because they live for the
Sense Evil (2) hunt and the challenge of making the kill. Panthers love holding
Sense Magic (3) the power of life and death over another person, and excel at the
Sense Time (2) job of hunter-killer. Consequently, the psionic powers of the Pan-
Shared Experience/Empathy (4) ther relate to the task of manhunting and killing, supplemented
Sixth Sense (2) by abilities to identify, sense, track, and find their foes. When the
Telepathy (4) Emperor needs a lone assailant to slip in and out of somewhere
Total Recall (2) unseen to kill an enemy, the Panther is usually the Manhunter for
2. I.S.P.: Roll 3D6x10 plus the M.E. attribute number to de- the job. They, more than any of the other Manhunters, enjoy be-
termine the base Inner Strength Points. +10 for each additional ing the lone wolf assassin or lone gunman.
level of experience. Some Panthers indulge in cat and mouse games, especially
I.S.P. is regained at the rate of 2 points per hour of activity, or when they believe they have the upper hand and their prey has no
10 per hour of meditation or sleep. real chance to escape. Such games are most likely when the vic-
tim of their psychological torture is not human nor the target of
3. Saving Throw Versus Psionic Attack: As a Master Psy- the manhunt. Manhunters seldom take chances with the primary
chic, the character needs a 10 or higher to save vs psionic attacks. target. Whether the “mouse” in this game is killed or let go will
4. P.P.E.: 1D6 depend on the situation, whether or not the mouse can identity
5. Additional Psionic Powers: Like most psychics who be- their assailant, and the assassin’s mood.
come specialized in one unique area of psionic development, the Many Panthers also enjoy interrogations and inflicting torture
Owl specializes in seeing and sensing people and energies around when a Viper is not available, and are happy to assist a Viper in
them. Starts with all of the abilities listed above and gets one ad- such entertaining work. This is especially true when the subject
ditional Psychic Sensitive ability of choice at levels 2, 4, 6, 8, 10, to be interrogated is a CS traitor, mage, D-Bee, or other inhu-
and 12. man. Most CS Panthers are extreme human supremacists who
Anti-Demon: Fear the Righteous (8) at level 3. harbor great disdain for D-Bees and monsters. As a result, they
Anti-Demon: Flames of Rage (8) or Anti-Demon: Negate In- take pleasure in humbling, humiliating, torturing, and extermi-
visibility (6), at level 5. nating them like the bugs they are. Such games and torture make
One additional Super-Psionic ability of choice (any) at lev- the Panther feel superior, and to their thinking, put the victims in
els 7, 9, 11, and 13, but tends to develop powers involving the their place.
senses, insight, the mind, and communication. Cannot select ad-
ditional Anti-Demon psionics. Panther Manhunter O.C.C.
Special Abilities
Also known as the Tiger, the Hunter, CS Shadow Hunter, CS
Bogeyman, and Mind Melter Assassin.
1. Human Chameleon (50% +5%) – The Panther gets a
+10% skill bonus. See the description under O.C.C. Part Two.
2. Incorruptible (50% +5%) – The Panther gets a +5% skill
bonus; see description under O.C.C. Part Two.

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3. Manhunting (50% +5%) – The Panther enjoys a +15% Empathy (4)
skill bonus; see the description under O.C.C. Part Two. Healing Touch (6)
4. Poker Face (50% +5%) – The Panther gets a +5% skill Hypnotic Suggestion (6)
bonus; see the description under O.C.C. Part Two. Impervious to Fire (4)
Impervious to Poison (4)
5. W.P. Modern Weapons Expert – See description under Mask I.S.P. & Psionics (7)
O.C.C. Part Two. Meditation (0)
6. Bonus O.C.C. Related Skills: Hand to Hand: Assassin or Mind Block (4)
Martial Arts (pick one), W.P. Sword, and one Physical or W.P. Object Read (6)
(any) of choice (+5%). Presence Sense (4)
Read Psychic Impression (objects; 2)
7. Available Manhunter Skill Packages: The Panther selects
Read Psychic Residue (5)
ONE of the following Skill Packages: Assassin, Combat, Demon
See Aura (6)
Manhunter, Manhunting, Spycraft, or Wheelman. See Part Two
See the Invisible (4)
for the full descriptions of all Skill Packages.
Sixth Sense (2)
8. Panther O.C.C. Bonuses: +4D6 to S.D.C., +1 to I.Q. and Summon Inner Strength (4)
M.E. attributes, and +1D4 to M.A. attribute. +3 on Perception Telekinesis (Super; 10+)
Rolls to recognize the leaders and the most powerful members Telekinesis Intuitive Combat (4)
in a group from humans and D-Bees to supernatural beings; +2 Telekinetic Leap (8)
on initiative, +1 to strike, +2 to disarm, +2 to pull punch, +1 to Telepathy (4)
roll with impact or fall, +2 to save vs all forms of mind control,
2. I.S.P.: Roll 3D6x10 plus the M.E. attribute number to de-
+3 to save vs illusions, and +2 to save vs Horror Factor. Panthers
termine the base Inner Strength Points. +10 for each additional
love the hunt and vanquishing an enemy with style and flourish
level of experience.
whenever possible. Many believe they are the best there is when
I.S.P. recovery is at the rate of 3 points per hour of activity, or
it comes to assassination, manhunting, murder, and getting away
12 per hour of meditation or sleep.
scot-free. Like most psychics, they hate the supernatural and rev-
el in slaughtering the demonic and their henchmen. 3. Saving Throw Versus Psionic Attack: As a Master Psy-
chic, the character needs a 10 or higher to save vs psionic attacks.
9. Special Equipment (in addition to Standard Equip-
ment): Vibro-Knife (1D6 M.D.), silver-plated survival knife 4. P.P.E.: 2D4.
(1D6 S.D.C.), silver-plated long sword (2D6 S.D.C.; remember 5. Additional Psionic Powers:
silver inflicts M.D. to demons, Deevils, and many supernatural At level 2 the Panther may select one Super-Psionic ability or
beings), side arm of choice, 2 smoke grenades, 4 signal flares, a total of three abilities of choice from any of the other categories:
distancing binoculars, a Robot Medical Kit, utility belt, and pock- Healing, Physical, or Sensitive. This may be one of each or any
et mirror. combination.
Upon assignment, the individual may be given access to any At level 3 the Panther gets Psi-Sword (30) and one Super-
CS or Northern Gun weapons, body armor, special gear, and Psionic power of choice.
small vehicles as needed to accomplish the mission or to satisfy At level 4 and each new level beyond, the Panther may select
the requirements of an undercover operation. one Super-Psionic ability of choice including any Anti-Demon
Bionics: None. psionic power or a total of three abilities of choice from any of
the other categories: Healing, Physical, or Sensitive. This may be
Panther O.C.C. Psionics one of each or any combination.
1. Specialists in Manhunting and Murder: As a Mind Melt-
er Master Psychic, the Panther is able to make selections from
any and all psionic categories and usually has some abilities from
each of them. In this case, the Panther’s selections lean toward
Sensitive abilities that help to sense, find, and interrogate targets,
and Physical and Super-Psionic abilities for combat and killing
enemies. This includes fighting and slaying supernatural beings
and creatures of magic. The Panther is one of the few Manhunters
who can select all Anti-Demon Super-Psionics if they so desire.
Psionics to Start:
Alter Aura (2)
Anti-Demon: One of choice (any).
Bio-Regeneration (6)
Bio-Manipulation or Empathic Transmission (10); pick one.
Blind Combat (5)
Death Grip (8)
Death Trance (1)
Detect Psionics (6)
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Manhunter is fundamentally a Burster with greater range and
control over their abilities. One difference, however, is training
to use their Pyrokinetic abilities to seal off exits and escape routes
to trap and kill their victims. Burning them alive. All the while
the Ram makes sure the deadly fires appears to be natural or an
unfortunate accident, not arson or murder. The minute a Ram
walks into a room, their eyes survey their surroundings to make
note of routes in and out and fire hazards. Perhaps one of the
occupants is a smoker, or the people have a pet that might chew
on electrical wires or knock over a scented candle, or perhaps
there is a youngster who might play with matches, a faulty water
heater, exposed or frayed wiring, a stove or furnace that could be
responsible for a fire, improperly stored cleaning chemicals, oil,
or fuel that could become a fire hazard, a blocked exit, a hostile or
vengeful customer or rival – all noticed and noted in a few quick
glances. Each a way to start and conceal a fire intended to kill one
or more people or destroy evidence and information. All Rams
know the best locations and circumstances to start a fire without
creating suspicion when the authorities and those who suspect
foul play investigate after the tragic “accident.”
In the role of assassin and saboteur, the fire powers of the
Burster are both deadly and disguised. The Pyrokinesis of the
Ram is more invisible than the tools of the most skilled arsonist.
The Ram is able to start a fire almost anywhere out of thin air.
No accelerant needed. No trace chemicals to be identifiable and
traced. To ensure their victim(s) perishes in the inferno they initi-
ate, the Ram may use psionic abilities to fuel or direct the fire.
Moreover, their invulnerability to smoke and fire enables them
to wait and lurk within the conflagration to make certain their
victim(s) perishes. This may be as simple as physically or psioni-
cally blocking a path, holding a door closed, tripping or pushing
a fleeing target to the floor, grappling with them, and so on. After
all, the Ram can see through the smoke and flame without any
physical harm or impairment, while their panic stricken victims
are not so fortunate. In addition, one or more other CS Manhunt-
ers may use their own abilities such as Telekinesis to hold doors
closed, and windows shut, block exits, push a target back into the
flames, or otherwise cause their demise among the flames.
A Ram or any Burster can be equally deadly in a straight up
fight, unleashing bolts of fire against their adversaries. However,
the mandate of these CS Bogeymen is to kill unseen. Thus, their
attacks are usually made to appear as accidental mishaps, not
outright assassinations or murder. The latter is an option only if
someone not affiliated with the CS (and ideally another enemy or
rival) can be framed for it. Their ultimate goal: The liquidation of
Ram Manhunter O.C.C. CS enemies without raising suspicion.
In the alternative, Rams may use their fire powers to create
CS Manhunter Burster distractions and cause a panic in order to draw their target out
into the open or to make it easier for another Manhunter to gain
The Ram, with its large, curved horns and ability to survive in access to the target and kidnap or slay them. Likewise, their pow-
harsh mountainous environments, symbolizes power, boldness, ers may be used in acts of sabotage to destroy an enemy’s base
initiative, leadership, endurance, determination, persistence, fear- of operations and other resources, or create turmoil within their
lessness, focus, force, and fire. The Ram has long been associated organization, or as fear tactics.
with fire and a variety of gods by numerous cultures across the In the end, it is all about the strategic and tactical use of psion-
ages, hence its use as the designation for the Manhunter Burster. ic abilities to accomplish the mission. The use of Pyrokinesis to
Ah, but this is no ordinary Burster. The Manhunter’s powers are hunt and kill like an assassin, unseen and often without warning,
more finely tuned than most. is what sets the Ram apart from other Bursters. That and their
What immediately differentiates all Manhunters from other expanded range of fire related psionic abilities.
psychics with similar psionic abilities is their training and skill Rams/Bursters are extremely passionate people. They feel
at using their powers to hunt and kill humanoid prey. The Ram their emotions and beliefs deeply and are not shy about showing
84
them. The more intense emotions, joy, love, hate, and anger, burn Duration: Constant, natural.
the hottest and are the most likely to elicit an intense reaction. I.S.P.: None.
Few Rams are wishy-washy about anything. They are steadfast in A psionic aura radiates around the Ram, making him and what
their beliefs and loyalty, and quick to action. While some Burst- he is wearing completely impervious to fire and heat. Even Mega-
ers are quite literally “hot heads” with short tempers and explo- Damage plasma, napalm, dragon’s fire breath, and magic fires
sive anger, most Rams are much more disciplined and controlled. do nothing but minor cosmetic damage (singe clothing or armor,
That said, a Ram is never afraid to speak his mind, or fight, espe- damage a delicate item, etc.). This means the psychic can pick up,
cially against those who threaten the Emperor or the CS. hold, and carry hot coals, burning timbers, ash, eat fire (for show,
not nourishment), and walk or stand in fire without discomfort or
Ram O.C.C. Special Abilities catching on fire.
The Burster is unaffected by smoke and can breathe unim-
Also known as Pyro, Firebug, Burster, CS Bogeyman, Black paired and not affected by noxious fumes, foul smells, soot, ash,
Ops Ghost, CS Shadow Hunter, and CS Manhunter. chemicals, and particles carried by smoke that cause the eyes and
1. Human Chameleon (50% +5%) – The Ram gets a +10% lungs of ordinary people to burn and suffer damage. Vision is
skill bonus; see description under O.C.C. Part Two. only slightly obscured, roughly half the usual distance and clar-
ity, speed is reduced by a meager 10%, and combat penalties are
2. Incorruptible (50% +5%) – The Ram gets a +10% skill
only -1 to strike, parry, and dodge. This is why many a Burster
bonus; see description under O.C.C. Part Two.
is prone to smoking cigarettes and cigars. Most Rams, however,
3. Manhunting (50% +5%) – See the description under try to avoid the smoking habit, but only because cigarette butts
O.C.C. Part Two. and ash leave behind clues of their having been present. Note: By
4. Poker Face (50% +5%) – The Ram gets a +15% skill bo- comparison, most humans and D-Bees are blinded and choked by
nus; see the description under O.C.C. Part Two. smoke (-10 on all combat rolls, -25% on skills and -50% on Spd).
The noxious fumes are roughly the equivalent of tear gas. As a
5. W.P. Modern Weapons Expert – See description under rule, a normal person chokes to death from smoke inhalation in a
O.C.C. Part Two. matter of 1D6+4 minutes.
6. Bonus O.C.C. Related Skills: Hand to Hand: Assassin or 2. Extinguish Fire.
Martial Arts (pick one), Firefighting (+15%), Rope Works (+5%),
and Climbing (+5%). Range: 100 feet (30.5 m) +10 feet (3 m) per level of experience.
Radius of Effect: The psychic can extinguish a 200 foot (61 m)
7. Available Manhunter Skill Packages (select one): Assas- radius per level of experience. Their level of control is such that
sin, Combat, Manhunting, Spycraft, or Wheelman. See Part Two the Ram can either go for the maximum (usually in an effort to
for the full descriptions of all Skill Packages. save lives and/or property) or, in the case of a murderous Ram,
8. Burster O.C.C. Bonuses: +3D6 to S.D.C., +1 to P.S., P.P., narrowly focus it to affect a comparatively small area or path for
and P.E. attributes. +3 on Perception Rolls to recognize accelerants, his fellow Manhunters to pass unharmed.
flammable chemicals and combustible materials, fire hazards, fire- Duration: Permanent; until the fire is reignited.
fighting equipment, damage or murder inflicted by fire (and whether I.S.P.: 4
or not the fire was deliberate), and to find ways in and out of a fire. +2 The Ram and all Bursters can instantly put out flames without
on initiative, +1 to strike, +1 to pull punch, +2 to roll with impact or chemicals or water. The fire just disappears because the character
fall, and +3 to save vs Horror Factor involving fire and fire creatures, can psionically channel, direct, and control fire to make it stop
+1 to save vs other horrors. Rams love working with and using fire spreading and quickly go out.
to the point of being borderline pyromaniacs. Most are resourceful 3. Fire Ball.
and quick to take bold, decisive action. They tend to be courageous,
headstrong, and take charge of situations when there is no apparent Range: 30 feet (9.1 m) +2 feet (0.6 m) per level of experience.
authority figure or when that person is too indecisive. Duration: Instant; each fire ball counts as one melee action/at-
tack.
9. Special Equipment (in addition to Standard Equip- Bonus to Strike: +2 to strike with a thrown Fire Ball; line of
ment): Two cigarette lighters, 1D4 packs of cigarettes (many sight.
smoke), a book of matches, flint and tinder box, magnifying Damage: 1D6x10 S.D.C./Hit Point damage or Mega-Damage
glass, distancing binoculars, one Robot Medical Kit, utility belt, Fire Balls but cost more I.S.P.
a pair of leather gloves, 2D6 plastic surgical gloves, a small por- I.S.P.: 4 for the 1D6x10 S.D.C. Fire Ball, 6 for a 2D6 M.D. Fire
table tool kit, a pair of goggles and sunglasses. Ball, 12 for 4D6 M.D., and 24 I.S.P. for a 6D6 M.D. Fire Ball.
Bionics: None. A ball of flame forms in the psychic’s hands to be hurled at a
target. Line of sight required. This is a powerful short-range fire
Ram Special O.C.C. Psionics attack. P.P. attribute bonuses are applicable. See Fire Bolt for a
All of the fire abilities of the Ram are presented below and less powerful, but long-range fire attack.
incorporate aspects of the Pyrokinesis Super-Psionic power and 4. Fire Bolt.
Burster abilities, plus additional capabilities regarding fire. Range: 200 feet (61 m) +20 feet (6 m) per level of experience.
1. Impervious to Fire, Heat, & Smoke. Duration: Instant; each bolt counts as one melee action/attack.
Range: Self. Bonus to Strike: +4 to strike with Fire Bolt; line of sight.

85
Damage: Mini-bolt 2D6 S.D.C./Hit Points, medium bolt 4D6 bunkers, fortifications, massive vehicles, battleships, sprawling
S.D.C., heavy bolt 6D6 S.D.C., or a Mega-Damage fire bolt that garbage or junk heaps, and so on.
delivers 2D6 M.D. but costs more I.S.P. The fire appears out of thin air and does not need combus-
I.S.P.: 2 for any S.D.C. Fire Bolt regardless of size and damage. tible material to burn because it is fueled by psychic energy and
6 I.S.P. to unleash an M.D. Fire Bolt. the willpower of the psychic, himself. The size of the flame can
A high-velocity fiery energy bolt is fired from a hand (point be controlled to stand only a few inches tall and cover an area
and shoot) or fired from the psychic’s forehead. The Fire Bolt can of mere inches to several yards/meters tall and 20+ feet (6.1 m)
be fired from the hands even if they are an artificial appendage across or a 10 foot (3 m) radius. The flame burns as long as its
or Bio-System limb; +2 to strike. P.P. attribute bonuses are not creator wills it to (costs one additional I.S.P. per 10 minutes) and
applicable. cannot be extinguished by normal means because it is fueled by
5. Fire Eruption/Create Flames: psychic energy and the willpower of the Ram. The only way to
shut it off is to convince the psychic to do so or render him un-
Range: 100 feet (30.5 m) +20 feet (6.1 m) per level of expe- conscious, blinded, or to break his concentration with some sort
rience. A specific target area must be visible, unless its precise of distraction.
location is well known to the Burster, i.e. causing a fire to erupt When the Fire Eruption is created in an area where other
in the adjoining room or the room directly above him, etc., be- combustible items are located (carpet, wood, flooring, walls,
cause he is familiar with the layout. Note: -25% to accurately hit ceiling, paper, dry grass or leaves, etc.), they will catch fire
a target the Burster cannot see if it is smaller than 20 feet (6 m) within 1D4 melee rounds (one minute or less). The burning of
in diameter. these materials is a separate, regular fire that can be extinguished
Maximum Size of the Fire Eruption: 10 foot radius (3 m), plus normally, but will spread and may cause immense damage if it
+5 feet (1.5 m) per each additional level of experience. rages out of control unchecked unless the Ram stops and works
Duration: The flame eruption stays ignited for 10 minutes or un- to extinguish it by other means, or others try to contain the natu-
til the psychic cancels the effect, which can be done at will. The ral part of the blaze.
psychic can keep the fire burning by expending an additional one S.D.C. Damage: Tiny flame 1D4 S.D.C., 1-2 yards/meters fire
I.S.P. every 10 minutes, but must stay within range and concen- 4D6 S.D.C., a towering pillar or wall (6 feet/1.8 m tall or bigger)
trate on maintaining the fire. 1D4x10 S.D.C., filling a room or 10 foot (3 m) radius or larger,
Penalties for the Psychic: Melee actions are reduced by half causes 2D4x10 S.D.C. damage (or one M.D. point) per melee
and fighting or skill performance is impossible unless the Burster round to any vehicle or creature that attempts to go through it.
breaks his concentration, causing the fire to disappear. All he can Mega-Damage: The fire can be increased to Mega-Damage
do is observe and maintain the fire, dodging any attack that might destruction by expending twice as many I.S.P.; applicable only to
come his way. Note: Though the fire is under the psychic’s con- the larger fires, walls, pillars, and areas covered in fire. An M.D.
trol, any combustibles set ablaze by the Fire Eruption are not. fire wall or pillar inflicts 2D6 M.D., 10 foot (6 m) radius does
Any secondary fires caused by the eruption continue to burn and 4D6 M.D., a 40 foot (12.2 m) or larger radius does 6D6 M.D. per
spread, causing destruction, until it is extinguished or burns itself melee round or damage to any vehicle or creature that attempts to
out. go through it. Combustible items burn hotter and the fire spreads
Strike Bonus For Fire Eruption: This is a little different than four times faster than a normal S.D.C. fire when the fire is Mega-
the usual strike attack. The Ram must learn to judge distances Damage. Damage is not applicable to beings impervious to fire,
and focus his thoughts in order to create the eruption at the exact such as the Ram, himself, other Bursters, and many demons.
location he wants it to appear. So instead of an attack bonus, there
is a Base Skill: 48% +4% per additional level of experience (roll 6. New! Fire Manifestation.
percentile dice). +46% bonus when the location is clearly visible Range: Self.
and within 100 feet (30.5 m) of the psychic. Duration: 10 minutes per level of experience when used for
A failed roll means the eruption happens 2D6 yards/meters show and intimidation (S.D.C. fire). Two melee rounds per level
off target. The Burster is -25% to accurately hit a target he can- of experience when used in combat.
not see or when it is smaller than 20 feet (6.1 m) in diameter. I.S.P.: 1 for show. 2 for S.D.C. combat, 4 I.S.P. for M.D. combat.
Huge target areas, even when the psychic cannot see them, are This ability enables the Ram to create a small, controlled
easier to hit with a fire eruption somewhere within its diameter; aura of fire similar to the Flame Burst Body Protection abil-
-5% to strike. ity, except it is limited to the extremities of the Burster’s body.
I.S.P.: 10 points for S.D.C. fires regardless of size. 20 I.S.P. to This is typically the top of the head in which the psychic’s hair
create a Mega-Damage fire of any size. seems to be ablaze, or a fingertip used to light a cigarette, a
The Ram is able to cause a fire to erupt in front or behind some- candle wick, oil lamp, fuse, or other combustible material. A
body as a wall or diameter of fire, but never directly on top of a Burster may, however, also use Fire Manifestation to make his
living creature or a moving target. It is best when the target is an hands, arms, or hands and arms appear to be on fire. As with
open location on a field, street, parking lot, town square, airfield, Flame Burst Fire Protection, the part or parts of the psychic’s
battlefield, field of crops, an area of forest, a mountain pass, and body that seem to be on fire are not actually burning. Rather the
even the surface of water (though reduce the duration by half), or individual manifests a controlled fiery aura on one, two, or three
inside a stadium or a location such as a hallway, stairwell, room, parts of his body. This is often done to make themselves look
tunnel, Hell Pit, in front of a Rift, a building or entrance, etc., that impressive or intimidating (+5% skill bonus to the Interrogation
is visible to the psychic. In the alternative, Fire Eruption can be skill and +10% to evoke fear and intimidation), but the fire can
placed in front, or on top of the roof of large buildings, bridges, also be used as a weapon in melee combat. Note: All Bursters

86
discover they can do this by 5th level of experience, but the level of experience. Each M.D. fire punch or kick attack counts
Ram Manhunter’s control is so practiced they can do so upon as two melee attacks.
reaching second level experience. 8. New! Read Burnt Remains.
Uses and Damage for Fire Manifestation in Combat:
Flaming Hands/Fists: Adds 1D6 S.D.C. to punches when an Range: Self
S.D.C. fire. 2D6 S.D.C. when a pair of flaming hands are used to Duration: The reading takes one melee round (15 seconds) of
grab, grapple, or bear hug an opponent, but counts as two melee concentration.
attacks and has a 50% chance of setting combustibles like cloth- I.S.P.: 3
ing on fire. The Ram is able to read the cold or smoldering remains of a
Inflicts 1D4 M.D. per punch when an M.D. fire. fire by standing among them and touching the ash or any of the
Flaming Hands and Forearms: Can be used to block and parry burnt remains (charred floor or walls, collapsed beams, etc.). A
S.D.C. and M.D. melee weapon attacks without immediate dam- psychic reading of the burnt remnants reveals the following:
age to the arms. The fire aura offers 10 M.D.C. protection +2 Where the fire started.
M.D.C. points per level of experience and can be used like gaunt- Whether the fire was an accident or caused by faulty wiring or
lets or vambraces to block and parry incoming attacks. defective machinery, nature (lightning, flammable gas, combus-
Damage inflicted is the same as Flaming Hands/Fists: 1D4 tion, etc.) or whether it was deliberately set.
M.D. If the fire was deliberate the psychic knows what accelerant
Flaming Feet or Feet and lower Legs: Adds 1D6+2 S.D.C. to was used and a likely motive: murder, jealousy, revenge, anger,
kick attacks when an S.D.C. fire and has a 20% chance of setting fear, combat (i.e. was fighting someone or something and a fire
combustibles like clothing on fire. happened and got out of control, but the specifics are unknown),
Inflicts 1D6 M.D. per kick attack when an M.D. fire. covering up a crime, etc.
Flaming Hair/Top of Head: Adds 1D6 S.D.C. to head butt at- How long ago the fire happened up to one year per level of
tacks when an S.D.C. fire. experience.
Inflicts 1D4 M.D. to head butt attacks when an M.D. fire. By touching the remains of any corpse killed in the fire the
Flaming Finger: Mainly used to light a cigarette, cigar, pipe, psychic can tell whether the burnt victim was human or D-Bee,
oil lantern, campfire or fireplace. male or female, young or old, a child, and whether or not the vic-
Inflicts one S.D.C. point from a finger poke and has a 10% tim was killed before the fire, died of smoke inhalation before the
chance of setting combustibles on fire. Cannot be turned into an fire reached them, or was burned alive.
M.D. flame. 9. New! Rekindle Fire.
7. Flame Burst Body Protection. Range: By touch or up to 2 feet (0.6 m) per level of experience.
Range: Self. Duration: For as long as there remains fuel to burn.
Duration: Two minutes per level of experience. I.S.P.: 1
I.S.P.: 4 The psychic can restart an extinguished campfire, wood- or
The psychic can seemingly cause himself to burst into flames coal burning stove, furnace, fireplace, fire pit, burnt ruins, and
and become completely engulfed in fire. In reality, this is a fi- similar as well as relight an extinguished candle wick, cigarette,
ery aura around him. Nothing on the Burster’s person is actually torch, or whatever the location is, large or small, where a fire was
on fire, so nothing is damaged. The aura of fire from the Flame recently burning. Of course, there must be, a) the remnants of the
Burst provides a limited M.D.C. field of protection equal to 30 previous fire, b) enough combustible material to burn again, and
M.D.C. +6 per level of experience, and the field renews itself in this case, even a minimal amount of fuel is enough to restart
at a rate of 3D6 M.D.C. per melee round from any damage that the fire, and c) the fire must have been recent: Within 12 hours per
may have been inflicted upon it. Furthermore, the character can level of the psychic’s experience. Once the flame is rekindled, it
move around without difficulty. However, the fire aura will ignite can be maintained and strengthened by tending to it and feeding it
anything he touches, such as carpeting, drapes, furniture, paper, with fresh combustible material as you would any fire.
wood, dry grass, dry leaves, hay, etc. In the alternative, the psychic may rekindle just enough to
Damage: smoulder and create smoke without sparking a full-fledged fire.
S.D.C. Fire Attacks: 6D6 S.D.C. damage per punch, kick, This is done as a signal or to create a distraction by causing panic
head butt, bear hug, grapple, or body block/tackle. Plus, all com- and fear that something is on fire and burning. Smoke is almost
bustible articles such as clothing will catch on fire, doing an ad- certain to cause most people to run to exit a building for fear it is
ditional 6D6 S.D.C. damage per melee round until extinguished. on fire and drawing the attention of heroes, firefighters, and the
The flames are not powerful enough to damage M.D.C. armor or authorities to investigate and stop the spread of a fire.
materials unless within a mile (1.6 km) of a ley line nexus point, 10. Sense Fire (revisited).
then the damage can be increased to 1D4 M.D. (and 2D4 directly
Range: Sensing for a burning fire can cover an immediate area
at a nexus), but costs two extra Inner Strength Points to make it
up to an 800 foot (244 m) radius +100 feet (30.5 m) per level of
M.D.
experience.
Mega-Damage Fire Attacks: 1D6 M.D. (or 1D6x100 S.D.C.)
Duration: Requires one melee round (15 seconds) of prepara-
can be inflicted (2D6 M.D. at ley lines and 3D6 M.D. at a nexus)
tion and concentration, but the psychic impressions and being at-
if the Burster/Ram concentrates intensely to inflict maximum
tuned to fire lasts four minutes, enabling the psychic to track and
damage. Note: It costs an additional 8 I.S.P. to make the Flame
locate fires (“We’re getting close.” “It’s somewhere upstairs.”
Burst M.D. and it can only be sustained for one melee round per
“The strongest energy is another hundred yards.” “Ooh no, it’s
87
the house down the street.” “Hurry, it’s spreading!” “It’s behind I.S.P. is regained at the rate of 3 points per hour of activity, or
that door,” and so on. 12 per hour of meditation or sleep.
I.S.P.: Two. Note: If a psychic uses the power of Telepathy, Em- 14. Saving throw versus psionic attack: As a Master Psychic,
pathy or See Aura, he can also sense if the fire was set deliber- the character needs a 10 or higher to save vs psionic attacks.
ately though not by who did it.
This psionic ability enables the Ram to sense if there is a fire 15. P.P.E.: 1D6
as small as a burning candle nearby. To sense and locate fires the 16. Additional Psionic Powers: Like most psychics who be-
Burster must stop and concentrate for a moment (15 seconds/one come specialized in one unique area of psionic development, the
melee round). A moment later, he receives psychic impressions Ram specializes in Pyrokinesis and does not possess a wide range
that indicate the approximate size (big, medium, small, tiny), the of additional psychic abilities. Starts with all of the above and the
approximate distance and general direction (north, south, east, following: Alter Aura (2), Bio-Regeneration (6), Intuitive Com-
west, and when in a building whether it is up or down), and bat (10), Mask I.S.P. and Psionics (7), Meditation (0), See Aura
whether the fire poses a threat. The psychic is able to read the (6), See the Invisible (4), Sense Magic (3), Sense Time (2), and
intensity of the fire, know how quickly it is spreading, which di- Telepathy (4). Select one additional Physical (any) or Sensitive
rection it is traveling, whether it is natural, man-made, accidental, psionic ability (any) at levels 2, 4, 6, 8, 10, 12 and 14.
intentional, or magical in nature, and how long it has been burn-
ing (minutes, hours, days).
The psychic can also examine burnt ruins, objects, or ashes
by touch to “read” the remains to get an impression of how long
Raven O.C.C.
ago the fire last burned and whether it was deliberate or not. This CS Manhunter Spy & Anti-Magic Specialist
affinity with fire also enables the Burster to recognize Minor or
Major Fire Elementals and sense the presence of supernatural Many pre-Rifts myths and legends identify the Raven as a
creatures made of fire or commanding fire, including Fire Ele- messenger of the gods, the fearless keeper of life’s mysteries, and
mentals of all kinds, fire-based demons, Fire Demon Automatons protector of secrets. It is also said the Raven can recognize shape
(see Rifts® Federation of Magic™) and Fire/Water Elemental shifters, magic, and the supernatural, but the bird can also be a
Fusionists, but not Fire Dragons or fellow Bursters, unless the harbinger of change, disaster, and death. It symbolizes secrets,
latter has burst into flames or is controlling a psionically induced mystery, thought, insight, and prophecy.
Fire Eruption. Note: This psychic power does not disclose who Raven Manhunters do, indeed, see what’s true, locate and
made the fire, how many people may have been involved, or the eliminate enemies, as well as deliverer messages of doom to
reason for the fire. Note: The Sense Fire ability applies to fires, those who threaten the Emperor or the CS. As for secrets, all
not machines or engines that radiate heat or energy, unless it is CS Manhunters, not just the Raven, are the keepers of Emperor
something like an old-fashion steam engine, furnace, or stove that Prosek’s and the Coalition’s secrets.
burns combustible material inside it. The Raven is among the most mercurial and quietly sinister
of the Manhunters. A locked door or safe is no barrier for these
11. Spontaneous Combustion. master spies and assassins, it is just a temporary inconvenience or
Range: By touch or 30 feet (9.1 m); line of sight required. minor obstruction to be removed. They use their Machine Ghost
Area of Effect: A tiny speck of fire that slowly grows. and Tele-Mechanic powers as well as other psi-abilities to open
Duration: Instant result that lasts and slowly spreads as it feeds locks, circumvent security systems and alarms, and access de-
on combustible material or until it is put out or there is nothing vices to get at the secrets and information they hold. Knowledge
to burn. the Raven uses to undermine and destroy the Emperor’s enemies,
I.S.P.: 2 or to frame or blackmail an individual for a crime he may or may
This ability creates a spark out of thin air sufficient to ignite not have committed, or to turn allies and partners against one
combustible material such as paper, old rags, dry grass, leaves, another, or to alert the law, heroes, or citizenry to take action
twigs, gasoline, etc., or to light a cigarette or candle. This is a against a person after revealing a heinous crime or wrongdoing.
slow fire, starting with a tiny spark and a candle-sized flame. By making certain evidence or secrets of an enemy public, the
At first it is easy to extinguish, like a match, but will grow and Raven may create the circumstance in which others will take care
spread as it feeds upon available combustibles. Note: Human hair of the enemy for him. For example, it might bring down the law
should not be considered a combustible material. and see the enemy arrested and imprisonment or executed. Or the
enemy whose secrets have been revealed may experience mob
12. Super-Fuel Flame.
justice or outright murder, or have to flee, probably into the wait-
Range: 100 feet (30.5 m) per level of experience. ing arms of the Raven or other Manhunter who makes the enemy
Area Effect: 10 foot (3 m) radius per level of experience. “disappear.” This is all done from the shadows so the Raven’s
Damage: Increases proportional to the size of the fire; G.M. dis- manipulation of such events behind the scenes is never known –
cretion. just one of his many secrets.
I.S.P.: 8 The manipulation of machines is also used to trip alarms or
The psychic can feed a fire with psychic energy, increasing its send, true or false information to the right people, to create a di-
size by as little as twofold or as much as 10 times. version or to draw an enemy out of hiding. However, the Raven’s
13. I.S.P.: Roll 3D4x10 plus the M.E. attribute number to deter- skill at gathering intelligence and finding secrets doesn’t stop at
mine the base Inner Strength Points. +10 for each additional level breaking into homes, offices, and vaults. They see the mind as an-
of experience. other vault of information to be cracked opened and plumbed to

88
reveal the secrets it contains. If the Raven sees this as a violation the purpose of having an Anti-Magic specialist available for the
of another person, they don’t care. The end justifies the means, team. Psychic warriors who know not only how to identify magic
and the end is to protect the Emperor and the Coalition States items and their users, but ways to counter and fight them.
from traitors, renegades, and enemies. For example, all the psionic abilities listed below are useful
Among the Coalition’s greatest enemies (and fears) are users against magic. Many capable of breaking the spell caster’s con-
of magic. Whether they be misguided human or D-Bee sorcerers, centration to hamper or prevent him from casting magic. Many of
or creatures of magic, like dragons or supernatural monstrosities, these powers and tactics are also effective in disrupting or stop-
magic is a dangerous weapon in the hands of the enemy. For the ping the completion of magic rituals, provided the leader(s) con-
Ravens, magic is one more secret that must never see the light ducting the ritual is targeted and taken out of commission, or in
of day. A mysterious power that needs to be quelled and culled weakening the hold Shifters have over the creatures they summon
from the face of the Earth. As a result, Raven Manhunters are and control, giving powerful and willful beings the opportunity to
knowledgeable about the types of magic and the people and mon- break the mage’s hold and rebel or attack. Ravens, however, uti-
sters who wield the arcane. To combat sorcery, Raven Manhunt- lize all their psychic abilities and training to identify, undermine,
ers learn how to use combinations of psychic abilities to identify and destroy the forces of magic.
magic weapons and items and, to a lesser degree, creatures of Bio-Manipulation (all effects) distracts and disrupts spell
magic, demons and shape-shifters. casters and often makes casting a spell difficult or impossible.
Ravens have a good understanding about different types of Brain Fog and Earworm are also disruptive and effective
magic and the dangers they represent, but their training focuses against spell casters in a similar way as Psychic Stun and Em-
on dark magicks such as Witchery, Necromancy, Soulmancy, pathic Chaos Attack.
and others. Consequently, Ravens know about Splugorth magic, Empathic Chaos Attack and Telepathic Chaos Attack are
symbiotes and parasites, Lemurian Biomancy, South American extremely effective against spell casters by inducing panic or
Biomancy, Atlantean Magic Tattoos, Tolkeen’s Iron Jugger- confusion in its victims and reducing the number of spells they
nauts, Millennium Trees, Soulcrafting, and many other types of can cast to ONE per melee round, as well as imposing other de-
magic and the people who claim mastery over them. (See Rifts® bilitating penalties.
Vampires Sourcebook for info about Soulcrafting and the Vertigo & Dizziness is another disorienting affliction that is
Rifts® Book of Magic for hundreds of magic weapons, items, extremely effective in mitigating spell casting abilities, summon-
and spells.) ings, and rituals.
Anti-Magic Specialist: Among the Manhunters, only Ravens Psychic Stun is also disruptive, though not quite as effective
are allowed to possess depths of knowledge in the arcane for as the prior psychic attacks listed.

89
Empathic Transmission can work sometimes, but is much ence are always probing for secrets, strengths and weaknesses
less effective than the others listed here. they can turn against their opponent.
Object Read, as noted above, can be used to recognize magic 9. Special Equipment (in addition to Standard Equip-
items and possibly put a face (but not necessarily a name or iden- ment): Lock picking kit, Multi-Optics Helmet, a RMK Robot
tify) to the last owner or user of the magic object and their last Medical Kit, 1D4+1 pencils, 1D4+1 pens or markers, a sketch-
location. It can also provide an idea of the subject’s health and book, a journal, camera, and a voice or video recording device.
other details as usual per the parameters of this psi-ability and Bionics: None.
G.M. discretion. Game Master Note: You always have complete
control over the details you choose to reveal during any psychic
reading. Raven O.C.C. Psionics
Ravens are entrusted to never actually learn or use magical 1. Recognize Magic Weapons and Items using See Aura &
spell casting, rituals, or any other ability that requires channeling Other psionics: The Raven has learned to use psionic abilities to
magic energy. In the field, however, the Manhunters may use a identify magic items. For example, Sense Magic indicates if an
magic weapon or Techno-Wizard device in a pinch and in battle item is imbued with magic energy. See Aura visually confirms
against creatures of magic or supernatural beings; their logic be- the presence of magical energy, an energy the Raven has learned
ing to “fight fire with fire.” Like all CS citizens, even the Raven to recognize. Object Read is likely to reveal the object’s purpose
and their fellow Manhunters are convinced magic is too danger- and whether it was made to harm or help people, and possibly
ous and corrupting to be used by rational human beings, and have reveal the face of its last owner or its maker. Read Psychic Im-
no desire to master its secrets. They are content to know enough pression may provide similar information. Likewise, Presence
to counter and fight the forces of magic and supernatural evil. By Sense (by touching the enchanted object), See Aura, and Sense
the way, if anyone can confirm the existence of the rumored CS Evil are likely to indicate when a magic item contains a life es-
Black Vault, it is the Raven. Though they have recovered mag- sence trapped inside. Which, in turn, suggests the item is a Rune
ic weapons and artifacts for the CS so the items may be locked Weapon or a Splugorth Bio-Wizard item, or Soulmancy or Soul-
safely away in the Black Vault, not even they know the vault’s craft Weapon, or the product of some sort of other, unidentified,
location. dark magic that uses the life essence of living creatures as its
power source (demons, Elementals, Faerie Folk, etc.). Moreover,
Raven O.C.C. Special Abilities Ravens know quite a bit about magic and magic items. Knowl-
edge that helps them to recognize known magic weapons and
Also known as Doombringer, Death, Searcher, CS Bogey- objects when they come across them. Base Skill: 40% +5% per
man, Black Ops Ghost, CS Shadow Hunter, and CS Manhunter. level of experience.
1. Human Chameleon (50% +5%) – The Raven gets a +15% 2. Recognize Creatures of Magic and Supernatural Beings
skill bonus; see description under O.C.C. Part Two. by using See Aura: The Raven’s familiarity with the very dis-
2. Incorruptible (50% +5%) – The Raven gets a +15% skill tinct energy radiated by magic and supernatural beings enables
bonus; see description under O.C.C. Part Two. them to recognize when a person is likely to be something more
3. Manhunting (50% +5%) – The Raven gets a +10% skill than human by viewing their aura. The Manhunter is not able to
bonus; see the description under O.C.C. Part Two. tell exactly what “it” is, but suspects the “person” is not what
they seem. Moreover, they are likely to have a good guess about
4. Poker Face (50% +5%) – The Raven gets a +15% skill whether “it” is a magical or supernatural creature based on the
bonus; see the description under O.C.C. Part Two. energy signature and other available data. For example, if it is
5. W.P. Modern Weapons Expert – See description under known that a Succubus shapeshifting demon (see Hades) or a
O.C.C. Part Two. Zenith Moon Warper (see Psyscape) is operating in the area, they
may surmise this could be her. The psychic can pinpoint the iden-
6. Bonus O.C.C. Related Skills: Hand to Hand: Expert, Com-
tify of the magical or supernatural being ONLY if he or she has
puter Hacking (+10%), Safe Cracking (+20%), and one Rogue
seen the aura many, many times and is very familiar with it, but
Skill of choice (+10%).
even then the Raven cannot be a one hundred percent certain.
7. Available Manhunter Skill Packages: The Raven selects Base Skill: 50% +3% per level of experience.
ONE of the following Skill Packages: Assassin, Communica-
3. Specialists in Sensory, Anti-Magic & Spy Psionics. Ra-
tions, Manhunting, Spycraft, or Strategic Psychology, but most
vens possess psychic abilities that help them to gather intelligence
select Spycraft.
(including lock picking and breaking and entering), tracking
8. Raven O.C.C. Bonuses: +3D6 to S.D.C., +1D4 to M.E. down and acquiring secrets, manhunting, sensing and combating
and P.E. attributes. +2 on Perception Rolls to recognize nervous magic, and influencing the minds and senses of others. They see
and suspicious behavior, shape-shifters, and humans and D-Bees each ability as a tool to help them learn what they seek or as a
in disguise. +3 on Perception Rolls to recognize the presence of weapon to use against the forces of magic and the supernatural.
magic and the supernatural, particularly magic items. +1 to pull Psionics to Start:
punch, +1 to roll with impact or fall, +1 to save vs magic, +1 to Animal Empathy (5) Empathy (4)
save vs possession, +2 to save vs Horror Factor. Ravens are in- Brain Fog (6) Empathic Chaos Attack (6) or
quisitive, observant, and love to collect secrets to get what they Clairvoyance (4) Telepathic Chaos Attack (8),
want or to use against others. They are masters at appearing to Bio-Manipulation (10) pick one.
be innocent, harmless, and ignorant, but their questions and pres- Earworm (6) Forget (10)
90
Group Mind Block (22) See Aura (6)
Hypnotic Suggestion (6) Sense Evil (2)
Machine Ghost (12) Sense Magic (3)
Mask I.S.P. & Psionics (7) Telekinetic Lock Picking (4)
Meditation (0) Telemechanic Mental Opera-
Mind Block ((4) tion (12)
Object Read (6) Telemechanic Paralysis (20)
Presence Sense (4) Telemechanics (10)
Psychic Probe (6) Vertigo & Dizziness (15)
Read Psychic Impression (2)
4. I.S.P.: Roll 3D6x10 plus the M.E. attribute number to de-
termine the base Inner Strength Points. +10 for each additional
level of experience.
I.S.P. is regained at the rate of 2 points per hour of activity, or
10 per hour of meditation or sleep.
5. Saving Throw Versus Psionic Attack: As a Master Psy-
chic, the character needs a 10 or higher to save vs psionic attacks.
6. P.P.E.: 1D6+4
7. Additional Psionic Powers: Like most psychics who be-
come specialized in one unique area of psionic development, the
Raven specializes in Telemechanics, intelligence gathering, and
countermeasures to magic. Starts with all of the abilities listed
above and gets one additional Psychic Sensitive ability of choice
at levels 2, 4, 6, 8, 10, and 12.
And one additional Super-Psionic ability of choice (any, in-
cluding Anti-Demon) at levels 3, 5, 7, 9, 11, and 13, but leans
toward mind powers and those that influence other people.

Spider O.C.C.
CS Manhunter Diviner & Channeler
The Spider (and their Psi-Battalion counterpart) is the symbol
of infinity, mystery, destiny, power, growth, rebirth, creativity,
and the embracing of our darker nature. They are also the most
unusual CS Manhunter and one of the Coalition States’ best kept
secrets.
The Spider is a new type of Master Psychic that has been
forgotten since the Coming of the Rifts. Spiders possess the
lost ability of divining or dowsing. Before the Great Cata-
clysm, there were modern people who professed to be dowsers
or diviners, psychics said to feel and follow earth energies,
except their abilities seemed modest, unreliable, and inconsis-
tent. The true secrets of dowsing and divining were perfected
by unidentified people lost to the annals of history. These
ancient people were the mysterious, ancient stone megalith
builders responsible for Stonehenge, New Grange, the Great
Sphinx, and hundreds of other megalithic stone structures
around the world which predate the pyramids of Egypt. A
secret lost to modern, pre-Rifts people, though in fairness to
them, dowsing/divining became difficult and unreliable when
Earth’s ley lines all but vanished with fabled Atlantis. When
Atlantis disappeared into another dimension, they took magic
energy with them, reducing streaming rivers of magic energy
to a faint trickle. It was not until the Great Cataclysm that the
magic returned to Earth more powerful than at any time in its
history, but it would take a couple hundred years before the
psychic researchers within the Coalition States would redis-
91
cover the lost art of channeling Earth energy, power they have The Art of Divining/Dowsing
chosen to keep secret.
Master Psychics willing and able to learn divining/dowsing Note: The psionic power of Divining is exclusive to the Spi-
are difficult to find as it is a challenging discipline compounded der Manhunter and their Psi-Battalion counterparts. It requires
by the fact that the psychic must focus nearly all of their own years of training and practice by Master Psychics who have an
psychic potential into divining/dowsing to the exclusion of most innate affinity for channeling their psionic energy in a different
other psychic abilities. Half washout in the first year and become way than the Ram (Burster) or Hummingbird (Zapper).
one of the other Manhunters or Psi-Battalion soldiers. Spiders (and Psi-Battalion Diviners) do not channel energy in
Divining, though versatile and impressive in the magic rich the same way as practitioners of magic and cannot cast spells.
environment of Rifts Earth, is an ability centering around sens- Instead, they draw and channel the energy to locate and read it
ing, following, and to a limited degree, channeling different and to use its power (and link to the universe?) to receive psy-
“earth energies.” Success provides psychic insight, glimpses of chic insight. Spiders feel what is happening along that specific
the future, and the ability to fight by drawing power from the earth energy stream and garner intuitive knowledge and receive
Earth itself. glimpses of the future involving the general location, as described
Earth energies includes natural geothermal energy: volcanic below. They can draw upon the earth energy to activate and un-
activity, hot springs, geysers; water: namely underwater springs leash psionic abilities related to the specific type of energy, but
and rivers; earth: tectonic movement, seismic activity, earth- only when they are at the power source (i.e. energy line), making
quakes, and electro-magnetic energy, and what the CS calls Tel- them extremely power at such locations like a spider at the center
lus: magic energy generated by ley lines, nexus points, ley line of its web.
triangles, and other places of magic. This works in a similar way in which ley lines empower prac-
Seeing how the CS rejects and destroys all people able to titioners of magic, except each type of earth energy – earth/geo-
draw upon magic energy, a psychic whose power includes the thermal, earth electromagnetic, water underground, and tellus
ability to sense, read, and tap into the power of ley lines may (ley lines/magic energy) – provide a different set of psionic abili-
sound like an unlikely occupation within the Coalition States, ties the Spider can channel and use, as well as unique insight to
but that is exactly why the Spider and other CS Diviners are a the world around it. The Spider must still spend their own I.S.P.
valued and welcomed addition in the war against magic and to use the psionic abilities available from the energy stream, but
supernatural evil. he is able to draw bonus I.S.P. per hour and recovers I.S.P. more
First, all psychic abilities are classified as an area of science quickly at locations where earth energy is available.
and accepted as a heroic legacy with a long history of humans To locate lines of earth energy, the Spider focuses on the
using psionics to protect humanity from the magical and super- specific type of energy he seek and uses one of the following
natural. three simple divining/dowsing tools.
Second, the Spider (and all Diviners within the Coalition’s Y-shaped stick or rod held at the top of the split end in each
Psi-Battalion) are “psychic soldiers” not practitioners of magic. hand and rod pointing forward, horizontal with the ground.
Third, they use divining/dowsing to find and track ley lines, A pair of L-shaped sticks or rods, one in each hand, the long
ley line activity, and dimensional phenomena, so these loca- end of the L horizontal with the ground and pointed forward.
tions can be monitored or placed under quarantine. By identi- Oval or triangular pendulum, pointed end down, made of
fying ley lines and places of magic, they can be watched, and polished stone, crystal, or metal (typically gold, silver, platinum
the mages and monsters drawn to such locations can be identi- or iron). In the latter case, the point of the pendulum faces down-
fied and observed from a distance for intelligence purposes. ward toward the ground like an upside down, little pyramid held
In many instances, special forces (and sometimes Manhunt- suspended on a chain or string in one hand. Divining rods may
ers) are able to tail these magic users back to their colleagues, be made of wood, bone, wire, or metal (even a metal coat hanger
co-conspirators, demon camps, and lairs for further observa- will do the job), but not plastic, ceramic, or fabric.
tion, intelligence gathering, or assassination. Other times, de- The use of a divining rod is the ancient, traditional method of
pending on circumstance and the availability of CS forces, the dowsing for water and other earth energies. The divining rod is a
mages or monsters are destroyed on the spot or ambushed at physical tool to help the psychic Diviner focus his or her concen-
a location where the CS believes they have an advantage over tration on the task of finding earth energy by tuning in on subtle
the enemy. vibrations that cause the rods to move in his hands and point the
The Minion War with its legions of demonic warriors, mon- way to the specific type of earth energy the psychic desires: Un-
sters, Hell Pits, and dark magicks make all of Psi-Battalion’s se- derground geothermal, underground water, underground seismic,
cret Diviners (and Spider Manhunters) more important than ever, or ley line/magic.
because they can anticipate the enemy’s actions, track their troop As the Spider gets closer to the energy source, the pull of
movements, and locate Hell Pits, camps, and bases of operation. the divining rod or pendulum becomes stronger and he can feel
Meanwhile, the Manhunters or CS special forces can penetrate the energy course through the rod and into his own extremi-
or infiltrate demon strongholds to engage in acts of sabotage, ac- ties. This channeling enables the Spider to know he is on the
quire the deadliest magic artifacts and bring them to the CS to correct path and getting closer and to closer the line of energy.
be locked away, or target key demon leaders and personnel for When the psychic reaches the energy source, he knows it, but to
assassination and slip away. punctuate the matter, the divining rod points down to the Earth
Lastly, CS Brass has learned to trust their psychics. A trust at his feet.
that has been hard earned and intractable. The divining pendulum works in a similar manner except the
stone physically leans toward the direction to travel as if it were

92
being pulled, like metal by a magnet, in the direction of the earth Base Skill by Type of Earth Energy
energy being sought. When the location is reached, the stone
points directly down and spins. Roll once per hour to track down such lines of energy. It takes
When searching for underground water, the rod or pendulum 1D6 hours to locate them unless the Game Master tells you there
points down to the best location to dig and gain access to the are none for miles around; G.M. discretion.
flowing, underground, fresh water river or spring. It works the ! Earthquake fault lines and building tectonic pressure: Base
same to locate a ley line or a hot spring, earthquake fault line and Skill: 40 +5% per level of experience; +15% when an earth-
tectonic activity, or flowing river of magma; the latter usually for quake or volcanic eruption is inevitable and coming within 96
drawing upon the earth energy, not to dig up. hours.
In all cases, the Spider must walk the land. Meaning the ! Electromagnetic energy highways: Base Skill: 50% +5% per
psychic’s feet must touch the ground. Thankfully the psychic level of experience to sense the invisible streams of electro-
does not have to walk around barefooted, because the abil- magnetic energy crisscrossing our planet over land and oceans
ity works through shoes, heavy boots, on skis, etc., and when like highways.
inside body armor or light power armor, but NOT inside a ! Geothermal underground energy (hot springs, geysers, vol-
vehicle or giant robot (or even a Glitter Boy), on a boat, or canoes, etc.): Base Skill: 40% +5% per level of experience.
in an aircraft. The exception to that rule is the Spider’s abil- ! Tellus energy, ley lines, nexus points, Ley Line Triangles,
ity to sense magnetic North anywhere, even inside a building, and places of magic/spiritual power: Base Skill: 55% +5%
vehicle, or in the air. per level of experience. +15% to sense Ley Line Triangles
Divining rods or pendulums are used to locate and follow – three long, intersecting ley lines that form a large triangle
streams of electromagnetic energy, the energy flow of under- of magic energy such as the ones known to exist at the De-
ground springs and rivers, active tectonic plate activity, fault mon Sea/Bermuda Triangle, Tolkeen, Lazlo, and other places.
lines under pressure, and underground rivers of lava/magma as Note: A Spider can draw upon tellus (ley line/magic) energy
well as underground hot springs and ley lines. everywhere inside the triangle and along its ley lines!
! Water Underground (flowing rivers and streams): Base
Divining/Dowsing Skill: 50% +5% per level of experience.

Reading Earth Energy


Channeling & Psionic Powers Spiders do not channel energy in the same way as practitio-
Divining is a rare, powerful, and expansive psionic ability that ners of magic and cannot cast spells nor draw upon the energy to
includes ALL the abilities described in the pages that follow. power magic items. Instead, they sense and channel the energy
to locate it, to read it to get information about the line and the
Locate Earth Energies location connected to it, and to open their Third Eye wider and
let knowledge seep into them – intuitive knowledge and glimpses
Using dowsing techniques, the Spider is able to locate any of of the future.
the five primary and primal earth energies: Underground earth, To find a line of one of the five energy sources a divining rod
water, geothermal, electromagnetic and magic/ley lines (whose is required. Of course, when close to a tellus energy (ley lines) the
energy radiates through the earth and onto the surface). Spider and anyone with him can see it because the energy along
A failed roll means the psychic cannot locate the source, but ley lines is so strong the magic energy is visible to naked eye. It
may try again in six hours. Failure may mean there is no such un- should be noted that more than one type of earth energy may be
derground energy source within his sensing range and the Spider found at the same location. Underground water, electromagnetic
knows when this is the case. energy and tellus (ley line) energy, for example, are often found
A successful roll has the divining rod or pendulum pointing in the same area. However, the Spider can only select and tap into
the way to the nearest type of desired earth energy within a 5 mile one specific energy at a time. When that commitment is made,
(8 km) radius per level of the Spider. Re-roll every hour to stay the Diviner can only feel and channel the specific energy desired.
on the trail. If the roll fails, the trail is lost. The individual may try That goes for the divining process as well. When using a divining
to relocate the trail again in six hours. The level of success varies rod, the Spider only senses the earth energy he seeks, and may
with the type of energy that is being sought. They are described be walking through electromagnetic energy and/or over under-
below. ground water or seismic energy as he searches for geothermal or
Dowsing/Divining Range: 5 mile (8 km) radius per level of tellus (ley line) energy.
the Spider and requires the dowser to walk the land in order to Once the Spider is has located the earth energy of choice, the
sense and follow the trail. When the energy source is located, the psychic can draw upon, but to do so must be a conscious effort
psychic is able to connect with and channel its power to unleash to reach out to channel it. Drawing it in and to reap its bene-
psionic powers available only from that specific type of energy, fits. More than anything, the primary use of Divining is sensory
to heal, or to see the future. based. Deployed to receive premonitions and clairvoyant insight
Note: The art of divining/dowsing is never completely reli- and information about the land around the earth energy.
able, consistent, or precise, so for that reason, the chance for suc- The moment the Spider (or any CS Diviner) and opens
cess varies every time divining is performed. That includes re- himself up to channel the energy, he immediately knows the
rolling every hour to see if the psychic remains on track until he length and width of the energy spans, the direction of the energy
or she reaches the line of earth energy being sought. flow, whether it is flowing naturally and freely, or building up

93
at a pressure point, and where the underground source is closest They enjoy travel, exploration, and the use of their elemental and
to the surface. The Spider can also tell if the energy has been magical energy powers. Of course, they never admit to having
tapped and manipulated by any means, but is ever alert for mag- or using “magic” – referring to ley line energy as “Tellus” and
ical and supernatural forces. This connection, for example, let’s “natural Earth energy.”
a Spider tapping into geothermal energy know when a nearby 9. Special Equipment (in addition to Standard Equip-
geyser will spray next and where he can find hot springs in the ment): An extra divining rod or pendulum Dosimeter, com-
area. The individual, is also likely to know when the volcano pass, a RMK Robot Medical Kit, first aid kit, hand axe, pick-
is going to erupt especially if it will be soon, the magnitude of axe, shovel, magnifying glass, 60 feet (18.3 m) of lightweight
the event, and that the nearby village will be obliterated by the rope, climbing/rappelling gear, small mallet, small tool kit, 6
pyroclastic cloud of fiery ash or lava. Likewise, any significant iron spikes, 6 wooden spikes, a wooden cross (8 inches/20 cm),
event that will affect the area within the next 96 hours is likely silver-plated dagger (1D6 S.D.C.), fishing line goggles, sun-
to become known the Spider, though time spend meditating is glasses.
likely to be required for more in depth information, otherwise Bionics: Gyro-Compass implant.
only the most critical event or two will standout. As another
example, channeling water energy from a located underground
source of water, the Spider can trace the path of the water to
Spider O.C.C. Special Psionic Abilities
underground tributaries, connecting underground rivers or lake, The Spider is a Master Psychic, except the individual’s spe-
underground caves and tunnels created by the water, and sur- cialized abilities pertain largely to locating and channeling a
face water that the underground water system may feed, includ- diverse range of earth energies in different ways with different
ing any manmade well. If searching for water to drink, the psy- results as presented below.
chic knows the best location to dig to reach the water from the 1. Awareness of any immediate, pending natural disaster
underground spring. along the energy stream and surrounding area within the next 96
Sensing Range: 3 mile (4.8 km) radius around the entire hours, approximately when, and what it is: volcanic eruption,
length of the energy stream per level of the Spider. earthquake, storm, flood, invasion, war, etc. A premonition that
should give the Spider time to escape, or warn people in the
path of danger, or lure an enemy to their doom. Note: Some-
Spider O.C.C. Special Abilities times the glimpse of disaster is weeks, months, years away. The
Also known as: Diviner, the Divine, Dowser, CS Bogeyman, Spider will not know an exact day, time, or year, should have a
Black Ops Ghost, CS Shadow Hunter, and CS Manhunter. fair idea if it is within a year, a few years, or many years from
1. Human Chameleon (50% +5%) – See description under today.
O.C.C. Part Two. 2. Awareness and Locating along the energy stream: His-
2. Incorruptible (50% +5%) – The Spider gets a +10% skill torically, Dowsers have claimed to be able to sense and locate
bonus; see description under O.C.C. Part Two. underground mineral deposits, ancient ruins, treasure, and objects
3. Manhunting (50% +5%) – The Spider enjoys a +5% skill in the ground, but this is not the case with Spider Manhunters.
bonus only when the target is a creature of magic, a magic item, They detect, track, locate, and channel earth energy, not objects.
or a supernatural being; see the description under O.C.C. Part That said, they can find a few things.
Two. Locate underground conduits. The Spider can often sense
4. Poker Face (50% +5%) – The Spider gets a +5% skill underground man-made pipes, electrical and fiber optic cables
bonus; see the description under O.C.C. Part Two. and conduits that carry electricity, water, steam, geothermal heat,
5. W.P. Modern Weapons Expert – See description under natural gas, and so on, but at half the psychic’s usual skill level.
O.C.C. Part Two. Locate Greater Beings. Likewise, a Spider may be able to
6. Bonus O.C.C. Related Skills: Hand to Hand: Assassin or locate Greater Elementals, Alien Intelligences, Demon Lords,
Martial Arts, pick one; plus Basic Mechanics (+5%), Excavation and other powerful supernatural beings operating underground
(+10%), and Mining (+5%). Spiders love manhunting, tracking or along a ley line but at a reduced level of success (-25%). No
down fugitives, exploration, and adventure of every sort. They penalty applies if such beings are tapping into and using or redi-
have a reasonable respect for magic and are fascinated by it and recting earth energy such as the flow of magma/lava, geothermal
tellus energy, but have no desire to learn how to use magic. On energy, seismic activity, water or ley line energy.
the other hand, they are likely to use magic weapons and TW Locate specific people known to and sought by the Spider
weapon and gear in the field. when he and they are on the line of energy. This is possible be-
7. Available Manhunter Skill Packages: The Spider selects cause those the psychic seeks are known to him and are touched
ONE of the following Skill Packages: Assassin, Combat, Com- by the earth energy.
munications, Manhunting, or Spycraft. See Part Two for the full Locate a lost possession belonging to the Psychic when he
descriptions of all Skill Packages. and it are on the line of energy even it is buried underground or
8. Spider O.C.C. Bonuses: +1D6 to S.D.C., +2 to I.Q., P.S., up in a tree.
and P.E. attributes, +3 on Perception Rolls to recognize the pres- Locate a lost possession(s) belonging to another person or
ence of earth energy, powerful magic energy, and Elemental be- enemy is also possible using divining, provided the Spider has its
ings. +2 to roll with impact or fall, +1 to save vs Horror Factor. owner is with him or he has a crystal clear idea of exactly what
Spiders have one foot in the physical world channeling physical the item is and what it looks like (a replica or photo or video of
energy and power, and one in the metaphysical in which they it is crucial). However, finding a possession belonging to another
are fascinated with clairvoyance and premonitions of the future. person is done at half the psychics’ usual skill.

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The Spider (and Psi-Battalion Diviner) abilities are especially of powerful magic, the presence of a Stone Pyramid manipulating
impressive when it comes to ley lines, their flow of magic energy, the energy, and so on.
and the dimensional activity that occurs along them and at the Not only that, but the Spider sense when they are about to
nexus point of connecting lines. The divining tool – whether a happen 1D6+6 minutes before they occur! For long-range insight
rod or pendulum – helps the Spider locate the ley line and once see Precognition.
on the line, he can sense the flow of energy, the length of the line, Sense recent past events (special): In addition, the Spider can
whether there are any intersecting ley lines, the presence of a Ley sense recent events that have happened on the line of earth energy
Line Storm and the speed and direction it is traveling, the opening up to 24 hours in the past. In this case, the psychic must meditate
or closing of Rifts, and other dimensional disturbances occurring for 1D6 minutes in an attempt to read the ley line and glimpse
anywhere on the line and any of its connecting ley lines. The slivers of the past. This might enable him to “know” that a dragon
latter includes magical rituals being performed on the ley lines, or a mage opened a Rift earlier that morning, or that Coalition
Hell Pits, stone pyramids, and magic devices drawing upon and/ soldiers or innocent people were killed in a battle, or the target
or controlling the energy or opening a Rifts, and powerful beings of a manhunt was captured by mercs or CS soldiers or carried
working magic on the ley line. off through a Rift or Teleported away by Minions of Hell at an
In the latter case, we are specifically talking about ley lines approximate time in the past 24 hours. This is “knowledge” not
where magic and dimensional forces are both at work. This in- visions with faces, images or details, though similar info through
cludes the ability to sense, locate, and draw upon ley lines, ley images may occur via Precognition.
line nexus points, triangles, dimensional Rifts, and other dimen- 5. Precognition/Future Vision: Whenever a Spider is chan-
sional energy and anomalies such as Fade Towns, rare Hidden neling of the 5 earth energies, the psychic can make an inten-
Nexus Points, places of power, and stone pyramids, megaliths, tional attempt to see the future. This is done by entering into a
Hell Pits, and beings that draw upon and control ley lines. meditative trance state while thinking about a particular person,
3. Limited ability to sense the supernatural. The Spider location, event, concern, or objective while located on the en-
cannot sense supernatural evil the same way as Dog Boys and ergy stream or ley line. With any luck, the psychic has a vision
Psi-Stalkers. Rather the psychics feel the presence of powerful related to the subject of focus on his mind. However, sometimes
sources of magic. Places like ley lines, nexus points, stone pyra- there is no vision and other times the psychic receives a com-
mids, and Hell Pits connected to the earth are easy to sense and pletely unrelated vision of the future. Likewise, there are times
locate by channeling earth energy. Actual supernatural beings and a future vision may occur unbidden while resting, sleeping and
creatures of magic, not so much. Sub-Demons, Lesser Demons, dreaming while on or near an earth energy source (ley line, un-
Entities and the like are as undetectable as humans. Only the exis- derground stream, lava flow, etc.). Note: Spiders can only have
tence of the most powerful magical and supernatural beings such precognitive visions while channeling from an available and
as ancient dragons, Greater Elementals, Demon and Deevil Lords specific earth energy.
(which are essentially dark gods), deities, and Alien Intelligences For the Spider, visions of the future are usually linked to the
can be detected. Though the Spider can sense their presence, they earth energy source itself and the land around it, including inhab-
are unable to track the beings’ movement or pinpoint their exact itants around that specific energy stream. This may involve natu-
location. Nor can they identify who or what these beings may ral disaster resulting from or happening near the energy source
be. Only that they a powerful magical or supernatural creatures such as an impending earthquake, mudslide, avalanche, volca-
somewhere within a 50 mile (80 km) radius. That said, the Spi- nic eruption, a fire started by lava or a shower of hot ash, flood,
der knows if the being(s) has good or evil intentions for mortals, drought, etc. Sometimes, however, the future vision is an upcom-
is a danger to humanity specifically and mortals in general, and ing catastrophic event or tragedy related to the land or the energy
whether that threat is distant (weeks or months away), soon (days source only in that a clash of armies, an alien invasion, and so on,
away), or immediate (with 48 hours). The Spider’s precognitive may occur on the land near/on/above the source of earth energy.
abilities may manifest as a dream or clairvoyant vision at a later Depending on how far that line of energy stretches, the precogni-
time. tive vision could take place miles away from the Spiders present
4. Premonitions: A successful Divining/Dowsing connects location.
the Spider to the flow of the earth energy he seeks. Once at the Sometimes the psychic may glimpse a significant event or
energy stream his or her connection becomes stronger. No where impending cataclysm that will affect a people, place, kingdom,
is this more dramatic than on a ley line, nexus point, or ley line nation, or another continent entirely. In this case, the glimpse of
triangle. the future, though nowhere near the energy source, is likely to in-
When channeling any of the 5 earth energies, the Spider au- volve the Spider, teammates, or other person or people, or cause
tomatically senses and feels any dramatic changes in the energy importance to the psychic.
flow anywhere along it in the moment, regardless of which of Otherwise, this ability functions the same as the Precognition
the five earth energies it is. A catastrophic or big event like war, Sensitive Psionic ability described on page 132 of this book.
an invasion, earthquake, tornado, hurricane, the deliberate open- 6. Channel earth energy for additional psionic power!
ing or closing of a Rift, etc. taking place within the radius of the Depending on the type of earth energy the Spider has located
energy stream are all sensed, but not exact details. Moreover, the and wants to channel, he or she can manifest additional, related
Spider can sense such events that may happen within the 24 hours psionic powers including one or more Super-Psionic abilities, as
per level of his experience. On a ley line the information includes described below. And because the Spider is in harmony with that
all of the above plus Ley Line Storm, the summoning of a power- one specific earth energy, the psionic power is costs half the usual
ful magical or supernatural being, an army being unleashed or I.S.P. cost (as indicted below). The additional psionic abilities
disgorged from a Rift, a Hell Pit under construction, the working vary with each type of earth energy.
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Only one earth energy can be channeled at a time and requires “elsewhere.” Elsewhere being somewhere not on earth such as
at least 1D4 minutes of meditation and concentration to switch an alien world, another dimension, a plane of hell, etc. Note:
from one to the other, provided more than one type of energy is When on a ley line, the Spider knows where he in relationships
even available. For example, a ley line that also happens to run to his surrounding and is aware of any nexus points, dimen-
along an underground stream or river. The Spider can only chan- sional anomalies, Rift or Ley Line Storm, and their locations as
nel and unleash energy of the specific earth energy(s) under the triangulated with his own.
individual’s feet, and cannot be deeper than one mile (1.6 km) The Spider’s relationship with earth energy (and though they
below the earth. Electromagnetic and ley line energy radiate from never admit it, magic/P.P.E.) includes dimensional forces that
the earth up to the surface. draw upon or have an effect on earth energy. These events cause
Limitations on Extra I.S.P. and Psionic Abilities by Earth ripples in space and time the psychic is able to feels and recog-
Energy: Extra I.S.P. abilities are available to the Spider only nize. Thus, a Spider can feel where the fabric of reality is thin and
when at the location of one specific earth energy for an hour at a malleable or is being manipulated by Temporal Magic, Ley Line
time. Cannot tap into a different earth energy for one hour even Magic, a deity, etc.
if two or more are available at the same location. Moreover, the Even when not on a ley line, the Spider is aware of the presence
Spider must use divining to locate the additional earth energies to of dimensional anomalies including a ley line, ley line triangle,
even know they are available. dimensional shifts on a ley line or within a Ley Line Triangle,
I.S.P. Cost: The I.S.P. cost to use these extra psionic abili- the opening and closing of a Rift(s), the presence of Fadetowns
ties, only, are HALF the normal cost. Available only when the and any other sort of dimensional anomaly as soon as the psychic
psychic is located at, and channeling, a specific earth energy. The comes within one mile (1.6 km) of it. A Spider also senses when
psychic’s usual psychic abilities cost the same I.S.P. as always. he or she has inadvertently crossed over into another dimension
I.S.P. Restoration: I.S.P. regenerates twice as fast per hour or or time via a dimensional anomaly, a Rift, FadeTown, or dimen-
via meditation while at an energy stream and channeling. sional magic, as well as sensing the presence of powerful super-
Additional available Psionic Abilities per Energy Type: natural beings such as Greater Elementals, Demon Lords, Alien
Intelligences, and gods.
Electromagnetic Highways/Streams of Energy: 1D6+20 bo- 8. Tellus: Sense the coming of Ley Line Storms. The Spi-
nus I.S.P. available every hour and the following psychic abili- der knows when a Ley Line Storm is brewing along a ley line,
ties: Electrokinesis (varies), Psychic Body Field (30), Psychic 1D6+6 minutes before it arrives at his location. He also knows
Omni-Sight (8), See the Invisible (4) and Sense Dimensional its size and intensity, and which direction it will roll across
Anomaly (4). Note: The Spider is also able to accurately find the ley line, as well as when/if the Storm changes its course or
Magnetic North 100%, even inside a ley line triangle. is doubles back. (“We need to vacate this ley line, now! The
Geothermal Energy/Volcano, Magma/Lava, Hot Springs, Storm will be upon us in 10 minutes, maybe sooner.”) Due
Geysers: 2D6+20 bonus I.S.P. per hour available every hour to the Spider’s psychic connection with ley lines and ability
and the following psychic abilities: Impervious to Fire (4), Ob- to feel and channel its energy, the psychic is resistant to its
ject Read (6), Pyrokinesis (varies), Resist Fatigue (4), and Sense lightning and magical effects, suffering half damage from Ley
Time (2). Line Storms. Also reduce any side-effects, penalties, and their
Seismic Energy/Earthquake Fault Line: 2D6+30 bonus I.S.P. duration by half. Electrical energy, whether magical or natural
available per hour and the following psychic abilities: Bio-Re- inflicts only 10% its usual damage when a Spider’s feet are
generation (Super; 20), Telekinesis (varies), Telekinesis (Super; touch the ground.
10+), Telekinetic Acceleration Attack (8), Telekinetic Leap (8), 9. I.S.P.: Roll 3D4x10 plus the M.E. attribute number to de-
and Telekinetic Punch (6). termine the base Inner Strength Points. +10 for each additional
Tellus (Magic energy at Ley Lines, Nexus Points, Triangles, level of experience.
and Places of Power): 6D6+20 bonus I.S.P. per hour and the fol- I.S.P. is regained at the rate of 3 points per hour of activity, or
lowing psychic abilities are available: Bio-Regeneration (Super; 12 per hour of meditation or sleep.
10), Call to Life (8), Clairvoyance (4), Mind Bolt (varies), Night- 10. Saving Throw Versus Psionic Attack: As a Master Psy-
vision (4), Psi-Sword (30), Read Dimensional Portal (6), Sense chic, the character needs a 10 or higher to save vs psionic attacks.
Dimensional Anomaly (4), and Telekinetic Force Field (15). 11. P.P.E.: 1D6+6
Also +20% to save vs coma and death when on a ley line. 12. Additional Psionic Powers: Like most psychics who
Underground Water (springs, rivers, streams, hot springs, and become specialized in one unique area of psionic development,
lakes underground): 4D6+20 bonus I.S.P. and the following psy- the Spider specializes in Divining and channeling Earth Energy
chic abilities are available: Clairvoyance (4), Healing Touch (6),, and does not possess a wide range of additional psychic abili-
Ectoplasm (6+), Hydrokinesis, Impervious to Cold (2), Psychic ties.
Body Field (15), Psychic Purification (8), and Resist Thirst (3). Starts with all of the above and Clairvoyance (4), Death Trance
7. Tellus: Sense Rifts and Dimensions 98%: When on a (1), Ectoplasm (6+), Meditation (0), Mind Block (4), Open Third
ley line, the Spider receives a psychic flash that tells the psychic Eye (5), See the Invisible (4), Sense Magic (3), and Telepathy (4).
whenever a Rift is about to open or close – usually 1D6 minutes Select one additional Physical or Sensitive psionic ability (any) at
BEFORE it actually happens. In addition, he knows the exact levels 3, 5, 7, 9, 11, and 13.
location where the Rift will open on the ley line, and knows
if the Rift is opening to connect with a different location on
Rifts Earth (New West, Dinosaur Swamp, Atlantis, England,
China, etc.), and therefore probably relatively safe to use, or

97
Viper O.C.C. providing the Viper or any Manhunter skimming their thoughts
with valuable visual information.
When a victim of torture teeters on the brink of unconscious-
CS Manhunter Healer, Interrogator & Torturer ness or death, Vipers can use their healing power to stabilize
Snakes symbolize the powerful forces of healing, life, birth, them and start all over. There is only so much even the bravest
rebirth, and primal energy. That’s the reason a staff entwined with heroes are able to endure before breaking and Vipers are very
a pair of snakes is the symbol of the modern medical profession. patient. Moreover, as shown above, the victim’s own thoughts
It should come as no surprise then that the Viper Manhunt- and emotions may betray them and the person(s) or secret they
ers specialize in healing and restorative psychic abilities, which are trying to protect.
makes them an asset to any group. As a Manhunter, however, the It is sad, but some Vipers and Panthers develop a taste for
Viper also uses their psionic powers to read, intimidate, manipu- inflicting physical and psychological torture, becoming sadistic
late, incapacitate, and torture enemies for the purpose of interro- and engaging in such “fun and games” for their own enjoyment.
gation. The “art of persuasion” may involve psychological, emo- Such individuals are quick to lie, threaten, intimidate, and use
tional, or physical torture to extract the information they seek. torture even when such tactics are not necessary, and tend to be
Psychic Healing abilities become invaluable as both a way to malicious bullies toward everyone, even their teammates. These
inflict pain and take it away. Similarly, abilities such as Empathy, cruel Vipers see themselves as cunning and superior, but they
Telepathy, and Read Psychic Impressions among others, are a are wrong. Their bullying and sadistic tactics make them disliked
great help in making a person talk and reveal secrets. It is difficult and feared, which breeds contempt and disloyalty among their
to shield thoughts and emotions when under torture or suffering cohorts and enemies alike. These individuals also tend to be ar-
from sensory deprivation. By reading emotions the Viper inter- rogant and underestimate their “inferior” opponents and victims.
rogator knows when he or she has struck a nerve or when their As a result, victims may manage to escape or get the upper hand
subject is reaching a breaking point. Under the pressure of inces- and defeat or slay the Viper who indulges himself in torture or cat
sant questioning and torture, over time, no matter how hard a and mouse games that last too long.
person tries to suppress them, thoughts that carry vital clues, bits
of information, or reveal secrets are likely to boil up to the surface Viper O.C.C. Special Abilities
where the Manhunter can read them via Telepathy. Humans and
most sentient beings are visually oriented, so the faces, facades of 1. Human Chameleon (50% +5%) – See description under
buildings, and other visual clues may also surface in their minds O.C.C. Part Two.

98
2. Incorruptible (50% +5%) – The Viper gets a +20% skill Call to Life (8)
bonus; see description under O.C.C. Part Two. Bio-Manipulation (10)
3. Manhunting (50% +5%) – The Viper gets a +10% skill Deaden Pain (4)
bonus; see description under O.C.C. Part Two. Death Grip (8)
Death Trance (1)
4. Poker Face (50% +5%) – The Viper gets a +15% skill Detect Psionics (6)
bonus; see description under O.C.C. Part Two. Empathy (4)
5. W.P. Modern Weapons Expert – See description under Empathic Transmission (6)
O.C.C. Part Two. Healing Touch (6)
Increased Healing (10)
6. Bonus O.C.C. Related Skills: Hand to Hand: Assassin or
Meditation (0)
Martial Arts, Field Surgery (+20%) and Medical Doctor (+5%).
Mind Block (4)
7. Available Manhunter Skill Packages: The Viper selects Object Read (6)
ONE of the Skill Packages listed below. Communications, Medi- Psychic Diagnosis (4)
cal Manhunter, Spycraft, or Strategic Psychology, but most select Psychic Purification (8)
Medical Manhunter. See Part Two for the full description of all Psychic Surgery (14)
Skill Packages. Resist Fatigue (4)
8. Viper O.C.C. Bonuses: +3D6 to S.D.C., +1D4 to I.Q., Sense Evil (2)
M.E., and M.A. attributes. +3 to pull punch, +2 to save vs Hor- Sense Magic (3)
ror Factor, and Vipers are themselves highly resistant to Inter- Sense Time (2)
rogation and Seduction; reduce the skill rolls of the interrogator Stop Bleeding (4)
or seducer by half – even then the psychic is wary, giving up Telepathy (4)
only partial information and incomplete clues. All Vipers will Total Recall (2)
die (even killing themselves, if necessary) before giving up their 2. I.S.P.: Roll 3D6x10 plus the M.E. attribute number to de-
most precious secrets or betraying Emperor Prosek. termine the base Inner Strength Points. +10 for each additional
+3 on Perception Rolls to recognize whether a wound or in- level of experience.
jury is life threatening or not, which helps the psychic deliver I.S.P. is regained at the rate of 2 points per hour of activity, or
wounds that look more serious than they really are during inter- 10 per hour of meditation or sleep.
rogation and torture sessions.
3. Saving Throw Versus Psionic Attack: As a Master Psy-
+3 to Perception Rolls to determine when a patient or a victim
chic, the character needs a 10 or higher to save vs psionic attacks.
needs immediate psionic healing before they expire.
+2 to recognize emotions and thoughts that offer important 4. P.P.E.: 1D6.
clues and information. 5. Additional Psionic Powers: Starting at level two, the Viper
Alignment Note: A percentage of Vipers are Miscreant or Dia- selects one new psionic ability of choice from the list below.
bolic evil. Any Healing Psionics.
9. Special Equipment (in addition to Standard Equipment): Anti-Demon: Disrupt Bio-Regeneration (8)
1D4+1 Bio-Comp Monitors, one Palm Bio-Unit, one Compu- Anti-Demon: Exorcism Purge (20)
Drug Dispenser, one micro-scale, 2 Protein Healing Salves, one Anti-Demon: Negate Invisibility (6)
Suture Gun, 1D4 hypodermic syringes, IRMSS Internal Robot Anti-Demon: Spirit Slayer Blade (30)
Surgeon System, 1D6 RAU “Cleaners” kits, 1D6 “Sleeper” kits, Bio-Regeneration (Super; 20)
1D4 RMK “Knitter” kits, RSU “Seeker” Kit, a Robot Medical Earworm (6)
“Surgeon’s” kit, doctor’s bag, 40 pairs of surgical gloves, first aid Ectoplasm (6 or 12)
kit, a bottle of rum or vodka for medicinal purposes, a utility belt, Forget (10)
1D4+1 pencils, 1D4+1 pens or markers, a sketchbook, a journal, Group Trance (15)
and a voice or video recording device. Hypnotic Suggestion (6)
Bionics: None. Induce Dream/Nightmare (10)
Mind Bolt (varies)
Viper O.C.C. Psionics Mind Bond (10)
Mind Wipe (special)
1. Specialists in Healing, Torture, and Interrogation. Vi- Phantom Thought (3)
pers possess a wide range of healing and mind influencing psion- Psychic Probe (6)
ic abilities that can be applied as a field medic and as the group’s Psychic Stun (12)
interrogator and torturer. Extracting information from unwilling Psychosomatic Disease (8)
subjects is a task with which they can take their time and have Radiate Horror Factor (8)
some fun at another person’s expense. Vipers may employ both Read Psychic Impression (objects; 2)
psychological and/or physical torture and enjoy extracting infor- Read Psychic Residue (5)
mation from unwilling victims “the hard way.” See the Invisible (4)
Psionics to Start: Vertigo & Dizziness (15)
Bio-Regeneration (6)

99
Wolf O.C.C. Psychic candidates for the position of Wolf are recruited at
an early age and trained in the arts of hunting and battling all
manner of opponents with an emphasis on the inhuman and the
CS Manhunter Psi-Slayer supernatural. If there is a true monster hunter and demon slayer
The Wolf is the symbol of strength, bravery, courage, intel- among the Coalition’s armed forces, it is the Wolf Manhunter.
ligence, cunning, primal instinct, teamwork, family/community, Candidates for Wolf training are always Master Psychics who
and loyalty to its pack. (In this case, Emperor Prosek and the exhibit violent tendencies and a joy for combat, some bordering
Manhunters first and second, followed by the CS in general.) The on the psychopathic. They are kept in check and loyal to the CS
Wolf is especially ferocious when protecting its “pack” and ter- through super-patriot indoctrination, by showing them trust, and
ritory (teammates and country). With the exception of its pack by giving these relentless hunting and killing machines the free-
members, the Wolf trusts few outsiders and is always suspi- dom to hunt often.
cious and watchful of others. Ever alert for trouble and danger, Though many Wolves exhibit antisocial and dangerous psycho-
the Wolf Manhunter trusts his own instincts and psychic abili- logical traits, they learn, early on, to control their base urges and
ties above all else, and only feels truly safe and comfortable with how to work as members of a team. Living up to their “Wolf” name,
brothers in-arms. these Manhunters get along well with Psi-Stalkers, Dog Boys, and
This individual may operate as a “lone wolf” but even then, Kill Hounds, all of whom are born to hunt the supernatural and
he is working for a greater cause and the protection of his pack. creatures of magic, and share a “pack” mentality. In fact, Wolves
Most are loyal, supportive, and protective of their teammates and train and hunt with Psi-Stalkers and Psi-Hounds which teaches the
tend to be mission oriented. They work well with all members Manhunters to value and protect their packmates. This is also when
of the Manhunter team (pack), particularly fellow Manhunters, Wolves are likely to be given the chance to function, first as a sub-
Psi-Stalkers, and Psi-Hounds, but also mesh well with most CS ordinate, and later as a team leader or second in command. The
military personnel. Wolves’ protective instincts and pack loyalty make them ideal for
All CS Manhunters are trained assassins and skilled war- second in command. This sense of kinship and camaraderie stays
riors, however, the Wolf is arguably the deadliest of them all. with them (and vice versa) for their lifetime.
They are akin to the murderous Master Psychics known as Psi- Wolf training is a long and arduous process because it includes
Slayers. (See Rifts® World Book 12: Psyscape, page 69, for a version of the CS Demonhunter skill program similar to the
complete details about the standard Psi-Slayers.) Psi-Slayers CS Death Knight O.C.C. (see Heroes of Humanity sourcebook)
are said to be as deadly as the notorious Sunaj, and so is the as well as mastering their own unique range of psychic abilities.
Wolf Manhunter. It develops them physically, mentally, and psionically for their
100
careers as Manhunters and demon hunters. During which their 6. Bonus O.C.C. Related Skills: Hand to Hand: Assassin or
greatest challenge is learning impulse control and conquering Martial Arts or Commando (pick one), Lore: D-Bees (+5%), and
the intense thrill of the hunt and their lust to kill. Like their Psi- two Physical or W.P. (any) skills of choice (+5%); all Wolves
Slayer cousins, Wolves are natural born hunters of monsters and have W.P. Knife and most have W.P. Sword. Plus the following
sentient supernatural beings. And like Psi-Slayers, they can feast bonuses from Demon Hunting training.
upon their victim’s P.P.E. (Potential Psychic Energy) to sustain +10% for a successful Exorcism when a Wolf assists with the
themselves as a substitute for physical food and water. Where Exorcism (psionic or magic).
Psi-Slayers (and Psi-Stalkers) are P.P.E. vampires who must feed +10% to Tracking skill when hunting supernatural beings,
upon P.P.E. to live, Wolf Manhunters can survive on conven- sub-demons, their inhuman Host, monstrous War Steeds and
tional food and water, though they hunger for P.P.E. on a regular Netherbeasts.
bi-weekly basis, desiring to hunt, kill, and feed even if it’s the +5% to Intelligence skill (if applicable) when trying to
P.P.E. of a wild animal. Moreover, whenever Wolves are fighting identify key personnel, leaders and evidence of demonic be-
beings with high levels of P.P.E., such as practitioners of magic, ings operating in the area. Knows their flags, banners, symbol-
creatures of magic, certain monsters, and most supernatural be- ogy, and other evidence that indicates the presence of super-
ings, they can sense the energy and it makes them want to de- natural evil.
liver the death blow so they can feed upon it. As you can see, the 7. Available Manhunter Skill Packages: The Wolf selects
“Wolf” call sign and symbolism really fits the predatory nature of ONE of the following Skill Packages: Assassin, Combat, Demon
the Wolf Manhunter very well. Manhunter, and Manhunting. See Part Two for the full descrip-
Wolves share a number of psionic abilities with the Psi-Slayers tions of all Skill Packages.
but are able to exert more control and finesse over them. Nor are
they savage, wilderness wild men living off the land and hunting 8. Demon Hunting Advanced Training: A crash course that
prey for P.P.E. like Psi-Slayers. CS Wolves require regular food makes Wolves experts on demons, their habits, strengths, weak-
and water, and enjoy letting down their hair to socialize, drink, nesses, strategies and tactics, etc. Bonuses from this training are
and party with their squad members and other soldiers. Wolves reflected in #9, below, and #6 above.
learn to curb and direct their bloodlust and come to appreciate self- 9. Wolf O.C.C. Bonuses: +2D6+12 S.D.C., +1D4 to M.A.,
control, discipline, and the camaraderie that comes with teamwork. M.E., and P.S. attributes, +2 on Perception Rolls involving rec-
That last part is important not just to prevent Wolves from becom- ognizing clues, trails, and signs indicating the handiwork or pres-
ing loose cannons – but to keep them grounded and aware of their ence of vampires, demons, Entities, ghosts, spirits, and other su-
own humanity. They are not animals or killing machines, they are pernatural beings; +2 on initiative, +1 to strike, +1 to disarm, +1
humans with great power and a responsibility to use that power to entangle, +2 to pull punch, +1 to save vs possession, +10% to
to protect, defend, and avenge their fellow human beings. Though save vs coma and death, and +2 to save vs Horror Factor.
this is difficult for them during the first 3-4 years of their training, +1 melee attack (special): One extra melee attack and +1 on
in the end, CS Wolves become the masters of themselves, their initiative at level 3, but ONLY when fighting the supernatural.
powers, and the hunger that calls out from within. Dedicated and Does not apply when fighting ordinary humans and D-Bees, mor-
centered, the loyal and fierce Wolves are living weapons that can tal monsters or creatures of magic.
be pointed at an enemy and unleashed to bring them down. Resistant to Entities and Dark Magicks (special): +2 to save
vs the psionic and magical attacks from Entities/Ghosts/Spirits,
Wolf Manhunter O.C.C. as well as +2 to save vs Necromancy, Witchcraft, Soulmancy,
and similar dark magicks. Moreover, when the Wolf is affected
Special Abilities by dark magic, the damage, duration, and penalties are reduced
The Wolf loves to hunt and enjoys combat, but does so with by half. Also impervious to the vampire’s Slow Kill Bite and +2
discipline and self control. Many see themselves as the protectors to save vs vampire mind control.
of the rest of their Manhunter Squad or Team, as well as of Em- 10. Standard Equipment: The Wolf’s choice of CA-3 Light
peror Prosek and the CS. Even more than most psychics, the Wolf Coalition “Dead Boy” body armor (80 M.D.C.) or CA-4 standard
hates the supernatural and revels in slaughtering the demonic and armor (100 M.D.C.), Silver-plated Vibro-Knife (1D6 M.D.), sil-
their henchmen. ver-plated survival knife (1D6 S.D.C.), silver-plated long sword
Also known as Big Bad Wolf, CS Slayer, CS Bogeyman, (2D6 S.D.C.; remember silver inflicts M.D. to demons, Deevils,
Black Ops Ghost, CS Shadow Hunter, and CS Manhunter. and many supernatural beings), side arm of choice, 10 mm auto-
1. Human Chameleon (50% +5%) – The Wolf gets a +10% matic pistol with four extra ammo-clips containing silver bullets,
skill bonus. See the description under O.C.C. Part Two. energy rifle of choice and 3 extra E-Clips, 2 flares, two smoke
grenades, 1D4+3 wooden stakes (1D6 S.D.C.), wooden cross (the
2. Incorruptible (50% +5%) – The Wolf gets a +15% skill size of a cell phone), small silver cross worn around neck with
bonus; see description under O.C.C. Part Two. dog tags under the armor, canteen, utility belt with many pockets,
3. Manhunting (50% +5%) – The Wolf enjoys a +15% skill backpack, a Coalition dress uniform and three sets of fatigues.
bonus; see the description under O.C.C. Part Two. Upon assignment, the individual may be given access to any
4. Poker Face (50% +5%) – The Wolf gets a +5% skill bo- CS or Northern Gun weapons, body armor, special gear, and
nus; see the description under O.C.C. Part Two. small vehicles as needed to accomplish the mission or to satisfy
the requirements of an undercover operation.
5. W.P. Modern Weapons Expert – See description under Bionics: None.
O.C.C. Part Two.
101
Wolf Special O.C.C. Psionics Damage: 5D6 M.D. per punch but is only effective against evil
supernatural beings including Tolkeen’s Daemonix, demons,
The psionic abilities of the Wolf incorporate elements of the Gargoyles, Sub-Demons, Thornhead, vampires, dark gods, and
Psi-Slayer though sometimes different, plus they have their own so on, as well as Witches because they draw their power from an
unique psionic powers and a very different outlook on life in ser- evil supernatural being.
vice to the CS. Inflicts 5D6 Hit Point damage to vampires and other demonic
1. P.P.E. for Sustenance: As noted above, Wolf Manhunt- S.D.C. supernatural beings and does S.D.C./Hit Point damage
ers (and their Psi-Battalion counterparts) are able to feed upon in S.D.C. dimensions where Mega-Damage does not exist. No
the P.P.E. (Potential Psychic Energy) released at the moment of damage against good supernatural beings, creatures of magic, or
death from those they assassinate or slay in combat. Unlike Psi- mortals.
Stalkers and Psi-Slayers who live entirely on the P.P.E. of the I.S.P.: 10 for the CS Wolf Manhunter.
creatures they kill, Wolves can eat and drink food just like a nor- The Demon Death Strike may be used as a punch attack or
mal person. However, they can substitute P.P.E. energy from a as a ranged attack. Upon activation, when the psychic makes
kill in place of food and water. Two P.P.E. is the equivalent of a a physical punch at a demonic enemy his fist/hand becomes is
satisfying snack, 6 P.P.E. is equal to a full meal and a day’s worth surrounded by an energy that is reminiscent of the Spirit Slayer
of water consumption, and leaves them fully nourished, healthy, Blade. When the punch connects, the energy is released to inflict
and energetic. This is especially handy as an assassin as well as damage to the demon. No damage if the punch misses or is suc-
during the Minion War in which they are fighting monstrous and cessfully parried by the demonic opponent. No damage to other
supernatural enemies. beings, only supernatural evil.
Wolf Manhunters do not “need” to feed on P.P.E. on a daily As a ranged attack, the Wolf Manhunter rubs the palms of
basis, but they are more even tempered and content when they do his open hands together and spreads them 6-12 inches apart. A
so at least once every week or two. In war, they take advantage of moment later a sphere or dagger-like shaft of energy appears be-
P.P.E. food sources and being able to feast upon the energy of the tween them. Then, with the flick of a hand or a throwing motion,
enemies and monsters they slay. the energy is launched and hurls toward its demonic target. The
throwing gesture can be made with either hand.
2. Spirit Slayer Blades (Anti-Demon Super-Psionic ability).
Bonuses to Strike: +2 to strike with a punch in addition to any
Range: Self, handheld melee weapon. Throwing Range: 5 feet Hand to Hand Combat and/or P.P. attribute bonuses; +3 to strike
(1.5 m) per level of experience, but not possible until the Wolf when thrown and no other bonus applies.
reaches 5th level. +1 to strike when thrown plus any applicable
P.P. attribute bonuses. 4. Locate & Track Mark/Subject (Psi-Slayer Ability).
Duration: 10 minutes per level of experience. Limitation: Can only be used on a single individual at a time.
Damage: Varies. 5D6 M.D. against demons plus the Spirit Slay- Range: 3 miles (4.8 km) plus one mile (1.6 m) per level of ex-
er inflicts penalties upon those it strikes. Note: See the complete perience.
description under Anti-Demon Super-Psionics later in this book, Duration: Special. The “mark” lasts for as long as the marked
page 145. individual remains within tracking range for up to one day per
I.S.P.: 10 I.S.P. for the Wolf only, because it is his signature level of the Wolf. The psychic link to the “mark” is also broken
weapon; 30 I.S.P. for anyone else. when the marked individual moves out of sensing range for more
At first level the Wolf can manifest one or two blades of psy- than 30 minutes.
chic energy reminiscent to the Psi-Sword, but completely differ- I.S.P.: 6
ent, called Spirit Slayer Blades. Very few other psychics are able Saving Throw: -2 penalty to save.
to summon this unique energy, and none of them can manifest if Availability to Other Psychics: In addition to the Wolf Man-
for only 10 I.S.P. The Wolf can generate these light and energy hunter, the ability to Locate and Track a Marked Subject is only
weapons, one for each hand, for a third of what others can, be- available the Psi-Slayer (see Psyscape).
cause it is the Manhunter’s primary weapon for battling super- The ability to track a marked individual via a special psychic
natural evil. The Wolf also enjoys a superior duration. connection, a psychic link can only be formed when the Wolf has
At 5th level, the Wolf is able to throw a Spirit Slayer Blade a piece of his mark’s hair or nail clipping, or a smudge of blood,
as if it were a physical dagger even though it is a shaft of en- piece of skin, or a recently worn article of clothing (worn in the
ergy and light. The blade vanishes after it strikes or misses and last four hours). By handling and keeping one such item on his
re-materializes in the Wolf’s hand a split second later. No other person, the Wolf is able to forge a link between himself and the
psychic can throw Spirit Slayer Blades, they can only us them as person from which the article comes from.
a handheld melee weapon. A psychic marker can be thought of as an invisible bug or
Note: A Spirit Slayer Blade can parry a Psi-Sword. tracking device whose homing signal the psychic can follow us-
See the complete description of this ability under Anti-Demon ing his mind and psychic senses. The Wolf is able to sense the
Super-Psionics presented earlier in this book on page 145. direction, location, and approximate distance of the marked indi-
vidual to within 20 feet (6 m) of their location, provided they stay
3. Demon Death Strike (special).
within the tracking radius of three miles (4.8 km) plus one mile
Range: A punch attack in melee combat or long-range energy (1.6 km) per level of experience. In addition, the Wolf Manhunter
blast 20 feet (6.1 m) per level of experience. can tell if his mark is traveling quickly (running, traveling by
Duration: One melee round (15 seconds). vehicle, magically flying, etc.) so he can take appropriate action
102
to pursue. So long as the marked individual stays within range, and either gently and slowly leads the Sleepwalker by the hand
the psychic can easily track his every move. No amount of care or nudges him along with a hand on his shoulder or back. The
or counter-tracking techniques breaks the link or loses the tail. Sleepwalker move along to a place where he can lay or sit down
The psychic link is undetectable by anything other than a Psy- and continue to sleep. A victim of Sleepwalk can also be verbally
chic Diagnosis or a Psychic Probe, and can only be removed by coaxed to follow the Wolf to a new location. (“Here, come over
the psychic who created the link or via a Psychic Purification or to the easy chair where it is more comfy” or “outside where it is
Psychic Surgery. The only way to throw a Wolf off the trail and cooler.”) Unless it is painfully cold or raining, or he is physically
break the link is to get out of tracking range for more than 30 attacked, the sleepwalker will not awaken. As always, the sleep-
minutes or to subdue or kill him (which is difficult). walker is sound asleep the whole time and remembers nothing
The Wolf uses Locate & Track Mark with the hope the un- when he awakens. Not even if he or she is led to a different room,
wittingly suspect leads him to the target of the manhunt or the taken outdoors, or walked into a waiting vehicle.
location of his cohorts/associates or co-conspirators, boss, loot, c) To frame somebody. Once the sleepwalker has reached the
hideout, victim, fence, contraband, the Black Market, etc. The desired destination, the sleeping person can and be left standing
ability does not let the psychic hear or see anything, nor tap into there asleep, allowed to sit or lay down (cozy or not), and posed
thoughts or emotions, just the marked individual’s general loca- with something to hold like a bloody knife or smoking gun, in-
tion, the direction he is traveling, and general speed. criminating evidence, food, etc. The victim can even be made to
change his clothes, but changing a complete set of close takes
5. Sleepwalk (Psi-Slayer Ability). plenty of coaxing and 1D6 minutes of time to accomplish.
Range: Close proximity or up to 12 feet (3.6 m) away; a clear d) To put a sleeping individual in a calm state to read his
line of sight is required. dreams, or to induce nightmares and monitor those.
Duration: Five minutes per level of experience, or having walked e) Mischief. Sleepwalking also has the potential for silly
up to 1,000 feet (305 m), whichever comes first. If comfortable, pranks, causing confusion and a distraction, and other types of
the Sleeper continues a normal sleep until awakened. mischief.
I.S.P. Cost: 6 Waking up: The sleepwalker may awaken when the duration
Saving Throw: -3 penalty to save on potential victims who are ends, although if comfortable the person is likely to continue to
asleep or tired and ready to fall asleep. sleep. If the location is dry, warm, and comfortable, and the vic-
tim is allowed to sit or lay down, he won’t awake until his normal
The Wolf is able to place one person per level of the psychic’s
rising time or until awaken by sound or being shaken. A violent
experience into a light trance, either by eye contact and a Tele-
shaking, screaming, very loud noise, water in the face, smelling
pathic communication or a verbal suggestion. (“My, you look so
salts, freezing temperatures, and other events that would wake
tired. You should close your eyes and sleep for a little while.”)
anyone will awaken the sleeper after the psychic influence has
The victim of this hypnotic suggestion-like psionic power must be
ended. Upon awakening the person has no idea how he got to
drowsy, tired, exhausted, bored, or already asleep and fail to make
that location nor anything that happened while entranced. If taken
a saving throw vs psionic attack, and does so with a penalty of -3
back to his normal bed or where this all started, the victim of
to save. A failed save and the individual succumbs to Sleepwalk.
Sleepwalk won’t think anything odd happened in the least.
This psionic power can be used a few different ways.
If left standing, sitting and sleeping in an uncomfortable place
a) It puts an already sleeping person into a deeper sleep/
(very cold, very hot, damp, etc.) the sleepwalker wakes up in 2D6
trance so as to not be awakened by a touch or being gently repo-
minutes.
sitioned, or startled awake by loud sounds around him. This en-
Since the nature of this psionic attack is to soothe and make
ables the Wolf to search the sleeping person or a nearby backpack
the victim rest soundly, the person awakens refreshed, if con-
and gear, rifle through his belongings, or to search the Sleepwalk-
fused. Moreover, the Psi-Slayer cannot have any intention to do
er’s room or vehicle without fear of him/them being awakened by
the sleepwalker any bodily harm, like walking him into a fire or
the sounds or activity.
off a cliff, or into immediate danger, otherwise the psionic power
While in this state it takes a very loud noise, violent physi-
will not work and the potential victim is startled awake by a sound
cal jostling, or a glass or two of water splashed in the face of
or a nightmare of somebody attacking him from the shadows.
the slumbering individual to be awakened. A normal volume
conversation next to the victim’s bed, loud footsteps, running, 6. Telekinetic Air Walk (Psi-Slayer ability).
stomping, sneezing, coughing, a bump or light touch, slowly and
gently going through the sleepwalk victim’s pockets, etc., will Range: Self
not wake the slumbering individual. Moreover, the Sleepwalker Duration: 10 minutes per level of the psychic.
remembers nothing that was said or which he may have grog- I.S.P. Cost: 4
gily seen while in this trance state, not even if he had caught a Saving Throw: Not applicable.
glimpse of somebody in the shadows or heard talking or a noise Availability to Other Psychics: In addition to the CS Wolf
just before or during the Sleepwalk entrancement. This includes Manhunter, the ability to Telekinesis Air Walk is available as a
the person who placed him into the Sleepwalking trance. (“You Super-Psionic ability at the cost of 4 I.S.P. to the Psi-Slayer (see
weren’t there last night.”) Psyscape).
b) To move the victim via Sleepwalk to another location Using a form of Telekinesis, a Wolf or Psi-Slayer is able to
nearby or up to 1,000 feet (305 m) away. All the same conditions levitate himself off the ground and walk around above the ground
as described in #1 apply, except instead of letting the person sleep as if walking on thin air. This is done in order to move silently
where he is, the psychic gently pulls the sleeper up onto his feet without leaving footprints!

103
When this power is activated, the Wolf can rise up to one foot
(0.3 m) per level of experience and walk at a speed one third the
psychic’s normal Spd attribute. (Note: The Wolf can Air Walk
Manhunter O.C.C.
Stats Part 2
10 feet/3 m per level of experience and uses the ability to walk
up th side of buildings, and reach rooftops and opened windows
at higher elevations.) The CS Manhunter designated Wolf is very
much a hunter, so his application of the Air walk ability is differ- Here are the special O.C.C. Skills, Abilities, and stats that
ent than the Psi-Slayer. Moving silently without leaving tracks is round out the CS Manhunter.
excellent when on the prowl and breaking inside a building, but
most Wolves like to be low to the ground when tailing a suspect
and when tracking and enemy so they can follow a trail and tracks
Special Manhunter O.C.C. Skills
of the person(s) they are stalking. These unique skills are exclusive to human CS Manhunters
The Air Walker is able to support his own weight plus 15 only, not Psi-Hounds or Psi-Stalkers.
pounds (6.8 kg) per level of experience. Telekinetic Walk is use- Human Chameleon (50% +5%)
ful for moving between buildings (from rooftop to rooftop, over Incorruptible (50% +5%)
a ravine, etc.), gaining access to windows and balconies, and Manhunting (50% +5%)
moving silently over noisy ground like dry leaves, crisp snow, Poker Face (50% +5%)
or creaky floorboards, as well as for avoiding land mines, trip W.P. Modern Weapons Expert
wires and pressure sensors. Note: TK Air Walking adds a bonus
of +10% to the skills prowl, camouflage, climb, acrobatics and 1. NEW! Human Chameleon: CS Manhunters live a life so
escape artistry. deep undercover that not even their most trusted friends and loved
ones know they what they do for emperor and country. They are
7. I.S.P. Base: 3D6x10 I.S.P. + M.E. attribute number, and 10 ghosts that exist only as unsubstantiated rumors and legends out-
I.S.P. per level of experience. side the CS. Officially, there are no such things as CS manhunting
I.S.P. recovery is at the rate of 3 points per hour of activity, or assassins. They don’t exist in any known branch of the Coalition
12 per hour of meditation or sleep. military or law enforcement. No one, not even high ranking CS
8. Save vs Psionic Attack: As a Master Psychic the Wolf military officers and political leaders, let alone its citizens or law
needs a 10 or higher to save vs psionic attack. enforcement within the CS, have ever heard of them. This means
the Manhunters live a double life even among their own fami-
9. P.P.E.: 2D4+2.
lies and fellow citizens. To the world at large, they are ordinary
10. Additional Psionic Powers: The Wolf Manhunter pos- Coalition citizens with nondescript, bureaucratic jobs that keeps
sesses additional psychic abilities. Due to the Coalition’s training them at work all hours and “on assignment” away from home for
and orientation, these abilities are very different than those pos- days, weeks, or months at a time.
sessed by the similar Psi-Slayer O.C.C. (See Rifts® World Book They have been trained starting at a young age to be invis-
12: Psyscape.) ible, quiet, and unassuming by blending into the world around
Anti-Demon: Disrupt Bio-Regeneration (8) them. Whether manhunting or in-between assignments, they are
Anti-Demon: Fear the Righteous (8) the person who others would describe as, “One of the guys,” “No
Anti-Demon: Negate Invisibility (6) one important,” or as “There might have been a man (or woman)
Anti-Demon: Prevent Teleportation (12) present, but I can’t be sure. What did they look like? Um, I don’t
Alter Aura (2) know? Average, I guess.”
Animal Empathy (5) Joe or Jane Average is just one easy persona the CS Manhunt-
Bio-Regeneration (6) er slips on and off at will. There are dozens of similar personas
Blind Combat (5) designed to make CS Manhunters invisible and unmemorable.
Empathy (4) Like a chameleon able to change its color, CS Manhunters are
Mask I.S.P. & Psionics (7) able to seamlessly fit in with the people around them; adjusting
Meditation (0) and changing their personalities and false everyman identity in a
Mind Block (4) heartbeat. A persona that is usually unassuming, mild-mannered,
Nightvision (4) or friendly to hide in plain sight, a wolf in sheep’s clothing, ap-
Precognitive Connection (special) pearing to be nobody (or at least nobody memorable or impor-
Presence Sense (4) tant). Their ability to blend in completely with their surround-
Resist Sleep (4) ings and the people around them is so practiced and ingrained,
See the Invisible (4) Manhunters can assume any identity and persona as easily as we
Sense Evil (2) change our clothes.
Sense Magic (3) This skill is different than Undercover Ops or Imperson-
Summon Inner Strength (4) ation where the operative dons a disguise and/or uniform and
Telepathy (4) pretends to be someone else for the purpose of infiltrating the
Telekinetic Push (4) enemy. In fact, they are not masters of disguise by trade, but
Beginning at level 2 the Wolf selects one additional psychic rather masters of not being noticed by blending in and vanishing.
ability from either Physical or Super-Psionics (any). Manhunters are masters at being physical and social chameleons
who become invisible in their environment because they appear
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105
to be indistinguishable from the masses, and the least important confident in their purpose. Thus, it is nearly impossible, under
or least dangerous among them. The Manhunter’s default cover any circumstance, to bribe, corrupt, blackmail, turn, or force a CS
is to appear to be unintrusive, ordinary, and harmless. Of course, Manhunter to disobey an order, reveal a secret, betray a fellow
nothing could be further from the truth. Manhunter, or act against the office of the Emperor or the best
When a Manhunter is in chameleon mode, everything about interests of the Coalition States.
them changes: their posture, their body language, the way they Likewise, when the Interrogation or the Seduction skill is lev-
move and speak, their voice and tone, the timber and idiosyncrasy eled against a CS Manhunter, the skill’s user suffers a penalty
of their spoken words – it all changes as necessary. A Manhunt- of -50%. Making it almost impossible to break a CS Manhunter
er instinctually behaves as whatever they need to be to blend in through torture or interrogation, or get them to reveal secrets via
to remain unnoticed and unrecognized: A frightened innocent, a seduction or trickery. If the Manhunter seems to succumb to such
hapless citizen, a member of the band, a nondescript nobody in a measures there is a good chance the individual is pretending in
crowd, a faceless bystander, a helpful but unassuming stranger, a order to feed an opponent false information or set them up for
kind traveler, a simple farmer, a peasant, a slave, a cop or someone trouble and failure.
of authority (because they speak and act like they have authority; to Roll under the Incorruptible Skill only when a Manhunter is
tell people, for example, to wait here or move over there), or to be under extreme duress and persuasion to determine if the character
“some guy” at the bar or a party, and everyone in between. remains strong and true. If the number rolled is higher, the Man-
To complete the illusion, Manhunters are consummate liars. hunter may be momentarily shaken or second-guessing them-
Whipping up a story or pretense with the skill of an improvisa- selves or their orders. However, unless the skill roll fails two out
tional performer. There is no hesitation to say whatever is neces- of three times, the assassin remains loyal and unbreakable.
sary to complete their masquerade as an innocent and nonthreat- Base Skill: 50% +5% per level of experience. Exclusive to
ening Joe Nobody or Jane Citizen. It is all part of their continuous human Manhunters only.
life under deep cover and their job to be invisible in plain sight. Save vs Mind Control Bonuses and Modifiers: Manhunter
A skill bolstered by their psychic abilities to sense and see what’s training and their own formidable mind powers make them high-
boiling beneath the surface, invisible to the naked eye. ly resistant to all forms of mind control: +3 bonus to save.
CS Manhunters use their psionic abilities to read a situation, When a CS Manhunter fails to save vs mind control psionics,
person, or group of people and respond accordingly. This enables magic, or possession, any command to harm the Emperor, one of
them to become whatever they sense the people around them ex- the Emperor’s family members, a top-ranking CS officer, leader,
pect or want them to be. Psionics like Empathy, Telepathy, Read or key CS target is still likely to break them free of mind control.
Psychic Impression, and others, enable them to mimic the emo- This is because these zealous super-patriots are trained to resist
tions and frame of mind of the crowd or a specific person. In and oppose a controlling will even when under assault by outside
short, Manhunters’ psychic powers helps to inform them on how forces.
to react, fit in, and win over strangers. Moreover, the assassins First, roll to save with the +3 bonus every time such a com-
are likely to be able to tell when others view them with suspicion, mand is given.
fear, or hostility. Alerting them their cover may have been blown If the Manhunter saves, the psychic’s mind and willpower are
or they are in danger for one reason or another. Critical informa- restored in an instant, and the individual will respond accord-
tion allowing them to pivot and adjust to behave in a manner to ingly.
win over those people, blend in, or to know when it is time to exit If the roll to break free of mind control fails, there is still hope.
and slip away into the shadows. The Manhunter’s fanatical loyalty and borderline psychotic dedi-
Base Skill: 50% +5% per level of experience, +10% in crowds cation to the Emperor and his vision for the CS remains so pow-
and chaotic, panicked situations. In addition, any characters with erful and incorruptible, the psychic is able to sabotage the com-
the I.D. Undercover Agent skill trying to I.D. a Manhunter who mand to do harm even when being mind controlled. To inflict
is actively engaged in chameleon mode, does so with a skill pen- such harm simply goes against every fiber of their being and they
alty of -20%. Exclusive to human Manhunters only. resist and sabotage such attacks on a subconscious level.
Note: This skill is different than the Undercover Ops skill - Reduce the roll on Perception, initiative and rolls to strike,
which involves a cover identity, false identification papers, and disarm, entangle/grapple by half!
infiltration of a group or organization. An undercover operative - An attack that should succeed is fumbled (a failed roll to
is also usually part of a larger, formal, police or military endeavor strike or a failed skill roll), resulting in one of the following. Roll
with surveillance in place and backup waiting in the wings. A percentile dice:
Manhunter or Manhunter Team is always on a secret mission and 01-25% A grazing shot that inflicts the least damage possible
on their own. Manhunters may, of course, also have the Under- (a scratch/virtually no damage) or a botched skill roll or fumble.
cover Ops skill and engage in such infiltration and undercover 26-50% Close, but a complete miss of the intended target. The
work. attack inflicts inconsequential damage to property, but nothing
life threatening to people. Moreover, the attack should alert de-
2. NEW! Incorruptible: Fierce loyalty compels CS Man- fenders they are under attack and allow them to protect or usher
hunters to follow orders and serve the Emperor without question the intended target to safety, and escape.
or hesitation. Every CS Manhunter is ready and willing to kill or 51-75% A fumbled attack that kills a spy, henchman, or ac-
be killed in the line of duty. That includes sacrificing teammates complice of the enemy who is controlling the Manhunter, pro-
and loved ones when necessary. Whatever the Emperor asks of vided the assassin knows their identity. If that is not an applicable
them, especially if the request comes directly from his lips, they option, the least important person in the target area is struck with
execute without doubt or regret. They are proud of their work and full damage and probably killed.
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76-85% A fumbled attack that not only misses the intended tar- of individuals to get information without their realizing they have
get, but creates cover that enables the person(s) to flee and escape. unwittingly given up information about the target.
This could include knocking out power and providing the cover of Manhunting also includes the fundamentals of detective work,
darkness, creating smoke or fire, causing the crowd to panic and such as finding, recognizing, collecting, and piecing together
flee creating cover and distraction, sounding an alarm, etc. clues and evidence, noticing details, quirks and habits that might
86-00% One failed skill roll or strike after another. The mind- reveal a target’s location or intentions, or lead to more clues and
controlled assassin keeps missing or fumbling their skill rolls, evidence. Manhunters follow leads, unravel secrets, watch and
and gets a new roll to break free of the mind control after every learn, etc., to find (and kill) their quarry, or to flush a target out
failure. into the open. Note: Surveillance/Tailing is a separate skill, just
Note: Attacks against complete strangers, outsiders, and en- as Tracking (Humanoids) and other skills and methodology may
emies of the CS such as practitioners of magic, D-Bees, monsters, be part of a Manhunter’s skill set.
and demons are not met with any resistence and are delivered As is always the case, CS Manhunters are trained to use their
with their usual precision and lethal power. array of psionic abilities to supplement their skills. Powers such
as Empathy, Telepathy/Mind Reading, Object Read, and abilities
3. New! Poker Face (and Appearing Innocent): CS Man- to see, read, sense, and know things the normal five senses can-
hunters are trained to conceal their thoughts, emotions, inten- not detect are a profound help in manhunts. The combination of
tions, and psychic abilities. As a result, they have purged them- skills and ESP (extra-sensory perception) gives CS Manhunters a
selves of any “tells” that might betray them even while using tremendous advantage in tracking, locating, identifying, and liq-
their extraordinary powers. They have excellent poker faces and uidating targets. Note: The Manhunter team leader, known as the
seldom display obvious reactions or true emotions. Not even Eagle, seldom possesses psionic abilities, but all other Manhunt-
when faced with the most disturbing revelation or dire informa- ers are Master Psychics. And though most people do not think
tion gleaned from a mental probe, psychic reading, premonition, of them as psychics, per se, Dog Boys, Kill Hounds, and Psi-
or use of a psychic ability. Their expression and body language Stlakers all possess Master Psionics and the ability to sense and
never change to tip off their plan of action, own thoughts, pur- hunt creatures of magic and supernatural beings.
pose, or aggression. Base Skill: Rather than a percentage for success, the Man–
These wolves in sheep’s clothing hide in plain sight by appear- Hunting skill involves the art of role-playing, the bonuses below,
ing to be nothing more than Joe Average. Their emotions decep- and other considerations for each type of Manhunter that follows.
tively reflecting what they want people to see. (See #1, Chame- G.M.s, provide clues and leads gleaned from Non-Player Char-
leon, above.) Even as they extract information from a person’s acters, psychic readings, and physical evidence as you determine
thoughts or close in for the kill, their true intention is masked to be appropriate. The skill also provides the following bonuses:
by a smile or placid expression as they slip a dagger between a ! +3 on Perception Rolls to recognize signs, evidence, and the
victim’s ribs. presence of dark magic and/or supernatural evil.
Remember, despite being powerful Master Psychics, CS ! +2 on Perception Rolls to recognize signs of possession or
Manhunters exist “off the books” and are not Registered Psy- mind control.
chics within the Coalition States. They are unknown to all but ! +2 on Perception Rolls to recognize clues, evidence, and de-
the Psi-Ops Administrator (Emperor Prosek and his two trusted tails whether they are physical, verbal, or psychic impressions/
advisors). As a result, whenever using psionic abilities within the feelings that may lead to additional clues, evidence, informa-
CS, they do so in a way that is not obvious. If seen using psionics tion, or the target’s location.
in public, they will be reported and arrested as an unregistered ! +2 on Perception Rolls to recognize the connection and sig-
psychic and a suspected spy or rule breaker. Moreover, as “cha- nificance of clues and evidence in order to piece them together
meleons” or “ghosts,” Manhunters usually try to be inconspicu- to see the bigger picture or to identify perpetrators, associates,
ous and conceal their intentions, activities, and powers. and the location of their target(s).
Base Skill: 50% +5% per level of experience. Exclusive to ! +2 on Perception Rolls to evaluate whether a person is being
human Manhunters only. straightforward and genuine or evasive and disingenuous, or
holding back. If nothing else, this suggests the person is not
4. NEW! Manhunting: The definition of manhunter is, one
being forthright and may be a) lying, or b) hiding something/
who hunts men. But what does that actually entail?
knows more than they are willing to admit, c) may be guilty of
For CS Manhunters, the Manhunting skill includes a number
the crime or knows the person(s) responsible, or d) is trying to
of mixed training elements. First and foremost, is a deep under-
protect someone else.
standing of human behavior and psychological profiling, in in-
cluding human, D-Bee, and demonic behavior and psychology.
! +10% to I.D. Undercover Agents when the Manhunter has that
skill, or a base 10% chance without that skill to recognize and
This enables the Manhunter to surmise and anticipate how a par-
identify undercover operatives, undercover police or military
ticular target is likely to react, where they might go or hide, who
personnel and fellow Manhunters.
they might approach for help, how they are likely to behave when
cornered or approached, possible escape routes, the level of risk 5. NEW! W.P. Modern Weapons Expert: A familiarity with
they are willing to take, what’s important to them, and so on. most types of conventional and military grade handheld weapons;
Profiling and psychology are also applied when questioning everything from revolvers, pistols and rifles to energy weapons.
known associates and eyewitnesses in order to glean information Does not include explosives or melee weapons. Bonuses: +1 to
about the target, their likely plans, and whereabouts. This often strike with modern weapons at levels 1, 3, 6, 9, 12 and 15. Note:
involves seemingly innocent questions and subtle manipulation This skill is not available to Psi-Hounds or Psi-Stalkers.

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CS Manhunter O.C.C. Psionic Abilities tion. Note: Enemies and those with opposing views or allegiance
are NOT affected by this Empathic Transmission.
See the Animal Totem Designations for the specific psionic
powers and areas of specialty for each type of Manhunter. Heroic Resolve is a unique Empathic Transmission ability ex-
clusive to the CS Manhunters. It is born from the power of the CS
Eagle – Team Leader (non-psychic) Manhunters’ own, very real and fanatical sense of duty, loyalty,
Hummingbird – Zapper valor, and devotion to the Coalition States and all it represents.
Owl – Precog All Manhunters are super-patriots able to radiate and spread their
Panther – Mind Melter own sense of earnest heroic resolve, confidence, and courage to fel-
Ram – Burster low Manhunters, CS soldiers, CS law enforcement, CS citizens, and
Raven – Psi-Mechanic & Psychic Sensitive people who share a common enemy, common cause, or have a na-
Spider – Diviner tion/people to fight for. The Manhunter who is transmitting Heroic
Viper – Psi-Healer Resolve must spend the six P.P.E. and make a deliberate appeal with
Wolf – Psi-Slayer the intention of motivating others by inspiring confidence, courage,
This includes known psychic abilities and unique psionic and fighting resolve in a stirring speech that touches the hearts and
powers for the 9 different human CS Manhunters. Each animal minds of sympathetic listeners. The result instills confidence and
totem represents the Manhunter’s personality type, orientation, courage to stand strong and fight regardless of the odds.
training, and psychic abilities. The Animal Designation indicates The Empathic Transmission: Heroic Resolve is able to work
the way the Manhunter thinks, behaves, and sees themselves in on groups of people because it does not try to impose an alien
the world and as the hand of the Emperor., each one trying to live idea, emotion, or ideology, but rather it inflames existing passion
up to the heroic symbology of their specific animal. and bravery. It quells doubt and fear and inspires heroism and
What follows below, however, is the one, unique psychic abil- valor against the enemy even when the forces face impossible
ity possessed by ALL human CS Manhunters. odds. This is an excellent way to defeat psychological warfare
often deployed by evil supernatural beings who use fear and in-
Empathic Transmission: Heroic Resolve (Special) timidation as weapons against mortals.
Range: Every person who hears the Manhunter give a stirring, Heroic Resolve makes morale and confidence run high and pro-
motivational speech to instill confidence, courage, and fighting motes fighting forces to be united, motivated, and true while wait-
resolve, even when up against impossible odds! ing for the battle to begin. Such positivity and gung-ho attitude lasts
Full bonuses when the Manhunter is physically present, vis- while waiting for the confrontation to begin, provided the psychic
ible, and heard directly by those listening, up to a 100 feet (30.5 remains visible among the troops for the duration. Reduce duration
m) away. of resolve by half if the CS Manhunter does not remain present and
Reduce the bonuses, listed below, by half when the Heroic visible. When the battle begins, those affected enjoy the combat bo-
Resolve is heard “live” over a radio, video, or PA system. nuses listed below to bolster their confidence, commitment, and her-
This Empathic Transmission works best when the psychic is oism to win the day. In addition, their bold spirit and valor inspires
nearby or visible in the distance to give a “live” speech, but it also other fighters around them with confidence even if they did not hear
works when his voice is heard “live” over a Public Announce- the Manhunter’s rousing speech themselves. However, this second-
ment system, radio transmission, or audio/video display on ary influence does not bestow any of the bonuses below.
screens/monitors like those used at sports stadiums and concerts. Heroic Resolve Bonuses: Those affected are filled with heroic
In the latter case where the speech is electronically transmitted/ valor and confidence. They believe the inspiring words and vote
simulcast (uncommon), the range can be increased 100 fold, but of confidence from the speechmaker and are motivated to fight
reduce the bonuses by half. Only those who are within a 100 feet and be victorious! They battle with a cool head, bold confidence,
(30.5 m) of the psychic receive the benefit of full bonuses. Such and courage. (Fan Boy Aside: Robotech® fans might think of
a stirring speech is typically made live in front of a squad, pla- this effect in the framework of the motivational battle hymn, We
toon, or company (200-300) of fellow soldiers, patriots, or people Will Win, sung by Minmei during the epic battle between Earth’s
fighting for a common cause, goal, or nation/kingdom/group. defenders and the Zentraedi fleet; only on a smaller scale, or the
Special Requirement: Requires a short, but passionate and rous- speechifying of William Wallace to motivate his troops against
ing speech intended to motivate, embolden, and rally the troops. a superior army as portrayed in the movie Braveheart. There are
Duration: Varies depending on circumstance and the waiting many examples that can be drawn from history and fiction.)
time before a battle. Bonuses from Heroic Resolve: The bonuses go into effect as soon
1D4 hours per experience level of the Manhunter to raise and as the appeal is completed, but usually don’t come into play until the
maintain the morale of troops “before” a battle/assault begins. onset of combat. In battle they last for 1D4x10 minutes; double if the
1D4x10 minutes of actual combat; double if the speech-mak- Manhunter who gave the speech fights amongst them or leads the
ing Manhunter is fighting with them or leading the charge. fighting force into combat and remains at their side. When the dura-
All bonuses vanish, however, when the Manhunter who has tion ends the fighters battle on without these bonuses.
inspired Heroic Resolve is seen slain or taken out of action. ! No Perception Roll penalties regardless of the chaos and hor-
I.S.P.: 6 ror of battle. They are as sharp, alert, and responsive as ever.
Saving Throw: Standard, though not usually applicable as most ! +5% bonus to all skills needed to accomplish their combat
subjects listening are comrades/fellow soldiers/patriots who share goals, thwart the enemy, and/or save lives because they re-
the same frame of mind and goal, so they welcome the psionic main confident, unshaken, and coolheaded for the duration of
nudge to be bold and brave in the name of a beloved cause or na- the Heroic Resolve.
! +2 to save vs Horror Factor.
108
! +2 to save vs fear or confusion generated by psionic attacks, sacrifice their lives foolishly or without good reason. They are
magic, illusions, or demonic aura. Even those who fail to save ruthless survivors best regarded as venomous serpents that are
remain so defiant and motivated that the usual penalties and hard to kill and seldom seen coming until it is too late.
duration of such penalties are reduced by half! O.C.C. Skills: All human CS Manhunters have the skills listed
! +2 to save vs possession. below. (Dog Boys, Kill Hounds, and Psi-Stalkers as per their
! +1 on all other saving throws. respective O.C.C.s/R.C.C.s.)
! +10% to save vs coma/death for the duration. Human Chameleon (as described above)
Note: The Manhunters’ squad leader, the Eagle, is just as pas- Incorruptible (as described above)
sionate and patriotic as any Manhunter, perhaps more so, but most Land Navigation (+10%)
Eagles are not psychic and cannot use Heroic Resolve on anyone, Lore: Demons & Monsters (+15%)
with one notable exception: Their fellow Manhunters and CS Lore: Psychics & Psionics (+20%)
troops! Because the Eagle is so trusted and highly regarded, espe- Manhunting (as described above)
cially by the Manhunters, Psi-Stalkers, and Psi-Hounds under his Performance (+20%)
command, his words and leadership have great power. As a result, Pilot: Two of choice (+10%), any, excluding Robot Combat
the Eagle can unleash Heroic Resolve upon troops under his com- skills, but may include Horsemanship: General (+10%).
mand without P.P.E. cost whenever he needs to inspire and moti- Poker Face (as described above)
vate them. HOWEVER, the bonuses listed above are half. Radio: Basic (+5%)
Research (+10%)
Surveillance (+20%)
CS Manhunter O.C.C. Stats – Part Two Undercover Ops (+10%)
Also Known As: CS Bogey-Man and Ghost Assassin. W.P. Modern Weapons Expert (as described above)
Rank: Commissioned Officer starting at First Lieutenant. Maxi- W.P. Ancient, three of choice.
mum rank is Colonel. Hand to Hand Combat: Varies per Animal Totem Designation.
Race: Humans only. No exceptions. Note: Any Psi-Stalkers (a hu- See CS Manhunter Animal Totem Designation & Symbology
man mutant) and Psi-Hounds on a “Manhunter team” are not before you go any further! The 9 Animal Totem Designa-
true CS Manhunters as described in these pages. Create those tions define each specific type of CS Manhunter, their nature,
characters using the O.C.C./R.C.C. skills and abilities under the the list of Skill Packages from which one can be selected, and
specific Psi-Stalker, Dog Boy, and Kill Hound character classes. their additional stats, unique abilities, and full range of psionic
Psionic Requirements: With the exception of the Eagle, all powers. Expansive descriptions of each Animal Totem Desig-
Manhunters are Master Psychics with an array of psionic abili- nation are presented at the beginning of this section about the
ties per their Animal Totem Designation. Pick one designation Manhunter O.C.C. (starts page 70).
and select the skill package and psionic abilities of that desig- Summary of CS Manhunter Animal Totem Designations &
nation to finish your CS Manhunter. Symbology: A CS Manhunter can be any of the following nine
Attribute Requirements: I.Q. and M.E. of 9 or higher. A high categories of Master Psychics working under the auspices of
M.A. and P.P. attribute are also helpful, but not required. Psi-Ops. All answer only to the Psi-Op Administrator, the Em-
Alignment and Personality: Any, but most are Aberrant (60%; peror, himself.
honorable evil) or Anarchist (20%), only 20% are another Eagle – Team Leader
alignment (any). Hummingbird – Zapper
Remember, CS Manhunters are true believers fiercely dedi- Owl – Precog
cated to the ideals of the Coalition States and sworn to pro- Panther – Mind Melter
tect the Prosek family at all costs. Manhunters see themselves Ram – Burster
as the Coalition’s invisible guardian angels. They, like their Raven – Psychic Sensitive, Spy & Anti-Magic Specialist
cherished Emperor, are willing to make the hard calls and be Spider – Diviner
ruthless in their efforts to preserve the ideals of the Coalition Viper – Psi-Healer
States and protect the Emperor by any means necessary. Any- Wolf – Psi-Slayer
one who poses a threat to the Emperor or their nation is to be O.C.C. Related Skills: Instead of selecting an array of O.C.C.
terminated. That includes seditious CS leaders and any trai- Related Skills as usual, first select one of the Animal To-
tor, nonhumans, monsters, demons, or practitioners of magic. tem Designations to understand the Manhunter’s nature
Manhunters are dedicated protectors and agents of humanity and psionic powers. Expansive descriptions of each Animal
ready to die in the service of their Emperor and nation. Designation, their additional stats, and psionic powers can be
Whereas the nation and the citizens of the Coalition States found earlier in this section.
come first for most soldiers, police, and citizens, it is Emper- After you have selected your Manhunter Animal Totem Des-
or Prosek and his family who come first for CS Manhunters. ignation select ONE of the Manhunter O.C.C. Related Skill
Whatever the Emperor asks of them, they do without question Packages described below, from the list available under the
or hesitation. It is only a slight exaggeration to suggest the CS Animal Totem Designation. Each Designation lists the “Skill
Manhunters and many within Psi-Ops and Psi-Battalion re- Packages” available to that specific type of CS Manhunter.
vere Emperor Karl Prosek as the Savior of Humanity, if not as Usually those that best complement their animal totem, psionic
an actual god. Zealous, loyal, super-powered (psychic) patri- abilities and work as a Manhunter. Only the Eagle, Panther, and
ots willing to kill and be killed as the situation demands. That Wolf can choose from the entire list. Note: These Skill Pack-
said, CS Manhunters are resourceful in the extreme and never ages are never available to Psi-Hounds or Psi-Stalkers.
109
Manhunter Skill Package Categories: Basic Electronics (+15%)
Assassin Computer Operations (+15%)
Combat Computer Repair or Computer Programming (+10%)
Communications Language: One additional of choice (+15%), any.
Demon Manhunter Literacy: American (+10%)
Manhunting Electronic Countermeasures or Computer Hacking (+10%),
Medical Manhunter pick one.
Spycraft Sensory Equipment (+10%)
Strategic Psychology T.V./Video (+20%)
Wheelman Bonuses: Additional +5% to Radio Basic and Surveillance skills.
Manhunter Skill Package Descriptions: Demon Manhunter Skill Package: Training and expertise in
Assassin Skill Package: Training in the art of assassination identifying, hunting and slaying supernatural evil. This includes
– e.g. killing quietly and without being seen. Attacks usually in- the most strategic and effective ways to us psionics against the
volve the element of surprise, ambush, and psionics. supernatural, particularly Anti-Demon Super-Psionics.
Boxing or Kick Boxing, pick one. Lore: Faeries & Creatures of Magic (+15%)
Climbing (+20%) Lore: Magic (+10%)
Disguise (+15%) Tracking (people AND in this case, demons; +20%)
Prowl (+30%) Wilderness Survival (+15%)
Sniper Special! Manhunter Demon Slayer Training within the Skill
Tracking (people; +15%) Package: This Advanced Training goes way beyond Lore: De-
Recognize Weapon Quality (+20%) mons and Monsters. The depth of knowledge from this advanced
W.P. Ancient: Select two of choice. training provides a comprehensive understanding of demonkind,
Special! Size-Up Situation Skill Within the Assassin Skill Pack- including the demons of Hades and Deevils of Dyval, their defin-
age: Training to size-up one’s opponents, notice concealed weap- ing characteristics, behavior, society, hierarchy, powers, minions,
ons and items that could be used as improvised weapons, notice associates, strategies and tactics, and their identification. The De-
alarms and security systems, and being able to tell if a cause of mon Slayer is able to recognize demons and Deevils by their foot-
death is murder. prints, claw marks, bite marks, by how it kills, the weapons and
+2 on Perception Rolls to notice concealed weapons. magic it uses, what it does to the bodies of its victims/prey, the
+2 on Perception Rolls to notice ordinary objects that can be parts it may eat, what it leaves behind or takes with it, its choice
used as weapons or shields with which to fight and kill. in henchmen, as well as the symbols and markings they may use,
+3 to notice guards, police, and security systems (cameras, alarms, and the symbols that represent them in religious and magic texts,
motion detectors, etc.) as well as avenues of entry and escape. including symbols used to summon them in magic rituals. Base
+3 to recognize when a dead body is the victim of murder and Skill: 64% +3% per level of experience.
the apparent cause of death. The latter is an educated guess based Bonuses: When facing demons and other evil supernatural op-
on training and experience. Confirmation and the exact cause of ponents: +1 attack per melee, +2 to save vs demonic possession,
death needs to be confirmed by a medical examiner. The Man- demonic mind control, and illusions, +1 to save vs Soulmancy,
hunter assassin can also tell if a corpse is recently deceased (min- Witchery and other dark magicks. These bonuses do not apply
utes and still warm), has been dead for approximately one hour, when the opponent is mortal.
less than 12 hours, or more than 24 hours. +3 on Perception Rolls to recognize the signs, traits, and pres-
Bonus: +10% to the Tailing ability found within the Surveillance ence of the demonic, including Hell Pits and the components used
skill to follow someone without being seen. to make them (such as Blood Pillars, etc.), Hell plagues, dark
magic, demonic weapons and vehicles commonly used by the
Combat Skill Package: Training and expertise in the fighting Minions of Hell and the Splugorth; and always recognizes de-
arts, sabotage, and military combat operations. monic beings, sub-demons, and hosts when they see them.
Boxing or Wrestling, pick one.
Camouflage (+20%) Manhunting Skill Package: An area of expertise and subse-
Demolitions (+10%) quent skills useful in hunting, locating, and bring to justice fugi-
Demolitions Disposal (+10%) tives and enemies of the Emperor or the Coalition States. For CS
Detect Ambush (+20%) Manhunters, “justice” is the termination of the target.
Detect Concealment (+10%) Barter (+15%)
Military Etiquette (+15%) Crime Scene Investigation (15%; no requirements necessary)
Weapon Systems or Wilderness Survival (+10%) Detect Ambush (+10%)
W.P. Heavy M.D. Weapons Disguise (+15%)
W.P. any, two of choice. I.D. Undercover Agent (+15%)
Bonuses: +2D6 to S.D.C., +1 to disarm, +1 to pull punch, +1 to Interrogation (+10%)
roll with impact, and +1 to save vs Horror Factor. Prowl (+15%)
Streetwise (+20%)
Communications Skill Package: An area of expertise and Tracking (people; +25%)
skill in communication and the use of electronics. Wilderness Survival (+10%)
Barter (+20%)
110
Bonuses: +1 on Perception Rolls involving recognizing nervous Biology (+10%)
and suspicious behavior, and +10% bonus to Land Navigation, First Aid (+10%)
Human Chameleon, Poker Face, and Surveillance skills. Interrogation (+20%)
Literacy: American (+20%)
Medical Manhunter Skill Package: This medical skill pack- Lore: D-Bees (+20%)
age is not designed so much for healing as it is for manhunting Psychology (+20%)
and murder. The Brewing and Chemistry: Pharmaceuticals skills Public Speaking (+10%)
have field applications for healing and pain management, but Seduction (+30%)
also for manhunting. Brewed concoctions and drugs may be used Wardrobe & Grooming (+5%)
to cause inebriation or sedate people to incapacitate watchmen, Bonuses: +5% to Performance, Poker Face, and Undercover Ops
guards/protectors or to create a distraction in order to get to the skills.
target, or to drug or poison the target. +2 on Perception Rolls to recognize dangerous psychological
Other skills involve determining the cause of injury, illness, behavior and illness, shape-shifters, D-Bees in disguise, people un-
or death for the purpose of assessing data, finding evidence, and der the influence of possession (all), booze, drugs, magical charms,
piecing together clues by examining living subjects and the re- mind control, and magical illusion. They also notice nervous ticks
mains of the dead. These skills also have applications for torture and behavior indicating stress, fear, anxiety, anger (and the likeli-
and interrogation, especially when combined with certain psionic hood of acting out in violence), and suspicious or inappropriate
abilities such as Bio-Manipulation, Empathic Transmission, Em- behavior. Anthropology and psychology helps the Manhunter un-
pathy and Telepathy (to read emotions and minds under duress). derstand and recognize behavioral traits, anxiety, and instability in
Biology (+20%) humans, D-Bees, and most sentient beings including demons.
Brewing: Medicinal (+15%)
Chemistry (+10%) Wheelman Skill Package: Training and expertise as a get-
Chemistry: Pharmaceutical (+10%) away driver, racing, and the operation of a wide range of wheeled,
Field Surgery (+10%) tracked, and hover ground vehicles.
Forensics (+20%) Automotive Mechanics (+10%)
Holistic Medicine or Psychology (+10%), pick one. Basic Mechanics (+10%)
Mathematics: Basic (+30%) Combat Driving
Paramedic (+15%) Find Contraband (+10%)
Bonuses: +3 on Perception Rolls to notice and recognize the Roadwise (+20%)
physical injury, cause of death, find evidence of murder, and Streetwise (+14%)
clues to who or what might have been responsible by examin- Special! Expert Driver (Ground Vehicles) Skill within the Package:
ing physical specimens, live subjects, and remains of the dead. A familiarity with most types of conventional and military ground
Reduce bonus by half if the individual is only allowed to see the vehicles from cars and trucks to hover vehicles and tanks. Does not
subject from a distance. include robot vehicles, power armor, water vessels or aircraft.
+2 on Perception Rolls to recognize vehicle quality and obvi-
Spycraft Skill Package: An area of expertise involving spy- ous flaws, defects, or mechanical issues.
ing and the gathering of information. This includes casing a loca- +3 to Perception Rolls to recognize dangerous road conditions.
tion for invasion or assault, gaining access to a target, and identi- Bonuses: +2 to roll with impact from collisions and crashes,
fying accomplices and new threats. +10% to all vehicle piloting skill rolls including evasive maneu-
Computer Operation (+10%) vers, attacks, stunts, and tricks.
Disguise (+20%)
Escape Artist (+10%) Secondary Skills: None. The O.C.C. Related Skill Package and
Forgery (+15%) psionic abilities presented under each Manhunter Animal To-
Impersonation (+20%) tem Designations more than make up for no Secondary Skills.
Interrogation (+15%) Psionic Powers: As per the Animal Totem Designations previ-
Intelligence (+20%) ously described, starting on page 70.
Palming (+10%) Standard Equipment: One suit of standard Dead Boy Armor,
Pick Locks (+10%) one weapon for each Ancient and Modern W.P., three E-Clips/
Prowl (15%) ammo-clips for each modern weapon, six E-Clips for the Man-
Bonuses: +1 on Perception Rolls to recognize nervous and suspi- hunter’s favorite rifle and sidearm, one silver-plated survival
cious behavior, shape-shifters, and humans and D-Bees in dis- knife (1D6 S.D.C.), one Vibro-Blade of choice (typically a Vi-
guise, and +10% bonus to Land Navigation, Human Chameleon, bro-Knife or Sword), three signal flares, distancing binoculars,
Poker Face, Surveillance, and Undercover Ops skills. PC-3000 hand-held computer, PDD pocket audio recorder, por-
table language translator, digital camera, pocket flashlight, pen
Strategic Psychology Skill Package: An area of expertise flashlight, pocket mirror, cigarette lighter, roll of duct tape, 100
that involves reading and assessing people and situations, profil- cable ties (suitable for use as handcuffs/restraints), compass, gas
ing, and psychological manipulation and mind games to confuse, mask, one pocket notepad or sketchbook, 1D4+1 pens or mark-
trick, intimidate and get information out of people, as well as ers, two spare sets of traveling clothes, one set of dress clothes,
predict their most likely emotional response/reaction to specific trench coat or jacket, 1D4 sacks, backpack, satchel, sleeping
types of stimuli and situations. bag, two canteens, 1D6 sets of identity and travel documents
Anthropology (+15%)
111
each with a different identity (best quality fakes), a high quality es, Psi-Battalion operatives, law enforcement, Psi-Ops agents, fel-
forgery of a Coalition Citizen’s I.D. card along with a weapons low Manhunters, and those suspected to have been compromised
permit (for the CS identity), as well as a “real” CS citizen’s I.D. or empowered by evil supernatural and/or magical forces.
card (kept at home) and some personal items.
Upon assignment, the Manhunter may be given access to

Psionic
nearly any CS or Northern Gun weapons, body armor, special
gear, and small vehicles (usually a hovercycle, jeep, or some sort
of ATV), clothing, credits, and false identity papers required for
the mission. Note: Manhunters are expected to be independent
and resourceful in the field, and are authorized to “acquire” –
steal or kill – to get additional items and resources as they deem

Powers
necessary or desirable to maintain their undercover identities
(or improvise new ones) and accomplish their mission.
Special weapons, gear and money may also be noted under
the Animal Totem Designation for each Manhunter.
Appearance: As required to get the job done. That may be a
CS military or law enforcement guise, independent merce-
nary, adventurer, merchant, traveler, vagabond, farmer, mage,
or whatever is necessary. Appearance is likely to change for
these human chameleons as the situation requires.
Cybernetics/Bionics: None, because cybernetics interfere with
psionics. Bio-Systems, however, are available to replace lost
limbs and organs and for minor augmentation. Only the Eagle
starts with implants and can receive bionics. (See the Rifts®
Bionics Sourcebook for the full range of cybernetics, bionics,
and Bio-Systems. That sourcebook also offers more informa-
tion about City-Rats, Cyber-Snatchers, and Body-Chop-Shops.)
Money: Human Manhunters receive a salary of 8,000-10,000
credits per month deposited into their CS citizen bank account,
but they are not in it for the money.
In the field: 2D6x1,000 in credits, and 5D6x1,000 credits’
worth of Black Market items. Additional funds may be de-
posited into a clandestine account, probably within the Black
Market, as needed for specific assignments.
In addition, each Manhunter may have one or more ac-
counts in other nations, kingdoms, cities, one or more ‘Burbs,
and with the Black Market as part of their cover for operations
outside the Coalition States. These are usually funds the CS
knows nothing about, but which are seldom used for personal
gain, but rather to further their clandestine identities and op-
erations on behalf of the CS.
On occasion, some CS Manhunters establish adventurer
and criminal partnerships or businesses, perhaps even a lover
or family, to create an ironclad undercover identity for one
or more of their secret identities. That said, the vast majority
avoid such ties and prefer to remain “ghosts” with no ties to
any person or place other than Emperor Prosek and the CS.

Who hunts rogue Manhunters?


This is practically a rhetorical question because few Manhunters
ever go rogue or turn against the CS. On the rare chance one does,
he or she is hunted down by fellow Manhunters and terminated with Note: The complete list of psychic abilities below are non-exclu-
extreme prejudice. Traitorous CS Manhunters are despised above all sive psionic abilities. Bold indicates new or revisited and expanded
others and hunted with relentless pursuit and slain without mercy. psionic abilities.
One of the Manhunter’s roles during the Minion War will be This list does not include psionic powers that are exclusive and
hunting down suspected traitors and spies within the CS military specific to certain Master Psychic O.C.C.s, such as Dowsing or the
and government. No one is off limits to them, including military and Spirit Slayer Blade.
political leaders, MIA (find and rescue or terminate) and AWOL Abilities not found described in this sourcebook can be found in
military leaders (find and rescue or terminate), rogue special forc- the core rule book.

112
Healing Psionics Sensitive Psionics Super-Psionic Powers
Bio-Regeneration (6, see Rifts) Animal Empathy (5) Anti-Demon: Deviant Good Impulse (8)
Call to Life (8) Astral Projection (8) Anti-Demon: Disrupt Bio-Regeneration (8)
Deaden Pain (4) Blind Combat (5) Anti-Demon: Exorcism Purge (20)
Detect Psionics (6) Clairvoyance, Revised (4) Anti-Demon: Fear the Righteous (8)
Exorcism (10) Commune with Spirits (6) Anti-Demon: Flames of Rage (8)
Healing Touch (6) Dream Reading (5) Anti-Demon: Negate Invisibility (6)
Increased Healing (10) Empathy (& Telepathy, 4), Revisited Anti-Demon: Prevent Teleportation (12)
Induce Sleep (4) Implant Image & Memory Bit (10) Anti-Demon: Spirit Slayer Blade (30)
Meditation, Revisited (0) Intuitive Combat (10) Bio-Manipulation (10)
Psychic Diagnosis (4) Machine Ghost (12) Bio-Regeneration (Super, 20)
Psychic Purification (8) Mask I.S.P. & Psionics (7) Earworm (6)
Psychic Surgery (14) Mask P.P.E. (4) Electrokinesis (varies)
Psychic Tether/Life Line (4) Meditation, Revisited (0) Empathic Chaos Attack (6)
Resist Fatigue (4) Mind Block (4) Empathic Transmission (6)
Restore P.P.E. (4+) Object Read, Revisited (6) Facial Recognition Loss (10)
Share Pain & Suffering (4) Open Third Eye (5) Forget (10)
Stop Bleeding (4) Precognition/Premonition (10) Group Mind Block (22)
Suppress Fear (8) Precognitive Connection (0,5, or 10) Group Trance (15)
Transfer Hit Points (2) Presence Sense, Revisited (4) Hydrokinesis (Varies)
Transfer I.S.P. (4) Psychic Imprint (3 or 1) Hypnotic Suggestion (6)
Psychic Probe (6) Induce Dream/Nightmare (10)
Physical Psionics Read Dimensional Portal (6)
Read Psychic Impression (2, objects)
Mentally Possess Others (30)
Mind Block Auto-Defense (special)
Alter Aura (2) Read Psychic Residue (5, places) Mind Bolt, revisited (varies)
Brain Fog (6) Remote Viewing (10) Mind Bond (10)
Deaden Senses (4) See Aura (6) Mind Wipe (special)
Death Grip (8) See the Invisible (4) Phantom Thought (3)
Death Trance (1) Sense Dimensional Anomaly (4) P.P.E. Shield (10)
Ectoplasm, Revisited (6 or 12) Sense Evil, Revisited (2) Psi-Shield (30)
Ectoplasmic Disguise (12) Sense Magic (3) Psi-Sword (30)
Impervious to Cold (2) Sense Time (2) Psionic Invisibility (10)
Impervious to Fire (4) Shared Experience/Empathic Connection (4) Psychic Body Field (30)
Impervious to Poison (4) Sixth Sense (2) Psychic Omni-Sight (15)
Levitation (varies) Speed Reading (2) Psychic Stun (12)
Meditation, Revisited (0) Telepathy (4) Psychosomatic Disease (30)
Mind Block (4) Total Recall (2) Pyrokinesis (varies)
Nightvision (4) Radiate Horror Factor (8)
Resist Fatigue (4) Telekinesis (Super) (10+)
Resist Hunger (2) Telekinetic Acceleration Attack (10 or 20)
Resist Sleep (4) Telekinetic Force Field (30)
Resist Thirst (6) Telemechanic Mental Operation (12)
Summon Inner Strength (4) Telemechanic Paralysis (20)
Telekinesis (varies) Telemechanic Possession (50)
Telekinetic Intuitive Combat (6) Telemechanics (10)
Telekinetic Leap (8) Telepathic Chaos Attack (8)
Telekinetic Lift (6) Vertigo & Dizziness (15)
Telekinetic Lock Picking (4)
Telekinetic Punch (6)
Telekinetic Push, Revisited (4)
Telekinetic Wall of Debris (5)

Perception Roll Notes Roll 1D20 same as a saving throw. Like a saving through you
must match or roll above the number listed below a success.
4 Easy to Notice: Roll 4 or better to notice or hear something
Though not a psychic ability, Perception is a mental skill and
that is easy to spot, out in the open or should stand out on its own,
awareness of one’s surroundings used to indicate whether a charac-
or is a loud sound in a quiet environment. There is a small chance of
ter – any character – notices something suspicious or out of place, a
not noticing something, even if it is essentially right out in the open.
clue, evidence, danger, and other signs or telltale elements about the
(“Geez, it’s right under my nose. How could I have missed it?”)
environment/area or another character.
Here are the quick nuts and bolts rules for Perception Rolls: 8 Moderate Difficulty to Notice: Roll 8 or better to notice or
hear something that is not out in the open or somewhat blends in with
113
its surroundings, or is harder to notice if the lighting is too dim or too Please Note: Sometimes even a successful Perception Roll offers
bright and glaring, or where there are flashing lights or areas of deep no clue or information. There may be no footprints, trail or clue to sug-
shadow, and/or the ambient noise level makes it difficult to hear or gest which direction an adversary fled. Why not? Maybe the area is too
pinpoint sounds and words. This Perception probably requires a bit busy or too crowded to recognize any one trail. Or there may simply
of focus and some looking around. not be a clue. In this case, a successful Perception Roll only confirms
14 Challenging to Notice: Roll 14 or better to notice or hear there is no clue or evidence, or that the player group has unearthed ev-
something that is hidden or out of plain sight, disguised, muffled, or erything the crime scene, location, or person has to offer. Other times
lost/hidden in the surrounding environment, or lighting is poor/dark, the Game Master may simply conclude that the player character us-
the surroundings cluttered or crowded, etc. All of these conditions ing Perception Roll does not have the skill, intelligence, or awareness
require focus and a deliberate effort to search, see, or listen carefully to notice a secret compartment, clue, or reading of emotions, such as
to find or recognize. determining if someone is lying or telling the truth, or being evasive.
Visual and spoken clues and hints, noticing things out of place, In some instances of trying to read a person to determine truth,
noticing scratches, scuffs, and markings, as well as seeing through trust, possible complicity, etc., the answer will depend on the Game
a disguise, recognizing a face, symbol or tattoo in a large crowd or Master. And that answer may not be conclusive. “You can’t be sure,
to recognized it for who or what it is at a glance or a brief, chance but the woman appears to be nervous or frightened.” Ah, but does that
encounter also falls into the Challenging Category. Requires a roll of indicate she is hiding something, lying, or guilt? Maybe she is fright-
14 or better for Perception Roll to work. ened by one or more of the player characters or the situation. In the al-
17 Difficult to Notice: Roll 17 or better to notice a clue, bit of ternative, the woman may be exhibiting emotions contrary to the situ-
evidence, find something lost or hidden, or to hear something that ation that may offer other clues to her mental state, guilt, complicity,
has been carefully and deliberately obscured or hidden. A Percep- or threat level. If everyone else is scared and panicked why isn’t she?
tion Roll may also be required to notice or locate a person who is If she is willing to stand up to a Combat Cyborg or a CS Officer does
actively trying to hide, using Prowl, avoiding being seen, keeping that mean she is a dangerous bad ass? A vampire? A metamorphed
a secret, or when trying to perceive anything or anyone in a very dragon? In shock? Or just plain crazy? Sometimes clues and percep-
difficult environment; i.e. very loud and noisy, crowded, busy with tion are wrong or misleading. Role-play and have fun with this.
traffic, cast in total darkness/blind, filled with fog/mist/snow or other And players, please do not start rolling Perception for every-
bad weather or environmental conditions, and so on. Intense focus, thing. Be reasonable, use it when it counts most, and make sure role-
time, and effort are required to notice anything under these difficult playing is involved.
circumstances or conditions. Game Masters Note: You always have total control and discre-
Trying to read a person’s emotions and mental state also counts as tion as to what you allow the player characters to notice, recognize,
Difficult. Determining if a person is lying, truthful, innocent, guilty, or find. I always picture the scene, the NPCs (Non-Player Charac-
scared, nervous, etc., is Difficult, and sometimes inconclusive or mis- ters), and events going on to determine results. I may share those
leading. For example, they may be nervous or scared because they are factors with the character trying to use Perception Roll: “Sorry, it
afraid of one or more of the player characters or because of events that is chaos. You can’t tell anything.” Or, “There are too many people
may have just unfolded like a chase, gunfight, crash, magic, etc. and too much happening for your character to see details or pick up
a trail.” But I may offer other hints or clues like adding, “... at this
The Perception Roll first appeared in the Nightbane® RPG as time.” Or. “... with so many people crowding around or running in
a means to simulate the five senses – sight, hearing, smell, taste, and panic.” Subtly suggesting if they come back later, after things calm
touch – and situations requiring a character to notice something. It is down and the crowd disperses, “maybe” there is a clue or trail or bit
a fun tool the G.M. can use to determine whether a character’s “Spi- of evidence to be had. Or not. Moreover, the player(s) may not catch
dey-Sense” is tingling in order to notice danger, trouble approaching, that hint, which is okay too.
clues and hints, people in need of help, hearing something important, NPC Game Tip: Your NPC character stats should give you a
and similar. It has since become a staple in most of our games. short-hand on how any given character will react.
Sometimes a character, especially psychics, get a Perception Roll Alignment tells you the character’s moral compass and how they are
bonus. The bonus description should indicate whether it applies to likely to respond to any given situation as well as other character of the
any/all Perception Rolls or to specific types/areas of perception. For same and different alignment (trust, not trust, dislike, want to trick, etc.).
example, +2 on Perception Rolls to recognize suspicious behavior or The NPC’s O.C.C. (Occupational Character Class) adds to that
danger, or to find clues, or clues drugs, weapons, smuggling, magic, shorthand. A thief, merc, assassin, or evil mage is likely to lie, cheat,
ley lines, vampires, etc. trick, steal from or hurt rivals, heroes, lawmen, and characters of a
In addition, role-playing on the part of the player as well as time good alignment. On the other had, a Cyber-Knight and other char-
and effort on the part of the character is likely to be required. (“I’m acters of a good alignment are likely to be open, honest, and try to
looking under the stairs.” “I’m looking around the room to see if I help other heroes, lawmen, and good people. Similarly, an Anarchist
notice anything out of place or unusual starting by the desk.” “Can I alignment and O.C.C.s like Thief, Con-Artist, Black Marketeer,
tell if she is lying?” “My character is studying the faces in the crowd. Bounty Hunter, etc., is likely to only do what is best for them or hold
Does anyone look nervous or scared, or behaving in a suspicious out for cash/bribe or other reward or favor in trade.
manner?” And so on.) A question like, “Can I tell which way they The NPC’s level of experience, I.Q., M.A., and M.E. attributes
went?” may involve a Perception Roll to see if the character notices also help to inform you how a character will react to any given situ-
footprints in the dirt or mud or dust, or a path in the grass indicat- ation. A low experience level means the NPC is green and inexperi-
ing they went right or left, up or down. Or to notice something they enced, which makes them more easily lied to, tricked, and cheated.
dropped like a book of matches or a business card with the name of Same thing for a low I.Q. A low I.Q. may also mean the NPC honest-
a business printed on it, or a particular brand of cigarette or E-Clip ly did not see anything or doesn’t know the answer, and/or is easily
sold only at one location in town. All of which might offer a possible confused. An average or low M.E. would suggest the character might
location or some other useful clue; assuming the player or player be more easily intimidated, frightened, and threatened or bluffed into
group can figure out its significance. talking or helping. However, they are likely to run away at the first

114
opportunity and not lift a finger to volunteer to help with anything pneumonia, smallpox, measles, and similar illnesses. These individ-
else. A high M.A. means the NPC is charismatic, making him or her uals make a full recovery within 1D6 days. Until then, they function
affable and perhaps more believable and trustworthy to the player at half their normal speed, number of melee attacks, and bonuses
characters, even when that trust is not warranted. All fun elements of (all), and skill performance is also half.
role-playing and improvisation. 40% chance of a temporary reprieve and return to life for only
2D6 minutes, unless their body has been successfully restored/healed
via advanced medicine, surgery, magic, psionics, etc., within the al-

Healing Psionics lotted time. This applies to people who have died from severe injury,
serious heart condition or damage, multiple and severe wounds, a bro-
ken spine or neck, loss of limb(s), severe blood loss, internal injuries,
Bio-Regeneration (6, see Rifts) severe burns from fire, deadly infection, a deadly chronic disease (can-
Call to Life (8) cer, heart disease, tuberculosis, etc.), or died in the midst of surgery. In
Deaden Pain (4) these extreme and tragic cases, however, the return to life is for only
Detect Psionics (4) 2D6 minutes. Enough time to say goodbye or to share vital informa-
Exorcism (10) tion before the person dies. The only exception is if the damage to the
Healing Touch (6) body can be somehow restored or healed quickly, whether by magic,
Increased Healing (10) psionics, surgery, or advanced technology and medicine.
Induce Sleep (4) Note: Call to Life does NOT restore damage done to the body or
Meditation, Revisited (0) the mind, nor does it kill disease or heal physical injuries. It simply
Psychic Diagnosis (4) calls the person’s life force back into its body. Any present dam-
Psychic Purification (8) age, poison, disease, or open wounds must be treated, neutralized,
Psychic Surgery (14) or healed via medicine, magic, or psionics, otherwise the individual
Psychic Tether/Life Line (4) continues to suffer and quickly dies again.
Resist Fatigue (4) Recovery after being Called to Life: In the first two cases, the de-
Restore P.P.E. (4+) ceased called back to life returns with 2D6 Hit Points (or M.D.C. as
Share Pain & Suffering (4) the case may be), no S.D.C., that quickly drain away if the individual
Stop Bleeding (4) continues to suffer from wounds, internal bleeding, and other griev-
Suppress Fear (8) ous injury or illness that has not been addressed. If the body is whole
Transfer Hit Points (2) and largely undamaged, the individual will recover completely. Hit
Transfer I.S.P. (4) Points (or M.D.C.) are restored by whatever is the normal recovery
rate for that being and/or via magic or psionic healing.
Call to Life Call to Life can be performed repeatedly on the same person,
however, each subsequent attempt sees a cumulative -15% penalty
Range: Touch or within two feet (0.6 m) of the corpse. applied to it.
Duration: Permanent results, but requires 1D4 melee rounds of fo-
cus and concentration by the psychic. If the person does not respond
at the end of the 1D4 melee rounds, he or she is gone. Dead. Meditation, Revisited & Clarified
I.S.P.: 8 Range: Self.
Saving Throw: None if the subject wants to live. Standard if the Duration: As needed; at least one hour of meditation is required.
subject has given up and lost the will to live. I.S.P.: None. Zero cost for any psychic. ALL psychics, Minor, Major,
and Master Psychics automatically get the Meditation ability in addi-
This is exactly what it sounds like; the psychic reaches into the tion to the 2, 6, 8, or many abilities they are able to select. They either
ether to call the life force that has departed the body to return by fol- intuitively know how to meditate or are taught it by another psychic.
lowing the sound of his voice (or thoughts). The Call to Life may be Design Note: This is one of those “powers” or “skills” that has many
spoken aloud or be silent through thought and willpower. Only the similar but different versions in many different books. Here are the de-
psychic and the departed hear both sides of any possible discussion finitive and simplified rules for Meditation “the skill” and the “psionic
on the matter. ability” for the Rifts®, Chaos Earth®, and Phase World settings. That
Call to Life can only be attempted up to 15 minutes after death said, feel free to incorporate them in any Palladium Books world set-
while the spirit of the deceased is still in a wandering limbo state ting from Beyond the Supernatural to Heroes Unlimited.
looking “for the light” to follow into the afterlife.
Ideally, the body should be physically in one piece and largely There are only two types of Meditation: The Meditation skill
undamaged, but even then success is not guaranteed. and the Meditation, Advanced psionic ability. The description for
Likelihood of Success: each, follows, below.
90% chance of success to call a person back from the dead (near
death actually) when the individual has been asphyxiated/suffocated, Meditation, the Skill
strangled but the neck/spine is not broken, drowned, died from freez- Range: Self.
ing/hypothermia, or heart attack, and there is little or no other serious Duration: As desired, but requires at least one hour of meditation to
injury or damage to their body. These individuals make a full re- receive its significant restorative value.
covery within 3D6+6 minutes. Until then, they function at half their I.S.P.: None. Zero cost for the individual regardless of O.C.C.
normal speed, number of melee attacks, and bonuses (all), and skill Base Skill: 30% + 5% per level of experience (+30% bonus for all
performance is also half. psychics, including Minor, Major, Master, and Mystics).
70% chance of success with people who have died from poison, Note: Whether it is listed in their O.C.C. description or not, ALL
stroke, smoke inhalation, or a recoverable disease such as influenza, psychics – Minor, Major, and Master – automatically receive the
115
Meditation skill either through an intuitive understanding and knowl- Meditation, Advanced – Psionic Ability
edge that comes naturally to them or is learned from another psychic.
Range: Self.
The Meditation Skill is the practiced methods and techniques for Duration: Varies as desired, but requires at least 30 minutes of med-
relaxation available to anyone who wants to learn it, including non- itation to receive significant restorative value.
psychics and practitioners of magic. It helps to clear and connect, mind, Base Skill: Not applicable. This is a chosen and developed psionic
body, and spirit to find mental and physical calm, peace, and awareness. ability. There is no need to roll for success or failure. As such, going
This is a light trance state, so any person meditating remains aware into an advanced meditative trance is easy, instant, and an automatic
of what is happening around them, will hear a twig break underfoot as success whenever it is desired.
someone approaches, a person calling their name, the sounds of the Bonuses: Superior rate of I.S.P. recovery in a shorter period of time;
wind, a storm, combat, etc., and can snap out of the meditative state in every 30 minutes of Advanced Meditation equals one hour of sleep;
a heartbeat to respond or defend themselves. Note: When meditation and heightened spiritual (psychic) awareness and focus makes the in-
is interrupted, round down for the equivalent hours of sleep and the dividual +1 to save vs psionic attack and possession, but only while
number of I.S.P. (or P.P.E.) recovered, but the individual is still likely in the meditative state.
to feel rested. For example, if meditation is interrupted after one hour I.S.P.: None. Zero cost to meditate, however, Meditation, Ad-
and 30 or 40 or 50 minutes, the character gets the benefit of only one vanced must be chosen as one of the psychic’s psionic abilities and
hour of meditation; round down. If the second hour is incomplete by is available regardless of the psychic’s psionic area of specialty:
just a few minutes, it is left to the judgement of the Game Master as Healing, Physical, or Sensitive. Unless chosen as a psionic ability,
to whether or not the character should get the benefits of that next full the psychic must rely upon the Meditation skill.
hour. (Personally, I would give it to them. – Kevin Siembieda)
The Meditation, Advanced psionic ability is a more personal,
A successful skill roll means the individual quickly enters into a
deeper, and spiritually restorative state of consciousness and positive
light, meditative trance state and comes out of it feeling refreshed,
energy than the formidable Meditation skill. During Meditation Ad-
energized, and focused.
vanced, the individual is able to calm emotions and focus thoughts to
A failed skill roll means the character has spent 5 minutes trying,
clear and connect mind, body, and spirit, and find mental, physical,
without success, to clear their mind and get into the meditative state.
and spiritual harmony, calm, clarity, and awareness. Psychics with
Wait another 5 minutes and try again. If the roll fails, repeat this
the powers of Clairvoyance and/or Precognition may experience un-
process until successful or until the character decides to give up (no
bidden visions that reveal a glimpse of a possible future or a clair-
meditation or restorative properties).
voyant realization/insight (at the G.M.’s discretion) while meditat-
Restorative Properties of the Meditation Skill: ing, but without being pulled out of the meditative state. Such visions
Psychics: Minor and Major psychics recover 6 I.S.P. per hour or realizations are usually welcomed and helpful or inspiring.
of meditation. Specific Psychic O.C.C.s will indicate the amount of While in this light trance state, the psychic’s physical and psychic
I.S.P. restored via Meditation. Many Master Psychic O.C.C.s like the senses remain as acute as ever (maybe more so) and they are com-
Mind Melter, Burster, and CS Manhunters recover a greater amount pletely aware of everything happening around them. The individual
of I.S.P. per hour of meditation (often it is 12) as described in their will hear a twig break underfoot as someone approaches, a person
respective O.C.C. description. If no amount is specified, 6 I.S.P. are calling their name, the sounds of the wind, a storm, combat, etc., and
recovered per hour. can snap out of the meditative state in a heartbeat to respond or de-
Practitioners of Magic: Recover 6 P.P.E. per level of experience fend themselves. Moreover, if the psychic can sense the supernatural
per hour of meditation, unless their O.C.C. description states a higher or magic energy (such as with Psi-Hounds and Psi-Stalkers), those
or lesser amount. senses remain active and will alert the individual to their presence
The Mystic O.C.C., Dragons, and any character who possesses or approach as usual. Of course, such a presence may require the
both psionic and magical abilities must focus on the recovery of psychic to end the meditation so he or she can alert teammates, warn
I.S.P. or P.P.E. per hour of meditation, they cannot recover a little bit innocent bystanders, or to prepare for a confrontation.
of both simultaneously. They can however, switch back and forward
Restorative Properties of the Meditation, Advanced Psionic
during meditation (i.e., an hour or two of recovering P.P.E., followed
Ability: Whenever Meditation is listed under “Psionic abilities” –
by an hour or two of I.S.P., etc.). The amount of P.P.E. recovered
whether it is written as “Meditation, Advanced (0),” or just “Medita-
per hour of meditation should be listed under each O.C.C. If not it is
tion (0)” – it refers to Meditation, Advanced as described here.
8 P.P.E. Likewise, if the amount of I.S.P. recovered per hour is not
Minor and Major Psychics: Recover 3 I.S.P. per 30 minutes (6
specifically listed, it is six.
I.S.P. per hour) of meditation. In addition, every 30 minutes of Medi-
Ordinary People/Non-Psychics: Find superior calm, rest, and relax-
tation, Advanced, counts as one hour of restorative sleep and rest.
ation through Meditation and feel relaxed, re-energized, and focused
Master Psychics: Recover 6 I.S.P. per 30 minutes/half an hour,
upon coming out of it. This provides a +2% bonus on all skills for one
or 12 I.S.P. per hour, unless indicated otherwise (more or less) un-
hour after meditation. Also see Everyone, below, regarding sleep/rest.
der a Psychic O.C.C./P.C.C. Each specific Psychic O.C.C. usually
Everyone: Whether it is via the skill or the psionic ability, ev-
indicates the amount of I.S.P. restored via Meditation per hour. If no
ery hour of Meditation also counts as two hours of sleep. Thus, two
I.S.P. amount is specified, 4 I.S.P. are recovered per 30 minutes (8
hours of Meditation equals 4 hours of restful sleep as well as restor-
per hour). Plus every 30 minutes of Meditation, Advanced counts as
ing I.S.P. (or P.P.E.), three hours of Meditation equals 6 hours of
one hour of restorative sleep and rest.
sleep, and four equals 8 hours, etc.
The Mystic O.C.C.: Mystics, dragons, and any character who pos-
Reminder, ALL psychics automatically get this skill. If Medita-
sesses both psionic and magical abilities must focus on the recovery
tion is listed among the Psionic abilities (not skills), it refers to the
of I.S.P. or P.P.E. per hour of meditation. They cannot simultane-
superior “Advanced” Meditation psychic power, below. Though a
ously recover a little bit of both. They can however, switch back and
psychic character can have both, the skill and the psionic power, they
forward during meditation (i.e., 30 or 60 minutes recovering P.P.E.,
do not combine. A psychic with both will always use Meditation,
followed by 30 or 60 minutes of I.S.P., and so back and forward).
Advanced.
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The amount of P.P.E. recovered per “hour” of meditation should lowing their life line, even if the doorway cannot be seen but remains
be listed under each O.C.C. If not it is 8 P.P.E. per hour or 4 P.P.E. open as an invisible portal or weak membrane between dimensions.
every 30 minutes. Likewise, if the amount of I.S.P. recovered per WARNING: If that Rift or invisible doorway closes, the tether is
hour is not specifically listed, it is 8 per hour or 4 per 30 minutes, or severed and the dimensional traveler is trapped in the alternate di-
as indicated under the O.C.C. mension.
When meditation is interrupted, round down for the equivalent Travel is limited: The life line is only so long, limiting the distance
30 minute increments of sleep and the number of I.S.P. (or P.P.E.) re- the individual is able to travel. When the tethered individual reaches
covered, but the individual is still likely to feel rested. For example, if the maximum length (500 feet/152 m per level of the psychic) they
meditation is interrupted after 40 or 50 minutes, the character gets the can go no farther. Of course, the tethered person is able to continue to
benefit of 30 minutes of meditation, not the full one hour; always round observe from a distance. When the duration of the Psychic Tether is
down. One of the advantages of Meditation, Advanced is the smaller coming to an end, it begins to irresistibly pull the individual(s) back
unit of time – 30 minutes – provides rest/sleep and I.S.P. recovery, to the way out whether they want to come back or not.
versus a full one hour/60 minutes to get any benefit whatsoever. Tethering emotions and madness. The third use is to tether
Note: A majority of unique, “Master” Psychic O.C.C.s are found another person to reality to prevent them from succumbing to fear,
in the Rifts® core rule book, Rifts® World Book 12: Psyscape, anger, hate, sorrow, depression, phobia, obsession, and other insan-
and CS Manhunters. ity: +6 to save even against powerful psychosis, neurosis, affective
disorder, and Horror Factor, including those induced by psionic at-
Psychic Tether or Life Line tack or magic.
Though scared or wanting to give in to obsession or some other
Range: One or two people maximum, each with their own tether, up debilitating emotional or mental condition, the tethered individual
to 500 feet (152 m) per level of the psychic in most environments, can maintain composure and not flee in terror or momentarily freeze,
but unlimited in the Astral Plane. nor give in to obsession or insanity due to the calming and control-
50 feet (15.2 m) total when trying to tether another person’s emo- ling influence of the psychic to whom they are tethered.
tions, obsessions, or insanities. The psychic needs to constantly talk to the tethered individual(s)
Duration: 10 minutes per level of the psychic. in a soothing, supportive voice offering assurance and kind words of
I.S.P.: 4 encouragement, and maybe even a gentle nudge or pull as he leads
Saving Throw: In all instances, the person tethered must be a will- the way. (“Come on Sean, you’ve got this. Stay focused.” “You can
ing participant to have the life line attached in the first place. If the do this.” “There’s nothing to be afraid of here. Just listen to my voice
subject changes their mind after a tether has been established, it can- and come with me.” “It will be okay.” “I’m here for you.” “You are
not be broken unless the psychic can be convinced to release them, doing great.” “Just a little further.”)
or the duration comes to an end before the life line pulls them back. Other Bonuses: The Psychic Tether also helps keep the linked
It does not work in the first place on those who do not want to be person from succumbing to all types of possession (+2 to save), mind
helped/tethered. control (+1 to save), and death (+10% to save vs coma and death).
The Psychic Tether is said to be a cord of dim white light that Penalties for the Tethered Individual: The tethered person is still
only the tethered individual, the psychic to whom it is linked, and at war with his fear, obsession, or insanities, and struggles to keep
those able to See Aura and See the Invisible can detect. This psionic those powerful emotions and urges under control. Thus, they func-
manifestation cannot be broken via physical attacks, energy blasts, tion at a reduced capacity while faced with their fear or insanity:
or most psychic attacks directed at it except for Psychic Break (new) Attacks per melee round, bonuses, skill performance, and speed are
and Psychic Surgery. The only other way to sever the life line is to all reduced by half. Note: If the psychic should succumb to fear or
knock out or kill the psychic to whom the other end of the tether is madness via a magic or psionic attack, the tethered person follows
connected! If the psychic to which the tether is connected is ren- his lead and responds in kind.
dered unconscious or killed, the person(s) attached knows they need Penalties for the Tethered Psychic: The psychic to whom the indi-
to backtrack immediately as the tether begins to fade and vanishes vidual is tethered serves as the anchor that keeps the tethered individ-
completely in 1D4 melee rounds (15-60 seconds)! If the life line van- ual under control and “on the leash,” so to speak. This requires focus
ishes before they can reach the doorway, the person(s) on the other and concentration and, as noted above, talking to keep the tethered
end is trapped in the other world. individual under control from their own inner turmoil and outside
influences. This means the psychic is distracted and impaired: -1 me-
This unique psychic ability has three applications. lee attack, -1 on all bonuses, -15% on skill performance, and reduce
One is to keep another person tethered to this physical reality. speed to match that of the individual to whom he is tethered.
This can be applied to Astral Projection in order to provide a second
cord connecting the Astral Traveler to the physical world where their
physical body is located via being tethered to the psychic. Share Pain and Suffering
Second, the Psychic Tether can be used on anyone entering into Range: Touch.
a Fadetown, Ley Line Triangle (where space and time often become Duration: Results in one melee round.
distorted and the individual may lose their way), darkness (can see I.S.P.: 4
and follow the tether), an open Rift or a linked dimension where Saving Throw: -2 to save when the shared relief is rejected or un-
the dimensional fabric is so thin that people can enter and exit from wanted.
one dimension to the other without a Rift or magic (provided they
can find the exact location of the invisible breach or ultra-thin area The psychic is able to take away half the pain and suffering (and
of dimension wall that serves as the entrance and exit), as well as damage and penalties) one person is experiencing by absorbing half
when entering the Astral Plane by some means other than Astral Pro- of it into his or her own body. This reduces damage, side-effects and
jection. The tethered person(s) is able to find their way back to the their penalties, and the duration by half. However, the original victim
world from whence they came at the exact location they left by fol- and the psychic BOTH experience the damage, pain and penalties.

117
This is often done to reduce the damage, side-effects, penalties, and I.S.P.: 4; half that cost and up to a distance of 30 feet (9.1 m) when
duration of an illness, poison, or debilitating and hurtful magic spell linked via a Mind Bond, Precognitive Connection, or Shared Experi-
or psionic attack, to minimize the damage, suffering and penalties of ence.
a key person or loved one. Saving Throw: -2 to save when the recipient is unaware that a trans-
If the victim/patient should lapse into a coma and seems to die, fer of I.S.P. is taking place. +2 to save when the transfer is unwanted
he or she is +10% to save vs coma and death even without measures or refused. (“No, I can’t let you do this for me.”)
taken to save their life, and gets an extra +20% if receiving medical
treatment or healing. However, the psychic sharing the pain and suf- This bio-manipulation power enables the psychic to temporarily
fering is -20% to save vs coma and death should the character’s Hit transfer some of their own I.S.P. into another psychic. This is usu-
Points drop to zero and causes him to lapse into a coma. ally done to empower a psychic ally in order to accomplish a shared
Only one person can be helped in this way at a time. Another goal such as helping others or defeating an enemy. This sacrifice, of
sharing cannot be attempted until the duration of side-effects and course, leaves the psychic who is transferring his or her I.S.P. into
penalties being currently shared comes to an end. another psychic with diminished Inner Strength that may render the
individual unable to use his own psionic abilities.
The psychic sacrificing her I.S.P. is the one who determines the
Transfer Hit Points amount of I.S.P. they are willing to lend. However, subconscious self-
Range: Touch. preservation kicks in to prevent the individual from giving up their
Duration: Results in one melee round (15 seconds). Lasts for one last 8 I.S.P. In time, I.S.P. lent to another person recover as normal, as
hour per level of the psychic’s experience or until the Hit Points are if they were spent by the psychic, which in a way, is what happened.
lost through physical injury and damage.
After the duration or after the recipient loses the Hit Points,
whichever comes first, the psychic recovers the Hit Points he tem-
porarily gave away, at the usual rate of recovery for that individual,
or faster via meditation or psionic or magical healing or restoration.
Physical Psionics
Note: The Hit Points temporarily given away cannot be taken back Alter Aura (4) Resist Fatigue (4)
prematurely. Once given up, the Hit Points remain gone until they Brain Fog (6) Resist Hunger (2)
are either lost as the result of damage suffered by the gifted indi- Deaden Senses (4) Resist Sleep (4)
vidual or when the duration ends, whichever comes first. Death Grip (8) Resist Thirst (6)
I.S.P.: 2 Death Trance (1) Summon Inner Strength (4)
Saving Throw: -2 to save when the recipient is unaware that a trans- Ectoplasm, Revisited (6 or 12) Telekinesis (varies)
fer of Hit Points is taking place. +3 to save when the healing and Hit Ectoplasm Disguise (12) Telekinetic Intuitive Combat (6)
Points are unwanted or refused. (“No, I can’t let you do this for me.”) Impervious to Cold (2) Telekinetic Leap (8)
Impervious to Fire (4) Telekinetic Lift (6)
This bio-manipulation power enables the psychic to temporarily Impervious to Poison (4) Telekinetic Lock Picking (4)
transfer some of his or her own Hit Points (not S.D.C.) into another Levitation (varies) Telekinetic Punch (6)
person in order to restore them or to make them stronger. This sacri- Meditation (0) Telekinetic Push, Revisited (4)
fice also reduces any penalties resulting from blood loss, poisoning, Mind Block (4) Telekinetic Wall of Debris (5)
death, or coma by half, and reduces the duration of the penalties by Nightvision (4)
90%! This may be done to restore a hero or champion to save an
innocent or to keep alive someone under the psychic’s protection.
Of course, every Hit Point given up makes the psychic that much Brain Fog
weaker or closer to death himself. The psychic sacrificing his Hit
Range: Other by touch or line of sight, 10 feet (3 m) +1 foot (0.3 m)
Points is the one to determine the amount of Hit Points he or she is
per level of the psychic.
willing to give up. However, subconscious self-preservation kicks
Duration: 1D6 minutes, +1 minute per level of the psychic.
in, and the psychic cannot give up his last 1D4 Hit Points. Hit Points
I.S.P.: 6
recover as normal, as if they were lost through injury or illness.
Saving Throw: Standard. Needs a 15 or higher to save for non-psy-
To restore one M.D.C. point in a Mega-Damage being costs the
chics, 12 to save for Minor and Major Psychics, and 10 for Master
psychic 10 Hit Points and is ill advised.
Psychics.

Transfer I.S.P. The psychic is able to scramble a person’s memory in regard to


recalling information, details, numbers, times, dates, names, and the
Range: Touch.
performance of skills. There is a 50% chance the victim cannot re-
Duration: Results in one melee round (15 seconds). Lasts for one
member a specific skill or a specific bit of information (name, date,
hour per level of the psychic’s experience or until the I.S.P. are used
time, code number, coordinates, address, location/direction, instruc-
by the recipient of this generous gift, whichever comes first. The
tions, and similar).
giver of the I.S.P. cannot recover them until the recipient either uses
Even when a skill is remembered, it is performed with a -20%
them or gives them back by releasing them through meditation, or
penalty and takes twice as long as usual. Additionally, the victim has
when the duration time elapses.
considerable difficulty remembering and following directions and
After the duration or the recipient expends the I.S.P., whichever
finding his way to any location, even familiar ones; 50% chance of
come first, the psychic is able to recover the Inner Strength Points at
going the wrong way/opposite direction literally at every turn. 50%
the usual rate of recovery for that individual, or faster via meditation.
chance of transposing and forgetting numbers. Spell Caster Note:
Note: The I.S.P. temporarily given away cannot be taken back pre-
When Brain Fog is used on a spell caster or creature of magic, there
maturely, but the recipient can release them via meditation or by
is a 50% chance the mage cannot remember a specific spell!
spending them through the use of psionic abilities.
118
All memory loss is temporary. When the duration ends, memory Though mainly used to punctuate the seriousness of a demand
is restored to normal. or threat, or to intimidate and torture victims under interrogation,
Death Grip can kill its victim. To do so, the psychic makes a fist
Death Grip which cuts off the air supply of his victim. This is a slow death, so it
takes the victim 1D6+2 minutes to asphyxiate and pass out, starting
Range: Touch or line of sight and one foot (0.3 m) distance per level at the moment the psychic makes a tight fist and maintains it. Dying
of experience. occurs within 1D4 melee rounds (15-60 seconds) after blacking out.
Duration: One minute per level of experience. Duration can also be If the psychic loosens his grip before death, air rushes back into the
extended by spending more I.S.P. victim’s lungs and the victim regains consciousness in 1D4 melee
Restriction: Only available to characters of Selfish or Evil align- rounds.
ments. Conditions and Limitation: Death Grip cannot be used on com-
I.S.P.: 8 plete strangers or to assault a nameless person in a crowd. The psy-
Saving Throw: To save vs Death Grip and refuse to truthfully an- chic must have met and spoken with the intended victim, even if it
swer questions while in the throes of strangulation is a standard save were for a brief few words or a short conversation. That first contact
vs psionic attack: 15 for ordinary people, 12 for Major and Minor is essential, whether it took place mere minutes, days, or years ago.
Psychics, and 10 for Masters. -1 to save for characters with an M.E. Upon facing each other again, the psychic must threaten his intended
below 8. Note: Roll to save when the Death Grip is first applied victim/target with violence or death. The encounter must be face to
AND just before losing consciousness. face, in person, and requires eye contact between the two. If the two
have only just met, there must be a brief exchange and the psychic
The psychic gets a telekinetic grip on his victim (line of sight must leave the room or turn away and be silent for at least one min-
and close proximity required), holding him in place and slowly con- ute. Upon returning or turning around to face his enemy/victim, the
stricting the airway of his throat. While in a Death Grip the victim psychic can attempt Death Grip. For some reason, there has to be
can barely breathe and cannot speak except in soft, hoarse whispers that initial contact and connection. After that, the Death Grip can be
between gasps for air. The victim instinctively grabs at his throat deployed as often as necessary to get the desired results.
or pulls at his collar as if to loosen powerful, invisible fingers or a The intended victim always gets to roll to save. A successful save
tightening noose around his neck. The victim knows he is in a Death means Death Grip does not occur, but the threat is made and the I.S.P.
Grip and exactly who is responsible for it. is spent regardless of success or failure. A failed save means the victim
The whole time the psychic must be gesturing with one of his is locked in the Death Grip and begins to be slowly strangled.
hands, symbolically tightening his invisible grip as if making a fist
in slow motion. While caught in the throes of a psionic Death Grip, Penalties and Conditions:
the victim is transfixed upon the psychic responsible. Everything else The Victim: The person is held in place as if by an invisible and
happening around him becomes a blur. All the victim hears is his tightening noose, and may even rise off the ground a foot (0.3 m),
own beating heart, his gasps for air, and every word his tormentor is his legs kicking and flailing. Fighting is impossible as the victim can
saying out loud or via telepathic communication. When the psychic barely breathe or speak and is consumed with the sensation that his
prefers to keep their conversation quiet and between the two of them, life is slipping away as he is being strangled. That and with the person
he can speak to the victim of Death Grip via Telepathy. Telepathic inflicting the Death Grip. As noted above, the only person he is aware
communication is decided by the psychic attacker and is an aspect of of is the psychic murdering or torturing him for information, punish-
the Death Grip psionic ability. ment, or to punctuate a threat. The psychic may speak to his victim via
The two-way Telepathy lasts only as long as the Death Grip is in Telepathy or aloud – the latter often for dramatic effect and to scare
use and is only between the psychic and his victim, usually issuing other prisoners and henchmen watching and listening. If the victim is
a demand, a command, a deadly reminder, making threats, or ask- a mage and he begins to mutter a spell, the psychic is able to choke it
ing specific questions. (“We had a deal. When am I going to get the off, just as he can choke off and stifle an unwanted verbal response.
goods you promised me?” Or “You said you would take care of it, It takes 1D4 melee rounds (15-60 seconds) for the victim to fully
and yet Jeff is still a thorn in my side. Get it done tonight or suffer the recover after being released from a Death Grip. Until then, he can
consequence for failure. Do you understand me?!”) fight or take action but does so at a reduced capacity: Reduce the
Death Grip is an intimidation tool some psychics, such as the CS victim’s speed, number of melee attacks, bonuses, and skill perfor-
Manhunters, like to use during an interrogation. (“We know you mance by half during the 1D4 melee recovery period.
were there. Now tell me who you were meeting with or I will choke Penalties for the psychic inflicting Death Grip: Just as the vic-
the life out of you!” “Your time is running out. Answer me or die.”) tim is transfixed by the psychic, so too is the psychic consumed and
They use the Death Grip ability as a form of torture akin to water- transfixed by his focus on maintaining the Death Grip, intimidating
boarding to get information and wear their victims into submission. his victim, and the conversation between them. Neither victim or the
It is also used to intimidate and keep subordinates, informants, and psychic knows what is happening around them. They are aware only
coerced underlings in line. The Death Grip can be performed repeat- of each other. Neither can perform skills or other psionic abilities,
edly to intimidate and torture a victim without actually killing the draw a weapon, or communicate with other people until the Death
subject. However, the victim is truly being slowly choked to death. Grip is released/ended, leaving the psychic vulnerable to attack un-
And though their tormentor usually releases them from Death Grip less protected by teammates or henchmen. The psychic is immedi-
upon their providing the information being sought, or upon being ately at his full level of awareness and ability the moment he releases
rendered unconscious, the slow strangulation can be used to choke his victim from the stranglehold.
the life out of a person if that is the psychic’s intent. When using the Death Grip to actually kill, the psychic must
Being slowly strangled is terrifying enough (H.F. 15), but hearing look the victim in the eyes from beginning to end and stare him
an angry or mocking voice inside your head as you begin to lose con- down, until the victim falls unconscious. To finish the job and kill
sciousness takes it to another level (Horror Factor 17). See Saving the person, the psychic must expend an additional 10 I.S.P. If left
Throw to save vs Death Grip, above. in an unconscious state, the victim awakens, gasping for air, within
1D4 melee rounds after having been knocked out from asphyxiation.
119
Surviving Strangulation: If the psychic feels regret or has some cannot go through solid objects it can slip through keyholes, cracks
other reason to bring his victim back to life, or if others are present to under doors or loose seals and cracks around a window, door frame,
attempt to save the victim, there are a few possibilities. or wall. If a breeze can blow through, so can ectoplasm. The only
1. CPR and/or mouth to mouth resuscitation performed within drawback is that the psychic must be able to see the ectoplasm to
90 seconds (6 melee rounds) of the victim’s last breath, allows the maneuver and direct its actions.
player of the victim to roll to save vs coma and death with a +30% The solid state of ectoplasm can be a startling sight. In this form,
bonus. Two successful rolls to save out of three attempts means the the ectoplasm rather resembles a long, snaking, gray or brown ten-
character manages to survive vs coma and death and is back to full tacle or balloon with fingers or a hand at its tip. Actually the psychic
strength after 2D6 minutes of rest. If the victim has been “dead” for is able to shape the end of the slightly luminous ectoplasmic stream
2-3 minutes, the roll to save vs coma and death via CPR/resuscitation into just about any shape he can imagine, including human or elon-
can be attempted WITHOUT the bonus above, making the odds for gated alien fingers, a hand, an arm and hand, or an animal-like maw,
success less likely but not without hope. foot, face, bird, bat, insect, or just about anything its maker can imag-
2. Psionic Healing Touch applied within 90 seconds (6 melee ine, but is usually something simple and utilitarian. Ectoplasm can
rounds) of death, at double the I.S.P. (12 I.S.P.) or P.P.E. cost, has a also be made into a partial or full figure, although detailed features
77% chance of resuscitating any victim slain via Death Grip. Howev- are impossible, and may explain some apparitions reported during
er, it leaves the psychic attempting such a dramatic revival physically some seances. Whatever the shape at the end, it is attached to the
drained: Reduce the psychic’s Hit Points, attacks per melee, bonuses, long stream of floating ectoplasm spooling out of the psychic’s body.
and speed by half for the next 2D6+6 minutes whether the attempt to Even in solid form, ectoplasm floats, its now physical form
resuscitate was successful or not. Hit Points recover as usual. Note: stretching back to its creator like a life-line of silly putty. The ap-
Magical healing can also restore the strangled victim when applied pendage and its connecting line can hover, float, levitate, and fly at a
within 30 seconds and without the penalties noted above. maximum speed of 18 (12 mph/19 km).
3. Beyond that, only a successful Call to Life (see Healing Psion- The solid ectoplasmic limb has greater strength (P.S. 5) than the
ics) or more powerful magical intervention (Resurrection, Restora- vapor, and is able to carry, lift, and hold up to 40 lbs (18 kg), but can-
tion, magical healing artifact, etc.) has any chance of bringing the not squeeze through the tiny openings that the vapor can. An opening
individual back to life. must be at least the size of a quarter for solid ectoplasm to fit through,
and requires the limb to turn into a thin tentacle and re-form on the
Ectoplasm, Revisited other side of the opening.
Ecto-Combat: The ectoplasm vapor and solid form both have an
Range: 40 feet (12.2 m) +5 feet (1.5 m) per level of experience. automatic dodge against all attacks directed at any of its length. That
Duration: 4 minutes per experience level of the psychic. means an attempt to hack the middle of the ectoplasmic stream sees
Damage: None. that portion of the ectoplasm suddenly swerve, loop or bend with a life
Reminder: When ectoplasmic tendrils, fingers or hands are made of its own to avoid the attack. The dodge at the midsection (or any-
solid, the entire length of the vaporous tail also becomes visible as a where else) does not count as a melee action by the ecto-appendage.
thick, heavy mist, a trail of gray or brown vapor that leads back to the Moreover, the ectoplasm’s creator can direct the appendage to hit back
psychic creating it. The vapor forms from the individual’s fingers, eyes or pick up and use a weapon, however, the solid ectoplasm appendage
or mouth, and is linked to the psychic creating and manipulating ecto- is not a great tool for combat. It limits its creator’s attacks/actions per
plasm as an extra or extended pair of hands. When an invisible vapor, melee and has minimal strength equal to a P.S. attribute of 5.
only the psychic and people who can see the invisible are able to see it. Damage: A mere one Hit Point/S.D.C. damage from an ectoplasm
I.S.P.: 6 as a vapor. 12 to make solid. strike.
Damage by Melee Weapon: The solid ectoplasm appendage may
This mystifying ability enables the psychic to create a slightly lu- pick up and use any type of handheld melee weapon from sword to
minous, vapor-like substance that is exuded from the fingers, hands, bludgeon as long as it weighs under 40 lbs (18 kg) and is less than
eyes, or mouth. Ectoplasm has two forms: An invisible vapor and a five feet (1.5 m) long, however it strikes without bonuses; unmodi-
luminous, gray or brown solid state. fied die roll only.
The vapor is a sort of floating, probing finger or hand that can Light Modern Weapons: Solid ectoplasm can wield a modern gun
snuff out candles, open doors, knock over or pick up small objects such as an energy pistol, revolver, rifle, shotgun, etc., but it is not
weighing 9 ounces (255 grams) or less, tap somebody on the shoul- very agile and taking aim via the ectoplasm limb is terrible: Equal to
der, rustle leaves, and knock on a door or window. The ectoplasmic shooting wild and suffers a penalty of -10 to strike.
vapor can be seen only by its creator and people and supernatural An invisible ectoplasm vapor cannot use any weapons weigh-
beings who can see the invisible, or equipped with infrared optic sys- ing more than 9 ounces (255 grams), which limits it to small, light
tems (including infrared camera lenses, infrared gunsights, binocu- knives, ice picks, scissors, and similar items. The vapor can touch a
lars, etc.). Ectoplasm, although an invisible vapor, has physical prop- person, but its empty-handed “attack” inflicts no damage and feels
erties, which means it can NOT go through walls or solid objects, but more like a light bump or slap. As noted above, it can also grab a
can squeeze under doors and through cracks, holes, keyholes, wire person but the vapor is so puny its grip is easily broken (a P.S. of 6
fencing and screen mesh. Thus, a person walking into an invisible or greater is needed).
ectoplasm stream may feel a slight sensation, like walking into a Attacks per Melee Round: Equal to those of its maker. Each at-
spider’s web or brushing against a cotton ball. There are times when tack/combat action counts as one of the psychic’s melee attacks.
a person will unwittingly walk into and snag the stream of floating A vapor or solid appendage must be controlled by its creator at all
ectoplasm, pulling or stretching it along without being aware of it. In times, except for the automatic dodge along its length.
such cases, the psychic must maneuver the snagged portion to loop
up and around the human or animal obstruction. Other Ecto-Combat Statistics:
The creator of the vapor can control the full length of the va- ! Vapor and solid ectoplasm are +5 to automatic dodge against all
porous stream as if it were a floating tentacle. Although the vapor attacks, including multiple or simultaneous attacks, without using
up an attack.
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! +1 to parry; applies to vapor and solid. long they have until guards, soldiers, or the authorities are likely to
! +1 to strike; applies to vapor and solid. Line of sight required. arrive. This may be more than enough for them to do what they have
! Vapor inflicts no physical damage, but can touch, tap or pick up to do: access a computer, steal documents or item(s), plant evidence,
plant a bomb, engage in sabotage, theft, vandalism, kidnapping, threat-
and carry objects weighing 9 ounces (255 grams) or less.
en someone, murder, an act of terrorism, and other deeds.
! Solid ectoplasm inflicts one point of damage in combat from its Solid ectoplasm is ideal for rendering cameras temporarily use-
attack/punch, or by handheld weapon.
less by sending the vapor up to cover the lens, and turn solid to cover
! Can try to push or trip an opponent but P.S. is only 5 and the roll the camera lenses or the eye of security systems to effectively blind
to attack is unmodified/no bonuses to strike. the cameras and block sensors to neutralize them, or to physically
! Ectoplasm can NOT be used to entangle like a tentacle, pin, kick, reposition the camera unless it is secured to one spot. Since a stream
strangle/choke, or smother an opponent. Nor is it strong enough to of ectoplasm may come from each digit of the hand, as many as 10
lift, lower, or pull up a person unless they weigh 40 pounds (18 kg) cameras can be covered by ectoplasm. When an investigation takes
or less. It is not rope. Trying to climb a length of ectoplasm will place at a later time, there is no trace of outside tampering nor any
tear it apart, destroying the ectoplasm limb and inflicting one Hit sort of residue left behind; no paint, mud, residue, or physical evi-
Point and 10 S.D.C. points of damage to the psychic who generated dence suggesting outside intervention. Unlike spray paint and physi-
it from his or her body. Of course, the ectoplasm will see anyone cal coverings like mud or goop, when the ectoplasm is lifted and
trying to grab and climb it as an attack and attempt to dodge. returns to the body of the psychic (presumably off camera), there
! A pair of ectoplasmic limbs is possible but uncommon and burns is no trace of it. This may cause investigators to suspect a technical
up its creator’s attacks per melee round much more quickly. Each malfunction or a flying animal or insect had landed on the lens to
attack counts as one of its creator’s melee attacks. temporarily cover it rather than foul play; unless the camera catch-
! Regardless of its size or length, ectoplasm has 40 S.D.C. points es the tendril of ectoplasm coming toward it or retreating from it.
and one Hit Point whether it is in vapor or solid form. If the ecto- However, a smart psychic will not turn it solid and visible until the
plasm appendage is destroyed, the creator takes one Hit Point and invisible vaporous ectoplasm is in place. Similarly, solid ectoplasm
can be used to cover sensors to either deliberately set them off or to
10 S.D.C. points of physical damage.
prevent them from working and sensing motion or heat, etc.
! Maximum range possible for vapor and solid ectoplasm is 40 feet Obscuring Windows and Openings: Ectoplasm may also be used to
(12.2 m) +5 feet (1.5 m) per level of experience.
cover a peephole, crack, or small window, but not the helmet/visor of
! Sunlight or bright artificial light (250 watts) reduces the range by a soldier, power armor, or vehicle in motion. However, if the person
half. is asleep and motionless, that’s a different story. A soldier standing
! One full melee (15 seconds) is required to create an ectoplasm guard would immediately move, dodge, and easily brush aside solid
vapor or solid appendage. Half a melee (7 seconds) is needed to ectoplasm trying to the cover the face mask or visor of his helmet.
withdraw/return ectoplasm into its creator. Likewise, a moving vehicle is too fast to be covered by the goo and
! The psychic can turn ectoplasm from vapor to solid, to invisible though a window, camera, or sensor of a stationary vehicle could be
vapor again, at will and as often as desired within the duration. covered, the ectoplasm is pulled away the moment the vehicle picks up
Spending additional I.S.P. extends the duration. speed and pulls out of the psychic’s range within seconds.
Pulling or scraping away solid ectoplasm is a possibility, but it feels
Ectoplasm and Covert Uses cold, like grabbing onto a soft, wet sponge. A P.S. of 6 or greater can
CS Manhunters, among others, have learned to use ectoplasm to pull a sheet of ectoplasm away, but it takes 1D4 melee rounds (30-60
interfere with cameras and sensors, create confusion, steal, and pick seconds) to do so and if the psychic can see the location of the ecto-
locks. plasm he can keep reforming it over the item until it is taken out of
If an alarm code is known, the invisible ectoplasmic vapor (vis- sight or out of range. The solidified hand end of the tendril can grab
ible only to its creator and anyone who can see the invisible) or solid and pick up objects as heavy as 40 pounds (18 kg) and retract back into
ectoplasm can be used to squeeze through an outer door via an open- the psychic, bringing the object with it. Likewise it can grab, pull or
ing as small as a quarter or a crack. Invisible ectoplasmic vapor can hold people, but is also easy to break free of with a P.S. of 6 or greater.
form into a spectral finger or hand to tap in the code on a standard Ectoplasm Fingers and Hands for an Extended Reach: As not-
keypad, provided the keypad is visible to its creator and does not ed above, as a tendril of invisible vapor, ectoplasm is able to move
require additional safety measures such as a bio or retinal scan. through air to reach an objective. Ectoplasm in vapor form is strong
Counter Security Uses: Vaporous ectoplasm is invisible to most enough to riffle through papers, open a book and turn pages, use a
cameras and sensors, and though it registers on infrared cameras, it keyboard, flip switches, turn dials, press buttons, turn lights off and
does not usually set off motion detectors, sensors, or alarms. Solid on, turn a knob or pull a lever, open a door or window, or drawer,
ectoplasm does, as do physical objects that may be retrieved and knock over light objects, move or lift and carry small, light objects
carried by ectoplasm in vapor form. The beauty of using ectoplasm, weighing no more than 8 ounces (227 grams), as well as tap a person
however, is that the vapor can be sent in, past sensors or cameras, to on the shoulder or brush against them, ruffle their hair, etc. It is only
punch in codes on keypads or to open doors or grab something. Ec- when made solid that it becomes visible as a gray or brown tendril
toplasm can also be sent as a vapor, solidified to conduct a task that ending in what resembles fingers or a hand.
requires more strength or physicality, and then make a hasty retreat When formed into a solid mass, the ectoplasmic hand becomes
or turned back into vapor form after an alarm, sensor, or camera has materialized and the long, floating vapor to which it was attached
been tripped by the solidified ectoplasm. turns into a solid, snaking tendril that remains floating in the air as if
Remember, there is always a response time to intruders or alarms it were an undulating balloon. Solid ectoplasm is strong enough to
being tripped. A fast response is usually two minutes (8 melee rounds). turn a stubborn lock, push or trip someone (unmodified roll to strike),
A more typical response is 4-8 minutes. A slow response is 12-20 min- open doors and windows and cabinet drawers, move, lift, carry, re-
utes. Someone who has cased a location, as criminals and CS Man- trieve, and knock over heavy objects weighing up to 40 pounds (18
hunters are likely to have done, will know the response time and how kg), as well as turn the angle of a camera or sensor to point in a

121
different direction, grab an arm or hand, and form into the shape of
a bird, bat, insect, face of a person, etc., at the end of the tendril to
Resist Sleep
frighten somebody. Solid ectoplasm can also be used to block and Range: Self.
cover a switch, keyhole, keyboard, monitor, window, etc., to prevent Duration: Three hours per level of experience.
someone from using it. I.S.P.: 4
Pick Pocketing with Ectoplasm Fingers or Hand: If the psychic
A mind over matter discipline enabling the psychic to stay awake,
also possesses the Pick Pockets skill he can try to use ectoplasm to
even when tired, without fear of succumbing to sleep or fatigue, or
pick a person’s pocket, with the penalties below, or to pluck some-
suffering debilitating penalties while resisting sleep. The individual
thing from a backpack or the seat of a vehicle, off a desk, and so on,
remains as alert and awake as he would upon waking after a good
without anyone noticing.
night’s sleep. However, when sleep resistance ends, the psychic feels
-10% skill penalty to Pick Pockets with ectoplasm vapor. Further-
exhausted and needs sleep in order to recuperate. Otherwise, the
more, unless the target can see the invisible or has infrared vision,
character suffers from sleep deprivation and disorientation as soon
the ectoplasm is invisible, so even if the Pick Pockets skill roll fails
as Resist Sleep ends. The longer deprived of sleep, the greater the
and the target feels something moving in his pocket, there is either
penalties.
nobody there (“That’s weird, how did this get half way out of my
24-48 hours without sleep: When the duration of Resist Sleep
pocket?”) or he may suspect or blame the nearest person to him.
ends, the psychic feels groggy and off kilter. The effects of sleep-
(“Watch yourself, buddy.”)
lessness being similar to drunkenness. -2 on Perception Rolls, -2 on
-25% penalty to Pick Pockets with solid ectoplasm.
initiative, -2 on all combat maneuvers (strike, parry, dodge, etc.),
Note: If the psychic does not possess the Pick Pockets skill, the
-15% on the performance of all skills, and reduce speed by 10%.
vapor has a 25% base chance of success, but only 5% for solid ec-
Penalties last until the individual gets at least 6 hours of sleep to
toplasm. Clear line of sight is required for the psychic to attempt a
fully recover.
long-range pick pocketing.
49-72 hours without sleep: -5 on Perception Rolls, -4 on initia-
Remember, if the target can see the ectoplasm he sees exactly
tive, -4 on all combat maneuvers (strike, parry, dodge, pull punch,
who is trying to pick his pocket because it trails directly back to the
etc.), -30% on the performance of all skills and they take twice as
psychic.
long to perform, and reduce speed by 30%.
Pick Key Locks: What many psychics do not realize until after
Penalties remain in place until the individual gets 8-10 hours of
years of experimenting with ectoplasm, is that a key lock can be
sleep, and even then is -1 on all the items listed above, and -10% on
entered and filled by the vaporous ectoplasm, then hardened, form-
skill performance until a second night of 7-9 hours of sleep.
ing into the key shape, and turned to open the lock. The strange sub-
73-96 hours without sleep: -7 on Perception Rolls, -6 on initia-
stance can materialize and become hard enough to turn the lock! This
tive, -6 on all combat maneuvers (strike, parry, dodge, pull punch,
can be used to unlock doors, handcuffs, manacles, and any simple
etc.), -50% on the performance of all skills and they take three times
turnkey lock. In the alternative, the solid ectoplasm can be removed
as long to perform, and reduce speed by 60%.
from the lock in the shape of the key, scanned, and a portable 3-D
Penalties remain in place until the individual gets 9-10 hours
resin printer can create a physical key (it takes one minute to scan the
of sleep, and even then he feels tired and groggy, and the penalties
key shape and 5 minutes to print the key). This provides an accurate,
above are only reduced by half (round up)! A second night of 7-10
working replica of the key made from an ectoplasm mold.
hours of sleep should put the psychic near his normal level of func-
Note: Remember, solid ectoplasm is visible, and its use is most
tion; -1 on all items listed above and -10% on skill performance.
effective when there is plenty of time and no eyewitnesses. To un-
Back to normal after a third night of 7-8 hours sleep.
lock handcuffs, for example, the psychic must focus and concen-
Beyond 96 hours without sleep: The character can barely func-
trate to make the solid ectoplasm manifest from his fingers, eyes or
tion and is a deadly hazard to himself and others. -12 on Percep-
mouth. The misty tendril snaking its way through the air to the hand-
tion Rolls, -12 on initiative, -10 on all combat maneuvers (strike,
cuffs, entering the lock, hardening a bit more, turning to unlock the
parry, dodge, pull punch, etc.), -80% on the performance of all
shackles, and retreating back into the psychic. The invisible vapor
skills and they take six times as long to perform, reduce speed
and solid ectoplasm both move at a good pace (maximum speed of
by 90%.
18 or 12 mph/19 km), but the whole process occurs out in the open,
Penalties remain in place until the individual gets 9-12 hours
takes 1D4+1 melee rounds (30-75 seconds) and it can be seen hap-
of sleep, and even then he feels tired and groggy, and the penal-
pening by anyone looking at the prisoner. But that’s the thing, people
ties above are only reduced by half (round up)! A second and third
are not watching all the time and nobody expects ectoplasm lock
night of 8-10 hours of sleep reduces the penalties by half again. A
picking. This same process can be used to unlock and open simple
fourth night of 7-9 hours of sleep should put the psychic near his
jail cells and doors that use basic turn-key locks, but it takes time.
normal level of function; -1 on all items listed above and -10% on
The farther away from the psychic releasing ectoplasm, the longer
skill performance. Back to normal after a fifth night of 6-8 hours
it takes, and the more obvious the long, floating strings of the Silly
of sleep.
Putty-like manifestation that leads back to its creator.
Note: In every instance, failure to get the full amount of sleep
In all cases the psychic from whom the ectoplasm is created must
required retains the current level of penalties; 4-6 hours of sleep is
be within eyesight of whatever the tendrils are being unleashed to
not good enough if 7-10 hours is required. Likewise, getting in 14-24
do, because it is the psychic who controls their every movement and
consecutive hours sleep instead of spread out over 2-4 nights does
action. Engage the psychic in conversation or combat and the ecto-
not shorten the number of nights sleep necessary to become fully
plasm stops in place as he attends to other matters. Cover his head or
rested and restored. If 7-9 hours are required, sleeping 14-18 has no
otherwise blind him or block his line of vision, and again the ecto-
additional recuperative powers. The character still needs that next
plasm can do nothing but stay in place, hanging in the air where he
day or two of sleep to eliminate all penalties.
had it, or return back to him. Knock the psychic unconscious and the
Also note: Without sufficient sleep or equivalent meditation,
ectoplasm also returns to him in mist form. Kill him, and the ecto-
I.S.P. and P.P.E. do NOT recover!
plasm disperses, like a fog in sunlight, and vanishes.

122
Telekinetic Lock Picking Inanimate objects weighing under 50 pounds (22.5 kg) are “pushed” or
slid across the ground twice as far, roughly 12 feet (3.7 m).
Range: Touch or up to 10 feet (3 m). Additional applications for TK Push: Create diversion or cha-
Duration: One minute. One try per melee round (15 seconds) to pick os, and intimidation.
a simple key or tumbler lock and uses up all melee attacks/actions A Telekinetic Push is always a hard push that can be used against
for that round. people, but also to push or knock over objects, shut a door or window,
I.S.P.: 4 splash water, and similar. In addition, a TK Push can slam a door closed
and hold it closed for one melee round (15 seconds). Only a combined
When the lock can be touched or held, and this ability is activated,
P.S. of 26 or greater (or Supernatual P.S. of 19 or more) can force the
it provides the psychic an Object Read-like ability to sense combina-
door open when it is held closed by a TK Push for 15 seconds.
tion numbers and use Telekinesis to manipulate the tumblers of the
Something many people do not consider using Telekinetic Push
lock or to telekinetically “pick” a turnkey lock to open them. This
or Telekinesis for, is to scare and intimidate people, or to create a di-
is effective only with low-tech key and tumbler locks, handcuffs,
version or sense of confusion. Telekinetic Push can be used to clear a
manacles, etc., not electronic, keypad, and computer based locks.
table or shelf, knocking every item weighing under 30 pounds (13.5
50% +5% chance per level of experience to successfully pick a
kg) off and onto the ground as if by an invisible sweeping arm or
key or tumbler lock that is held or touched by the psychic.
powerful wind gust, to create quite the clamoring commotion.
20% base chance of success when the lock cannot be held or is
CS Manhunters and most Mind Melters know how to use TK Push
seen from a distance.
and Telekinesis to slam shut doors and windows with a loud bang to
prevent an opponent from escaping or to startle people with dramatic
Telekinetic Intuitive Combat effect. This also creates a sense of confusion, fright, and when repeat-
ed, terror. “You can’t escape,” says the menacing psychic, and at every
Range: 1-4 feet (0.3 to 1.2 m) beyond the psychic’s usual reach.
turn doors slam shut and a chair or table or piece of furniture is pushed
Duration: One melee round per level of experience.
in front of the person trying to leave, blocking his way. Each moves
I.S.P.: 6
with but a glance or wave of the psychic’s hand. Likewise, objects
With the wave of his or her hands, the psychic is able to ma- may be pushed or hurled from where they rest to pelt the person being
nipulate inanimate objects via Telekinesis to parry and strike in me- threatened, or to land at his feet to block his path. An oil lamp, hot oil
lee combat as if held by invisible extensions of his own hands. The from a stove, or lit candle knocked to the floor or into a pile of rags or
Telekinesis controlled objects can be anything from an actual weap- hanging drapery may start a fire, causing additional panic and confu-
on, knife, sword, spear, or the butt of a gun, to a stick, stone, frying sion. Likewise, a set of knives rocketing over somebody’s shoulder
pan, or piece of debris manipulated with hand gestures to parry and to stick into the wall or door behind him, can have quite the chilling
block attacks 1-4 feet (0.3 to 1.2 m) away. This puts a safe distance effect on both the target of intimidation and spectators.
between the psychic and his or her opponent in physical melee com- This is all scary and very unnerving, especially for civilians and
bat, as well as enabling the psychic to battle fiery Bursters or El- people unfamiliar with psionic powers. It creates a sense of the inex-
ementals without getting burned, or to block attacks from the sides plicable along with confusion, chaos, and terror. Such emotions and
and behind with the wave of his hand. The psychic can also block commotion may be used to herd people in a particular direction, out
and parry an attack leveled at a comrade or innocent bystander close the door, or to create a diversion, or intimidate and frighten one victim
to him; within 1-4 feet (0.3 to 1.2 m); line of sight required. or a whole gathering of people. This is true even if the movement or
All of the psychic’s usual bonuses to strike, parry, and disarm are bombardment of flying objects and moving furniture inflicts little or
reduced by half when using Telekinetic Intuitive Combat, and each no damage. Questions rush through people’s minds as they scramble
TK strike counts as one of his melee attacks. Parrying does not use to get away and make sense of the situation. “What is going on here?
up an attack. Are there invisible people, ghosts, or monsters attacking? Are we in
Modern weapons that fire a projectile/bullet or energy beam can be danger? What do they want? We need to get out of here!” It makes
aimed and fired via Telekinetic Intuitive Combat, but shoot with NO most people scared, panicked and wanting to flee. And those are prob-
bonus whatsoever. Unmodified roll to strike only. They may also be ably the exact reactions a CS Manhunter or Mind Melter desires when
used in melee combat to parry an attack or as a blunt weapon to strike. trying to intimidate, terrorize, or create confusion or a diversion.
Along those lines, Telekinesis may be used to rattle a closed door
or window, shake a table or pots and pans, before causing them to
Telekinetic Push, Revisited hurl around the room or at a specific target. Telekinetic Push can also
Range: By touch or one foot (0.3 m) per level of experience. be used to flip a table over or to throw it or those rattling pots and
Duration: Instant and counts as one melee attack. pans against the wall on the other side of the room.
I.S.P.: 4 Outdoors, Telekinetic Push or Telekinesis may be used to rattle
tree branches, send a pile of leaves or dust or gravel flying, or to
The psychic effectively creates a telekinetic force that pushes away throw items around a camp, roll a log into a path or road, and to push
an attacker or anything within range (a door, chair, cart, statue, etc.). or hurl objects into a ditch, ravine, river, or lake. (“Tell me what I
The pushing force has the rough equivalent of a P.S. 16 +1 per level want to know, or you’re next!”)
of the psychic. The Telekinetic Push is roughly equal to a body block As bad as objects flying around helter skelter, doors slamming
and does 1D4 S.D.C. or Hit Point damage, will knock most ordinary and furniture moving around on their own may be, it gets worse for
humans and D-Bees back two meters/yards (roughly six feet/1.8 m) a specific victim being repeatedly knocked to the ground or shoved
and has a 01-60% chance of knocking the person off his feet. When and pushed into furniture (or furniture into him), or knocked repeat-
knocked off one’s feet, victims lose initiative and one melee action. edly into the wall by an invisible force. Add to this, perhaps, being
Characters weighing more than 200 pounds (90 kg) or who possess suspended into the air via Telekinesis, Levitation, or Death Grip, as
Robotic or Supernatural P.S. are only shoved one or two feet (0.3 or you are being questioned or threatened by a CS Manhunter, and you
0.6 m) and there is only a 12% chance of being knocked off their feet. can imagine how effective such tactics can be. It should be noted that

123
since most members of a CS Manhunters team possess some level of Read Psychic Residue (5, places)
psionic ability, they are skilled in pooling their abilities and working Remote Viewing (10)
as a team to create the maximum desired effect, using their various See Aura (6)
physical and sensitive abilities to dramatic effect to intimidate and See the Invisible (4)
get the answers they want. Sense Dimensional Anomaly (4)
Sense Evil, Revisited (2)
Telekinetic Wall of Debris Sense Magic (3)
Sense Time (2)
Range: Self up to a 12 foot (3.7 m) radius around or directly in front Shared Experience/Empathic Connection (4)
of the psychic and anyone in close proximity to him. Sixth Sense (2)
Duration: Uses up one melee attack/action to raise the wall or circle Speed Reading (2)
of debris that lasts one melee round (15 seconds). Telepathy (4)
Damage: Little. Anyone who may run through the TK Wall of De- Total Recall (2)
bris suffers one point of S.D.C. damage.
I.S.P.: 5
Animal Empathy
This is typically a defensive maneuver to raise a wall or circle of dust, Range: Self and area effect with varying applications and influence
dirt, pebbles, small stones, twigs, other debris and objects (indoors that over animals. One is Animal Empathy to read the emotions of ani-
might be pots and pans, books, paper, writing utensils, and household mals. The other is Animal Empathy Communion, which generates a
items). It is used to partially block, deflect, and diffuse a hail of projec- field of calm and empathy around the psychic (30 foot/9.1 m radius).
tiles or to slightly diffuse electrical, lightning, or laser blasts. This empathic calm follows the psychic and influences the animals to
If the TK Wall of Debris is raised in time – roll for initiative, accept the individual as nonthreatening and one of them. As a result,
high roll wins – it diminishes the amount of damage delivered by the woodland animals do not flee or shriek a warning at his presence as
incoming attack. long as Animal Empathy is activated.
Blocks or deflects 50% of incoming arrows, spears, thrown weap- The animals respond only to the psychic using Animal Empathy,
ons, or S.D.C. bullets, with a 50% chance of the projectiles missing not any people around him, even if they are within the 30 foot (9.1
their intended target and doing 20% less damage when they do hit. m) radius. The presence of even one other person accompanying the
Reduces laser and electrical and lightning blast damage by 10%. psychic breaks the calming influence and the animals respond as they
Increases explosive damage by 10% because it creates many more would to any threatening intruder, calling out, fleeing, charging, at-
pieces of flying debris and shrapnel within the 12 foot (3.7 m) radius. tacking, etc. They may not specifically attack the psychic provided he
remains calm and makes no sudden moves (including running away),
and do not take aggressive action against him, but they will flee from

New Sensitive or attack the person or people accompanying him or nearby.


Duration: Ten minutes per level of experience or until the psychic
makes a sudden or aggressive move, or is himself attacked by man

Psionics or beast, or engages in combat or other loud, quick movement or


threatening activity.
I.S.P.: 5
Saving Throw: Non-predatory animals are -4 to save. Predators and
Sensitive Psionics large animals are -2 to save. No penalty to save (needs 15 or better)
Animal Empathy (5) for animals with high intelligence and awareness. Note: This psionic
Astral Projection (8) ability has no effect on animal-like D-Bees, Dog Boys, dragons, were-
Blind Combat (5) beasts, or any animal-like creature with human level intelligence.
Clairvoyance, Revised (4)
Commune with Spirits (6) Animal Empathy has two main applications:
Dream Reading (5) 1. Read and feel the creature’s emotional state. Animal emo-
Empathy (and Telepathy, 4), Revisited tions are simple and typically range as follows: happy, sad, playful,
Implant Image & Memory Bit (10) curious, energetic, content and lazy, tired or sleepy, unafraid, welcom-
Intuitive Combat (10) ing and trusting, wary and untrusting, scared, confused, hungry, sick,
Machine Ghost (12) in pain, cold, hot, agitated, lost, panicked, in search of/worried about
Mask I.S.P. & Psionics (7) its young, in heat, feels trapped or cornered and wants to escape, feels
Mask P.P.E. (4) cornered and aggressive, in pain and aggressive, angry and aggressive,
Meditation, Revisited (0) vengeful and aggressive, protective of young and aggressive, pregnant
Mind Block (4) and aggressive, protecting its den and aggressive, and similar.
Object Read, Revisited (6) Feeling the animal’s emotions enables the psychic to know how to
Open Third Eye (5) best approach, avoid, and handle the creature. If the beast is in an agi-
Precognition/Premonition (0, 5, or 10) tated, scared, or aggressive state, the psychic knows to stand still and
Precognitive Connection (0) let the creature pass or to very slowly step away and make no sudden
Presence Sense, Revisited (4) movement, and/or to give it a wide berth, knowing it is likely to attack
Psychic Imprint (3 or 1) if it is approached, bothered, or threatened. If the animal is feeling
Psychic Probe (6) playful or curious, he knows it is not likely to attack even if it is acting
Read Dimensional Portal (6) in a somewhat threatening manner. If it is feeling trapped or cornered
Read Psychic Impression (2, objects) and seeking escape, the psychic knows giving the animal an obvious

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exit should allow it to exit the area without conflict. And if the creature and live in urban settings, even small towns let alone the ‘Burbs and
is too panicked or hurt and in need of care and treatment, the Empathic large towns and cities, generally alert animals to their presence even
Calm and Communion provided by the Animal Empathy ability will when they are trying to be stealthy. They simply do not know how to
allow the psychic (only) to approach the beast and lead it to the exit, move about slowly and quietly, downwind, and other tricks known to
or to feed or treat it, without the beast attacking in fear or panic. If Wilderness Scouts, tribal people, and others who spend a lot of time
the wild animal is starving, angry, or vengeful (i.e in a murderous or outdoors among nature. This disconnect makes them the proverbial
desperate state), the psychic knows the beast is spoiling for a fight and bull in a china shop when they are outdoors. They can’t help it. This
wants to lash out and kill, so he needs to be prepared for battle and to is even worse among mercenaries and many an adventurer and sol-
either do something to chase it away without provoking an attack, or dier tromping about in suits of power armor or giant robots, as well
kill it before it kills him or someone around him. as those riding M.D.C. hover cycles and other vehicles.
Similarly, the psychic is able to sense when an animal is pro- So imagine if you could move through the wilderness without
tecting its den or young, and knows it will not attack if he and his causing animals – any animals – to react to your presence. It would
companions slowly step away and leave them alone. If the animal is give you a huge advantage and enable you to sneak up on a camp or
hungry or hurt, the psychic may leave it food or use Animal Empa- tribe of people, an enemy, outlaw, scout, etc., without triggering any
thy Communion (#2, below) to slowly approach and minister to its animal reaction that might alert them to your encroaching presence.
wounds. Animal Empathy also lets the psychic know if the beast is a That is the exact benefit Animal Empathy Communion provides its
man-eater, a term that refers to animals that have developed a prefer- user. The psychic exudes an aura of calm, passive energy that tells
ence to hunt and feed upon people rather than other animals. the animals to accept the individual as one of their own, nonthreaten-
Conditional Bonuses to the Psychic: The psychic using Animal ing, fellow animals, and nothing to fear. This enables the psychic to
Empathy knows the moment an animal decides to attack a split sec- walk or prowl through the wilderness, walk through a herd of wild
ond before it does so, giving the individual a bonus of +2 to parry, animals, past a flock of birds, or a pack of wolves, a rabbit, bear,
dodge, and roll with impact. and even the people’s own riding and pack animals at camp, without
Psychics with Animal Empathy also learn to feel a kinship and triggering any sort of negative or fear response. Even a watchdog
connection to animals and nature. This connection helps them han- or other guard animals are not likely to sound an alarm or attack
dle, train, and care for animals even when Animal Empathy is not the intruder, because the psychic is seen as nonthreatening. They are
activated. The character feels compassion, kindness, and empathy likely, however, to pay close attention to this intruder and respond
for his four-legged brethren, in some case more than his fellow hu- the moment he becomes threatening. CS Manhunters take advantage
mans or D-Bees. This provides a +5% bonus to the following skills: of this all the time to slip past people unseen and to sneak up on peo-
All Cowboy skills, Animal Husbandry, Breed Dogs, Trap and Track ple and enter a campsite to investigate, look around, or observe from
Animals, and Veterinary Science, as animals tend to like and trust a close distance, without anyone being the wiser. Note: The moment
this individual even when Animal Empathy is not being deployed the psychic makes an aggressive move to attack or capture, Animal
(more when it is). Empathy is canceled. Of course, by then it is probably too late.
2. Animal Empathy Communion. Most animals react to their Animal Empathy Communion is ideal for slowly moving past an
environment and danger, which includes people. Whether human, individual animal to a group, pack, pride, herd, or flock without caus-
D-Bee, demon, or monster, animals regard them as natural enemies ing a disturbance among the creatures. Since the animals accept the
to be feared and avoided. psychic as one of them, and nonthreatening, they do NOT react to the
It should be noted that animals tend to respond and react to the individual’s presence. The birds in the trees keep singing, frogs in a
behavior of other animals in their vicinity. So if a pack, herd, or flock pond or swamp keep croaking, and they all continue to go about their
of animals, or even a lone rabbit suddenly darts out and runs away business without fleeing, sounding an alarm, behaving nervously, at-
in a display of fear, so do many to all of the other animals within its tacking, or going silent. This enables the psychic to move and even
immediate vicinity. In that moment, every forest creature within a hide among them without giving away his position. Thus, the psy-
2,000 foot (610 m) radius knows to flee or take cover and go still and chic may quietly walk past a lone mountain lion on the prowl, a trio
silent. This creates a chain reaction or domino effect of wildlife tak- of watchdogs or guard animals, a herd of Aegis Buffalo or a pack
ing flight or suddenly going quiet. Both are reactions to danger and of aggressive Canadian Duckbills without being attacked or causing
the tell-tale sign of people in the forest. The sudden commotion of them to react to his presence.
birds calling out and taking flight or animals running for cover, bark- Caring for Animals: Animal Empathy Communion also enables
ing, howling, squawking, shrieking, growling, attacking, or going the psychic to handle, feed, groom, help, and care for insects, snakes,
dead silent, sets off all the other animals to respond in kind. reptiles, birds, mammals, and all sorts of animals with little fear
Animals respond to danger in one of three ways: fight, flight, or of getting bitten, stung, clawed, kicked, or butted. As long as the
hide and go silent and motionless. This is bad news for travelers psychic is nonthreatening, caring, and helpful, the animals let him
in the wilderness, because this animal response gives away one’s handle and treat them, even suture wounds, deliver young, and tend
position and warns their enemies that they are near and/or travel- to broken bones and injuries, but only while the power is activated
ing in a particular direction. This is especially bad when someone is and the psychic remains calm, nonthreatening, and moves slowly (no
trying to sneak up on, or sneak away from, an enemy or adversary. more than 40% of the character’s Spd attribute). This psychic ability
Astute Wilderness Scouts, Trappers/Woodsmen, CS Manhunters, can NOT be used to outright control or command any animal.
Bounty Hunters, Native Americans, Psi-Stalkers, Simvan, and other Note: Animal Empathy is of benefit to the Coalition Manhunters
tribal people, hunters, predators, and monsters familiar with track- who possess it, because it enables one or more of them to bypass
ing and hunting in the wilderness, watch for such signs and know guard and attack animals, and get close to observe or attack a target
what they mean. Many even count on the reactions of animals (going without causing any animals to react to their presence. It also enables
quiet because danger/people are present, fleeing, calling out, etc.) as them to hide or move among animals. This can be a huge advantage
a woodland alarm system to alert them to the approach and location when played right.
of intruders and danger, or to identify the location of their quarry as This psionic ability is common among Manhunters, Psi-Druids,
they move though the woodlands. Note: Characters who grew up Psi-Ghosts, Psi-Slayers, and Psi-Stalkers (any).

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Blind Combat Clairvoyance, Revised
Also known as See without Sight Changed to function as a New Sensitive Psionic Ability.
Range: Self and surrounding area in a 100 foot (30.5 m) radius, or Range: Self, but gets an impression, strong feeling, hunch, sense of
100 feet (30.5 m) straight ahead. foreboding/danger, or flash of insight via touching an object, door,
Duration: Three minutes per level of the psychic. vehicle or thinking about their next move, or by just activating the
I.S.P.: 5 Clairvoyance ability.
Saving Throw: Not applicable. Duration: 1D6 minutes.
Random Determination of Accuracy: Roll 1D20: 1-6 is inaccu-
When blinded, the use of this unique ability allows the character rate, 7-20 is accurate. G.M.s can reverse the outcome when it is de-
to use the psychic senses of the so-called Third Eye. Blind Combat sirable. (“Wait! Now you get no feeling, or a good feeling, or sense
enables the psychic to sense his surroundings, opponents, innocent X, Y, or Z about it.”)
bystanders, allies/teammates, and attacks directed at him or those I.S.P.: 4
around him within a 100 foot (30.5 m) radius/all around him. It mat-
ters not the reason the psychic cannot see. It may be the result of Clairvoyance is not seeing into the future, but rather knowing
being cast into darkness or thick smoke or fog, head injury, or when the unknowable. Answering someone’s question before they ask it.
blindfolded, blinded by magic or some other means, and similar situ- Knowing nobody is home before you knock on the door. Feeling
ations and environments where the psychic cannot see. trouble or danger is around the next corner and to go the other way.
The normal penalty for being blinded is -10 to strike, parry, Knowing your sister gave birth early that morning and that the child
dodge, disarm, pull punch, roll with impact, and all other combat is a boy, weighs 7.5 pounds (3.4 kg), has a full head of brown hair
maneuvers. and mother and child are doing well, before being sent the details
However, when blinded or deafened, or both, the psychic ac- of the blessed event. Or the Clairvoyant may accurately know, just
tivates Blind Combat to sense and see his surroundings with his know, someone who has been accused of a crime is innocent despite
mind’s eye. This includes knowing his enemies’ location, movement, the claims of others or the evidence seemingly stacked against him,
and attacks directed at him and others within 100 feet/30.5 m in all or that someone who has gone missing is alive, but in trouble, or is
directions (i.e. a 200 foot/61 diameter). In addition, the psychic is not where people are searching.
able to respond to their actions, move, attack, strike, parry, dodge, Clairvoyance also includes moments of intuition that tell the psy-
and see and avoid obstacles and obvious pitfalls and traps as if still chic to look on another shelf or behind the shelf, or at a different,
sighted. unlikely location to find the item they seek, somehow knowing it
Blind Combat Penalties: This ability is incredibly impressive was misplaced or dropped, and where to find it. Another example is
and useful, but there are limitations and penalties. The psychic must knowing your friends or parents, or the police or whoever, are com-
concentrate to enter into a sort of Zen combat trance, reaching out ing and will arrive any minute. This powerful feeling may motivate
into the world with psychic sensory perception. Concentrating to the individual to tidy up, change their clothes, hide contraband, or
maintain Blind Combat imposes the penalties below, but they are vacate the premises before they arrive, taking any valuables or in-
much less than the normal -10 penalty for blindness. Blind Combat criminating evidence or a “go bag” with them.
may also be used when hearing is necessary to defend him or herself Other times, the psychic using Clairvoyance simply knows to
but the psychic is momentarily deaf. HOWEVER, to do so the deaf look in an unusual place to find a lost item or clue, or a feeling to
psychic must also close his eyes or blindfold himself in order to use look down at their feet to see something of value or importance, or a
Blind Combat to compensate for a loss of hearing. As long as the possession they or a teammate dropped, or a danger before they step
psychic can see, the ability cannot be activated. into it (venomous insect, snake, or tripwire, perhaps). Or it may be
Penalties for Being Sightless and/or Deafened while using this a sudden feeling to check your pocket that may reveal you lost your
ability: -1 attack per melee round, -2 on initiative and Perception ... fill in the blank: credit card, wallet, gun, other valuable – which if
Rolls, -1 to strike, parry, dodge, disarm, pull punch, roll with impact, you quickly retrace your steps is found on the floor or behind a seat
and all other combat maneuvers. Also reduce running Spd by 30%. cushion. Or maybe, the Clairvoyant flash causes the psychic to turn
The psychic cannot actually see and can NOT read words, sym- around and look behind him, or notice a suspicious person in the
bols, instrument panels, etc., but will sense the location and move- reflection of a window, tailing them or about to pick their pocket or
ment of people, pets, and animals known to the psychic as well as reaching into their bag. Likewise, a strong feeling not to eat or drink
attackers and enemies who mean him and them harm. However, something may indicate the food or drink is poisoned, drugged, or
the psychic cannot see their faces, tattoos, patches, or what they are spoiled. (Something a chemical analysis can confirm.)
wearing. To the psychic using Blind Combat, his enemies are black A bad feeling. When the Clairvoyance ability is activated and the
shapes, the sounds and sensations of movement threatening him and psychic gets a bad feeling about a particular path of travel or the urge
those around him. Blind Combat enables the psychic to “feel their to take a different route, it is best to heed that feeling. Following such
presence and actions” rather than see them. That said, the individual a feeling may avoid danger, or trouble like encountering an enemy
can sense the difference between an ordinary S.D.C. sword, and an or rival, or an accident or other threat or danger. In the alternative,
M.D. Vibro-Blade, Psi-Sword, magic weapon, blaster, etc., and will following that feeling may lead to finding the enemy or persons they
know if the attacker is human or D-Bee, or if the opponent is magical have been looking for, or the object of desire, or an opportunity, or
or supernatural, but not which species unless their attacks offer clues other good fortune.
or the psychic saw them before being blinded or deafened. Similarly, Clairvoyance may leave the psychic with the strong
The psychic cannot use skills that require sight and precision such feeling or hunch that he or the player group is missing something
as books, computers, electronic or mechanical skills, reading, writ- and should look around some more. It is up to the G.M. to decide
ing, Forgery, Pick Locks, Pick Pockets, surgery, etc.; all such skills if the psychic stumbles upon a secret door, passage, room, or safe,
are impossible, but fighting and defending himself and those around and whether he may even find the concealed lever, button, or release
him is a different story. mechanism that opens the door to it.

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While examining or just looking at or sitting on or inside a ve- A neutral feeling, neither good or bad, means just that. The door
hicle or giant robot, a psychic who has activated Clairvoyance may is harmless and the room is empty, or nothing of consequence awaits
intuitively know without examining it, that the machine is out of fuel inside, UNLESS the psychic or one of his teammates do something
or depleted of energy, has an engine or an electrical problem and is to change that. Ever in motion is the future, and Clairvoyance, and
in need of repair, or is beyond repair. Likewise, the character may Precognition for that matter, are NOT intended to be ways to au-
“feel” a horse or animal is sick or healthy, or feel that they are being tomatically avoid trouble or find reward, though they can assist in
offered a good deal or not, or get a bad feeling about the vehicle, doing so.
item, animal, or deal. The wrong feeling. Psychic abilities like Clairvoyance and Pre-
Unfortunately, the exact source or cause of the bad feeling, i.e. cognition are not always correct. Sometimes there are conflicting
the exact problem or danger that has elicited the bad feeling, is usu- paths, one or a few that are good, and one or a few that are bad,
ally unknown. It could be the vehicle is a piece of junk and won’t last but Clairvoyance only indicates one or the other. Other times those
long in the field. Or it could be it is stolen goods, and if they buy it, it conflicted feelings or opportunities cancel each other out and pres-
will be confiscated by the police or the angry robbery victim within ent as neutral or a feeling of uncertainty. “I ... can’t tell. I don’t
the next 24 hours. Worse, the victim and/or authorities may mistak- know.” And other times the “feeling” is just plain wrong, even if
enly believe the player characters are the thieves who stole it in the the good, bad, or neutral feeling was strong. Still other times it
first place. Or any number of problems that will lead to trouble. Of may be the right feeling, but the wrong time as the Clairvoyance
course, a bad feeling can be almost anything: A booby-trap, ambush, accidentally reaches into the future to warn the psychic of a future
bandits, Glitcher infestation, a bad deal, a con game, or other issues danger in the here and now, except the danger or opportunity is
that will lead to trouble or problems. later that day or tomorrow or two days from now. Or it is the right
During adventures the player character with Clairvoyance might building or park, or forest, or cave, but in a different room or area.
be wise to use it before opening a door or entering a room. In this This can be left to the Game Master’s discretion when appropriate
case, the psychic may (but not always) get a “good or bad feeling,” (be fair and just), or it can be a random roll on a D20: 6-20 the feel-
or a sense of danger. The psychic is NOT likely to know what the ing is correct. 1-5 the feeling is wrong or misplaced (the next room,
danger or threat is, but it should prompt him to take extra precautions tomorrow, etc.).
before entering, or perhaps, decide not to enter at all. G.M. Note: This ability can be a bit tricky to use in a game
If that “bad feeling” persists, it should cause him to alert his team- context. Tricky for the player to know when to use the ability be-
mates and have them all wait a moment and make a closer exami- cause Clairvoyance is active for a short period (it should usually
nation of the door, doorframe, floor, wall and ceiling in search of be the player’s choice as to when and where to use Clairvoyance).
a booby-trap, tripwire, camera, electronic eye, sensors, magic, etc. And tricky for the Game Master to know exactly what to reveal.
This “bad feeling” may prompt the psychic or a teammate to use Remember, as a general rule, be vague: “You get a bad feeling.”
other psionics, magic, or technology to examine the door and/or area “You get a good feeling.” “Something doesn’t feel right.” “You
around it. can’t shake the feeling you are being watched.” “You feel noth-
Object Reading the door might indicate opening it will trigger an ing one way or the other.” “You know that guy is innocent.” “You
alarm or activate a trap, just as Presence Sense may indicate people feel like you need to hang around for a while or until tonight or
or the supernatural behind the door inside the room. So might a lis- tomorrow.” And so on. I hope the earlier examples above help on
tening device or tech sensors. Likewise, a character with a height- that front. The G.M. always has final discretion and players need
ened sense of hearing or smell may hear voices or pick up a familiar to accept that. G.M.s, it is important you are fair and just and not
or dangerous scent by just leaning up to the door and listening care- manipulative or too helpful.
fully and sniffing the air. The presences in the room could be the Sometimes it will be fair for a Game Master to give a psychic with
enemy, a rival, an ambush, or a chance encounter with bad guys (or Clairvoyance something that he or she just knows out of the blue as
good guys who may be rivals). The bad feeling might invite someone events are unfolding a scant minute before (as noted in the beginning
in the player group to try to get a peek inside somehow (through a of the Clairvoyance description). This may be a sudden good or bad
keyhole, window, crack in the wall, use of magic, turn invisible, etc.) feeling about something, or feeling someone or something is out of
or to listen and activate sensors. place, or knowing where to look, or just knowing something without
If the player group does not detect any signs of trouble, or decide requiring the character investigating, or choosing to activate Clair-
to go ahead and enter anyway, at least the character(s) should be alert voyance and expend I.S.P. This can be done when there is a big bad
and ready for anything, especially the psychic with the bad feeling. or danger that you, the Game Master, feels the psychic would sense,
They can draw their weapons, have spells at the ready, and be ready or a bit of info that you want to give the character or group as a hint
for potential trouble whatever it may be. A few might even take a of danger, injustice, or reward, or to help them find a clue or make a
defensive position and hang back in the hallway to provide cover fire decision, or prove the innocence of the wrongly accused, as well as
or backup rather than them all blindly walking inside. This extra bit to move a story along or encourage a direction or course of action.
of preparedness can be the difference between life and death. Other times, you might give the player a hint that it would be prudent
A good feeling, like bad, could mean almost anything. It could to use the Clairvoyance ability by saying something like, “Don’t for-
mean helping someone will lead to something positive. Or behind get about Clairvoyance,” or “Is there any psionic ability you might
that door is the item they have been looking for, or a friend or ally, want to use?” If they don’t take the hint, so be it.
or treasure, a clue, valuable information, an opportunity, treasure, This can be tricky, because it should be the players who decide
weapons, a helpful surprise, fun and entertainment, a safe journey, when to use their abilities. They should not be led by the hand or
getting hired and paid well for their services, the beginning of a new, manipulated by the G.M. via psionic abilities or any other device. So
potentially fruitful adventure, and so on. That does NOT mean trou- don’t do this all the time, only when you think it is appropriate. And
ble and challenges may not also await or develop depending on the remember, in a crisis, people sometimes forget to use an obvious
words and deeds of the psychic and his teammates. However, if they psionic ability, spell, skill, power, or weapon. I always see this as the
play their cards right, this should be a good experience – a tasty din- hand of Fate and realistic, because when under duress or faced with
ner, a pleasant evening drinking and chatting, and so on. a quick decision, people often freeze or forget things.

127
Dream Reading dream theme, may indicate that the subject is a family person, lonely,
homesick, and misses the child and/or spouse and family and friends.
Range: The Dream Reader must stay within 4 feet (1.2 m) of the Details that an observant and clever psychic may be able to use to their
person whose dreams are to be read. advantage to leverage that information during seemingly friendly wak-
Duration: 20 minutes per level of the psychic’s experience. ing conversations and small talk, or during aggressive interrogation.
I.S.P.: 5 Here is one scenario and a number of examples:
Saving Throw: -2 to save because the target is asleep and defenses “You miss your son, don’t you?” asks the interrogator.
are down. “How do you know about him?” says the mercenary.
“I (or we) know a great many things about you, Charles. A lovely
Dream Reading works on a similar principle as Telepathy, but
wife, too. It would be a shame if anything should happen to them.”
it is not telepathic communication per se. Dream Reading is more
Or, “What would you say if I can make all of this bad stuff go away
like tapping the mind and listening in on the dreams. The psychic
and arrange for you to go back home? All I need from you is X.” X
cannot influence the mind nor participate in the dreams, but he can
can be anything, the identity of a hero, partner, ally, fence, a loca-
eavesdrop, watch and listen to dreams as if watching a television that
tion, etc.; the time and place of a crime, meeting, attack or event; the
switches channels at random.
location of hidden evidence, valuables, weapons, explosive devices,
Dream Reading is an invasive peek into a person’s sleeping mind
magic item, treasure, a fugitive, and on and on.
that peers into the subject’s subconscious. It is invasive and an inva-
However, even the example scenario above has the possibility of
sion of privacy because most Dream Readers are not likely to ask
being misinterpreted or overplayed.
permission to read another’s dreams. Instead, they do so in secret to
“You don’t know anything,” growls (or chuckles) the subject be-
gain information and insight, often with nefarious intentions. Infor-
ing interrogated. “Yeah, I’d love to be back with them. Maybe some-
mation they may use against the dreamer.
day I will. But not even the CS can bring back the dead, asshole.”
The Reader cannot manipulate the dream or inject an idea or image
Or, “You can’t hurt them, they’re dead. Killed by your kind,
(see Implant Image for that), the psychic is simply along for the ride.
which is why I’ll never talk.”
Watching the dream the same as he would a TV show that probably
Or, “Sorry to disappoint you, but they’re safe where you’ll never
switches shows in the middle of one event, or is surreal and illogical.
find them.” And so on.
Moreover, Dream Reading is likely to require some level of interpre-
Nonetheless, Dream Reading and using that information is a fun
tation. After all, this is a person’s free flowing subconscious which
opportunity for interpreting clues, puzzle solving, and role-playing.
may be influenced by anxiety, fears, and desires as well as things the
And even in these examples, above, the interrogator might find clues.
dreamer may have seen or experienced that day. Real and imaginary
Knowing the person’s motives may help the interrogator find a dif-
events that may present as dreams and offer insight and information, or
ferent avenue of questioning that might make the prisoner angry and
it may be the mind working through concerns and fears or just on a fun
say something he should not, or the interrogator may stop wasting
romp entertaining itself. Thus, information garnered by eavesdropping
time with this guy and move on to someone they believe is more pli-
on dreams must always be suspect and may not be accurate in the least.
able. Or they may have heard rumors about a place/location where
Dreams may reveal important people, places, concerns, plans, worries,
fugitives or refugees are supposedly beyond the reach of the CS.
and fears that are on the subject’s mind, but are not always clear, logi-
Throwing out a name/location as a bluff and gauging the prisoner’s
cal, or presented in a coherent line of thought. Reading dreams is also
reaction, in thoughts and emotions as well as physically, might be
time consuming, requiring 1D4+1 hours of the psychic’s time! During
quite revealing.
which he or she must remain awake, watching the dream in his own
“Yes, we are quite aware of Castle Refuge. Not as secret or safe
mind via a telepathic connection.
as you might like to believe, I’m afraid.” No reaction from the pris-
Penalties and Conditions for the Psychic Engaged in Dream
oner means the interrogator guessed wrong about the location. Sud-
Reading:
den fear, worry, anger, etc., would suggest the interrogator guessed
1. To read and see the victim’s dream while the subject is sleeping
right about Castle Refuge actively holding and protecting fugitives.
requires close proximity (within 4 feet/1.2 m) and takes focus and
More bluffing about a raid and the family being in jeopardy may
concentration on the part of the Reader. During this time the Reader
yield more information.
is unable to do anything else, including sleep, talk, meditate, read,
Notes about skimming dreams via Telepathy and Empathy:
look around at other things, or daydream.
When Telepathy is used on the sleeping, the best it can do is pick
2. Staying awake and paying attention is required in order to catch
up random words and thought images. It cannot receive or pick up
clues and interpret information that might be of value or use. Reading
the full dream or image sequences. Instead, the best Telepathy can
a person’s dreams is more banal and boring than you might imagine,
do with the sleeping mind is pluck out random words, thoughts, and
which may cause the Reader to drift off to sleep himself. Note: Roll
images that are usually a meaningless jumble of the subconscious
to save vs sleep (needs a 12 or higher) at the start of every hour after
mind: A blue bird. A hill. Bob (whoever that may be). A pretty sky.
the first. Falling asleep breaks contact and ends the Dream Reading.
Kathy. A room. A nameless face. A monster. And are these imag-
3. 66% chance of correct interpretation of a dream’s meanings.
es and thoughts based on current or recent events or are they from
Yet even then that interpretation may have no significance except
the distant past? Is that face important or is it someone the dreamer
to the dreamer. (“Boy, that guy sure loves fishing, or really wants a
saw on the street and thought was attractive or scary or nice, or is
Riding Lizard, or a Bandito Arms Wild Weasel SAMAS, or hates the
it a childhood friend or sibling? For the telepath skimming surface
Coalition, or hates his father, etc.”) Dreams are likely to be annoy-
thoughts, there is little to no context, rhyme, or reason to any random
ing, surreal, weird, illogical, unnerving, embarrassing, silly, scary,
dream-thoughts.
repetitive (or a repetitive theme), wish fulfillment, or pure fantasy
The same is true of Empathy. The psychic may detect joy, fear,
with no direct meaning in the real world whatsoever.
anger, worry, etc., at various intervals, but the flashes of emotions
For example, how many times does an outsider want to see the
have no context and are meaningless. The mental invasion of priva-
birthday party of the subject’s child? That said, this is an example of
cy via Empathy and Telepathy are also short-lived, lasting minutes,
gleaning information from the mundane. A dream about a birthday
whereas Dream Reading lasts for hours.
party or family or friends, especially if it is a reoccurring dream or
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Empathy (and Telepathy) Revisited Or there may be other feelings that denote the individual recog-
nizes and knows that person and what that individual may mean to the
Range: Empathy: 100 foot (30.5 m) radius. Telepathy: 60 feet (18.3 character. There may be emotions of happiness, friendship, romance,
m). love, resentment, disdain, and others that provide the psychic(s) tap-
Duration: Two minutes per level of experience, for both. ping into those feelings with important insight and information.
I.S.P.: Empathy 4. Telepathy 4. If the person being “read” knows the CS or dangerous people are
Saving Throw: Standard when leveled at a specific individual. Not looking for a friend, spouse, sibling, partner, etc., his thoughts and
applicable when the psychic is using Empathy to “read a room,” i.e. feelings betray him the moment he sees that person. Thoughts are of-
the most prevalent surface emotion or two (or a jumble of random ten accompanied by emotions. In this case, fear or anxiety, or panic,
surface thoughts via Telepathy) from a group as a whole. As always, for the person’s safety, or rapid-fire thoughts, adrenaline, and emo-
a Mind Block prevents a person’s emotions and thoughts from being tions building as the mind of the person being “read” races to devise
read, but it being in place raises suspicion, confirms the subject has a plan of action to warn or save the person he cares about. All being
psionic abilities, and it closes the person off to useful Telepathy and skimmed by the psychic(s) laying in wait. All telltale emotional sig-
psionics from teammates. nals and information they are invisibly picking up and use to observe
and gather intelligence, or to intercept or attack their target, or stepping
Empathy and Telepathy are vital tools of CS Manhunters, Psi-
in to prevent their target from being warned away or rescued. Informa-
Ops, Psi-Battalion, and Bounty Hunters, as well as other law enforce-
tion they can silently share with other members of their team as they
ment and criminal organizations, especially in identifying, tracking,
work together to get the job done. Remember, telepathic communica-
and locating dangerous suspects, fugitives, and terrorist targets. Both
tion is silent and undetectable. No speaking or hand signals required.
abilities are used in very similar ways to locate an enemy, fugitive
No radio or surveillance devices necessary. The psychics in the squad
or criminal on the run, or to identify danger, security breaches, and
are able to coordinate with their teammates via thoughts transmitted
the associates of dangerous people associated with known bad guys.
using Telepathy without anyone being the wiser.
Empathy reads surface emotions. Telepathy reads surface
Once their target is identified and located, the psychic(s) and
thoughts. Both can betray you and those you care about. Emotions
teammates may make their move to attack, kill, or capture, or wait
and thoughts are near impossible to disguise or contain unless you
and follow their target and strike at a more opportune time; or follow
are psychic and possess Mind Block. People cannot help how they
the individual to his hideout or to associates or accomplices, and deal
feel or think. Emotions and thoughts come automatically and can-
with them all.
not be contained. Emotion changes and thoughts automatically form
Empathy and Telepathy are a great combination of abilities
in response to outside stimulus, whether that stimulus comes in the
used by informants, spies, interrogators, investigators, and Man-
way of physical punishment, spoken words/threats, environment, or
hunters. When one interrogator deploys Empathy to read emotions,
situations. When we see a friend, a loved one, an enemy, a threat,
another is using Telepathy to read surface thoughts. Between the two
danger, reward, escape, relief, etc., thoughts and emotions change.
of them, they should get a good picture of whether or not the person
CS Manhunters and other psychics with the powers to read emotions
being questioned is being cooperative, uncooperative, hiding some-
and/or thoughts, count on this and use people’s own feelings and
thing, lying, scared (too scared to be lying?), or likely to be telling
thoughts against them.
the truth. Such an interrogation may be obvious and intimidating,
For example, when Manhunters are staking out a known associ-
or disguised as a seemingly friendly conversation. Both, however,
ate who is suspected of meeting with the person they seek, they try
are fishing expeditions intended to get clues, leads, and information.
to have one or more psychic Manhunters reading the individual’s
Thoughts and emotions occur even if the individual has a poker
thoughts and emotions. Why? Because the individual cannot help
face and doesn’t show it. Thus, surface thoughts can reveal plenty.
feeling a spike in adrenaline and emotion when he or she sees that
“They’re asking about Bob. A good thing he’s hiding at X where
person(s), be it a feeling of joy, love, envy, hate, disgust, guilt, fear,
they’ll never find him.” Or, “I hope they pick up that ratfink Jeff for
worry, etc. The same is true during interrogations whenever a ques-
questioning too.” Or, “They’ll never get anything out of me about
tion strikes a nerve. The person whose thoughts and emotions are
X, Y, and Z.” Or an image of an insignia, a landmark, or place of
being secretly monitored cannot help but to respond to outside stimu-
business pops into the person’s mind – a new clue to investigate, or
lus no matter how hard they try to conceal it. In this example, when
perhaps the whereabouts of the fugitive being sought, or his fence, or
the person arrives, the individual is likely to think something like:
family, or teammates, etc.
“There she is,” or have the name of the person pop into his head.
As noted above, emotions also provide plenty of clues and infor-
“Jodi’s here.” Or, “It’s Sinsapaugh, and Bradshaw is with him.”
mation. A certain level of anxiety, worry, or fear can indicate the per-
Or, “There’s Carl, but who are those two guys with him? Must be
son knows more than he is saying. Calm, confidence, and smugness
his smuggler contacts (or mages, or D-Bees, or rebels, etc.).” Other
may indicate they are completely off-base or the individual is toying
thoughts and emotions may also bubble up to the surface in that mo-
with them (and probably enjoying it). Or it may indicate he has seen
ment. “Man, I hate Headhunters,” or Shifters, or Psi-Stalkers, as the
through the ruse of an undercover sting or an undercover agent, caus-
case may be. And the emotions reflect that sentiment, because with
ing in the person being questioned to be evasive and cagey. Likewise,
every thought is an accompanying emotion, and vice versa.
a sudden emotional response may indicate the individual recognizes
Emotions are also clear, telltale signals and information for the
a known conspirator, or knows more than he is saying, or is worried
psychic reading the subject’s response. There may be emotions of
about himself or someone, or somewhere, else. A fond memory that
fear, nervousness, or panic upon seeing person X. “Oh no, there she
pops in the person’s head my reveal their identity or location, just as
is. I hope those CS goons aren’t still around.” Or, “God no, Kathy’s
happy emotions may indicate he knows the person being inquired
walking into a trap. How can I warn her?” And should the subject’s
about even if he says otherwise.
emotions read as confidence and joy or smugness when he knows
No strong emotional reaction (or thoughts) means the person be-
the CS or an enemy is watching him, it should be cause for concern.
ing scanned is likely to be telling the truth and really doesn’t know
Why is he feeling confident or happy? Does he have associates ready
anything about the subject he is being questioned about. Likewise,
to intercede or a secret escape plan? Is this a trap or a set up of some
hatred for the subject means the individual may be willing to say or
kind? A diversion for another scheme happening elsewhere?
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do things to hurt the subject of his hate when given the opportunity ment the individual implanted with the image sees it, he recognizes it
or proper incentive and/or protection from retribution. So if he is not and knows a bit about it and what must be done. It may be that he or
doing so, it is either because the individual does not know anything, she suddenly knows this is the bad guy/villain/enemy to be stopped,
or there is a reason he is keeping quiet or protecting the perpetrator/ brought to justice, captured, slain, or whose help they need; or that
fugitive. Whereas fear, worry, or concern for the subject, says other- the person is a hero who can help, or needs the group’s help, or needs
wise. All of this provides clues and suggests new avenues of ques- to be rescued, etc.; or this is the person they have been looking for or
tioning and, perhaps, reason to keep at the individual or attempt to who should have the answers they seek or can be trusted, etc. Other
cajole or bluff the person into revealing what the interrogators want times the implanted image and memory may be used to inform the
to know. (“Why are you protecting this guy? Does he have some- individual when they have reached a place of importance (and why),
thing on you? Did he threaten you or your family? We can protect or that it is a safe location/hiding place, or dangerous such as the lair
you/them. Is he holding a loved one hostage?” And so on.) of a monster or villain, or that it is their destination. Likewise, it can
Reading emotions of a person under interrogation can also tell be used to identify an object, magic item, artifact, book, medicine,
if he or she is getting ready to crack and spill the beans any minute. herb, weapon, device, blueprint, schematic, or whatever.
That bit of emotional intelligence tells the interrogators to continue This realization and hidden knowledge often come as an epiph-
questioning and lean in hard with threats and added pressure to get any, “That’s the guy (or item or place)!” When someone asks how
the person to crack. If the subject remains defiant and strong despite does he know, the implant recipient just knows, and without a doubt.
their best efforts, it suggests it will take hours or a different approach To implant someone with such an image and bit of memory and
to make that subject talk, or that he is willing to die before betraying related knowledge, the psychic must possess the knowledge to im-
a comrade or cause. part, and needs to speak directly to the individual. If the subject is
Reading a room. Rather than focus on the emotions of one spe- asleep, he still hears the words and receives the implanted image
cific individual, Empathy can be used to read the prevailing and con- and memory. Part Hypnotic Suggestion and part Mind Bond (though
gregate emotional temperament of a group of people. This can be the nowhere near as invasive, intense, or complete as the latter), the psy-
audience in an auditorium, patrons in a bar, or any gathering, group, chic is able to implant the image and memory via words or Telepa-
crowd, or mob. The psychic’s read of the overall mood and feelings thy, information that will not surface until the right moment.
of the people, as a group, can be very helpful in gauging their re-
sponse to an event, a speaker, a subject, or toward the psychic and/or
his companions/teammates, or what he or the player group is saying
Meditation, Revisited
or doing. The psychic can also tell if this is a reaction to him or to See description in Healing.
someone or something else, his teammates as a whole, or to a specific
companion such as a feared or hated D-Bee, monster, mage, O.C.C.,
etc. The emotional response from the gathering of people as a whole
Object Read, Revisited
can inform the psychic if they are feeling indifferent, are in agree- Range: Touch.
ment, opposed, suspicious, friendly, welcoming, cheerful, playful, Duration: Varies; usually 2D6 minutes.
positive, negative, sorrowful, insulted, disgusted, upset, fearful, an- I.S.P.: 6 (+4 to see the present).
gry, hateful, vengeful, hostile, threatening, increasingly agitated, or Saving Throw: None.
bloodthirsty. An emotional barometer, this ability allows an alert in- Base Skill: Impressions: 56% +2% per level of experience. Imag-
dividual to respond accordingly – change their tactics, leave, prepare es: 48% +2% per level. Present: 38% +2% per level of experience.
for an attack, run for the hills – before the crowd takes action. Since Special Bonus: +10% to characters who also possess Clairvoyance,
Empathy may be used for a duration of time, the individual is also Divination, and/or Precognition.
able to tell when the overall mood is shifting and changing.
Also known as Psychometry, this uncanny ability enables the psy-
chic sensitive to receive impressions and images from an object re-
Implant Image & Memory Bit garding its use, history and last owner. This is done by holding the
Range: One other via conversation and suggestion up to five feet object and concentrating on a specific line of thought or opening up to
(1.5 m) away, line of sight and eye contact required. general impressions (the latter is always more vague and random). Just
Duration: Conditional; i.e. one year or until it is time for the epiph- as a psychic must open himself to sense evil or magic, he must open
any, whichever comes first. himself to psychic impressions left on the object. If successful, he will
I.S.P.: 10 receive impressions and/or images revealing bits of information.
Saving Throw: -2 to save when the image is implanted without the Impressions include: General alignment of its last owner (good,
recipient’s knowledge, usually while they are sleeping, or when that selfish, evil), general emotional state of the last owner’s mind (an-
image and info is helpful, not hurtful. No saving throw when the gry, happy, sad, hate filled, confused, etc.), the object’s general pur-
recipient is a willing participant. Standard save vs psionics when the pose (what it is used for, is it intended for good or evil, and similar),
recipient is awake and resistant to this memory implant. whether or not the last owner is alive or dead, and whether the item
has been used with magic or by supernatural forces. Object Read
The psychic is able to implant an image and a simple impression also conclusively reveals whether the item is of human or alien/
in a person’s mind. This image and related impression/information otherworldly manufacture, magical, currently enchanted, cursed,
is not remembered, however, until the necessary time. This is usu- or contains a supernatural force/entity (as well as its alignment and
ally done so that when the implanted individual comes face to face emotions). If the item is possessed, an Object Read makes the reader
with a specific person, object, place, or image intended to trigger totally vulnerable to psychic attack (no bonuses to save) by the pos-
the memory, it is revealed. When that happens, the individual with sessing force inside the object.
the implanted memory will, a) recognize it without a doubt, and b) Object Reading a door might indicate opening it will trigger an
understand the significance of that person, place, object, or memory, alarm or activate a booby-trap, or that the door is wired to an elec-
and what must be done next. That may be almost anything. The mo- tronic system or device, but not what it is or what it does. Likewise,
Object Read will NOT reveal that a desk, door, wall, floor or ceiling
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has a secret door or compartment unless the psychic’s hand happens I.S.P. available to the individual whose Third Eye has been
to be right at the location of the secret door or compartment. Even opened is his M.E. attribute number +14. Any unused I.S.P. vanishes
then, Object Read does NOT show how to open it nor how to de- at the end of the duration.
activate an alarm, trap or sensor. Nor does Object Read reveal any This is a remarkable ability that enables the psychic to tempo-
special feature, problem, or defect about the object or its value. rarily unlock and enable access to one of the psionic abilities listed
Images: The psychic can also see images of isolated events which below, in another person who is not a psychic. The individual whose
have happened in the past. This will provide brief snippets of images Third Eye has been momentarily opened intuitively knows how to
and events that will offer glances of the previous owner and oth- use the ability that has surfaced. The power that surfaces is, presum-
ers close to him. Traumatic and emotion filled events/images are the ably, one of the individual’s unknown latent psionic abilities made
easiest to see. Impressions will accompany the images, adding to the accessible for a few melee rounds. After that, it is gone. Should Open
story as it unfolds. Information includes: Approximate age, height, Third Eye be used on the individual again, it will awaken the same
weight, build, race, sex, hair color and length, special facial or body ability (so players, make note of it).
features such as a scar, brand, tattoo, beard, striking hair style, or While such an awakening of a hidden, inner psychic ability might
an insignia or emblem worn by the individual (very often the exact suggest the individual is a psychic, that is not case (unless the charac-
facial features are out of focus, blurred or obscured), and sometimes ter is a juvenile, in which case he may be). Most adults lack the will,
occupation, the object’s use/purpose, or a special event, usually very ability, and practiced training to summon one or more psychic abili-
traumatic, important, or happy/triumphant. Often the event image is ties on their own. It is just there, a remnant of an unrealized potential,
fragmented as if it was a piece of video edited by a crazy man. The buried deep inside of them. Beyond their control. Truth be told, most
event is always one in which the object was involved in some way. people are frightened by psychic abilities so they are happy to leave
In addition, the Reader of the object may see the code or a person it there, buried, and never speak of it again.
punching in the code to the keypad of an alarm or security system Any one of the following abilities can be momentarily awak-
that opens a door, or the combination to a lock, or that a spare key ened in another person via Open Third Eye. Roll percentile dice
to a door or lock is kept hidden under the floor mat, a nearby rock, for random determination or pick one.
under the seat of a vehicle, hanging in the next room, or on the belt 01-04% Clairvoyance (4)
of a security guard, and similar. Reading a door, alarm, or electronic 05-08% Detect Psionics (4)
security lock, may also reveal the last person to use it and/or the 09-12% Empathy (4)
person who uses it (comes and goes) the most. All of this sensitive 13-16% Death Trance (1)
information should only be revealed at the Game Master’s discretion 17-20% Levitation (varies)
or only if the player of the psychic inquires. 21-24% Mind Block (4)
The success or failure of an Object Read: Roll percentile dice once 25-28% Nightvision (4)
for impressions and once for images. The roll must fall under the char- 29-32% Object Read (6)
acter’s base skill ability to succeed. A roll higher than the base skill 33-36% Presence Sense (4)
means a failure and the psychic feels and/or sees nothing. Impressions 37-40% Psychic Diagnosis (4)
and images are two different things, so roll for each. The psychic may 41-44% Read Dimensional Portal (6)
get no impressions, but see images or vice versa. The present, below, 45-48% Read Psychic Impression (2)
cannot be seen unless the psychic was successful on at least one of the 49-51% Resist Fatigue (4)
previous Read Impressions or Images rolls. Once an object has been 52-54% Resist Sleep (4)
read it can not be read again by the same psychic, even if he did not 55-58% See Aura (6)
see or feel a thing. Of course, the psychic can attempt to Object Read 59-62% See the Invisible (4)
other items, but each attempt will cost another 6 I.S.P. 63-66% Sense Dimensional Anomaly (4)
The present can also be glimpsed, but costs an additional 4 I.S.P., 67-70% Sense Evil (2)
with no guarantee of success. Sometimes the psychic can focus in 71-74% Sense Magic (3)
to see and/or feel the last or current owner as at that very moment 75-78% Sense Time (2)
in time. This provides an idea of what that person’s current state 79-81% Summon Inner Strength (4)
of mind and emotions are, their appearance, dress, general location 82-84% Read Psychic Residue (2)
(that is to say, a bedroom, office, street, outdoors, etc.; no address or 85-88% Telepathy (4)
sense of near or far is provided), general features (shaved his beard, 89-92% Telekinetic Leap (8)
dyed hair, etc.), and so on. The psychic may be able to identify a 93-96% Precognition (10)
place or person by features if he has seen them before or runs into the 97-00% Healing Touch (6)
location or the person in the near future. Note: A psychic who is 6th level or higher can temporarily awak-
Also see Psychic Probe. en and activate TWO abilities if he thinks the person can handle
them. Opening the Third Eye does not activate any permanent psy-
Open Third Eye chic abilities.
A child or teenager 13-19 years old may still have enough Po-
Range: One individual (human or D-Bee) by touch or within line tential Psychic Energy (P.P.E.) to learn to harness his or her latent
of sight, but no farther than one foot (0.3 m) away per level of the psychic abilities and become a psychic. If the opening of their Third
psychic’s experience. This ability does not work on psychics, nor on Eye inspires them to explore and embrace their psionic nature, roll
animals, monsters, creatures of magic, or supernatural beings. to determine psionic ability as usual: 01-10% is a Major Psychic
Duration: The “awakened” ability lasts for only 1D4+2 melee rounds. with 6-8 powers, 11-25% is a Minor Psychic with two powers, 26-
The one psi-power is immediately opened, active, and ready to use. 00% indicates no ability to become a psychic UNLESS the player
I.S.P.: 5 is the cost to the psychic who momentarily opens the Third chooses to select a Master Psychic Occupational Character Class
Eye of a non-psychic. Sufficient I.S.P. for the activation of the recipi- (Mind Melter, Burster, Zapper, Psi-Druid, Psi-Tech, one of the CS
ent’s psionic power is automatic, but fleeting; see duration. Manhunter O.C.C.s, etc.). If being a Master Psychic is desired and

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the G.M. allows it, the player needs to pick a Psychic O.C.C. for -40% when trying to glean future information about an enemy,
the character. If he has already selected a non-psychic O.C.C., the rival, or someone in hiding.
player must have his character forsake that choice and all the skills -20% when sick or in pain, or when trying to repeat seeing a fu-
that came with it, and make the move to become a first level Master ture vision that had been interrupted before it finished.
Psychic O.C.C. (See the core rule book, Psyscape, and CS Manhunt- A failed roll means the I.S.P. and time is spent without receiving
ers for psychic O.C.C. options.) The character, in effect, starts over any sort of premonition about the future of that person, place, or cause.
as a Master Psychic O.C.C. (indicated in some books as P.C.C.). This A successful skill roll means the character gets a glimpse of the
is not an option for any older or experienced character, unless the future. (Game Master’s discretion. Be careful not to reveal too much.
Game Master makes a rare exception. Use the examples provided as a guide. Remember, these are brief
glimpses of the possible future, not a motion picture or a novel.)
Precognition Trance State: A precognitive trance can be attempted as often as
twice every day by Minor Psychics, four times by Major Psychics,
Also known as Premonition and Future Sight. and eight per 24 hour period for a Master Psychic like a Mind Melter.
This ability was has been changed, expanded, and updated The psychic can NOT engage in talk, skill performance, com-
bat, action, or other thoughts while in the Precognition Trance. If the
to clarify that Precognition/Premonition is different from
character is awakened, shaken/disturbed, or attacked, the vision of
Clairvoyance.
the future instantly stops and may be incomplete. The psychic can
Range: Self, in the sense that it is the psychic who has the dreams, try again later, but there is no guarantee the character will receive the
visions and feelings about the future. Likewise, the glimpse of the same vision or any vision.
future may pertain directly to the psychic and/or his or her team-
I.S.P.: 10 when the psychic tries to make a deliberate, focused attempt
mates, friends, family, or place, cause, or event that is special to the
to glean information about a specific person, location, event, or subject
character, but sometimes it is completely unconnected.
the character has little or no familiarity with or connection to.
As for the range of the vision itself, most glimpses of the future
5 I.S.P. when it involves a person or subject that has deep per-
deal with the immediate future. Something that will happen in a
sonal meaning or connection to the psychic.
few minutes, a few hours, or a few (1D6+1) days. However, some-
Zero I.S.P. when a precognitive vision or feeling comes to the
times the vision may provide a glimpse of an event weeks, months,
psychic out of the blue without the character trying to see the fu-
or years, even decades into the future. A precognitive dream or vi-
ture. (G.M. discretion; usually to provide a clue or warning about
sion usually has significance to the psychic, his work, teammates,
something the Game Master thinks is appropriate for the character or
friends, loved ones, home, and events unfolding around the current
player group to know.)
location, but sometimes it foretells an event that will unfold thou-
sands of miles away, or even on other worlds and dimensions, and Note: The ability to see the future had been called “Clairvoyance,”
may not have anything directly to do with the character or those however, Precognition or Premonition is more accurately the abil-
close to him. Sometimes the dream or vision foretells of an event ity to glimpse the future via a dream or psychic vision. This ability
that will have an impact on complete strangers, kingdoms and lands has been greatly expanded and defined, below. A new Clairvoyance
the psychic has never met or visited. (Or does it? Most psychics ability involving hunches, strong feelings, and warnings is also pre-
will respond to the future vision and try to either prevent the trag- sented earlier in this section.
edy or rescue some of the people threatened in the precognitive
dream or vision. Which ultimately gets them involved in that future Precognition is also known as premonition, prescience, second
event and with those strangers in a strange land. So maybe it does sight, future vision, and future sight. It is the ability to see or know
involve them. Such is the mysterious hand of Fate and the cosmic the future. As cool as this may sound, such future visions are usually
forces as work.) just a glimpse or fragment of a possible future which may be subject
to change, especially at the hands of the psychic receiving the vi-
Duration: As a rule, the precognitive vision comes in the form of sion. This is accomplished through meditation and focus while the
a dream, a waking vision, or a sudden flash of insight while in a psychic thinks about a particular person, organization, place, cause,
meditative state. The vision may be a single moment or event, a mon- or upcoming event.
tage of images and related events, or a scene that unfolds like a few Precognition is unpredictable and can not be turned on and off
minutes of a movie to reveal a glimpse of the future. Though it may like a lightbulb. Sometimes it works (if the roll is under the base
seem to last several minutes, in real time the vision is often revealed skill) and sometimes it does not (when the roll is above the base
in less than a minute. skill). A failed roll means the psychic received no insight, feeling or
It takes 1D6+2 minutes of meditation to slip into the right frame glimpse into the future.
of mind to receive a glimpse of the future. The actual dream or vision As a general rule, seeing a future event or moment is often some-
seldom lasts more than 1D6 melee rounds (15-90 seconds), though thing dramatic, traumatic, or emotionally charged, such as a disas-
to the psychic, it may seem to have been several minutes or an hour. ter, tragedy, danger, or threat. In that regard, Precognition might be
See below for details. considered a psychic warning system calibrated to sense trouble, tur-
Limitations & Base Skill: The individual must enter into a medita- moil, and danger. It is not a psychic Eight Ball, however, with the
tive or dream state to attempt to see the future (takes 1D6+2 minutes ability to glean the lucky numbers for the next lottery drawing. In
of meditation before the vision occurs). fact, they seldom provide personal gain, but rather glimpses that help
Base Skill: 58% +2% per level of experience. Precognition is not the psychic to save lives, stop threats, and avoid danger. As a result,
guaranteed and that which is revealed may be vague or cryptic or a precognitive vision is likely to involve the psychic and/or team-
contrary to what is currently known. mates, friends, family, or other persons, places, events, or causes that
+10% to the base skill when the Precognition is personal and has are important to the character and/or those who matter to him on a
to do with someone, someplace, something, or a cause the psychic personal level. That, by the way, can include a hated enemy, rival,
cares deeply about; friend, loved one, sibling, homeland, etc. subject of a manhunt, or someone known to represent a danger to the
person/people, place, etc. the psychic wants to protect or rescue. This
132
information or insight can be used to avoid, prevent, or prepare for a safe vantage point but helpless to take action. Other times the longer
problem or impending trouble or threat. It should also be noted that dreams and visions may be a series of quick cut images and moments,
while the psychic may be unable to stop or change a large event such or a montage of images and moments that comprise a larger and longer
as a natural disaster, plague, invasion, war, and similar sweeping event. Still other precognitive dreams and visions may be revealed as
events with widespread consequences, the individual may be able one long event sequence, perhaps from a panoramic or bird’s eye view:
to rescue a loved one(s) or a certain number of people who would Flood waters of a ruptured dam or river swollen with rain flood streets
otherwise suffer or perish from the tragedy. and sweep people away, while others attempt to rescue those they can.
The above notwithstanding, visions of the future may also be Finally, the vision focuses on, or cuts to, a specific person(s) important
helpful, insightful, or encourage and support the psychic’s current, to the psychic. That person(s) is in peril and in need of help, or is seen
intended course of action. This should help keep the individual on vanishing under the rushing water and will, presumably, drown unless
the right track, or to make the right choice when necessary, or to rescued. Or the vision may reveal some portion of a sneak attack or all-
ensure he or she is where they need to be when the moment comes. out battle in which the leader or a traitor or a secret weapon is revealed.
It may also offer a glimpse of a joyful personal event such as a party, Or the psychic may see a person (known or unknown) ready to set fire
accommodation, the birth of a loved one’s child, a joyful (or timely) to a building, farm, or town that has meaning for the psychic, or where
visit home, a small triumph, or a good feeling about the current path a loved one resides, and so on.
or plan, and so on. Regardless of the good or troubling nature of the All of it, events and moments in time – in the future – will usually
future vision, the ability to see the future is held within the precogni- take place within the next 1D6+1 days, time enough for the psychic
tive psychics themselves. As a result, their visions, glimpses, and to intercede if so inclined.
feelings about the future almost always involve themselves and the How it Works Using CS Manhunters as an Example: Psychic
people, places, or causes most important and dear to them. It is the Sensitives who specialize in Precognition are found throughout the
psychics’ passion, hopes, goals, desires, concerns, and fears that fuel Coalition States, its government, military, and law enforcement.
and direct the visions that manifest as glimpses of the future. The That includes special forces and factions such as the CS Manhunters.
psychics are the focal points and driving forces for what they see. Precogs and Diviners within Manhunter squads often try to glimpse
Most future visions reveal fragments of the future, like a the future in an attempt to locate the subject of their manhunt and
preview for a movie or the highlight reel of a much longer event. to stop terrorists and enemies before they can strike and take lives.
That glimpse or sliver of the future seldom lasts more than a minute, Experiencing a precognitive dream or vision showing their target in
sometimes double that, but seldom longer; though it may feel like a tavern or chatting with someone at a traveling show or caravan, for
30 or 60 minutes to the character receiving a flash of future sight. example, can be a valuable clue, especially if the caravan or tavern is
Moreover, these glimpses are usually vague, cryptic, or lack a point known to the psychic or the local people who can be questioned about
of orientation in the present. It may show a key moment or a mon- it and point to its location. Other times, the psychic may see only the
tage of moments from a larger event. Future visions typically reveal outside facade of a building or a sign, or hear a name or see a face or
a danger or a clue (face, sign, statue, location, weapon, book, object, symbol, but knows this where he will find his quarry. While that vision,
battle, event, etc.), or portray a central moment of crisis or danger. like a clip from a newsreel or movie, may have no meaning in the here
This may appear to be the beginning or end of a conflict, battle, at- and now, the Diviner or Precog will remember and recognize the im-
tack, natural disaster, or something else bad or threatening. For ex- ages and clues when the character sees them again, or as the moment
ample, a psychic precog might see people shouting, a dam break- glimpsed in the vision begins to unfold at a later date in the future.
ing, water rising, or an explosion, the sound of roaring vehicles, and The challenge may be determining when they, themselves, are
people shouting: “They’re coming!” or, “We’re under attack!” or, in time relative to the moment in the future that has been witnessed.
“Temporal Raiders! Take cover.” And so forth. While an important For example: If the psychic and his team happen upon or track down
conversation between two or more people may inform the psychic of the caravan from the vision – perhaps even recognizing some of the
their plans for an attack, battle, betrayal, sabotage, etc., and/or offer people – is their target present in the caravan at that moment, or have
clues or information that will enable the character and his teammates they gotten there before, or after, his arrival at the caravan? If they
to stop it before it unfolds, or, if unstoppable, to rescue people and can determine this, they may have time to lay a trap before he arrives,
save lives, or perhaps to minimize the level of damage and so on. Or or locate the fugitive before or after his meeting, or prevent the meet-
the vision may show someone being taken and held captive by an en- ing or slay him before that meeting, or watch the meeting take place
emy/evildoer, preventing that person from warning people, soldiers, and follow their target and the person(s) he meets with.
a king, a general, a town or city of an impending attack or treachery. Investigation, being observant, asking the right discreet ques-
In all these cases, it is likely the faces are in shadow or turned away, tions, and perhaps showing a picture or hologram of the fugitive they
with the identities of these people talking or doing evil, unknown, seek to the right people, may help the psychic Manhunters determine
but it is still enough to make a difference. if they have headed him off or just missed him, or whether their
There may also be other clues and information: The time of day, prey is about to walk right into their arms. Since the recipient of the
a season, a landmark, a statue, flag, insignia, item, or sound in the future vision knows the face of the person(s) his target was speak-
background known to the psychic (or recognized later) to identify the ing with (and maybe a name depending on the length and details of
where and the when, if not the who or the why. Other times the who the glimpse of the future), if they are able to identify and find that
or why may be revealed, but not the when and the where, or there contact(s) and put they him/them under surveillance or interrogation,
might be the image of a face(s), or clock showing the time, a calendar it may lead to finding the subject of their manhunt.
showing the date, or a specific event or a particular door or object If they determine they have arrived after the moment glimpsed in
that has some meaning to the psychic now or will have meaning in the vision, how much time after is it? Scant seconds? A few minutes?
the future. All elements that have meaning, if the character and those An hour? A day? A week? They may be hot on his trail and have just
he shares the information with can figure out the clues. missed him, and are able to pick up the trail again. If they are able to
Longer visions are likely to have a dreamlike or nightmarish qual- act quickly, they may still be able to find him in a matter of minutes.
ity. Again, it may offer a scene that happens as if the psychic is a The vagaries of the future: Under the best of circumstances,
participant in the moment or as if watching from above or from a a deliberate attempt to see the future is specific and helpful to the

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psychic’s mission. However, seeing the future is tricky business and dark forces, or is he or she vengeful and overconfident, leading to
seldom clear or straightforward. the hero’s subsequent actions being unjust and cruel or inviting more
The precognitive dream or vision may reveal a danger or threat, but trouble and discord upon the town or region? Trouble that may re-
seldom reveals more than a moment in time. That means the exact lo- quire the player group’s return and new adventures. Thinking about
cation, day, time, all the people involved, other villains and challenges, the outcome and consequences can often produce fun plot twists and
and other information and details are seldom provided. For one, the new avenues of adventure.)
psychic sees only a sliver of the future, or various quick cuts of a future Remember, these glimpses of the future are mere snippets of
event that may span hours or days, but, again, is only seeing a handful things to come. That serene future moment where the fugitive sought
of quick moments or images that should help the psychic when that by the CS Manhunters’ seems to be relaxing and drinking a beer does
event and time arrives. There is seldom any way for the recipient of not show the whole story. It does not reveal that a minute later, the
the precognitive dream or vision to know exactly when, where, how, man meets a group of dangerous criminals or mercenaries, or mages,
why, or what is to come. Though some visions of the future, especially or D-Bees, or a corrupt Coalition officer. Or perhaps he is abducted
frequent reoccurring visions, may take place days, months, and some- by a rival or enemy, or transforms to reveal he is really a shape-shift-
times years in the future, most precognitive visions about a particular ing creature that is part of a trap to lure out those hunting the man.
person, place, event, or battle are likely to happen in the near future, As a result, CS Manhunters and psychics who use Precognition and
either within the next 24 hours or 1D6+1 days. Clairvoyance on a regular basis learn not to trust everything they see
Of course, sometimes the day and time and/or location are very and think they know about the future. They use the information and
clear. The vision may reveal a sign with the name of the location and/ clues provided by the vision as they would any unsubstantiated tip
or a clock or calendar in the background. Other times the glimpse of to help prepare and guide them, but not to direct their every action.
the future may involve a well known festival or sporting event, or And to never be cock sure of anything. In fact, two of the CS Man-
other public event (or soon becomes known). Knowing the specific hunters’ slogans are, “Never trust the future,” and to “always expect
event or occasion informs the psychic and teammates of the place the unexpected.” Both of which make them flexible, resourceful, and
and day, and perhaps the general time. For example, it may be a ready to improvise at a moment’s notice.
celebration known to take place in two days at the town of X, and It all came back to me in a flash: Diviners, Precogs, and any
the vision took place at nighttime. The psychic may have seen and/ psychic who receives precognitive visions and clairvoyant premoni-
or heard fireworks begin as the fugitive they seek – a lean, handsome tions immediately remembers the details, clues, and warning of their
man with dark hair, named Xavier Santos and a known traitor to the prior vision the moment they revisit them later in the future. All the
Coalition States – leaned against the arch of a pavilion to take a drink scenes and clues of the vision or dream or flash of insight come rush-
from a chilled bottle of beer. Other times, a particular piece of music ing back to the psychic in an instant, and in vivid detail. It is like a
or sound of an activity or visual in the background may provide clues moment of deja vu, because the psychic has already experienced,
to where and when that moment in the future will take place, and so or at least seen, this moment once before. This flashback makes the
on. And sometimes the psychic’s premonition informs them of the psychic hyper alert for the person he seeks or for the danger, trouble,
date and time and/or location. Information the psychic just knows or event that is known to be coming at any moment.
or feels. “Tomorrow. Midnight at the old church on the outskirts of It is also a little disorienting, because having a future vision is
town.” Or the sudden realization: “It’s today. It is happening today. akin to being an observer from a distance. When you suddenly find
Just before the clock strikes midnight. The enemy (or monster or yourself reliving that moment – a moment you have seen before –
whatever) is at the old church on the outskirts of town. We (or I) need adrenaline kicks in and the sights, sounds, smells, and sensations all
to hurry.” Often this is nothing more than a feeling – a premonition feel heightened, becoming almost super-real. For the Precog reliving
– about the future and an event, time, and place the psychic cannot the event, it all seems to unfold as if in slow motion, granting the
shake. And it will come to pass. Again, however, the details may be character the following Bonuses: +2 on all Perception Rolls, +1 to
unclear. “A hero will die” unless they can prevent it may be the pre- strike, parry and dodge for the duration of reliving the moments seen
cognitive vision, however, the vision does not reveal which hero is in the future vision (typically 1D6 minutes).
in danger. And while they rescue one hero, another hero may die. In Having already experienced this moment in time (typically a
fact, that hero that dies might be one of the player characters, an NPC brief 1D6 minutes), gives the psychic an advantage. He or she knows
teammate or ally, or the psychic himself! Not only is the future ever where to look to find their target and, depending on the details of
in motion, but it is murky and uncertain. The actions of the psychic the precognitive vision, may know who the target subject is meet-
and or the player characters may change the outcome for the better ing, whether he is armed, and with what type of weapon or magic,
or worse. You never know which, but Game Masters, think about it. and whether the target has any teammates or hired goons to protect
(G.M. Note: Always think about the consequences of the player him. The precognitive vision may also have revealed if a particular
characters’ actions and deeds, even when they have the best of inten- approach or course of action had bad consequences in the vision,
tions. Think about the logical reaction or progression of any event. informing the psychic NOT to make the same mistake, so to speak.
For example, let us say our heroes rescue a hero of renown or a prin- Note: Don’t forget, CS Manhunters try to avoid public spectacle, so
cess. This may be the happy ending of that chapter, but it is not the maybe the Precog Manhunter and his teammates lay low, tail, and
end of the story. This is where consequences and subsequent events jump their target later when no one is looking, or after the traitor re-
begin to unfold. Is there family, friends, partners, or henchmen of veals the full scope of his scheme and/or who he is working with, or
the fallen villain who will seek revenge? If captured, will they come working for. Or maybe the sound and the spectacle of the fireworks
to break him out of prison? And then what? If slain, do they seek in the prior example makes this the perfect moment to assassinate or
blood vengeance against the townspeople and/or the player group capture him without anyone noticing.
that defeated or slew their villainous comrade? Or does a new vil- Cosmic forces at work and a glimpse of something bigger or
lain – maybe one that is more wicked and cruel than the first, or more unrelated. It was mentioned that sometimes visions of the future
cunning and careful – step up to continue the fallen villain’s scheme? come unbidden. This can happen to Precogs, Diviners, and Psychic
Or could the rescued hero or princess that takes charge after the play- Sensitives when they sleep and dream. Some believe the Psychic
er group leaves, be incompetent, or be tricked and manipulated by Sensitives’ openness to cosmic forces and the supernatural allows

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the subconscious mind to receive premonitions and precognitive vi- the world must look like from the view provided through a keyhole
sions while they sleep, meditate, or are under duress. This can also or a single window. Moreover, words, impressions, and even actual
happen when they are deliberately trying to glimpse something about visions are open to interpretation and are influenced by personal and
a specific person, place, or event, but instead of the subject of their outside bias.
focus, something completely unexpected and unrelated is revealed. Continuing to use the famous Seven Dangers Prophecies as an ex-
Psychics with precognitive abilities usually see a glimpse of the fu- ample, countless psychics saw a deadly swarm sweeping the land and
ture that has personal importance. This includes the individual himself, believe North America is the center of the swarm (or swarms) dooms-
teammates, friends, family, and people and places dear to the psychic. day prophecy. However, they could not see the creatures comprising
This may also include a particular cause, mission, job, person (loved the “swarm.” Thus, the swarm could refer to the Xiticix or Vampire
one, teammate, boss, head of state, a military leader, etc.), event (politi- Kingdoms of North America, the Gargoyle and Brodkil Empires of
cal rally, meeting, festival, etc.), or place (a military or civilian strong- Germany and Poland, or any number of massive armies from the Co-
hold, a town, home, etc.), and so on. However, on occasion, the pre- alition States or Federation of Magic to the Minions of Splugorth or
cognitive vision may have no apparent personal or direct connection or demon hordes of China. Could one of the doomsday prophecies have
meaning. Such slivers of insight or feelings about the future are always foretold the Coalition’s Siege on Tolkeen? Many believe it does, but
something significant and usually threatening: An earthquake, storm, just as many do not. The Seven Dangers Prophecies also have plenty
flood, a Xiticix swarm attack, strange robot or alien invaders, a Hell of references to “demons” but a “demon” might also refer to a vile or
Pit under construction, a murder, a robbery, an accident, illness, death, wicked mortal, and his “swarm” might refer to that evil person’s army.
demonic raiding party, someone unknown or known by reputation only The minds of humans and most sentient beings, including drag-
in jeopardy, a head of state in danger, a new danger coming through a ons, automatically attack puzzles in an effort to piece them together
Rift or escaping through a Rift, or any number of possibilities. Though and make sense of them. Our brains recognize similarities and pat-
the psychic may not understand why he or she has had a vision about terns and collate relationships in an attempt to reach a logical con-
this particular person, place, or event, most realize it has significance or clusion or the most likely (or obvious) understanding. But is that
they would not have experienced it. This compels most psychics to in- conclusion the correct or complete picture?
vestigate further and to be on their guard as they assume they are meant As noted earlier, a psychic will recognize it when the danger he or
to intervene in some way to stop, circumvent, or minimize the outcome. she foresaw begins to unfold before them. And if the vision pertains to
Other times it is to make certain the event unfolds as seen, and to make something about to happen soon – usually within hours or days – the
sure the person(s), place, or event suffers their fate as portrayed in the psychic feels a sense of urgency and dread until it unfolds. Having
dream or vision. However, most glimpses of the future are advanced that forewarning enables the psychic to warn others, and at least, be
warnings that allow the psychic to prepare for the inevitable and find a somewhat prepared for it. With any luck, the psychic can figure out
way to survive or escape it with minimal adverse consequences. a suitable response and solution. One that saves lives if not the day.
A famous example of unbidden and cryptic visions of the How it works and what the psychic sees and feels is a mystery.
future are the Seven Dangers Prophecies. In 102 P.A., psychics While most glimpses into the future indicate a potential peril, chal-
around the world kept experiencing similar prophetic dreams and vi- lenge, or trouble that is coming (it can be almost anything, large or
sions of Seven Dangers that would threaten the survival of the entire small, personal or global), all visions usually lack detail, context, or
planet. It is a famous and extreme example of an unexpected warning meaning in the present. More often than not, they lack detail and spe-
of future cataclysmic dangers that came to psychics unbidden. The cifics, or present one or a few important details out of a much larger
psychics didn’t ask for these visions, they just happened. In this rare whole, and usually without context. For example, while a pscychic
case, countless psychics around the globe experienced the same and using Precognition may know an important meeting or battle is go-
similar future visions and premonitions warning of Seven Dangers, ing to take place, the when, where, why, how, who, plus the outcome
threats that would endanger all living beings in North America and and other details are not likely to be revealed. It is like being invited
across the globe. (See Rifts® Sourcebook 2 for more details.) In this to a party, but nobody has told you when it happening, where it is
case, the prophetic dreams and visions were reoccurring and lasted being held, who is hosting it, whether there is a theme (Halloween,
over a period of months. When a future vision reoccurs, it is a sign to Christmas, Birthday, Independence Day), or how you should dress
take the warning very seriously. for it (formal, casual, costume, etc.).
One of the Seven Dangers - “The Devourer” - was narrowly averted However, Precognition is more than seeing glimpses of the future
in a little known battle in the east that involved a number of mysteri- playing out like a movie trailer or montage. The psychic usually gets
ous forces (including the mysterious Archie Three A.I. and his sidekick a premonition – impressions, feelings, and bursts of insight – that in-
Hagan). This immediate threat at the time might have been the stimulus forms him of things he cannot possibly know. Somehow, the psychic
for the additional visions and premonitions, or it may have been the se- knows the shadowy figures in the vision are demons or D-Bees, or
ries of consecutive threats culminating within a short span of one gen- Coalition soldiers, or that the clear face or faces – whether strangers or
eration that triggered the mass premonitions and visions? public figures or people the psychic knows – is the traitor or the enemy
Or was it something else? leader, or the threat, or villain that must be stopped or opposed.
No one understands how Precognition works. Not even the most A psychic using Precognition may simply know, without reason,
ancient and wisest of seers, dragons, or godlike monstrosities like that the image of a person or emblem represents friend or foe, hero
the Splugorth, can explain the workings of most psychic abilities. or villain, criminal or a hidden threat. Or the individual may know
Those involving Clairvoyance and Precognition are among the most the danger suggested in the vision is caused by an ancient magic or
inexplicable and mysterious of all psionic abilities. If the future is not involves the opening of a Rift, a magical ritual, a summoning that re-
predetermined and written in stone, then how is it psychics can see leases something terrible into the world, a destructive magic, or is the
glimpses of future events days or years into the future? result of an attack, or tragic misunderstanding, a lie/deception, an act
The problem with Precognition and Clairvoyance (both offer- of treachery or villainy, and so on. Or the person or people revealed
ing glimpses into the unknown) is that they are either impressions must be defeated in battle to win the day.
and feelings or dreams and visions of the future that are narrow In the alternative, the psychic may see how a particular event
glimpses of a much larger whole. It is like trying to interpret what shall impact him and/or his teammates and take action to elude or

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counter it. Or it may reveal the role they “need” to play in it to win text message to the player’s smart phone (very handy). The messages
the day or minimize the destruction, or to save the lives of a hero, can say something like what I have outlined above, or something like
leader, friends, loved ones, or innocent people. this: “Your character is having a moment of deja vu – meaning he (or
Similarly, the psychic may know he or she and their comrades need she) suddenly realizes they are reliving a moment from the vision and
to be at a particular place, on a particular day and time, though the they are about to walk into a trap (or whatever).” Or, “Your character
psychic may not know why, or know what the outcome will be. In fact, knows that the person standing next to the Headhunter is the guy, the
the psychic may get the impression that it will lead to fame and fortune one you need to stop, slay, or is the one behind X, Y, or Z, etc.)”
or a great reward, only to be led into danger or a series of challenges The psychic and the player group may still not know his name,
and even defeats. Ah, but though it may initially seem like the vision but with the person identified they can take other means to unravel
and premonition was dead wrong, that encounter, event, or defeat may who the mystery person may be. That includes things as simple as
ultimately lead to that great reward. Like a game of chess, the future is asking the right people the correct questions, tailing the person, us-
often several steps ahead of the individual receiving the precognitive ing Telepathy to skim surface thoughts, Object Read on an article of
dream or vision. Thus, a premonition or vision of the future may be the clothing or a personal item (though this may still not reveal a name),
catalyst or the first domino to drop that leads to the end result. and so on.
That’s the thing with Precognition and premonitions, they are
Game Master Notes on Using Precognition and open to interpretation, and sometimes the meaning or purpose of a
Premonitions in the Game vison or the feeling about the future does not become apparent until
it arrives in the present, and it may still require further investigation
Game Masters, use all of this to your advantage. Be vague, impro- and thought.
vise as you go along, and have fun with it. Use the lack of details and The other trick for the psychic and associates may be trying to
vague impressions to your advantage. And remember, if this or any determine their involvement in the situation, good or bad, and what
ability of any kind is inappropriate for your campaign or unwanted, they can (or should) do with their knowledge and insights. The psy-
then exclude it (or change it). That is your right and jurisdiction as chic may even know that the person or creature he sees must be
the Game Master. stopped, destroyed, protected, rescued, allowed to escape, etc. The
One way to be vague and improvise is to let the players determine challenge is how to implement that action or response when the time
what the clues and feelings from a precognitive vision mean. If they comes. Or not. Figuring out precognitive visions and the future is
decide it was referring to someone, something, or an event you did tricky stuff and makes for a fun and exciting moment in the game.
not have in mind, let them think so, especially if it is a positive ex- After all, the psychic holds one or more vital clues or bits of info that
perience. You can either reveal otherwise in the future, or let another nobody else has, information that may change the shape of destiny
precognitive vision get them back on track with your original inten- and save or destroy lives. It’s fun to work out and play.
tion for adventure. Or if you like what they came up with, run with Game Master’s Note: A) Use Precognition and premonitions (and
it! Be flexible like the ever-changing future. Clairvoyance) for dramatic effect and to provide clues, hints, motiva-
Remembering elements from a future vision or getting a flash tion, and encouragement for the player characters. A future vision or
of intuitive insight. Because the psychic has had a vision and/or premonition (as well as a clairvoyant “feeling”) may reveal a secret
premonition about the future, that information and premonition stays the player group can use to save the day (or themselves!), or to create a
with the individual, even if he or she thinks they have forgotten it. sense of urgency, mystery, fate, or suspense that helps drive the story.
As noted earlier, the psychic will remember and recognize the faces, Motivation could be a vision of treasure, power, fame, magic, etc., not
images, and details from a precog vision or simply know something that the player characters may actually get any of it, but the vision may
when it starts to happen in the real world. (“That’s him. He stole the suggest they do. Why else was the treasure or magic artifact revealed?
artifact.” “She’s the enemy leader.” “This is the place in my vison. Of course, there could be many reasons the treasure or whatever was
Stay sharp.” “Guys! We’re about to be attacked! Take cover!” a mo- revealed in a vision without it meaning it will become theirs. Have fun
ment before the attack actually happens, and so on.) with this. Just be careful not to rope yourself (or the player characters)
This is information you, the Game Master, need to tell the into a corner or unbalance your adventure.
psychic. Only you, the G.M., know when a future event, attack, inci- B) It should be noted that the CS Precog, Diviner, and any psychic
dent, opportunity, clue, etc. will appear in the game, so you need to with precognitive powers does NOT have a vision of the future every
let the player know. time the character meditates, goes to sleep, tries to “divine the fu-
Game Master to the psychic who had the vision: “This all seems ture,” or needs some help. YOU, the Game Master, determine when
familiar to you. You’ve seen this before. In your vision. This is the a precognitive glimpse of future events happens, what it reveals, and
place where you first encounter X (the mysterious merc or mage or how it may help. YOU control what the psychic sees, hears, smells,
thief). That means if you go over to the counter (or wherever) you’ll or feels, and the level of detail and information that is unveiled. More
see him/her/it/them having a drink (or dinner, or making a purchase, often than not, a glimpse of the future offers only one tiny piece of
or talking to whoever). What are you doing?” a larger puzzle. A glimpse, clue, hint, or fragment to help the char-
Or that event revealed by the vision may have been about them acters get to the next stage of their journey/adventure, and probably
blundering into trouble, but now the psychic knows if they take dif- something they need to figure out for themselves.
ferent action or a different route, they can avoid that mistake or en- C) The player character(s) may choose to heed, use, or ignore
counter. AND in doing so, perhaps stumble upon a new clue or in- glimpses of the future via Precognition/premonition or clairvoyant
sight, or someone who can help, provided this is something you, the feelings or thoughts that offer warnings or insight. Before the psy-
G.M., want to do. There are always a number of avenues for adven- chic and his teammates take action, the psychic may get “a bad feel-
ture when you think about it, so take one, go with it, and have fun. ing” about their current course of action, or a sudden clairvoyant
As the Game Master, you can either announce the above for all to impression or precognitive flash vision that there are soldiers or a
hear or reveal the situation in confidence to only the psychic. To clue trap, or more than they can handle on the other side of a door. Does
in only the player of the psychic, pull the player aside to speak with the psychic character pause and say something to his teammates? Do
him out of earshot of the other players or pass her a note or send a they listen? Does the psychic pay heed to the precognitive vision or

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clairvoyant impression? Do they enter anyway, but are a bit more to prevent them from making a life changing decision that has seri-
cautious and prepared? Is there no danger on the other side because ous repercussions for the loved one, organization, or place. This is
the premonition is about a different door, a different room down the always a serious matter, not a sprained ankle, bullying, a lost pet,
hall, or a different time later that day or tomorrow, or next week? catching a cold, or other trivial matters.
Note: Remember, at the Game Master’s discretion, an unbidden (not The warning or knowledge of trouble may come to the psychic as
deliberate) precognitive dream/vision/warning may occur while a a repetitive, vivid dream, or as a vision while meditating or resting.
character is dozing, napping, or meditating. As is always the case, precognitive dreams and future visions may
D) This applies to every form of Clairvoyance and Precognition, contain copious amounts of details and information about the threat
whether the character is a Diviner, a Precog, a Psychic Sensitive, or trouble, or very little details at all. Though it is uncommon, some-
Mind Melter or any character with the ability to receive glimpses of times the vision shows who or what is to be responsible, when and
the future: Use these abilities as tools and opportunities to advance where it will happen, but more often than not it is short on more than
the story and help the players without leading them by the hand, or a few details (like looming death, danger, or doom) and a sense of
forcing them to do what you, the G.M., want them to do. They should urgency to go to them/there before it is too late. A simple, minimal-
always be free to take whatever actions they desire. If they choose ist vision may be something like seeing the loved one looking sickly
not to follow their destiny, that is their call to make, not yours. and coughing, or laying on (what is assumed to be) their death bed
E) As noted earlier, be flexible, improvise, and have fun. I am a calling out the psychic’s name. Or it may be an image of the loved
huge fan of improvisation in role-playing games. Give it a try. one standing someplace and screaming as a shadow looms over them
or a threatening sound is heard. Such dreams and future visions are
Precognitive Connection usually intense, nightmarish, and repeat until the psychic goes to
the loved one or loved location, or the disaster takes place. Most
Range: Effectively unlimited, but conditional. psychics cannot shake the urgent need to go to them before tragedy
Duration: Until death or an emotional disconnection. occurs. The visions or feelings of dread do not stop until the event
Limitation: One connection per level of experience. has taken place or the psychic arrives on the scene to help, if he can.
I.S.P.: Special. There is no expenditure of I.S.P., but rather a deep per- Other times the Precognitive Connection is a nagging sensa-
sonal connection based on emotion and intensity of the relationship. tion or premonition that something seriously bad, but unknown, is
That said, the connection is usually a conscious decision made when going to soon threaten or befall a loved one. An unshakeable sensa-
the psychic must be apart from the person, group, or place they care tion that urges the psychic to rush to their side as soon as possible or
about, or when there is a powerful bond of friendship or emotion. This to send someone to watch over and protect them. Even without the
may also be applied to a cause the psychic believes in, a beloved pet or power of a visual image, the precognitive warning is unmistakable
riding animal, a beloved group, organization, city, nation, kingdom, or and urgent. The good news is this precognitive warning should pro-
other place. One connection per level of experience. vide the psychic enough time to either send help or arrive in person,
himself, in order to try to intervene and either help the people or
This ability establishes a deep, personal and lasting psychic con- place circumvent or survive the danger or calamity that is coming.
nection or bond between the psychic and a specific person, place, or Failing that, to arrive to bury the loved ones and help those left be-
cause with which there is a strong connection. This is usually a bond hind, and/or to avenge the fallen.
of love to a close friend, parent, sibling, spouse, fiance, partner, etc., In addition, the psychic always knows when that special
but it could also be a bond of loyalty to a king, queen, leader, com- someone is terrified, suffering, ill, enduring torture/torment, and
mander, organization (e.g., the Cyber-Knights, the Coalition army, their moment of death. The connection also lets the psychic know
etc.), or cause that is deeply important to the psychic. This may about moments of intense joy, pride, and, sometimes, when the con-
include a beloved sovereign nation, home town, place of business, nected person is thinking about them with deep affection or emotion.
home, church, organization, etc. The bond is deliberate and born of Important moments like the birth of a child, recovery from an illness,
genuine affection, empathy, and concern for its welfare. rescue, wedding, and other joyous occasions may become known to
The range of this bond is unlimited, even when the subject of the the connected psychic especially if they wish he were there partici-
connection and the psychic are worlds or dimensions apart. pating.
A Precognitive Connection automatically warns the psychic When the connected person or cause dies or loses the psychic’s
whenever that person, place, or cause will soon face an impending favor through a serious falling out or betrayal, the connection be-
danger. This is always a serious danger or trouble that may require comes broken, and cannot be restored until the two make peace with
the psychic’s help. As a result, the psychic usually receives the pre- one another. When someone dies or falls out of favor it leaves that
monition or vision at least 1D6+1 days before the danger/trouble slot available to be filled by another important individual, place, or
takes place (longer at the Game Master’s discretion), so that the cause, should the psychic so desire to fill it. Note: The psychic can
character has time to respond to it and travel to wherever he needs have a Precognitive Connection with as many as one person per level
to be. Other times, at the G.M.’s discretion, it may come hours or of experience.
moments before.
The impending danger or trouble may be a natural disaster or
manmade: Fire, flood, accident, illness, robbery, war, a raid, kid- Premonition
naping, an attack, murder, being framed for a wrongdoing, or any See Precognition presented earlier in this section. Premonition or
number of impending threats or causes of pain and suffering. This Precognition is the ability to glimpse the possible future in dreams,
could be the pain and suffering of a child, sibling, parent, friend, visions, and meditation.
place or cause that transmits their fear, sorrow, or suffering to the Clairvoyance is a sense of foreboding, intuition, strong feeling,
psychic with the Precognitive Connection. In short, he feels and sees or hunch that usually warns the psychic about something in the here
in dreams or meditative visions what they, or the location or nation, and now or about to happen in a few moments, usually when the
are suffering through, or receives a powerful sense of their emotions character focuses on an object, door, subject, or location. It is not a
and that he is needed. Needed to rescue them, make things right, or vision or dream that shows the future.

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Presence Sense, Revisited effect, lifeless robots or undead created and programmed by magic.
Whether there are two or two hundred, and they cannot be sensed by
Range: 120 foot (36.6 m) radius. this ability.
Duration: 2 minutes (8 melee rounds) per level of experience. Haunting Entities, Poltergeists, Worm Wraiths, and vam-
I.S.P.: 4 pires, register as small and medium supernatural presences, respec-
Saving Throw: None. tively, because Entities are strange, supernatural energy beings, and
vampires are demonic abominations imbued with the splintered life
Presence Sense is a psionic probe and awareness that alerts the
essence of the Vampire Alien Intelligence that gives them unlife.
psychic to the living presence of notable life forms (including human
Dragons, regardless of age, Faerie Folk, werebeasts, and other
beings and other humanoid and intelligent life forms), and super-
creatures of magic register simply as intelligent, presumably human,
natural beings. The ability cannot pinpoint the exact location of “the
life forms.
presence,” but will give the psychic the impression of whether it or
Animal, insect, and plant life does not usually register at all.
they are near (within 50 feet/15.2 m) or far (beyond 90 feet/27.4 m).
This sixth sense evolved in mortals to alert them of the presence of
The sensation also gives the character a vague idea of how many
supernatural beings, first and foremost, and fellow humans/intelli-
presences there are; one or two, a few (3 to 6), several (7 to 15),
gent mortal beings, second. However, sometimes (G.M.’s discretion)
many (20-70) or an army or a swarm (100 or more). The exact na-
a large swarm, or massive monster like a T-Rex may register as a
ture of the presence, its location, distance, and direction of travel can
presence.
NOT be determined. Simply that there is one or more “presences”
Xiticix, A’rac, Drizzit, Spinne, and other intelligent insectoids
within the diameter of the sensing range.
may or may not register as a “presence;” 50/50 chance. When they
The presence of the supernatural is a much stronger and more
do, their numbers are impossible to determine even in broad terms.
unique signature than mortal life forms or even that of creatures of
The same holds true of plant beings such as the Fennodi, Chasseur
magic such as dragons and Faeries. Thus, the psychic is able to tell
Vert, Forest Wardens, Ganka, etc., and yet stone and crystalline
when one or more of the presences are supernatural beings, but not
beings usually do register as a presence.
exactly what it is or where it may be. The psychic will, however,
know if the supernatural presence is small (something not too power-
ful such as an Entity or demonic Host), minor (Lesser Demons, sub- Psychic Imprint
demons, and most animalistic supernatural predators), big (Greater Range: Touch.
Demons, Elementals, Demigods, Godlings, and massive, powerful Duration: Instant recognition. Imprint lasts 2 years per level of ex-
supernatural monsters), or huge (Demon Lords, Greater Elemen- perience on most objects, but 10 years if it is a favorite object or has
tals, Deities, Ancient Supernatural Evil, or an Alien Intelligence). sentimental meaning or personal history (positive or negative).
However, the exact nature of the supernatural being is unidentified I.S.P.: 3 or 1. Three I.S.P. on a typical or new object, but only one
and its location is vague, same as described above. Note: Witches, I.S.P. if the object is a favorite or has sentimental meaning or sig-
Dark Priests, Necromancers, and other mortals who draw their pow- nificance. The latter includes a traumatic personal event(s) for the
er from a supernatural being do not register as being supernatural psychic.
themselves; they register as a simple human or human-like life form.
Humans. The psychic can also sense the life force of humans, The psychic is able to embed a psychic imprint upon a particular
D-Bees, aliens, and other intelligent life forms including creatures of possession. The imprint is always based on emotion. That emotion
magic, but with much less accuracy. It is more of a feeling of “We is usually a fondness for a favorite or lucky possession such as a
are not alone.” The presence(s) distance is completely undetermin- weapon or object, or because there is a sentimental feeling attached
able and the number of presences is limited to a sense of one or two to the item. This may be due to it having been his first or best, or
or many even if there is an army around the corner, and that number favorite, or won in battle, or a gift from someone important/beloved,
is only correct half of the time. One or two could really be 20 or an or a family heirloom passed down through the ages, or a gift or tro-
army, and the sensation of an army could be a few. The only excep- phy from a mentor, and so on. Or it may be something reviled as bad
tion is if the area has been deserted and cleared out of human life. luck or the cause of misfortune or death of a loved one, and kept as a
In that instance, the psychic can sense the number of people and painful reminder, or as a memento of a hated and despised enemy or
their distance with much greater accuracy (one or two, a few, etc., rival who may be dead or alive. Note: Other psychics with the power
and near, far, above, below, north, south, east, west). Of course, the of Read Psychic Impressions are also able to read these emotions
psychic always knows the presence(s) is within their sensing range. imprinted on the object.
Speaking of which, by spending a total of 8 I.S.P., the psychic is The psychic may use the Psychic Imprint to leave a much less
able to increase the sensing range by 50% (180 feet/55 m). Moreover, meaningful mark that lasts for half the duration, as a simple, invis-
when on a ley line the sensing range is automatically increased by ible mark of ownership. Thus, if the item(s) is stolen, lost, or mixed
50%, and doubled at a nexus point (240 feet/73 m), without requir- in with other identical items, the psychic is able to sense its presence
ing the psychic to invest more I.S.P. Note: Presence Sense can NOT up to 10 feet (3 m) away, and knows exactly which one is theirs, or
be used to locate a specific person or type of supernatural being, and once belonged to them, due to the lingering Psychic Imprint delib-
can never pinpoint anyone. The presence of a supernatural being that erately placed on the item. The imprint can be removed/erased from
is hiding in a crowd of people will register as being present and near an unimportant object that may be sold or given away, at the cost of
or far, but who, what, and where it may be is indiscernible. Presence 3 I.S.P., but important and favorite objects can not be scrubbed and
Sense is not a tracking device, it simply alerts the user that there are hold the Psychic Imprint and the emotions attached to it for years.
one or more mortal and/or supernatural presences somewhere within If they are a victim of violence, the psychic is able to imprint their
the individual’s 120 foot (36.6 m) radius of sensation. Which means fear, anger, or the agony of their death upon the weapon or object
the supernatural being could be almost anywhere, including above or that is used to killed them, provided it was used against their physical
below, especially in urban settings. body as a bludgeon or weapon that draws blood, such a knife, sword,
Zombies, Mummies, and animated dead/skeletons do NOT spear, mace, hammer, club, etc.
register as any sort of presence, living or otherwise. They are, in
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Restrictions: Inanimate objects only – books, weapons, tools, The emotions of living people leave a temporary psychic im-
portable computer, camera, an article of clothing, piece of jewelry, pression on the objects we possess and in the ether of the places
bottle of booze, saddle, a favorite vehicle, piece of furniture, etc., we inhabit and visit wherever we go. Under normal circumstances
can all be given a Psychic Imprint via this ability, but NOT people, these emotional vapor trails are temporary and quickly fade or are
animals, or places. Each item to be imprinted requires the expendi- overwritten by more recent and/or stronger emotional and psychic
ture of 3 I.S.P. imprints. Only the most powerful and joyful or traumatic and ter-
rible emotions get burned into the floors and walls of a building or
Psychic Probe the ground of a particular place or parcel of land. The most powerful
and intense emotions of love, joy, fear, hatred, agony, and death,
Range: Touch or close examination no more distant than four feet especially if the location of mass deaths and repeated horror, may
(1.2 m) apart. become burned and etched into such a location and last for years,
Duration: It takes one minute (4 melee rounds) to complete a probe, even centuries. Such powerful and lasting trauma and emotion scars
during which the psychic must remain focused on the subject of the the land or stains the room, and serves as a beacon that attracts Enti-
probe. ties and other ghosts and spirits.
I.S.P.: 6 Read Psychic Impression reveals what powerful emotions may
Saving Throw: None. have left scars behind, and whether or not any Entities, ghosts, and
This is a psychic scan to search for unwanted (and possibly spirits are present. “This is a place of great sorrow (or death, or tor-
unknown) outside influences, whether they are psionic, magical, ment, or joy, etc.). Wait. I sense a presence. No, several presences. A
physical (parasite, symbiote, Entity, magic object), technological trio of Poltergeists and two Haunting Entities.”
(bug, tracking device), or supernatural (possession or mind con- In a way, this ability might be thought of as the empathic version
trol) in nature. This power works in a similar fashion as Psychic of Object Read. The psychic must open himself up to the object or
Diagnosis except the Psychic Probe does not search for physical location in order to feel what psychic impressions, if any, may have
disease or injury, instead it looks for subtler metaphysical and su- been left behind on that item or location, of which there may be none
pernatural problems. This includes recognizing psionic influences or many.
such as Psychic Imprint, Mental Possession by another psychic or Upon activating the Read Psychic Impression ability and touch-
Entity, as well as the influence of Psychosomatic Disease, Hyp- ing or holding an object, or stepping into a room and touching the
notic Suggestion, Induced Sleep, being under the influence of Bio- door, window, wall, or floor, the psionic is able to feel any strong
Manipulation, Empathic Transmission, or the influence of magical emotional psychic impressions imbedded upon the object or loca-
mind control, Fear, Phobia, Sleep, Domination, Possession, Mind tion. This provides a clairvoyant idea of what powerful or traumatic
Swaps, Hallucinations, illusions, demons, and other beings. Psy- event(s) may have left that psychic impression. The character will
chic Probe can also detect mind or personality altering and control- also know if the imprint is ancient (decades or centuries old), old,
ling drugs, symbiotic organisms, parasites, implants, and hidden (1-10 years old), or recent (within the last five days or hours). In
bugs/surveillance devices located on the person’s body. Note: It other cases there may be no impression to pick up. This means the
does NOT reveal metamorphosis, shape-shifting, demonic famil- object or location has not experienced any intense trauma to leave
iars, and physical disguises. a psychic scar, that the object or location had little or no special
In addition, a Psychic Probe can detect possession and the pres- meaning to its owner or occupants, or that whatever emotions were
ence of a life force inside inanimate objects, weapons, armors, ro- once present (nothing extreme or traumatic) have long since faded
botic constructs, and vehicles. It is able to ascertain if the life force is away. This may in itself indicate how long the object has laid dor-
an Entity, Elemental, demon, or being, whether it is imprisoned or a mant and forgotten or that the location has not been occupied in a
willing inhabitant/visitor, and what its overall intentions are: good or very long time.
evil, helpful or mischievous or destructive. Such objects and technol- Powerful psychic impressions are usually the result of intense
ogy are usually alien or magical in nature, such as Rune Weapons, emotions (good or bad), trauma, and suffering. Such strong psychic
Iron Juggernauts, Automatons, Golems, Soul Gems, Soulmancy, impressions are what attract Poltergeists and Haunting Entities, and
Bio-Wizard constructs, Biomancy creations, and so on. sometimes Syphons and other types of Entities, ghosts, and spirits to
(Note: The Psychic Diagnosis ability performed upon living be- a particular location (house, room, garden, etc.), or in the case of a
ings can also detect possession, and the presence of symbiotic or- Syphon, to a particular object. Whatever the reason for such Entities
ganisms, parasites, and unwanted or troublesome implants. Psychic being present, the Read Psychic Impression ability reveals their pres-
Probe, however, sweeps for a wider range of magical and supernatu- ence as well as the strongest psychic impressions left on the object
ral influences and offers more information to the psychic, plus it can or location.
be used on inanimate objects, not just living beings.) Reading an Object: The psychic is able to read any strong emo-
tions attached to the object by its previous owner or two. Such emo-
Read Psychic Impression tions may indicate if the item was a favorite, had sentimental value,
was disliked or hated, or has no special meaning whatsoever. The
Also known as Sense Hauntings and Entities. psychic also senses if the object was used to hurt, help or cheer peo-
Range: Touch of an object or location. If reading a room/location, ple up, and knows if it has been lost, stolen, given away or left behind
the psychic must stand in the room/location and touch a door, wall, by its owner.
or the floor/ground. The information gleaned from Read Psychic Impression, though
Duration: Instant results and information. helpful, is always vague, very limited, and short on details. For ex-
I.S.P.: 2 ample, the psychic may know it is, or is not, the murder weapon, but
Saving Throw: None, not even if an Entity or demonic force is lurk- does not know who the killer was or even if the killer was a human
ing inside an object. or D-Bee, male or female, nor when or why the murder took place, or
Base Skill/Chance of Success: 70% +2% per level of experience. A any other information. Likewise, the psychic will be able to tell if a
failed roll means the reading was unsuccessful but still cost 2 I.S.P. weapon or object is a meaningless tool, or if the object is new and has

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never been used for any purpose, because it has no imprint or only a It should be noted that somehow, any Entities/spirits that are
slight unreadable impression on it. present recognize that the psychic can sense their existence and can
Other vague, but valuable information about an object or location identify them. As a result, they are usually inclined to communicate
includes sensing whether or not it is important to the enemy or a with the psychic should the character possess Commune with Spirits.
rival, though the psychic does not know why. With a successful read- Poltergeists are likely to show off by moving or knocking things over
ing, the psychic is also able to tell if an artifact is genuine or a forg- near the psychic. Haunting Entities may speak, moan, weep, or brush
ery, and will know if its manufacture is new, recent, or long ago, and against the character, while others may be willing to hold off an at-
whether it is terrestrial or alien/otherworldly in origin. Likewise, the tack and interact and talk with the psychic, provided the creature is
psychic can tell if an object such as a toy, piece of jewelry, or work of capable of communication or the psychic activates Commune with
art, as well as the person or place depicted in a photograph, painting, Spirits, making it possible to speak with them.
or work of art, was loved and cherished or important to someone, or
is the object of scorn, pain, hate, or fear, and similar telltale emotions
connected to it or the person or creature it represents.
Read Psychic Residue
The psychic impression left behind is always imprinted by pow- Also known as Read Shadows of the Present.
erful emotions such as love, joy, kindness, sentimentality, sorrow, Range: Self.
regret, hate, fear, loathing, pain, suffering, sickness, death, murder, Duration: 2D6 minutes.
etc., which may in turn imply good or evil, a happy or miserable I.S.P.: 5. It costs more than Read Psychic Impression because the
owner, home, use, history, etc., but without detailed visions or imag- impressions are recent and quickly fading and the psychic may also
ery. All that is discernable is the emotional content left imprinted on get a premonition about a recent event or particular person.
the item or a specific location. This extends to knowing if a weapon
or object has been used repeatedly to kill or torture, and if its name- As noted above under Read Psychic Impression, all living beings
less, faceless user enjoyed the act of killing or torture, or did so out automatically leave behind a temporary emotional psychic impres-
of necessity, fear, or hate. Note: No strong imprint of emotion means sion at the places we inhabit and visit wherever we go. These are
the object was purely utilitarian, is very new and holds no special ethereal emotional vapor trails that quickly fade over the next six
meaning to its last several owners/users or is so old that the impres- hours, or are overwritten by more recent and/or stronger emotional
sions of the past have faded away. impressions left by the people who followed afterward. However,
Unlike the more powerful and comprehensive Object Read abil- until then, the emotional and psychic residue left behind can be felt
ity, the psychic does NOT see nor glean any information about the and identified when the ability to Read Psychic Residue is activated.
previous owner, his whereabouts, physical condition, nor the ob- Note: These recent emotional imprints do not attract Entities or spir-
ject’s maker or anything about the item itself. Not even that the item its.
is magical, enchanted, or cursed. And there are no psychic flashes, This ability is similar to Read Psychic Impression, the difference
visions, or images of any kind. being the psychic is reading only the most recent, temporary, and
If reading a Rune Weapon or other object with a life force con- fading emotional imprint left behind. For investigators and detec-
tained within it, the psychic will sense it contains a unique and tives like the CS Manhunters, this can be a valuable tool, especially
separate intelligence and personality, and is able to read its general at sealed locations of an alleged crime, murder, or disappearance.
alignment (good, selfish, or evil). Likewise, the individual can sense For example, the psychic can read a room and tell if the victim lay-
when the object is possessed by an Entity, such as a Syphon, or con- ing on the floor was killed at that location. If not, he or she knows
tains any other kind of supernatural being, as well as feels its current the victim was killed elsewhere and the body deliberately brought
emotional state (anger, hate, frustration, lonely, vengeful, happy, to this location as a dump site or to make it look like he was killed
pleased, etc.). there to throw off the investigation and conceal the real site of the
At a specific location such as a room, basement, attic, particu- murder (or kidnapping, theft, etc.). For this location the psychic will
lar area in a tunnel, cave, garden, grove, pond, etc., Read Psychic get a glimpse of or some hint. This may be an impression, sound,
Impression reveals the most prevalent emotions from the past, and smell, or vision. (“I see a small stream and a yellow farmhouse in the
whether it is haunted, and by what type of Entity/ghost. If haunted, distance;” or “The person was killed in an alley, lit by a red light and
the psychic is able to tell, a) if any Poltergeists, Haunting Enti- there is jazz music playing nearby.”)
ties, or other Entities or “spirits” are present at that location (it Similarly, if a suspect insists he has not seen the murder victim
is likely to have been attracted to the strong emotions imprinted in days or hours, but a reading of the room reveals hot emotions and
on the room/area due to trauma, tragedy, or death); b) in broad an argument, or hate (sadly, without revealing who was involved
terms who the Haunting Entity or ghost may believe it is (i.e. an or what it was about), the psychic has reason to suspect the person
angry young man, an angry older man, a jealous young woman, a may be lying, providing a reason to ask more questions. Likewise,
madman, a victim of torture, violence, or murder, a kindly grand- if a location is alleged to be vacant or abandoned, but the psychic’s
mother, a happy or playful child, a sad child, a confused D-Bee, reading indicated a few, or several, or dozens of people were present
and so on); and c) feels the strongest emotion or two left in a room in the last 1-6 hours, the psychic will know the individual is lying or
or basement-sized location: Happy, fun, goodness, a safe place, or unaware that someone else is using the facility without their knowl-
a place associated with evil, death, pain, loss, or sorrow, or perhaps edge. Moreover, the psychic will feel the emotions from that recent
illness, punishment, and so on. In addition, the psychic might get 1-6 hour period, emotional residue that may indicate a meeting or
the impression of madness and captivity, or suffering and death, party, or fight, or torture took place here. The most dominant emo-
and surmise or just know that this was once the site of a torture tions are likely to indicate the victim’s state of mind and emotional
chamber or an asylum or prison, or hospital, or was once a place for disposition as well as those of the others present (fear is likely to
magic rituals and human sacrifice, or a prison where slaves were be the victim, hate, anger, envy, the murderer or interrogator and
once held, etc., and will know if that was in the distant past (centu- others present). All are invisible and invaluable clues and informa-
ries ago), past (decades ago), near present (recent months or a few tion that may lead to more clues, evidence, and the person or people
years), or present (within the last 30 days). responsible.
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Read Psychic Residue, at the G.M.’s discretion, may also pro- supernatural evil, psychics must open themselves using the Sense
vide one or a few clairvoyant premonitions. Using some of the ex- Evil psionic ability.
amples above, the psychic may see the victim being stabbed, shot, Sense Evil is useful for reading people and most life forms, but
bludgeoned to death in an ally, or know there was a party, dance, like Presence Sense and most psionics, it evolved to alert mortals to
illegal gambling, or meeting in the supposedly abandoned building, supernatural evil and is most sensitive to such inhuman creatures.
or know that the suspect is lying (or telling the truth). As usual, any Sense Evil may indicate the following about the source of the
flash image is not likely to reveal any clear faces or locations, but supernatural evil:
may reveal the murder weapon, or leave the psychic with the knowl- 1. The general number of evil supernatural beings. This is still
edge that the murder victim was at the suspect’s home or place of a broad range of knowledge, but alerts the psychic to whether there
business earlier that day (which does not necessarily mean he is the is one, a few (2-6), several (7-14), many (15 or more), or a great
killer), or the psychic may see or just know that a kidnap victim is many (100+).
still alive, or a stolen object is being fenced, or that the town’s mayor 2. The power level of the most powerful or dangerous super-
was involved, or the Black Market, or the object is to be used in a natural evil in the sensing radius: Note that a great or deific evil
magic ritual, or the missing person is intended to be the human sac- is likely to overshadow and conceal its lesser, evil supernatural min-
rifice in a cult ritual. ions.
The psychic will also know if the “event” (theft, kidnapping, mur- Minor Evil and a Minimal Threat: Entities and spirits, Sub-
der) took place very recently within the last 30 minutes or later than Demons, Lesser Demons, Lesser Elementals, Wild Vampires, and
that. Other simple information may accompany the reading such as animalistic supernatural predators all fall into the category of minor
whether the person being sought was alone or with others, or was evil. Note: Sense Evil does NOT reveal the specific type or types of
forced to do what he or she did against their will, but no details like evil supernatural beings present.
how many, who they might be, or their intentions. Other informa- Great Evil and a Serious Threat: Greater Demons, Greater El-
tion, at the discretion of the Game Master, may include other clues ementals, Demigods, Secondary and Master Vampires, and similar
to where the perpetrator or fugitive may be, such as the chiming of a beings are a serious threat. Note: Sense Evil does NOT reveal the
bell, or sound of music, or machine or animal noise, or that the perp specific type or types of evil supernatural beings present. There is a
is still in town or has left or is preparing to leave, is wounded, or out 15% chance the evil creature senses the psychic using Sense Evil and
to get the next victim, is overconfident, worried, playing games with knows that the psychic senses its presence.
the authorities (or the psychic), and so on. Deific Evil and Huge Threat: Demon Lords, dark gods, and Alien
When reading a room, campsite, or other confined location, Intelligences fall into this category. Sense Evil may (60% chance)
the psychic will know if it was the site of violence, murder, or a sense dark rituals and magic intended to call, summon, or open a
crime. (“Someone was hurt.” “Someone was killed here.” “Some- portal to such an evil deific being, provided it is in the process of
thing was taken.” “This is a set up.” “This is not the place.”). And happening in the moment. Note: Sense Evil does NOT reveal the
may know that the location has been used (or not) for some other specific type or types of evil supernatural beings present. There is a
purpose, like smuggling, meetings of dissidents, a friendly gathering, 50% chance the evil creature senses the psychic using Sense Evil and
poker game, blood sport, magic or religious ritual, surgery, running knows that the psychic senses its presence.
guns, a drug deal, interrogation, storage, or merriment of some kind, 3. Distance: Sense Evil indicates the general distance, but not
provided it happened within the last six hours. If the event took place the direction or specific location of the evil supernatural creature(s).
outside the time frame, the reading is “cold” and reveals nothing, Such creatures may be invisible, hiding, or disguised/shape-shifted
or nothing that involves the person being sought. The reading also into human or animal form or in plain sight depending on the situ-
indicates if there are any Entities, ghosts or spirits present, even if ation.
they are unseen. None are likely unless there is an older, traumatic The sensation of distance is limited to very near (within 15
incident in the past that Read Psychic Residue cannot detect. feet/4.6 m), near (within 50 feet/15.2 m), or far (60-140 feet/18.2
As always, it is only the strong emotions that leave behind tem- to 42.7 m). If there are several evil supernatural beings present, the
porary imprints and residue. As a result, the psychic sensitive doing psychic will either sense they are scattered about or all or most are
the reading may sense if someone who is angry, vengeful, wicked, together someplace (but not their exact location), or may only sense
concerned, or loving has also visited the location being read, and the general distance of the most powerful one.
that they are also in pursuit of the person being sought, or conducted 4. Locate Supernatural Evil: Again, Sense Evil may indicate the
business in the room. However, their identity and reasoning remains general location of the source, or sources, of supernatural evil. As
unknown. Only broad information is revealed. the psychic enters a specific room or location the individual knows
the supernatural evil is present in that specific room, basement, attic,
bar, church, garage, alley, area of a park, sewer tunnel, etc. (“It’s
Sense Evil, Revisited here. Someplace in this basement – or house, or barn, or playground,
Range: 140 foot (42.7 m) radius. or warehouse, or train station, or ruin, etc. – I feel it.”) But that is
Duration: 2 minutes (8 melee rounds) per level of experience. as specific at it gets. Locating supernatural evil may be made much
I.S.P.: 2 more difficult if the location is filled with people and the creature is
Saving Throw: None. invisible or able to make itself appear to be human. Of course, the
psychic using Sense Evil will also know when the presence of super-
This psi-power is a refined ability to feel the presence of evil. natural evil has left the area. (“It’s gone. I no longer feel its presence.
All supernatural creatures radiate their alignment, good or evil. Any We are safe for the moment.”)
psychic who has this ability or at least two other Sensitive psionic 5. Evil Intent & Intensity: The psychic may also get an impres-
powers automatically feels the presence of supernatural evil without sion of the supernatural being’s most intense emotion at the time.
spending a single I.S.P. point. However, it is a vague, general sensa- The most common are: Bloodlust (it wants to hurt and kill people
tion, a bad feeling, without detail as to the nature, number, power indiscriminately and may be in, or about to launch into, a killing
level, or nearness of the source of evil. To get a clearer picture of the spree), hunger, anger, hate, fear (and may be looking to escape or

141
kill anyone who comes too close), love (in this case the love may be
obsessive and misplaced), bedlam (it desires to cause chaos, panic,
and terror), and revenge (wants to hurt or kill a specific person,
Super-Psionic
Powers
members of a group/organization, or type of people; or maybe the
thing is involved in the act of torture or other cruel punishment).
No emotional intent is likely to be sensed when the supernatural
being is simply lurking or looking around, sightseeing, reading
Anti-Demon: Deviant Good Impulse (8)
a book, watching TV, playing a game or engaged in other relax-
Anti-Demon: Disrupt Bio-Regeneration (8)
ing pastimes, or when it is experiencing calm, meditation, or other
Anti-Demon: Exorcism Purge (20)
passive activity, though the psychic may feel the creature is not a
Anti-Demon: Fear the Righteous (8)
threat at the moment.
Anti-Demon: Flames of Rage (8)
To be clear, Sense Evil can NOT lead a psychic to the exact per-
Anti-Demon: Negate Invisibility (6)
son or specific hiding place of an evil supernatural being, but it may
Anti-Demon: Prevent Teleportation (12)
get the psychic close enough to recognize other telltale signs and
Anti-Demon: Spirit Slayer Blade (30)
behavior to figure out who might be a supernatural creature in mortal
Bio-Manipulation (10)
guise.
Bio-Regeneration (Super; 20)
Sense Evil in people. Evil emanations from human beings and
Earworm (6)
other mortals are much less distinct. None of the details above apply
Electrokinesis (varies)
to mortal people. The psychic cannot Sense Evil in another person
Empathic Chaos Attack (6)
unless looking directly at them and the source-person has an imme-
Empathic Transmission (6)
diate evil intention to harm others physically, emotionally, or finan-
Facial Recognition Loss (10)
cially. Remember, a fellow psychic is able to mask their evil inten-
Forget (10)
tions, emotions, and thoughts with a Mind Block.
Group Mind Block (22)
Not applicable to animals because animals do not have deliberate
Group Trance (15)
evil thoughts or intentions like humans or evil supernatural beings,
Hydrokinesis (Varies)
unless possessed or a supernatural being in disguise or a creature of
Hypnotic Suggestion (6)
magic (were-beast, dragon, etc.).
Induce Dream/Nightmare (10)
Mentally Possess Others (30)
Shared Experience Mind Block Auto-Defense (special)
Mind Bolt, Revisited (varies)
Also known as Empathic Connection.
Mind Bond (10)
Range: Self and one other by touch or within 5 feet (1.5 m) to estab- Mind Wipe (special)
lish the connection, then (X feet/miles, or whatever) for the duration Phantom Thought (3)
after that. P.P.E. Shield (10)
Duration: 60 minutes per level of the psychic. Psi-Shield (30)
I.S.P.: 4 Psi-Sword (30)
Saving Throw: +5 to save if an unsuspecting or unwilling partici- Psionic Invisibility (10)
pant. Psychic Body Field (30)
Psychic Omni-Sight (15)
Reminiscent to the Telepathic Connection, only short-term and Psychic Stun (12)
limited to emotions only. This empathic link enables the psychic to Psychosomatic Disease (30)
feel the emotions of the person with whom the Shared Experience Pyrokinesis (varies)
is connected. This is ideal for undercover operations, enabling the Radiate Horror Factor (8)
psychic to monitor the emotions of a teammate, informant, or volun- Telekinesis (Super) (10+)
teer in any given situation. A sudden spike of concern, worry, fear, Telekinetic Acceleration Attack (10 or 20)
or adrenaline could indicate the other person is in trouble or about to Telekinetic Force Field (30)
engage in a fight or flight. Likewise, anger or disdain, or a sense of Telemechanic Mental Operation (12)
accomplishment/success may indicate the target, enemy, or rival has Telemechanic Paralysis (20)
been spotted. Joy, confidence, or a sense of accomplishment should Telemechanic Possession (50)
indicate things are going well, while the opposite could mean the Telemechanics (10)
person is in trouble and may need help if the emotions do not slide Telepathic Chaos Attack (8)
back into the positive or get worse, more desperate, agitated, or in- Vertigo & Dizziness (15)
dicate terror or pain.
The psychic can also tell when the person with whom he is con-
nected is hungry, confused, hot, cold, on fire, drowning/being as- Anti-Demon: Deviant Good Impulse
phyxiated, sick, injured, being physically roughed up, beaten, Range: One other by touch or line of sight within 50 feet (15.3 m).
stabbed, drugged, is rendered unconscious, or dies! The link also Duration: One melee round. Each Impulse attack counts as two of
gives the psychic an idea of where the person is located, north, south, the psychic’s melee attacks.
east, west, near, far, up or down, but not the exact location. And, I.S.P.: 8 (16 when used on a human, D-Bee, or other mortal).
at the Game Master’s discretion, the psychic may actually smell or Saving Throw: Varies. Sub-Demons, Hosts and Entities are -2 to
taste what the linked individual is experiencing. save. Lesser Demons are -1 to save. Greater Demons get the standard
save. Demon Lords, Demigods, and Godlings are +2 to save. Deities
and Alien Intelligences are +4 to save.
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Reminiscent of Empathic Transmission and Phantom Thought, ence between life and death, especially if the demon is being attacked
Deviant Good Impulse is the ability to implant a thought and emo- by numerous opponents. Moreover, demons take their superhuman re-
tion into an evil being to do something good, just, kind, or right, generative powers for granted, and may panic, flee or surrender when
even if it is completely against the character’s selfish or evil align- the monster realizes its M.D.C. is NOT being restored and it is becom-
ment. This is a simple but potent idea/thought accompanied by a ing weaker and more injured with every passing melee round. Others
surprisingly strong emotion to show mercy, spare a life, turn a blind care not, and fight to the death or until overwhelmed and captured.
eye, say nothing, stand against injustice, lie to a superior, help an (G.M.’s discretion as to how the beast reacts.)
innocent, or other acts of uncharacteristic compassion and goodness.
The thought and emotional compunction pops into the evil super-
natural beings head out of the blue and tugs at the monster’s heart-
Anti-Demon: Prevent Teleportation
strings. The recipient of the psychic’s telepathic and empathetic trans- Range: Touch or line of sight up to 80 feet (24.4 m). Each use of this
mission has no idea this is not his own thought, idea and compelling ability affects only one demonic being.
emotions. This is always a short burst of a simple thought or idea, Duration: Instant effect. The length of time supernatural Teleporta-
without any attached signature from the psychic who just sent it. tion is disrupted varies depending on the power level of the demonic
The compassionate or merciful “thought” does not force the de- being.
mon receiving it to act upon it. However, because it seems to be Inhuman Host, Sub-Demons, and Lesser Demons: 1D6+6 min-
its own idea, the impulse carries more weight than if the psychic utes.
or someone else had suggested it. Moreover, because the compas- Greater Demons, Demigods, and Godlings: 1D6 minutes.
sionate feeling of kindness seems like the demon’s own idea, the Demonic Lords and Dark Gods: 1D4 melee rounds.
creature is momentarily confused or embarrassed for having it, and I.S.P.: 12
therefore is likely to want to get away from that thought, emotion, Saving Throw: 15 or higher for Host and Lesser Demons to save, 12
and person(s) as quick as it can. Thus, the wicked one follows the im- for Greater Demons, and 10 for Demonic Lords and dark gods. Note:
pulse and rushes off before any comrade or superior realizes what it This ability can also be applied to creatures of magic, but only if the
has done. The shamefulness that comes with having done something ability to teleport is an innate ability. It has no effect on Teleportation
good, kind, or merciful compels the evil supernatural being to never spells, magic items, or open portals/rifts.
speak of it, and to pretend it never happened.
Success of Deviant Good Impulse: Game Masters, you can use This unique Bio-Manipulation attack prevents Deevils, demons,
the Saving Throw penalties and bonuses listed above for a quick, sub-demons, and other supernatural beings from being able to use
simple determination. If the evil character saves, it does not act upon their supernatural ability to Teleport or Dimensional Teleport for
the impulse. If it doesn’t save it does. a short period of time, see Duration above, until the effects of this
I would recommend, however, you determine whether this devi- psionic attack wear off. The psionic attack has NO effect on magical
ant act of goodness succeeds or not based on the situation, what’s or technological/mechanical-based teleportation.
best for the story and the player characters, and role-playing fun.
For example, if a Lesser Demon hates his superior or the mage Anti-Demon: Exorcism Purge
or priest who controls it, the beast is more likely to give in to the
Range: Touch or line of sight up to 10 feet (3 m). Each use of this
good impulse and justify it as something nasty, cruel, or vengeful.
ability affects only one demonic being.
For example, it may see this act of goodness as defiance of its unjust
Duration: Instant effect. The chance of a successful purge varies
master, or as smug revenge/payback that give its master the shaft in
depending on the power level of the demonic being.
some way. Lesser evil supernatural beings are also more likely to do
I.S.P.: 20
something uncharacteristically kind if they believe they will not be
Saving Throw: Lesser demonic beings: Host, Sub-Demons, Lesser
caught or punished for its actions.
Demons, Lesser Deevils, and Entities must roll a Natural 20 with-
Similarly, Greater supernatural beings, Demon Lords, and dark
out modifiers in order to save. 18 or higher is required for Greater
gods are more likely to submit to the impulse if it is likely to causes
Demonic beings, and 15 or higher for Demon Lords, Deevil Lords,
a rival or enemy trouble, harm, or sorrow.
Alien Intelligences and dark gods to save.
If the fiend saves, the creature retains possession of its victim
Anti-Demon: Disrupt Bio-Regeneration and the psychic performing the Exorcism Purge still loses the I.S.P.
Range: Touch or line of sight up to 80 feet (24.4 m). Each use of this spent as well as suffers all the same penalties below. HOWEVER,
ability affects only one demonic being. if a conventional Exorcism is being conducted simultaneously, that
Duration: Varies depending on the power level of the demonic be- ceremony may continue and it receives a +20% bonus to succeed
ing. upon its lengthier completion.
Inhuman Host, Sub-Demons, and Lesser Demons: 2D6 minutes. A failed save by the possessing presence is cast out of the victim
Greater Demons, Demigods, and Godlings: 1D6 minutes. and returns to its own body or dimension. Most lesser evil supernatu-
Demonic Lords and Dark Gods: 1D6 melee rounds. ral beings never return. Greater beings and gods cannot try to possess
I.S.P.: 8 that individual again for at least 30 days. Most move on to a new
Saving Throw: 15 or higher needed for Host and Lesser Demons victim. Moreover, the victim who is now free of possession feels
to save, 12 for Greater Demons, and 10 for Demon Lords and dark liberated, restored to normal (full Hit Points and S.D.C. or M.D.C.),
gods. re-energized, and is +1 to save vs possession and mind control (any)
for the next 60 days.
Most demonic beings are able to regenerate M.D.C. (or Hit Points)
lost at a rate of so many points per melee round. This disruptive power The psychic begins what appears to be a standard Exorcism, but
of Bio-Manipulation temporarily suspends and stops Bio-Regenera- 5 minutes into the ritual the psychic is in a focused, trance-like state
tion. It is only for a few minutes, but in combat that can be the differ- unaware of anything else going on around him. A moment later, the
individual releases a powerful, cleaning psychic force drawn from his
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or her own willpower and soul to blast the possessing demon, Deevil, resulting in the following penalties. Penalties: -1 attack per melee
entity, psychic, or other force out of the body of their victim. The ex- round, -2 on Perception Rolls, -1 on initiative, -1 on all combat ma-
orcism is usually an automatic success, though, the possessing force neuvers (strike, parry, dodge, etc.), and -1 to save vs Horror Factor.
does gets a saving throw. If it fails to save, it is forced out of the body In all cases, any being that flees is not likely to want to return and
and out of the area and many never return. The victim is released from fight for 24 hours, unless forced to do so by a superior.
the possessing force and automatically restored to normal, though they
may not remember much about their time while possessed.
Penalties felt by the psychic after using Exorcism Purge: Whether
Anti-Demon: Flames of Rage
successful or a failure, Exorcism Purge takes a great amount out of Range: Touch or line of sight up to 80 feet (24.4 m). Each use of this
the psychic, leaving the individual instantly exhausted and spent as if ability affects only one demonic being.
he or she had run a marathon. Reduce the number of attacks per me- Duration: Varies depending on the power level of the demonic be-
lee round, Spd, Hit Points and S.D.C. (or M.D.C.), skill performance ing.
and ALL bonuses by half (round up)! Penalties remain in place until Inhuman Host, Sub-Demons, and Lesser Demons: 4 minutes per
the psychic can get 8 hours of sleep or 3 hours of meditation. Note: experience level of the psychic.
If Exorcism Purge is attempted again before the character gets the 8 Greater Demons, Demigods, and Godlings: 4 melee rounds per
hours sleep or 3 hours meditation, they collapse into unconscious- experience level of the psychic.
ness and remain that way for 1D6 hours. When the psychic awakens, Demonic Lords and Dark Gods: One melee round per experience
the penalties above are in place and he or she needs 12 hours of sleep level of the psychic.
or 6 hours of meditation to be returned to normal. I.S.P.: 8
In addition, the psychic and the possessing force meet in that brief Saving Throw: 15 or higher for Host and Lesser to save, 12 for
moment of conflict. Each will instantly recognize each other should Greater, and 8 for Demonic Lords and dark gods.
they meet again, and share a deep and lasting enmity toward each
other from that day forward. A form of Empathic Transmission that is able to influence de-
monic supernatural beings. It only affects demonic supernatural be-
ings, not creatures of magic such as dragons and Fairies, nor mortals
Anti-Demon: Fear the Righteous (all of whom are susceptible to Empathic Transmission). However,
Range: Touch or line of sight up to 80 feet (24.4 m). Each use of this an evil character can use this ability on good supernatural beings.
ability affects only one demonic being. Lesser demonic beings are filled with rage: 75% chance they act
Duration: Varies depending on the power level of the demonic be- in the heat of the moment, taking foolish risks and ignoring caution and
ing. protocols such as not calling for backup or sounding an alarm, or dis-
Inhuman Host, Sub-Demons, and Lesser Demons: 4 minutes per obeying a direct order. In addition, the enraged demon is off its game
experience level of the psychic. and focused on murder or revenge that makes it likely to rush into an
Greater Demons, Demigods, and Godlings: 4 melee rounds (60 ambush or trap, fight even though outnumbered, fight to the death and
seconds) per experience level of the psychic. make other foolish choices. Modifiers: +1 attack per melee round and
Demonic Lords and Dark Gods: One melee round (15 seconds) +1 to save vs Horror Factor, but -6 on Perception Rolls, -2 on all combat
per experience level of the psychic. maneuvers (strike, parry, dodge, roll with impact, etc.) because it is too
I.S.P.: 8 hyper and reckless from the adrenaline rush, swings wildly, attacking
Saving Throw: 15 or higher for Host and Lesser to save, 12 for too soon or a step late, as well as -40% on the performance of all skills,
Greater, and 8 for Demonic Lords and dark gods. forgets its orders or mission, loses track of time, and has no idea what is
happening around it while lost in rage and bloodlust.
A form of Empathic Transmission that is able to influence de- If the creature saves, it is still amped up, but reduce bonuses and
monic supernatural beings. Only affects demonic supernatural be- penalties by half.
ings, not creatures of magic such as dragons and fairies, nor mortals Greater demonic beings filled with rage: The even more ag-
(all of whom are susceptible to Empathic Transmission). However, gressive and egomaniacal Greater Demons who often command
an evil character can use this ability on good supernatural beings. Lesser Demons have a 90% chance of acting in the heat of the mo-
Lesser demonic beings are filled with fear: 60% chance they flee, ment. Taking foolish risks and ignoring caution and protocols such
running for their lives and abandoning their leader or master even un- as not calling for backup or sounding an alarm, or disobeying a direct
der the threat of death or terrible punishment. If the creature should order. In addition, the enraged demon is off its game and so focused
save, it is able stand its ground but is still filled with fear and appre- on murder or revenge that it is likely to rush into an ambush or trap,
hension, resulting in the following penalties. Penalties: -3 attacks per make foolish choices, fights even though outnumbered, or fight to the
melee round, -4 on Perception Rolls, -3 on initiative, -2 on all combat death. Modifiers: +1 attack per melee round and +2 to save vs Hor-
maneuvers (strike, parry, dodge, etc.), and -4 to save vs Horror Factor. ror Factor, but -4 on Perception Rolls, -4 on all combat maneuvers
Greater demonic beings become insecure and uncertain, even (strike, parry, dodge, roll with impact, etc.) because it is too hyper
fearful: 30% chance the Greater being backs off and makes a stra- and reckless from the adrenaline rush, swings wildly, attacking too
tegic retreat. If the creature should save, the monstrosity stands its soon or a step late, as well as -30% on the performance of all skills,
ground but remains apprehensive and wary of its enemies, making forgets its orders or mission, loses track of time, and has no idea what
it hesitant and worried. Penalties: -2 attacks per melee round, -2 on is happening around it while lost in rage and bloodlust.
Perception Rolls, -2 on initiative, -1 on all combat maneuvers (strike, If the creature saves, it is still amped up, but reduce bonuses and
parry, dodge, etc.), and -2 to save vs Horror Factor. penalties by half.
Demonic Lords or Dark Gods succumb to a moment of pan- Demonic Lords or Dark Gods filled with rage: Same as
ic and uncertainty: 10% chance the godlike being backs off and Greater demonic beings, except when the rage subsides the Demon
makes a strategic retreat. If the creature should save, the monstrosity Lord or dark god is likely to have a lasting enmity for the one who
stands its ground but remains apprehensive and wary of its enemies, got under its skin, and may seek revenge/punishment on the person

144
responsible, especially if it leads to its defeat or a public embar- humiliation and dying. As a result, most will try to flee/retreat as
rassment. soon as their M.D.C. is reduced by half or less.
Demons (all), Vampires, other types of Undead, and most Su-
Anti-Demon: Negate Invisibility pernatural Beings: 5D6 M.D. (+6 M.D. against Greater Demons,
Lords and deities) and reduce the being’s ability to Bio-Regenerate
Range: Touch or line of sight up to 80 feet (24.4 m). Each use of this by half for 1D4+1 minutes per each successful strike of the Spirit
ability affects only one demonic being. Slayer Blade. Penalties due to shaken confidence: -1 attack per melee
Duration: Varies, depending on the power level of the demonic be- round, -2 on Perception Rolls, -2 on initiative, -1 to save vs Horror
ing. Factor, and -20% on skill performance.
Inhuman Host, Sub-Demons, and Lesser Demons: 2D6+2 min- Astral Travels, Astral Beings, Entities, Ghosts, Spirits, and
utes. Energy Beings: 4D6 M.D. and reduce the being’s ability to Bio-
Greater Demons, Demigods, and Godlings: 1D6+1 minutes. Regenerate by half for 1D6+1 minutes per each successful strike of
Demonic Lords and Dark Gods: 1D6 melee rounds. the Spirit Slayer Blade. Penalties due to shaken confidence: -1 attack
I.S.P.: 6 per melee round, -2 on Perception Rolls, -2 on initiative, -1 to save
Saving Throw: 15 or higher for Host and Lesser to save, 12 for vs Horror Factor, and -20% on skill performance.
Greater, and 10 for Demonic Lords and dark gods. Dragons and Creatures of Magic: No physical damage is in-
flicted, but the blade strikes at the victim’s “spirit” or morale, making
Many demonic beings are able to turn invisible at will. Negate Invis- the creature of magic wary of fighting, hesitant, and unsure of itself.
ibility is a form of Bio-Manipulation that scrambles the invisible de- Inflicts the following penalties upon magical opponents: No physi-
monic being’s nervous system and forces it to become visible. This abil- cal damage and Bio-Regeneration is normal, but the creature is shak-
ity only works if the psychic can see or touch the invisible creature, and en; -1 attack per melee round, -1 on Perception Rolls, -1 on initiative,
force it to become visible, the consequences of which should be obvious. -1 on all combat maneuvers (strike, parry, dodge, etc.), -2 to save vs
Horror Factor, -1 on all other saving throws, and -20% skill penalty.
Anti-Demon: Spirit Slayer Blade Penalty duration is 1D6 melee rounds per each successful blade strike.
Humans, D-Bees and Other Mortal Beings: Mortals suffer the
Range: Self. Handheld only. Note: This ability has a greater range
least penalties. No physical damage is inflicted, but the blade strikes
and lower I.S.P. cost for the CS Wolf Manhunter only.
at the victim’s spirit and morale, rattling them.
Duration: 5 minutes per level of experience to wield the blade; dou-
Inflicts the following penalties upon its mortal victims: -1 on Per-
ble for the Wolf Manhunter.
ception Rolls, -1 on initiative, -1 on all combat maneuvers (strike,
Damage: See details below.
parry, dodge, etc.), -1 to save vs Horror Factor, -1 on all other sav-
Duration of Penalties Inflicted: 1D4+2 minutes per each success-
ing throws, and -10% skill penalty. Penalty duration is 1D4 melee
ful strike of the Spirit Slayer Blade whether it is a reduction of Bio-
rounds per each successful blade strike.
Regenerative capabilities or morale and combat penalties.
I.S.P.: 30 (10 I.S.P. for the CS Manhunter Wolf only).
Availability to Other Psychics: The Fetish Shaman may select Earworm
Spirit Slayer Blade in place of a Psi-Sword or Psi-Shield (see Rifts® Range: One other by touch or line of sight or 10 feet (3 m).
Spirit West for details about the Shaman). The Mind Melter and Duration: 2D6 minutes.
sometimes other Master Psychics, at the Game Master’s discretion, I.S.P.: 6
may also select the Spirit Slayer. Saving Throw: Standard.
Reminiscent of a Psi-Sword, this psychic weapon appears as a The psychic loops a piece of music (with or without words) into
small, thin energy blade made of an energy that is unmistakably dif- the victim’s mind. This repetitive tune cannot be ignored or pushed
ferent from the famous Psi-Sword. In fact, the “blade” of the Spirit out of his or her head. Even if it is a favorite or wonderful song it
Slayer more resembles a slender dagger or thin short sword made continually repeats and becomes painfully distracting and annoying,
of a faint light compared to the Psi-Sword. Psychics find this light even maddening.
reminiscent of the shimmering umbilical cord that connects Astral Earworm is a form of a hypnotic suggestion, and as such, it re-
Travelers to their physical body. quires the sound of music and a verbal suggestion to put the Ear-
Damage (special): Varies with the nature of the target. worm in place. The music may be playing in the distance, nearby, on
No physical damage to mortals (humans and D-Bees), including a hand-wound music box, pocket watch, computer, or other portable
creatures of magic like dragons and Faerie Folk. In their case, dam- device carried by the psychic or played on an instrument (harmonica,
age is done to their morale, described below, which imposes a range guitar, flute, etc.). The tune can also be whistled, hummed, or sung
of penalties, but no direct physical injury. by the psychic or a teammate, followed by the suggestion that im-
The Spirit Slayer inflicts serious damage to ethereal beings such plants the Earworm. “Isn’t that a wonderful piece of music (song,
as Astral Travelers, Astral Beings, Entities, ghosts, spirits, and other tune, etc.)? Funny, how once you hear it you can’t get it our of your
energy beings, as well as the undead, demons, deities and other evil head. It just keeps playing and playing.” Or “Listen to that music.
supernatural creatures. In addition to damage, the Spirit Slayer at- Haunting, isn’t it? Stays with you. Inescapable.” And similar.
tack also reduces their Bio-Regeneration ability by half. Penalties: The victim of Earworm is -3 on Perception Rolls, -2 on
Damage and penalties vary by type of creature as follows: The initiative, -1 on all combat maneuvers (strike, parry, dodge, etc.), and
duration penalty is cumulative with each strike of the Spirit Slayer -10% on skill performance, double the penalty (-20%) for all com-
Blade, imposing an additional amount of minutes in which Bio-Re- munication skills, and prevents the victim from being able to sing,
generation is reduced by half. Bio-Regeneration is the one ability play an instrument, dance, sleep, or meditate while the music is play-
supernatural beings rely upon to give them a great advantage over ing inside his head. The intrusive, repeating tune makes it difficult to
their mortal opponents. When it is reduced by the blade, it unnerves focus, even if the music is a favorite of the victim.
the creatures, making them feel vulnerable and susceptible to defeat,
145
Practitioners of Magic find it difficult to concentrate and focus in anger, fighting, screaming, cheering, laughing and enjoying some
to cast spells or perform magic rituals and summonings. As a result, spectacle (fireworks, sporting event, performance, speech, etc.).
each spell cast uses up twice as any melee attacks as normal, and
rituals take twice as long to complete. Shifters are -2 to their rolls in
any Battle of Wills while the Earworm is in place.
Facial Recognition Loss
Note: As with any Bio-Manipulation and Empathic Transmis- Range: One other by touch or within line of sight, 10 feet (3 m).
sion, the psychic can let the Earworm and penalties play out for the Duration: 2D6 minutes.
full duration or end it early. However, most implant the Earworm, I.S.P.: 10
walk away, and let it go on for its full duration. Saving Throw: Standard.

The psychic scrambles his victim’s mind so that the individual can
Empathic Chaos Attack no longer recognize faces. Any face. Not even the face of friends and
Range: One individual by touch or within line of sight (10 feet/3 known foes, and everyone in between. They are all strangers. One ex-
m per level of experience). 200 foot (61 m) radius for the Empathic ception being Psi-Hounds and other characters with heightened hearing
Chaos influence per level of the psychic. and olfactory senses who may pick up on the voice and/or unique scent
Duration: Two minutes per level of the psychic. of a person, especially one they went head to head with, up close and
I.S.P.: 6 personal. Likewise, the use of See Aura may enable a victim of Facial
Saving Throw: -1 one to save. Recognition Loss to recognize someone he knows by their aura even the
Requirement: Ideally a large group of 100+ people or minimum of faces is unrecognizable. Note: For See Aura to be effective, the victim
20. If less than that, reduce the penalties by half. Best results on the must have seen the person’s aura in the past in order to recognize it.
battlefield surrounded by troops or combatants, urban environments Victims of this psionic attack cannot visually identify people they
with people in the street and inside neighboring buildings, crowded encountered by their head and face for as long as Facial Recognition
places, like concert halls, sports arenas, festivals, taverns, and other Loss is in place. But that’s limited only to the head and faces. Though
locations where many people are present. the person blinded by this psychic ability cannot remember or iden-
tify faces, the individual may remember a unique tattoo, brand, scar,
Similar to an unwanted Open Third Eye ability, the Empathic Chaos insignia, heraldry, banner, badge, jewelry, weapon, article of cloth-
attack causes the victim to temporarily possess uncontrolled Empathy. ing, body armor, etc., as long as it was located anywhere other than
This causes the victim to sense the emotions of all the people around the face and head. A successful Perception Roll of 15 or higher is
him in an overpowering wave of conflicting feelings that renders the required to notice and remember such a unique identifying feature or
victim disoriented and caught up in the emotion of the moment, often item. That includes a distinct voice, accent, or unusual turn of phrase,
responding to each emotion as it hits him. Of course, too many emotions but again, a successful Perception Roll is necessary and there is only
all at once leaves the character dazed until he picks the strongest one and a 50% chance the individual can be completely confident they are
gives in to it: running in fear, sobbing, laughing, etc. It is as if someone accurately identifying someone by voice or phrase.
is rapidly channel surfing through the victim’s emotions and going back
and forth like an emotional yoyo. Usually this creates debilitating fear
and confusion. The target of the ability feels the emotions of everyone Forget
within a 200 foot (61 m) radius per level of the psychic. Range: One other by touch or line of sight within 5 feet (1.5 m).
If the people are under attack, scared of something, and running Duration: Takes 15 seconds (one melee round) of focusing this abil-
for their lives, their palpable fear and confusion is likely to over- ity and a verbal suggestion to make an individual forget.
whelm the victim of this attack’s own emotions, and sweeps him up I.S.P.: 10
and carries him off with the strongest prevailing emotions around Saving Throw: Standard.
him. This means the victim may feel terror or blind panic and the
need to flee and/or hide with the rest of the crowd, or mimic what- This is a powerful Hypnotic Suggestion in which the psychic can
ever powerful emotion is strongest/most numerous around him. Or make an individual forget his or her (the psychic’s) face or a brief
the victim may ping pong from one emotion to another as people encounter with the psychic that lasted no more than one minute per
press past him. Terror from a fleeing crowd may change to anger and level of the psychic’s experience level, or to forget having seen a
determination to fight when a group of soldiers or heroes push past particular item/object, list/letter, and similar. (“Hello, I don’t believe
the victim, only to be replaced by the need to run away or hide again, we have met.”) Longer encounters/meetings cannot be forgotten nor
or to become paralyzed with fear or indecision the next moment. And can the psychic make a person forget a person other than himself or
repeat. The state of mind and penalties listed below are not any better an encounter with a larger group. (“No, she wasn’t there with the
if those around him are happy and laughing or cheering. Again, the others.” “No, I never saw that bloody knife.”)
victim of Empathic Chaos will be compelled to look for the source of
their happy emotions and mimic their reactions. During these emo-
tional swings, the victim finds it nearly impossible to focus, perform
Induce Dream or Nightmare
skills, or conduct whatever business he was tasked with. Range: One other by touch or line of sight within six feet (1.8 m)
Penalties: Reduce the number of attacks by half, fights with no while a person is sleeping. Not possible while the other person is
bonuses of any kind, just the unmodified roll of the dice; -6 to save awake.
vs Horror Factor, -3 to save vs fear and other emotion-based psionic Duration: Instant result. Duration of the dream or nightmare is
and magical attacks, -50% on skill performance, and cannot focus to 2D6+6 minutes.
cast more than one spell or use one psionic power per melee round. I.S.P.: 10
01-66% chance of succumbing to the most prevalent emotion of Saving Throw: -2 to save vs good/pleasant dreams. Standard save
the crowd and following their lead; most likely that is blind panic and vs psionic attack for nightmares and bad dreams.
the compunction to runs away or hide, or follows the crowd and do
whatever the people around him are doing: shouting and picketing This ability, like many, can be used for good or evil purposes.

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Nice dreams with good intentions: This type of dream is al- conceived and doomed to failure. The dreamer might even speak of
ways pleasant and done to help the dreamer put to use knowledge or his nightmare and that it has left him with a bad feeling about their
to inspire positivity and action already percolating in the dreamer’s plan or agenda, and maybe they should delay or consider a different
subconscious. plan. Penalties: -1 on Perception Rolls, -1 on initiative, and -1 on all
There are three possible applications for a good dream. Pick one saving throws for the next 10 hours.
per night’s dream whenever this psionic ability is applied. Only one 3. Implanted symbol of doom and fear: When the dreamer sees
can be induced per night. the specific face of an enemy or villain, D-Bee, or monsters, or an
1. Good vibes: The psychic can introduce a good dream to instill emblem/insignia, flag, symbol, or uniform of an enemy or opponent,
positivity via the dream. The “good dream” is intended to lift the evil sign/symbol (like a pentagram, inverted holy symbol, skull or
dreamer’s spirits upon awakening. The person feels well rested when death’s head, etc.) from his dream, he remembers the dream and the
they awaken, cheerful, positive, and enjoys the following bonuses. terror or deadly outcome in it. The nightmare is then regarded as a
Bonuses: +1 on Perception Rolls and +2% on the performance of all bad omen and a portent of doom. This makes the individual doubt
skills for the next 12 hours. himself and quake with fear. The penalties that follow are activated
2. Inspiration and encouragement: Upon waking, if the dreamer or for the duration in which the dreamer is awake and faces that spe-
the player group on the right track or have a plan of action that is a cific opponent or remains at a location controlled or dominated by
good one, the dreamer sees the dream as a good omen and feels they him/her/it, or which bears the insignia, flag or symbol of the evil or
should stay the course. The dreamer may speak of the encouraging enemy seen in the nightmare. Penalties: -2 on Perception Rolls, -1
dream and report that he or she believes it is the best course of action on initiative, -1 to strike, -3 to save vs Horror Factor, -1 to save vs
and that they will be successful in their plan or agenda, or will win fear or domination magic and psionics, and -3 on the performance of
the day in battle, or triumph over injustice or evil, etc. Bonuses: +1 all skills. Penalties last until the individual can escape the source of
on Perception Rolls and +1 on all saving throws for the next 12 hours. his fear or 10 hours since awakening from the night of bad dreams,
3. Dream implants a helpful idea, clue, realization, or bit of infor- whichever comes first.
mation: Upon awakening, the dreamer remembers something revealed Note: When used in conjunction with Dream Reading, the psy-
in a dream – i.e. the implanted idea, clue, or information – for his chic or a second psychic can read the good dream or nightmare and
consideration. This leaves the individual with a new idea or new per- possibly glean insight and information about the dream such as the
ception to consider. This is usually a new idea, approach or possible individual’s hopes, aspirations, and possibly some of his or her as-
solution to a problem, challenge, or something bothering him. Or it sociates, teammates, or plans for the next day or week. Nightmares
could be a clue or fragment of information that the dreamer suddenly may reveal the dreamer’s fears, worries, doubts, and enemies. See
recalls because it came to him in a dream. (“Hey, I had this dream last Dream Reading earlier in this section for details.
night and it made me remember X.” “Maybe we should go back to Y
and look around.” “What if we missed something? Let’s think about
our plan to make sure we covered all the bases.” “Instead of doing X,
Mind Bolt, Revisited
maybe be should consider doing Y instead.” Or, “Do you remember Range: 100 feet (30.5 m) per level of experience. Line of sight re-
that shaggy guy we saw at the bar? Didn’t he seem nervous when we quired.
mentioned X? I have a feeling he may know something. I wonder if Duration: Instant.
we should go back and talk to him? See what else he can tell us.”) I.S.P.: Varies; 6, 9, 12, 20, or 40 I.S.P. depending on damage amount.
Bonuses: +5% on the performance of all skills for the next 12 hours.
Note: The psychic who is implanting the dream can NOT mind The psychic focuses his psionic energy and unleashes it as a near-
control or manipulate the dreamer, just help the individual to remem- ly invisible bolt of mental force and hurls it at a target with amazing
ber facts and details buried in the subconscious or to reach a conclu- accuracy and varying amounts of damage depending on the I.S.P.
sion the dreamer was already considering. Or the dream may help the spent. Though the Mind Bolt is invisible to the naked eye, it can be
dreamer find the inspiration and motivation to take positive action seen by those with optic systems or abilities to see different spec-
and do good. Though the details of the induced dream are likely to trums of light. This includes infrared, ultraviolet, and passive night-
be surprisingly clear, the dreamer is not compelled to act upon the vision mechanical systems as well as beings able to See the Invisible
dream, clue, info, or inspiration. It is simply there for consideration. via psychic ability, magic, or natural ability. As you might expect,
Bad dreams, nightmares, and foul intentions: The psychic it appears as a bolt of white energy. Note: If it can be seen, a person
induces dark dreams that prey upon the fears and anxieties of the can try to dodge or parry the blast, but suffers the usual penalties for
sleeper to undermine or torment the character. dodging any gunfire or energy blasts (none of the character’s usual
There are three possible applications for a bad dream. Pick one dodge bonuses and an additional -10 to dodge).
per night’s nightmare whenever this wicked use of the psionic ability This is a physical energy bolt created by psychic energy and
is applied. Only one nightmare per night. force of will. As such, it inflicts physical damage upon whatever it
1. Negative, tired, and moody: The psychic is able to induce a bad strikes, whether it is a human being or a physical object like a com-
dream that leaves the dreamer tossing and turning all night. The “bad puter, table, body armor, vehicle, wall, tree, and so on. Since people
dream” or nightmare is intended to dampen the dreamers spirits upon tend to be physically oriented and used to using their hands, most
awakening. It results in the individual feeling tired, worried, grumpy, psychics point with their hand or finger at the target they want to
negative, and suffering the following. Penalties: -10% to charm/im- strike. Some even make a throwing motion. However, the energy
press or to evoke trust, -10% on all communication skills, and -2% appears in front of the psychic and is instantaneously launched at
on all other skills for the next 10 hours. the target. If the individual is pointing with a finger or hand the bolt
2. Feeling of impending doom and misfortune: Upon waking seems to come from it. However, this means with practice and focus,
from the nightmare, the dreamer lacks confidence and has a linger- the psychic can fire the Mind Bolt by simply staring at the target!
ing feeling of impending doom or bad luck. Worries that he or she, Line of sight is required in order to strike a target with any
or the player group, is making a mistake and are on the wrong track, measure of accuracy. Firing off a Mind Bolt blind means no bo-
or that their plan of action is a one fraught with danger or is ill- nuses apply and, in addition, is -10 to strike. This applies whether

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the psychic cannot see due to darkness, fog, being blindfolded, or couple of short sentences, or an image sent in such a way that the
any reason. Firing blind is dangerous because the energy will hit “thought” seems like their own. The recipient of the psychic’s tele-
something and that might be a friend, ally, innocent bystander, or pathic transmission has no idea that this thought, idea, or remem-
valuable piece of equipment. However, if the blinded psychic knows brance/image that just came to him is not his own. That’s why this
his target is directly in front of him, or to his side, especially if the is always a short burst of a simple image, thought or idea, without
target is touching him (this might include objects like a rope or chain any attached emotions or signature from the psychic who just sent it.
that binds the characters), the additional penalty for being blind is The “thought” does not compel the person receiving it to act upon
reduced to only -3, not -10. it, however, because it seems to be his or her own idea, it carries
Bonus to Strike: All Mind Bolts are +4 to strike, but adding an more weight than if the psychic or someone suggested it themselves.
additional 10 I.S.P. increases the strike bonus to +8 to strike! Must Thus, it is more likely to be acted upon if that idea fits the alignment
be able to see the target for these bonuses to apply. and personality of the character being sent a Phantom Thought.
The amount of damage the Mind Bolt inflicts depends on the
amount of I.S.P. spent on the blast and usually inflicts S.D.C./Hit
Point damage. This is a physical attack that inflicts physical damage.
Psychic Stun
It does not affect the mind of its victim and will strike the armor of Range: Touch or 20 feet (6.1 m) +10 feet (3 m) per level of experi-
anybody wearing body armor. ence; line of sight required.
6 I.S.P.: 1D6 S.D.C. damage. Duration: 1D6+1 melee rounds (30-105 seconds).
9 I.S.P.: 2D6 S.D.C. damage I.S.P.: 12
12 I.S.P.: 3D6 S.D.C. damage. Saving Throw: Varies. Elementals, ghosts, spirits, energy beings,
20 I.S.P.: 6D6 S.D.C. damage. Demon Lords, and deities are impervious.
40 I.S.P.: 1D6x10+4 S.D.C. or 2D4 M.D. Mega-Damage is only +1 to save vs psionic attack for dragons, Faeries, and most crea-
inflicted if the creature attacked is a Mega-Damage being, otherwise tures of magic. Moreover, the penalties and duration for creatures
the damage for 40 I.S.P. is 1D6x10+4 S.D.C./Hit Point damage. that possess psionics are half (round up).
Ley Lines: Ley lines and nexus points increase the range and Standard save vs psionic attack for most humans, D-Bees, and
damage by 50%. mortals who do NOT possess any psychic abilities.
A.R. (Armor Rating): A.R. applies as usual. -2 to save vs psionic attack against fellow psychics who possess
Special: 1. Ghost Buster: The nature of the Mind Bolt energy is such two or more psychic abilities, including Mind Melters, Manhunters,
that it does damage to ghosts, Entities, Elementals, and energy beings! Mystics, Cyber-Knights, Dog Boys, Psi-Stalkers, Vampires, Lesser
2. Astral Beings & Travelers: A Mind Bolt can be used in the and Greater Demons, Deevils, Demigods, Godlings, the physical av-
Astral Plane against Astral Beings, Astral Travelers, and other things atar of a deity, and most other supernatural beings in physical form.
located in the Astral Plane. HOWEVER, an Astral Being/Traveler
or psychic in Astral Form can NOT use Mind Bolt against a person This powerful bio-manipulation attack interferes with its victim’s
or any target located in the physical world while he is in the Astral mental and physical state, making it difficult to function, focus and
Plane or in Astral form. concentrate. As a result, it interferes with skill performance and the
3. Available to Psychic Healers for the cost of 2 Healing Pow- use of psychic abilities. In a way, the victim’s brain feels fuzzy and
ers: Though Mind Bolt is a Super-Psionic ability usually limited to slow to respond as if inebriated/drunk, and it usually takes a few
Master Psychics such as the Mind Melter, Psi-Slayer, CS Manhunt- seconds to recognize danger or a problem and react to it.
ers, and others, a Psychic Healer may select Mind Bolt as a means of Penalties for Non-Psychics: Reduce Skill performance by half,
psychic defense against the supernatural, but it counts as 2 of the Psi- reduce Speed by 30%, -1 attack per melee, -3 on Perception Rolls,
Healer’s psionic ability selections. Just as Psychic Healers are able to -3 on initiative and -2 on all combat rolls (strike, parry, dodge, etc.)
battle the supernatural by performing an Exorcism, they are also able for 1D6+1 melee rounds. Note: Penalty duration is cumulative for
to select and use the Mind Bolt Super-Psionic power. multiple failed saves, but the penalties remain the same, unchanged.
Beyond the Supernatural (BTS) Conversion Rules (Option- Penalties for Spell Casters/Mages: The penalties are the same as
al): If the Game Master allows Mind Bolt in BTS, the big differ- the Non-Psychic, above, PLUS each spell that is cast uses up twice
ence is it ONLY works against supernatural beings. No damage to as many melee attacks as normal, because it takes great effort and
humans, mutants, animals, or physical objects. extra time to remember and cast the spell correctly. Similarly, rituals
take twice as long to complete and Shifters are -2 to their rolls in any
Battle of Wills while stunned.
Phantom Thought Penalties for Psychics (2 abilities or more): Reduce speed, all
Range: One other by touch or line of sight within 50 feet (15.2 m). combat bonuses including saving throws, and skill performance by
Duration: One melee round per level of experience. half! -4 on Perception Rolls, -4 on initiative for 1D6+1 melee rounds,
I.S.P.: 3 AND Psychic Stun interferes with psionic abilities. All forms of
Saving Throw: -2 to save. Clairvoyance, Divination, Empathy, Intuitive Combat, Object Read,
Precognition/Premonition, Psychic Readings, Sixth Sense, and Te-
The ability to implant a thought or idea with or without an image, lepathy are temporarily negated and impossible to perform; psionic
that pops into a person’s head. This may be the proverbial light bulb powers that have a base skill or a percentage for success see that per-
moment that appears in the head of the target or a sudden idea or sud- centage reduced by halt. Moreover, the duration of ALL psychic abil-
den remembrance. (“What if we did X, instead?” “Sounds good to ities are reduced by half. Note: Penalty duration is cumulative for
me.” Or,“Hey, wait a minute. You were there. What did you take?”) multiple failed saves, but the penalties remain the same, unchanged.
That thought, idea, or remembrance is not a real memory or thought If the target successfully saves: Then none of the penalties above
of the victim’s own, but a Phantom Thought to remind the target of apply, but the intended victim is left with a dull headache that leaves
something, or to encourage a particular course of action. All Phan- him -1 on Perception Rolls and -2% on skill performance for 1D6+1
tom Thoughts are, in effect, a short telepathic phrase, sentence, a melee rounds.

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While this can be a powerful ability, Psychic Stun attacks can- them grabs him by his hand, arm, clothing, etc., and drags him along
not penetrate vehicles, power armor, or robots (those in body armor, with them), loses all sense of time, loses a sense of direction and
even sealed environmental armor, are still susceptible). Supernatural purpose (the group’s mission, his specific task/assignment, or who
shields like Armor of Ithan or Psychic Body Field do NOT prevent he is supposed to be looking for, etc.).
this attack, but Mind Block completely prevents this power’s effects. Penalties: Reduce speed and the number of attacks by half, but the
victim only fights, runs, or takes any action when directly attacked;
Telepathic Chaos Attack no Perception Rolls, no initiative (last to fight or take action), fights
without bonuses of any kind (just the unmodified roll of the die), and
Range: One other by touch or line of sight, 10 feet (3 m) per level in the confusion the victim may lash out at an ally or innocent people,
of experience. -4 to save vs Horror Factor, -40% on skill performance, and is likely
Duration: One melee round (15 seconds) per level of the psychic. to simply stand there or find someplace to hide until the chaos ends.
Limitation: Requires at least three dozen people being present. If Cannot focus to cast more than one spell or use one psionic power
fewer, reduce penalties by half. per melee round.
I.S.P.: 8 5% chance of developing a phobia of large crowds or crowded
Saving Throw: Standard for most beings, including demons, mon- places.
sters, and creatures of magic, unless they possess Telepathy them-
selves, in which case they are +3 to save. Demon Lords, deities and
Alien Intelligences are impervious to this attack. Vertigo & Dizziness
Range: One other by touch or line of sight, 10 feet per level of ex-
This is a malevolent variation on the Open Third Eye ability used perience.
to harass and debilitate its victims. The Telepathic Chaos Attack Duration: One melee round (15 seconds) per level of the psychic.
causes the victim to temporarily possess uncontrolled Telepathic I.S.P.: 15
abilities. The victim is debilitated and overwhelmed by the cacoph- Saving Throw: Standard.
ony of words and thoughts from everyone around him within a 200
foot (61 m) radius per the experience level of the psychic. The psychic scrambles the victim’s mind to be unable to judge
Most effective wherever there are large crowds of people, wheth- speed and distance and cannot climb, dodge, jump, run, handle
er it be at an event, on the street, a crowded habitat, among combat heights, or pilot a vehicle without becoming severely dizzy and suf-
troops, or in the field of combat; the more people the better. The fering the penalties below. The victim becomes dizzy when running,
result is like having a hundred or more people all talking and shout- dodging, traveling inside a vehicle, climbing, or looking down from
ing from all directions all at once. In a city that may include people heights as little as 6 feet (1.8 m) off the ground as well as when mov-
living above and below the street. At many places on Rifts Earth, ing faster than a Spd of 6 or when making a quick turn or sudden fast
such as the ‘Burbs, that may include alien languages, thoughts, and movement.
images from an array of D-Bees and other inhuman beings. The end Penalties When Standing (mostly) Still: -2 attacks per melee
result is mass confusion for the victim of Telepathic Chaos Attack. It round, -4 on Perception Rolls, -3 on initiative, -3 to strike in melee
is impossible for the victim to know who is speaking to him, threat- combat or firing a ranged weapon, -2 to disarm and pull punch, -2
ening, laughing, or calling for help. to parry, dodge, and roll with impact, -50% to all piloting skills, Ac-
If the crowd, overall, is focused on one or two particular things or robatics, Climbing, Gymnastics, and any skill that requires judging
events (an attack, revenge, a monster, a robot, the fireworks, a con- distance, heights, or fast movement, including running (swimming
cert, a funny street performer, etc.) that is also the victim’s primary is not affected). Cannot move faster than a Spd of 6 and stumbles
focus in a sea of jumbled words, sounds, and thoughts. Most of it around as if intoxicated even at speeds of 1-6.
is other people’s thoughts, which makes the victim’s own thoughts Cannot focus to cast more than two spells or use two psionic abili-
hard to recognize. Likewise, the victim of the assault is unlikely to ties per melee round.
be able to recognize or discern what a teammate or ally is saying to Penalties When Moving or Looking Down from a Height: Reduce
him. That person’s voice and words are crowded out and obscured speed by half, has only two melee attacks per round, no Perception
by all the others. If the people are under attack, scared of something, Rolls, no initiative, -7 to all combat maneuvers (strike, parry, dodge,
and running for their lives, the victim of Telepathic Chaos Attack etc.), feels dizzy, nauseous, off-balance, and -70% on all skills.
hears in his mind, a cacophony of screams, crying, and clusters of Cannot focus to cast more than one spell or use one psionic power
words in rapid succession, such as “Run. Run!” “Look out.” “Oh my per melee round.
god!” “No!” “Help!” “Hide.” “Save us.” All coming from dozens or Moving at a Spd of 7 (5 mph/8 km) or faster causes the world to
hundreds of people all at once and in rapid succession. spin for the victim, requiring them to stop and sit or lay down and
However, even during calm and peaceful or happy situations, wait until the world stops spinning. If they keep moving there is a
the unexpected rush of unwanted and uncontrolled images, voices, 70% chance the victim falls flat on their face. Cannot perform any
sounds, words, and thoughts picked up from the multitude around skill while moving, this includes while being a passenger inside a
him, is a confusing and terrifying jumble of chaos that creates severe moving vehicle or while being carried or otherwise transported. It is
disorientation, fear, and panic. hard enough just to stay standing or sitting.
Complete loss of orientation: The victim of Telepathic Chaos suf- If up in the air the world spins, the victim cannot tell up from
fers from sensory overload and falls into a daze. The sensation is not down, doesn’t know what direction he is flying and has a 50% chance
unlike a young child being separated from its parents in a massive of crashing into or sideswiping (roll a dodge just before impact) any
crowd or big store – leaving the dazed and confused child not know- nearby flyer or object (building, mountain, tree, etc. depending on
ing what to do or where to go, except stand there and cry, lost to height and circumstance), or may fall into a tail spin (50% chance)
panic and fear. The panic is paralyzing and grows with every passing and spiral toward the ground below. If up high on a roof or ledge, the
second. The victim doesn’t know where he is, where his teammates world seems to spin and the victim must hold on for dear life until it
are (even if they are nearby or standing right next to him until one of passes or lose their grip and fall.

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Dog Boys and the vigilant for dangerous supernatural beings. Demons and other evil
supernatural creatures are their primary and favorite prey to hunt.
And because most demonic creatures possess magic, often at a high

Minion War
level, they distrust magic and its practitioners as well, and happily
hunt and eradicate those who use it to hurt or enslave others. Thus,
these natural born demon hunters and their psychic human counter-
parts are drawn to the battlefronts of the Minion War like ravenous
Circa 109 and 110 PA wolves, anxious to feast on the blood of their reviled enemy. Not in a
helter-skelter way, but with measured calm and deliberate strategies
Countless are the myths and legends about so-called “demon
and tactics.
plagues” – hordes of demons – emerging from the Rifts during the
Psi-Hounds know that while they may lead the charge, they must
Great Cataclysm and the early decades of the Two Hundred Years
work together with other members of the Coalition Army and allies
Dark Age. So many supernatural horrors, in fact, that it triggered the
if they are to have any hope of vanquishing their demonic foe. It is
release of latent psychic abilities in many humans. Some of these
this pack mentality that holds CS Psi-Hounds and Psi-Stalkers at bay
people, over time, would eventually mutate into Psi-Stalkers. To this
for the moment as they wait, hungrily, to be set loose to hunt and
day, demon encounters are common enough that nobody doubts such
slaughter the demonic with the full resources of the Coalition Army
supernatural beings exist, and most communities have people to deal
at their side.
with supernatural threats.
It should be noted that the demons and Deevils of Hades and
No one, however, is prepared for the endless multitude, the le-
Dyval also function as pack hunters. They too have a hierarchy and
gions of demons arriving from the Minion War. To complicate
pecking order. They too fight with a primal savagery that Dog Boys
matters, these armies of demons have been able to recruit wicked
and Kill Hounds understand. These similar pack instincts inform Psi-
monsters and disenfranchised D-Bees eager to exact revenge upon
Hounds and Psi-Stalkers to target the demons’ leaders, because when
the Coalition States and all of humanity. Never has Rifts Earth expe-
the Alpha and Beta fall the lesser pack members and subservient
rienced this level of organized, mass invasion of a single continent
minions will falter, panic, and fall away. Scattering them and depriv-
as what is happening in North America (though China comes close).
ing them of leadership makes it easier to rout the rest of the demonic
This event is of unparalleled magnitude in sheer weight of numbers
pack, and pick off confused or fleeing enemies.
and historic significance.
The Psychic Sensitive nature and abilities of Psi-Hounds (and
If North America cannot defend itself with such powerful nations
Psi-Stalkers) provide other valuable combat intelligence. They can
as the Coalition States, Free Quebec, Psyscape, Lazlo, and the Fed-
sense the presence of evil, which makes it difficult to ambush and
eration of Magic, no other region stands a chance. This is precisely
bushwhack troops with one or more alert Dog Boys among them.
why North America is the chosen beachhead for the Minion War
Likewise, Psi-Hounds are able to recognize the psychic scent of de-
invasion on Earth. Though other factions are appearing elsewhere on
monic beings which helps them to know when a siege is coming,
the planet, the cunning demons reason that after North America falls
and whether their numbers are great or small. When the attack does
to them, the Splugorth will abandon Atlantis, and most other Earth
come, they can identify the leaders so they and their fellow soldiers
civilizations will drop on bended knee and swear fealty rather than
can target them. Moreover, being able to recognize hellspawn by
face the oblivion witnessed in the Americas. At least, those are the
psychic scent means Psi-Hounds recognize a demonic psychic signa-
expectations of the arrogant invaders.
ture even when the monsters assume human form (or D-Bee or that
The demon armies and dark magicks brought to Rifts Earth in
of an animal), preventing infiltration by the enemy.
the Minion War beckon Dog Boys, Kill Hounds, and Psi-Stalkers to
Dog Boys and Kill Hounds quickly learn the scent and psychic
stand and fight. While this is true of all psychics and most practitio-
signatures of the many and various demons and Deevils as they are
ners of magic, none are so affected as these, and other, natural born
encountered. This enables the canines to identify and track the vari-
demon hunters. Their unique natures feel and sense the rapidly grow-
ous species of the hellspawned and help assess threat levels. Once
ing evil in the west and north, evil on a level that defies description
known, the psychic scent – a scent not affected by weather or en-
and calls for a quick, brutal response before it can take a firm grasp
vironmental conditions other than ley lines – can be used to iden-
of our planet. The Psi-Hounds and Psi-Stalkers, better than anyone,
tify and track that specific demon for elimination. This is of greater
can feel, sense, smell, and taste the repugnant presence of supernatu-
importance than it may sound, because to most mortals, one demon
ral evil from a distance; as if it were the scent of burning woodlands
looks very much like another. This can make identification of one
carried on the wind.
demon from another difficult unless they adorn themselves in head-
Dog Boys and Kill Hounds sense and feel the supernatural and
gear, armor, weapons, or other things to identify them as a specific
magic on a deeper, keener level than most other beings, certainly
person in authority.
much greater than any human and most D-Bees. Their inborn sens-
In the field, Dog Boys and Kill Hounds, aided by their psychic
es are better than those of the mightiest psychics, practitioners of
sensitive abilities, can scout ahead and help CS forces avoid traps
magic, and scholars on the subject of the demonic and dark magic.
and ambushes and establish what type of enemy forces are present.
As a result, they immediately understand the full ramifications and
They are also able to sniff out and report Hell Pits under construc-
horror of the Minion War. They know the invading demonic legions
tion so they may be destroyed, identify key enemy personnel and
represent an apocalyptic threat to all life on Earth. Until that threat
leaders, locate enemy encampments and resources, and track enemy
is eliminated, they feel a constant nagging itch under their skin that
troop movements. This invaluable information enables their human
cannot be ignored. This compunction demands that they rally the
pack-mates and military leaders to make effective battle plans, set
troops and go forth to fight the spawn of Hell.
their own traps and ambushes, and conduct targeted surgical strikes
All evil supernatural beings are the natural enemies of every
to take down demonic warlords, resources, weapons manufacturing,
Psi-Hound and Psi-Stalker. As such, they hate, hunt, and kill ma-
and interrupt supply lines or sabotage enemy positions. And when
levolent supernatural beings on an instinctive level. Just as an ordi-
necessary, Psi-Hounds can also help CS forces to elude the enemy.
nary Rat Terrier has the driving instinct to hunt rodents, Dog Boys,
There is no shame in strategic retreat or evasion, nor the use of hit
Kill Hounds and the human mutants known as Psi-Stalkers are ever
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and run tactics when necessary. Battles will be won and lost. In the Dog Boys are beloved by CS citizenry and treated as brothers-in-
end, all that matters is winning the war. Some Psi-Hounds struggle arms by most CS soldiers and law enforcement. Despite this, most
to accept these lessons, as it is against their nature, especially for Kill people regard them as elevated animal-humanoid hybrids, not fel-
Hounds, to turn tail and run. low people. Though they are every bit as intelligent as their human
All of this makes the Coalition’s canine forces vital in the field, partners, the canine soldiers are seldom thought of as a “person” or
and it comes as a welcome revelation to the Coalition’s Military as having individual personalities and emotions. Some people are
High Command, as well as to the canines themselves. There has even surprised Dog Boys can speak words and articulate sentences
never been a situation like this, so until the demon hordes swarmed just like “real people.” Psi-Hounds are just not seen as people with
North America, Dog Boys and Kill Hounds were unaware of the feelings, hopes, and dreams the same as human beings. This false
full extent of their psionic sensitivity to the supernatural or their de- impression is almost certainly perpetuated by the Coalition’s man-
mon hunting capabilities. More than ever before, Psi-Hounds will agement of Dog Boys who are essentially career soldiers and police.
be working with every faction and facet of the CS military: Regu- The canines live on military bases and restricted housing areas spe-
lar army, CS Special Forces, Psi-Battalion specialists, and other CS cifically designated for Psi-Hounds.
psychics (including the CS Manhunters, though in secret), as well as As you might expect from the CS, sentient mutant “animals”
homeland defenders. do not share the same rights as human soldiers. After all, they are
animals genetically engineered, mass produced, grown, bred, and
trained as combat dogs. These canine foot soldiers are created to pro-
Dog Boy O.C.C. tect the citizenry from diabolical monsters and the forces of magic,
and to bolster the Coalition’s human army. They are an expendable
Also known as “Dog Pack” and “Psi-Hound” commodity, if you will, less important and valued than human sol-
diers. Not quite cannon fodder, but not exactly people with equal
Dog Boys are as iconic and ubiquitous in the Coalition States as rights either.
the black armored storm troopers and the army’s Death’s Head sym- It is fortunate for the Coalition States that Dog Boys are an ex-
bology. They are genetically engineered, cloned, mass produced, and tension of domesticated canines whose core instincts and genetic
indoctrinated via a military genetics program devised by the notori- programming makes them friendly, loyal, obedient, and content
ous genius (and some would say madman) Doctor Desmond Brad- members of the Coalition’s “human pack.” The vast majority of Psi-
ford. All of this takes place at the infamous Lone Star Complex, Hounds do not feel mistreated, oppressed, nor enslaved in the least.
capital of the Coalition State of Lone Star. Dog Boys are one of the Indeed, these canine warriors are happy to be embraced by society
Coalition States’ unsung success stories and a secret weapon that and honored to be allowed to protect humans from the supernatural,
has played a greater role in the rise of the nation than most people the magical and other enemies. It is their purpose, and for many, that
realize, and few give Dog Boys (or Doctor Bradford) the credit they is the end of the story. They are fulfilled and feel that they are living
deserve. The Psi-Hounds’ purpose in life is to hunt the supernatural the life they are meant to live.
and protect humanity from the paranormal, magic, and monsters, in Despite their intelligence and unique individual personalities,
addition to pedestrian threats. Dog Boys are, to some degree, still driven by instinct and their acute
Dog Boys are intelligent animal protectors fiercely loyal to hu- animal senses. Their abilities have been hand selected and preserved
man beings and the Coalition States. To most people, their humanoid by Doctor Bradford, carefully replicated in every clone batch cre-
canine appearance makes Dog Boys seem familiar, acceptable, and ated at the Lone Star Complex. As a result, Dog Boys are smart and
friendly. There is something comforting and welcome about a loyal possess cognitive capabilities to solve puzzles, anticipate trouble,
canine companion, even if that canine is a sentient, humanoid soldier formulate a quick response, deploy strategies and tactics, and have
that radiates primal, animalistic strength and ferocity. This can be feelings (love, hate, fear, joy, sense of purpose, etc.), as well as a
both impressive and frightening when you are on the receiving end command of spoken languages. Despite this, much of their behavior
of a Dog Boy’s warning or attack. is driven by instinct, making them, in a way, programmed flesh and
Having been part of the CS military and law enforcement for de- blood robots designed to serve and protect the human population of
cades, CS citizens embrace these canines. Children run up to Dog the Coalition States.
Boys for a hug or to scratch them behind their ear, and the canine sol-
diers are never annoyed or put off by such signs of affection, always Among the most notable instincts:
giving in to them and exhibiting surprising patience and gentleness 1. The need to gather and hunt as a pack. Dog Boys, like their
with children. The average CS citizen reports feeling safer with Dog animal cousins, are affectionate and loyal social animals that care
Boys and trusts them more than the human police or CS soldiers. about humans and crave social connection and interaction with them.
Surveys show the average CS citizen gives Dog Boys a staggering This makes the canines “people persons,” so to speak, who are happy
92% approval rating, compared to Dead Boy soldiers and law en- to serve their superior human packmates. Dog Boys and Kill Hounds
forcement which come in at a still impressive 73% and 59% approval see themselves as the lower status members of the superior human
rating, respectively. Conversely, criminals, practitioners of magic, pack. To them, humans, all humans (or 99% of them), are the Alpha
D-Bees, and enemies of the CS fear the canine soldiers, and rightly and Beta leaders of the pack. Dog Boys, and especially Kill Hounds,
so. are the lowest members of the human pack, happy just to be allowed
As ubiquitous and beloved as Dog Boys are, most Coalition citi- a place.
zens do not give the canine troops much thought. They simply accept
2. Obedience and subservience to humans. All Dog Boys in-
Dog Boys as their loyal, dutiful protectors. They think of them in a
stinctively perceive humans to be their superiors and natural pack
similar vein as they do their own house pets and watchdogs: friendly
leaders. As a result, they respect and revere humans (some would say
and protective of you when you are on the right side of CS law, fero-
beyond reason) and usually obey superior officers without question
cious beasts who will tear you apart if you are an enemy, intruder, or
and with little doubt, and are committed to serve and protect all hu-
outsider who steps out of line. That goes double for inhuman mon-
man citizens of the Coalition States.
sters and supernatural creatures.

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3. Extreme loyalty and protectiveness of their human pack. by tens of thousands of years of evolution and instinct. As a con-
Humans hold such an exalted position within the pack that all hu- sequence, being appreciated and accepted by human beings is their
mans, in general, are perceived to be more important than a Dog greatest reward, and brings them true joy and a sense of purpose and
Boy, and certainly more important than a Kill Hound or other mutant contentment that defies reason.
animal. As a result, humans are to be protected even at the cost of the Domesticated dogs are the only animal to have evolved to live
Dog Boy’s own life. The only exceptions are cruel and abusive hu- side by side humans as “animal partners” and four-legged members
mans and those who wield magic or consort with supernatural evil: of our families rather than work slaves or livestock. This has been the
even a Dog Boy’s loyalty has its limits. case for at least 30,000 years, probably more like 50,000 to 70,000
4. Instinctive enjoyment of the hunt. Tracking, chasing, and years. During this lengthy period dogs have served humans as hunt-
bringing down prey is both instinctual and pure joy. In this case, that ers, retrievers, guardians, warriors, guides, trackers, rescuers, and
includes threats to, and enemies of, humanity, including criminals, most importantly, companions and friends. They have lived at our
fugitives, evildoers, nonhumans, practitioners of magic, monsters, side as a member of human society, community, and family that has
and the supernatural. earned them a place in our hearts and minds as members of our hu-
man “pack,” and vice versa. No other animal shares such a long and
5. Hatred of the supernatural. Dog Bogs and Kill Hounds re- successful place among humans. Though the sentient Dog Boy is
gard supernatural beings to be their natural enemy on an instinctive much more than an animal companion, it remains hardwired to be
level, especially demonic creatures and those that are obviously a faithful friend, ally, servant, and protector of humanity against the
wicked and cruel. Supernatural evil is an abomination, an enemy to supernatural, magic, and all enemies.
be destroyed or driven away whenever possible. The Dog Boys’ and
Kill Hound’s ferocity and hatred of evil supernatural monsters and Humans feel a similar bond and welcoming closeness toward Dog
creatures of magic are legendary and cannot be overstated. Boys. No other nonhuman is allowed to be part of CS society, let
alone embraced by them. Only Dog Boys. (Not so much when it
6. A dislike and distrust of magic and anything inhuman. comes to the more feral Kill Hounds.) This is why they are found
This applies to supernatural beings, Entities, D-Bees, strange aliens, everywhere; inside the fortress cities, in the ‘Burbs, among law en-
Werebeasts, dragons, Faerie Folk and all creatures of magic, mon- forcement and the military as well as the in the field of combat, wher-
sters, and other beings not indigenous to Earth or accepted by hu- ever the CS is found.
mans. This is pure instinct reinforced by CS leadership from whom The more aggressive Kill Hounds have only been introduced in
the canines take their lead. recent years and are restricted to the CS military and special forces.
7. A positive attitude and instinctual desire (even need) to be They are not allowed in polite society or on CS city streets, except
with humans. Psi-Hounds, like domesticated canine animals, see maybe in the ‘Burbs. Moreover, the verdict is still out as to the loy-
their place at the side of humans where the canines function as their alty, effectiveness, and value of Kill Hounds. In fact, there has been
packmates, companions, protectors, and loyal friends. Protecting hu- talk about discontinuing the program (against Doctor Bradford’s
mans is not just the Dog Boys’ job, it is their life’s purpose, driven protest) for years. Whenever Kill Hounds join an operation, a Dog
184
Boy and/or a Psi-Stalker is expected to keep them in line, on the A trained tracker can identify and follow the “scent image” of
straight and narrow, and following orders. specific individuals from their sweat (every individual human and
CS Psi-Stalkers may be human mutants who arose after the most D-Bees sweat, and everybody’s sweat is unique). The ca-
Great Cataclysm during the Two-Hundred Years Dark Age, but even nine’s olfactory senses are so great and they have become so expert
the most civilized and loyal are kept at arm’s length and treated like in tracking by scent that they (and ordinary dogs) can deduce from
second-class citizens. Few Psi-Stalkers are allowed to become offi- the evaporation of the sweat and various other ingredients of the
cial citizens of the Coalition States, which means the overwhelming smell which scents are freshest, what direction they are leading,
majority have few rights and are forced to live with their families and even let the Dog Boy guess which way the person may have
on military bases, in the ‘Burbs, or among their own living outside gone when the trail breaks or runs cold. The wet nose actually helps
CS protected zones. In the end, only Dog Boys are considered to be in smelling by dissolving molecules floating in the air, bringing
the perfect, designer support unit for the human supremacists of the them into contact with the olfactory membrane and cleaning old
Coalition States, loyal and dutiful followers ready to give their lives smells away.
to protect their human superiors. Common and strong scents: Recognize and accurately identify
Without a doubt, Doctor Desmond Bradford’s greatest contribu- general/common/known smells, including gases, food, animals, and
tion to the empire has been the Psi-Hound. And because the Coali- the path used by a group of humans, mutant animals, D-Bees or mon-
tion States have been built on the shoulders of that contribution, the sters, as well as other strong and/or distinctive odors. Base Skill:
good Doctor is given a shocking amount of latitude in his continuing 70% +3% per level of experience. Range: 100 feet (30.5 m) per level
genetic experiments and nefarious exploits. In short, Doctor Brad- of experience.
ford is allowed to get away with actions (and crimes) that nobody Identify specific odors: Including the scent of specific individu-
else can, even within the Coalition’s elite. als (specific characters), poisons or drugs mixed into food or drink,
unique and unusual scents. The Dog Boy must be familiar with the
target subject and/or have a piece of clothing, hair, blood, etc., that
Dog Boy O.C.C. Abilities & Bonuses the tracker can use as a reference. Base Skill: 54% +2% per level of
experience. Range: 25 feet (7.6 m) per level of experience.
1. O.C.C. Bonuses (regardless of breed): +1D4 to M.A., +1D4 Track by smell alone! This means the Psi-Hound relies entirely
to P.E., +1D4 to P.S., and +2D6 to Spd attributes; +4D6 to S.D.C., on his sense of smell (if blinded, he cannot follow physical tracks/
+5 on Perception Rolls to recognize the demonic, the supernatural, footprints or any other visible trail, but can follow a scent). This also
and magic, +2 on all other Perception Rolls; +2 on initiative roll, +1 means that a Dog Boy can sniff his way through total darkness if
to strike, parry, and dodge, +2 to disarm or pull punch, +2 to save vs there is a scent (like fresh air, the trail in, etc.) that can be followed,
disease, +2 to save vs psionic attack and all forms of mind control, and the character suffers only half (that would -5 to strike, parry,
+2 to save vs illusions, and +1 to save vs possession and curses. and dodge) the normal penalties when blinded or in total darkness
Some different breeds may receive additional bonuses with cumula- (normal penalty is -10). When combined with the Dog Boy’s supe-
tive effect. rior sense of hearing and ability to sense magic and psychic energy
The physical endurance of a Dog Boy is twice that of the average and the supernatural, this formidable hunter/tracker can usually put
human when it comes to resisting fatigue and lifting weight. Canines together an incredibly accurate picture of who or what he is tracking
with a P.S. under 17 can carry 20 times their P.S. in pounds. Those and just how near or far it may be. Base Skill: 40% +4% per level
with a P.S. of 17 or higher can carry 40 times their P.S. in pounds. of experience.
In all cases, characters can lift twice as much as they can carry. The A few notes about tracking by scent: In most cases, the Dog
typical Dog Boy can work or play at an intense but even pace for two Boy character should roll once for every 1000 feet (305 m) to see if
hours before he or she even starts to feel the serious effects of fatigue he or she stays on the trail (half that distance if the scent is unusu-
(humans tire in an hour). Extremely exhausting tasks such as running ally light or if the trail is covered in light rain or snow). A failed roll
full tilt without pause or fierce hand to hand combat can be done for means the trail has been temporarily lost. Two successful rolls out
a full 40 minutes before the Psi-Hound becomes tired and needs to of three tries means the trail has been rediscovered. Two failures
rest or suffers from exhaustion. Exhaustion penalties are the same as means the trail is lost. Cannot track through water or in the rain, can-
humans (-2 on Spd, -2 on initiative, -2 to damage and -1 to strike, not smell Astral Beings, Ghosts or energy beings, although he can
parry and dodge; double the penalties for each additional 15 minutes probably “sense” their presence and general locale, if nearby. Also,
without appropriate rest). However, Dog Boys and most genetically despite what many people may think, dogs can NOT see any better in
engineered sentient animals recover in about 15 minutes of rest or the dark than humans. However, their exceptional sense of smell and
light work (half the time a human needs). keen hearing helps compensate for their lack of nightvision.
2. Superior Sense of Smell: The olfactory ability of Psi-Hounds 3. Keen Sense of Hearing: Dogs and Dog Boys alike, have ex-
is superior to humans - roughly one million times better than a nor- ceptional hearing compared to humans and even cats and many other
mal human. The Dog Boy can follow a scent trail that is four days animals. The canines can hear into a higher range of sound and can
old (provided it hasn’t been washed away) and recognize an odor register sounds of 35,000 vibrations per second compared to 20,000
from smelling only a few molecules! This is possible because the in humans and 25,000 in cats. Their large ears work like external
canine olfactory center is constructed differently from humans and sound receivers that can prick up and swivel to focus in on the sound
is 40 times larger and more sensitive. For example, a human has of the noise (thanks to 17 ear muscles). They can also shut off their
roughly five million sensory cells in the olfactory membrane, while inner ear to filter the general din of noise to zero-in on the sound they
a Dachshund has 125 million, most Terriers around 150 million and want to concentrate on.
a German Shepherd 220 million! The average Dog Boy can smell
odors (that aren’t sealed in airtight containers) up to 12 inches (0.3 4. Good Sight: The field of vision in short-nosed canines (like
m) underground and up to two feet (0.6 m) under snow. Those bred boxers and terriers) is 200 degrees, in long-nosed breeds (like the
from “hounds,” especially bloodhounds, are particularly expert in German Shepherd and hounds) 270 degrees; compared to the hu-
recognizing and following scent trails. man’s 100 degrees. Dog Boys see color in a similar range as humans,

185
but the colors are a bit dulled. Farsightedness and other eye problems can be a liability that gets the canine killed. Most Dog Boys will
common to humans are a rarity in Dog Boys. sacrifice their own life without hesitation to save or protect a human.
5. Sense of Taste and Biting: Dog Boys have only a fair to good 3. Hatred of Magic, Demons and Supernatural Evil: Much like
sense of taste. This is probably a blessing of evolution for true dogs Vulnerability #2, the Dog Boy’s instinctive aggressive response
because they are both carnivores who eat what they catch (usually on to the presence of magic and supernatural evil can get the canine
the run) and scavengers who eat old and decaying food of all kinds. into trouble or killed. Fortunately, instinct does not override logic.
The bite of a Dog Boy will vary with the breed (see specific bonus- Psi-Hounds, especially Dog Boys, are intelligent and civilized be-
es in the section about various breeds). A typical nipping or warning ings trained to fight the supernatural. Thus, they do not launch into
bite from most breeds (including German Shepherds and most setters a berserk “must kill” rage, but rather make logical decisions that a)
and pointers) inflicts 1D6 S.D.C. damage, while a full strength bite protect the innocent, and b) handle the supernatural threat. The lat-
does 2D6 S.D.C. damage - more from some of the larger or more ter may include holding the creature at bay or holding its attention
powerful breeds, including wolf, coyote, Wolfhound, Rottweiler and while waiting for the reinforcements the Dog Boy called for, chasing
Pit Bulls. Note: Dog Boys are discouraged from using biting attacks or leading it away, leading innocent bystanders to safety, drawing it
because the CS is nervous about encouraging such savage and primal into an ambush or trap, and so on.
action, and because such attacks open the mutant warriors to serious
injury to the mouth, throat and head. Dog Boy O.C.C. Psionics
6. Vulnerabilities: 1. Sensitivity to Ley Line Energy: Ley lines
are a problem for Dog Packs because the steady stream of magic
& Hunting the Supernatural
energy completely obliterates their abilities to sense magic, psionics Throughout history, ordinary dogs have been reputed to sense the
and the supernatural. Thus, any psychic, demon, mage, or creature of presence of ghosts and spirits, the undead, werebeasts, supernatural
magic on a ley line is completely undetectable by the canines. beings, the demonic, and the forces of magic even before they are
When on a ley line, Dog Boys must rely on their wits and conven- able to physically smell and/or see them. All canines use these pre-
tional senses of sight, sound and smell. A Dog Boy’s physical senses, ternatural instincts and abilities to sense and sound alarm to the pres-
especially smell, however, are not affected. Still, the Psi-Hounds are ence of supernatural evil and magic, as well as to hunt and destroy
leery around places of magic and often show uncharacteristic signs them. Though animals such as cats, horses, and monkeys, among
of being nervous and on edge. They are afraid (some are terrified) others, are also able to sense supernatural and magical creatures,
during Ley Line Storms, which cause them physical discomfort - none are as aggressive and resolute about fighting them and protect-
headaches, crackling sounds in the ears, and static electrical build- ing humans from them as canines. These instincts make all CS Psi-
up/shocks – plus they are twice as more likely as other people to be Hounds, be they Dog Boy or Kill Hound, natural demon slayers.
struck by ley line energy and lightning. While the popular “Dog Boy” nickname took hold and is stuck in
2. Fierce Loyalty to Humans: The Dog Boy’s loyalty and dedica- the mind of the public and even members of the CS military and law
tion to protect and defend humans, particularly women and children, enforcement, there is a reason Psi-Hound is the official designation

186
for these canine troops: they possess psychic abilities and can sense Base Skill: 40% + 5% per level of experience. Reduce by half
the supernatural. More than that, Psi-Hounds regard all malevolent when multiple sources are scattered throughout the sensing range
supernatural beings as their hated, natural enemies. This is part of and when near a ley line (within one mile/1.6 km). Reduce to zero
their genetic make-up and natural instincts preserved and heightened when on a ley line as these streams of mystic energy play havoc on
by the creator of Psi-Hounds, the cunning Doctor Bradford. the Psi-Hounds’ senses.
Hunting the supernatural and protecting humans from harmful Tracking Magic/P.P.E. via their Sensing Abilities: A Psi-
paranormal forces comes as natural to Dog Boys as it is for an or- Hound actively looking and sensing for magic is able to sense its
dinary dog to chase a squirrel. So while Dog Boys and Kill Hounds presence and track the magic signature/scent, like a bloodhound, to
may enjoy other activities and the camaraderie of humans, they live the location where the magic is taking place.
to protect humanity by destroying supernatural evil. That may not be Roll under base skill, above, to successfully engage in tracking.
a conscious thought, but it is what drives them whether they realize Knowing magic is being used within the sensing range is one
it or not. It is one reason Dog Boys are found everywhere within thing. Tracking it to the location and identifying its user is more dif-
CS society. While Doctor Bradford and the CS Genetics Division ficult. Upon reaching the general location of the magic energy being
at the infamous Lone Star Complex continue to engage in genetic expended, the Dog Boy then needs to narrow it down to the actual
experimentation on other animals, it is the domesticated dogs’ very magic user(s). Sometimes the source is plainly visible by simply
long and unique history with humans that makes them an instant and looking around. A dragon in its true form is unmistakable. Mages
willing ally against magic and the supernatural. tend to wear particular styles of clothing and paraphernalia that help
The following abilities are typical of the average Dog Boy. to identify them. They also perform hand gestures required for spell
Some attributes and abilities may vary slightly with different dog casting that give them away as the individual using magic. Other
breeds, but otherwise they are fundamentally the same. See Rifts® times, however, a spell caster may be concealed in a crowd, hidden
Ultimate Edition and Rifts® World Book 13: Lone Star for more behind cover, disguised or concealed by magic, or the source may
information and variations about different Dog Boy breeds. be a magical device or artifact concealed inside a vehicle, etc. Note:
1. Psionic Abilities: Psychic Sensitive: Empathy (4; receiver It is easy to jump to the conclusion that an individual with the obvi-
only, not transmission), Sense Evil (2), Sense Magic (3), Sixth Sense ous trappings of a mage, or a creature of magic like a dragon, is the
(2), and one Sensitive ability of choice. source of the magic energy and the one you are looking for. Except
I.S.P. Base: 1D6x10 + M.E. attribute number, +10 I.S.P. for each sometimes the obvious is not the perpetrator or the villain. Use cau-
additional level of experience. tion, discretion and perception to accurately identify the true source
I.S.P. Recovery: Two I.S.P. per hour of activity or 12 per hour of of magic.
meditation or sleep! To track the expenditure of magic energy to its true source via
Save vs Psionic Attack: 10 or higher. Dog Boys are considered the Psi-Hound’s sensitivity to magic requires the subject to be with-
Master Psychics with special psionic sensitivity to sense, identify in sensing range. That range is much greater when magic is taking
and track magic and supernatural evil, as described in detail below. place – a series of spells, magic combat, an ongoing magic ritual,
the use of a TW device or magic weapon (TW, Rune, Bio-Wizardry,
2. Sense Magic Energy (P.P.E.): This ability is similar to that etc.), than when the magic stops or device is turned off. The “psy-
of the Psi-Stalker though not quite as developed. Like a bloodhound chic scent” of magic also ends and fades within one melee round (15
smelling a familiar scent, Psi-Hounds (Dog Boys and Kill Hounds) seconds). Still, trailing magic should get the Psi-Hound close enough
are able to detect and recognize the presence of magic energy (P.P.E.) to be able to track passive energy (see below) to identify the specific
whenever it enters their sensing range. individual(s) responsible for it. If the source of magic is a powerful
A P.P.E. amount greater than 40 points strongly suggests an indi- (high level) spell caster, dragon, Greater Demon, Demon Lord, deity
vidual is a practitioner of magic, creature of magic, or a supernatural or other creature of magic brimming with power, tracking it may be
being. Note: Most demonic creatures and many supernatural beings possible even when the subject is not actively using magic as their
possess spell casting and psychic abilities, making the Psi-Hound signature remains strong and traceable.
aware of both. In addition, evil supernatural beings also have their First roll under the Base Skill percentage above, to get a clear
own unique, foul signature that clearly differentiates them from mor- “psychic scent” to follow. That should lead the Dog Boy to the gen-
tals and even between each other. All are unique markers Dog Boys eral location. Once there, roll again up to the maximum distance al-
and Kill Hounds are able to learn, recognize, and track. This sensing lowed under Sensing Range to try to pinpoint who is expending the
ability is constant and automatic, just like our own abilities to hear, magic via spell casting, magical device or artifact, etc. As long as that
see, and smell, and do not require the expenditure of I.S.P. to activate individual continues to cast spells/use magic they can be pinpointed
and use. even in a crowd, though the “psychic scent” of magic diminishes or
When specifically looking for creatures of magic like dragons and vanishes shortly after the magic user stops casting spells/using magic
Faeries, practitioners of magic, or magic items, Psi-Hounds can sense or moves out of the canine’s sensing range. Use the Passive Magic
their presence and know when they are within their sensing range, as range to continue to track or identify the magic user.
well as the general direction of the energy source and whether they A failed roll at any time means the scent is lost. Rolling two con-
are close or far. The same holds true of magic activity such as spells secutive successes to sense magic is required to pick up a lost scent
being cast, a magic ritual in progress, Techno-Wizard (TW) weap- trail again, provided the magic is still being performed and those
ons and devices in use, a Rift opening, demons being summoned responsible are still within range.
via magic, and the proximity of powerful magic and ley lines. The Sensing Range (Magic): Varies.
canines are also able to sense the presence of large P.P.E. reserves Passive Magic: 50 feet (15.2 m) + 5 feet (1.5 m) per level of
(60+ P.P.E.) inside crystals, weapons, body armor, and other objects, experience. Double the range if it is a person, object, or creature
identifying that it contains magic energy and therefore is likely to be of magic with 300 P.P.E. or more. Passive Magic is the amount of
a magic item, though not what the item is capable of doing. P.P.E. locked inside a living being or magic object, device, or loca-
I.S.P. Cost: None. An automatic ability to sense the presence of tion like a ley line when the energy is NOT being used (i.e. there is
magic energy within the sensing range. no expenditure of P.P.E., it is dormant).

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The ability to sense magic, though automatic, may go unno- recognized and remembered by Psi-Hounds, Psi-Stalkers and a few
ticed due to extenuating circumstances. This may happen if the others, as well.
Psi-Hound is asleep, distracted, busy, engaged in combat or a Psi-Hounds sense whenever a psionic ability is being used within
chase, or surrounded by a lot of distracting activity and noise or their range of sensitivity. If the energy is being continually expend-
many people like a crowded, busy street. In these chaotic situa- ed, like a series of psionic attacks, or is an ability with a duration
tions the presence of magic may go undetected as it moves past lasting longer than one melee round (15 seconds), the Dog Boy can
the Psi-Hound (50% chance), unless it walks right under the ca- easily track it to the source, i.e. the location where psionics is being
nine’s nose within 10 feet (3 m). You might think of this in the used due to the psychic energy being released (i.e. I.S.P. spent).
same way as you would your sense of smell. Imagine you are at I.S.P. Cost: None. An automatic ability.
a party or actively doing something with a group of friends when Base Skill: 40% +5% per level of experience.
you catch a whiff of smoke or natural gas. Do you stop what you Tracking Psychic Energy: A Psi-Hound is automatically alerted
are doing to take a better whiff and go off to find the source just to the release of I.S.P./psychic energy, and knows that someone with-
in case it is there a fire starting or a natural gas leak? Or are you in its sensing range is using psionic powers. When actively looking
too distracted and preoccupied? And if you do go searching for and sensing for the source of the I.S.P./psychic energy expenditure,
the cause of this potential danger, do you have difficulty follow- the Psi-Hound can track the “psychic scent,” like a bloodhound, to
ing the trail due to all the distractions, sights, sounds, activity and the location from where the psionic signature is originating. Telling
other scents and sensations? who is using psychic abilities can be near impossible by observation
Similarly, such distractions can cause the Psi-Hound to lose a alone, but the Psi-Hound’s psionic sensitivity enables the canine to
“psychic scent” trail. Several sources of magic energy or a source on track energy to the source person.
the move within the canine’s sensing range is confusing and likely to Tracking the Source: Roll under the Base Skill percentage to get
prevent the Psi-Hound from identifying a specific magic-using cul- a clear signal/scent to follow. Roll again up to the maximum distance
prit responsible for it. Moreover, a Dog Boy must choose to track one allowed under Sensing Range until the source is located or the psy-
source at a time. Trying to track multiple nearby sources of magic chic stops using psionic powers, or moves out of the sensing range.
energy being unleashed is impossible. Several Psi-Hounds could A failed roll means the scent is lost and the source cannot be tracked
each try to track one specific psychic scent, but even then, one or further and identified.
several of them may elude the canines as they move about, or stop When a psychic person/creature continues to use its psionic abili-
casting magic, or move out of range. This is especially true if they ties (or magic, as the case may be), the Psi-Hound is able to track
are moving fast and in different directions. Game Masters, be fair it right up to that individual. Several psychics (4 or more) all using
and use your discretion. their psi-powers in the same area is a problem. While it lets the Psi-
Active Magic: Range: 400 feet (122 m) + 50 feet (15 m) per level Hound track the location quickly and easily, the canine is unable to
of experience. Whenever a magic spell is cast or a magic device is clearly identify any of the specific psychic scents. This is because the
activated, it uses and releases active magic energy (P.P.E.), which canine’s attention is drawn to several spots where the psychic energy
can be sensed by Psi-Hounds at a much greater distance. This in- is being released at the same time. One here. One there. Another
cludes a spell or series of spells being cast, a magic ritual as it is to the left. Another to the right, and so on. This makes focusing to
taking place, the opening of a Rift, the summoning of a creature, a pinpoint more than one (if any) impossible. Pick one psychic scent
Techno-Wizard (TW) device or magic item in use, and so on. at a time to track down to a specific individual unleashing psychic
In addition, Dog Boys and Kill Hounds can sense the presence of energy (i.e. using their psionics). Once that person is made to stop
TW/magic items, mages, and creatures who possess or contain a high using their psionic abilities, killed or rendered unconscious, a new
amount of P.P.E. (double the range and +10% to sense 300 P.P.E. or signature can be focused upon. Picking one psychic to track and pick
more). This includes Rune Weapons, Splugorth Bio-Wizard weap- off at a time usually starts with the most powerful or nearest emana-
ons and devices, Soulcraft creations (see Vampires Sourcebook), tion of psychic energy (I.S.P.). Due to the level of concentration and
Soul Magic items (see Megaverse® in Flames), and some other focus required when confronting several psychics in a limited area,
magic items that contain the life essence of living beings such as the Psi-Hound is unable to remember and recognize any of those
humans, D-Bees, Faerie Folk, demons and Elementals as a power psychics’ unique signatures at a later time.
source. It also includes some TW and magical power armor, TW Iron A failed roll means the scent is lost. When the psychic being
Juggernauts (Siege on Tolkeen series), Automatons (Federation of tracked stops using psionic abilities, use the range under Passive
Magic), and similar high-powered magic items and artifacts, but Psionics.
they are most detectable when they are in active operation (standing Sensing Range (Psionics): Varies, as listed below.
guard, moving, on patrol, giving chase, engaged in combat, using en- Passive Psionics: 50 feet (15.2 m) + 5 feet (1.5 m) per level of
ergy or its magic features and abilities, casting spells, etc.). When the experience to sense if someone is psychic or not, but only when the
magical machine is turned off, the range switches to Passive Magic, Psi-Hound is actively looking for a psychic. Otherwise, the canine
above. notices other psychics not using their powers only when they come
Massive Amounts of Magic/P.P.E.: The use of powerful magic, within 20 feet (6.1 m). This tells the Psi-Hound that a person or crea-
some magic items, and rituals requiring 700 P.P.E. or more, as well ture is a psychic with psionic abilities and has I.S.P., nothing more.
as the presence of ley lines, nexus points, full-functioning and semi- Not the type of psychic (Minor, Major, Master), not a specific O.C.C.
functioning Hell Pits, an ancient dragon, a deity, Demon Lord, Vam- or demon, nor the abilities or amount of I.S.P. the psychic may pos-
pire Intelligence, or Alien Intelligence can be sensed up to 500 feet sess.
(152 m) away per level of experience. Active Psionic Activity as it is Taking Place: 100 feet (30.5 m) +
3. Sense Psychic Energy (I.S.P.): All living creatures have a psy- 10 feet (3 m) per level of experience, but only when psychic energy
chic signature. However, the so-called “psychic scent” that emanates is being continually expended like a series of psionic attacks or a psi-
from psychic, magical (including mages), and supernatural beings is ability with a duration of more than one melee round.
stronger and more distinct than that of ordinary people and animals, Massive Amounts of Psionic Power/I.S.P.: 200 feet (30.5 m) +
so unique and distinct that their psychic fingerprints are more easily 20 feet (3 m) per level of experience, same as if they were actively

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using psionics. The Psi-Hound can sense a powerful and dangerous spells are being cast. Apply the Minion War bonuses, below, when
psychic being who possesses 300 I.S.P. or more, even when it is appropriate.
not actively using psionic abilities. This immediately suggests the Massive Levels of Supernatural Evil, Psionics and/or Magic:
creature is probably an experienced Master Psychic, inhuman, a su- 1,000 feet (305 m) per level of experience to sense and track Demon
pernatural being or powerful creature of magic. Lords, gods and other inhuman beings powerful with magic and/or
4. Sense Supernatural Beings: Psi-Hounds, whether a Dog psionics whether they are using magic or not. Apply the Minion War
Boy or a Kill Hound, are able to sense and track the “psychic scent” bonuses, below, when appropriate.
of supernatural beings better than all other creatures. This is due, 5. Remembering the Psychic Scents of Specific People and
in part, to the fact that evil supernatural beings are seen as Natu- Tracking it: Psi-Hounds (and Psi-Stalkers) are able to remember
ral Enemy Number One, and because supernatural beings have the specific, familiar or notable psychic scents in a similar way that a
strongest, most distinct psychic signatures of all creatures. Many, hunting dog can recognize and follow the physical scents of not just
especially Greater Demons, posseses both magic and psionic abili- the animals it is trained to hunt, but its master, his family members
ties, giving them a stronger psychic scent and making them a dou- and other people the animal loves or hates. The Dog Boy’s ability to
ble threat. sense and recognize these psychic signatures is less developed than
I.S.P. Cost: None. An automatic ability that alerts the Psi-Hound the Psi-Stalker’s, but it is still formidable.
to the presence of supernatural evil. I.S.P. Cost: None. An automatic ability.
Base Skill: 62% +2% per level of experience to not only sense Base Skill: 10% +5% per level of experience plus possible bo-
the presence of supernatural evil but to identify the specific type/ nuses below.
species of supernatural being or predominant types of demons in a Roll under base skill to successfully engage in tracking. Do not
group. This includes such supernatural beings as Entities and spir- forget to apply the bonuses below, when applicable.
its, Brodkil, Neuron Beasts, Thornhead Demons, Witchlings, De- Recognition and Tracking Skill Bonuses:
mon-Dragonmages, Necrophim, Soul Snakes, Lipoca Sun Demons, ! +30% bonus to recognize and track the psychic scent of species
Worm Wraiths, Great Dream Snakes, vampires (any), Master Vam- with whom the Psi-Hound has frequent interaction or hunts on
pire, Gargoyles, Lasae, Shedim, Baal-Rogs, and all the demonic hell- a regular basis. This includes humans, fellow Dog Boys, Kill
spawn in the Minion War. Likewise, the Psi-Hound will know if a Hounds, and Psi-Stalkers, namely because they associate with
Splugorth or other Alien Intelligence, deity, or Demigod is present, these beings so much that they are intimately familiar with the
as well as notable creatures of magic such as Faeries and dragons. psychic scents (and physical smells) of these species. And super-
This ability can also detect whether a mortal is possessed by a su- natural evil because they are loathsome natural enemies.
pernatural being and when a supernatural being has shape-shifted
! +20% to recognize and track a specific individual via their unique
to look like a human, D-Bee, or animal. Apply the Minion War bo-
“psychic scent.” This includes individuals very well known to
nuses, listed below in #6, when applicable.
the Psi-Hound such as teammates, co-workers, instructors, close
Tracking Supernatural Evil by Psychic Scent Base Skill:
friends, Gene Batch siblings/clone brothers and sisters, or anyone
! Passive Energy: 35% +5% per level of experience when the crea-
the Psi-Hound knows well.
ture is not using magic or psionic powers or the creature has little
This also applies to enemy combatants the Psi-Hound has en-
or no magic powers or psionics like a Brodkil or Gargoyle and
countered in the past, provided the individual possesses psionic or
most sub-demons. Include the Minion War bonuses, below, when
magic abilities, is a supernatural creature, or is an individual the ca-
appropriate. nine knows and has intense feelings about. The latter usually means
! Active Demonic Energy: 70% +3% per level of experience when a the Psi-Hound has faced the individual in battle, tasted their blood,
supernatural being is using psionic powers or magic, AND when suffered defeat at their hands, hates them intensely for some reason
the being is a Demon Lord, dark god, or Alien Intelligence (or is and will never forget their psychic sent, or has endured some other
an adult or ancient dragon), because they possess so much magic type of trauma at their hands: held captive, beaten, tortured, abused,
and psychic energy (hundreds or thousands of P.P.E. points and starved, nearly killed, betrayed, and so on. As a result, the Psi-Hound
lots of I.S.P.) that the Dog Boy can track them with ease even recognizes that individual’s “psychic scent” whenever it comes with-
when they are not casting magic. Apply the Minion War bonuses, in sensing range or whenever the individual uses psionic powers or
below, when appropriate. magic within the sensing range. (“This is the handiwork of Jonathan
Note: Close proximity to ley lines (within a mile/1.6 km) disrupts Blake, a Burster and a criminal.” Or, “Jenna the Mind Melter was
and blurs the psychic senses; reduce range and skill performance by here,” or Kaliban the Sorcerer, or whoever.)
half. Being on a ley line completely obliterates the Psi-Hound’s abil- Under this circumstance, the Psi-Hound is able to focus and zero
ity to sense magic and psychic energy, though they can still sense in on that one familiar or traumatic “psychic scent” and track it re-
supernatural evil when on a ley line, but at half the usual skill and gardless of how many other psychic scents/people/psychics may be
range. present. Note: While we call this a “psychic scent” it is not an ac-
Usual Sensing Range (Supernatural Evil & the Demonic): tual scent/smell, but rather a clairvoyant-like feeling and sensation
Varies, as listed below. See the bonuses in #6, below, that increase the Psi-Hound recognizes and is able to follow via its own unique
the Base Skill and Range during the Minion War. Psychic Sensitive nature. Thus, a psychic scent cannot be washed
Passive Psionics or Magic: 100 feet (30.5 m) per level of experi- away or covered up by rain, snow, water, mud, strong odors or other
ence when the creature is not using magic or psionic powers or the psychic energy, though such things may be annoying and distracting.
creature has little or no magic powers or psionics like a Brodkil or ! +40% to recognize a specific, hated supernatural enemy or rival
Gargoyle and most sub-demons. Apply the Minion War bonuses, be- the Psi-Hound has known in the past. (“Prepare yourselves. I
low, when appropriate. believe Grylx the Raksasha is behind that door,” or “Krebe the
Active Psionic or Magic Activity as it is Taking Place: 1,000 feet Night Owl Demon,” or other hated supernatural adversary.) Since
(305 m) +100 feet (30.5 m) per level of experience to track super- this specific, individual supernatural being is known to the Psi-
natural evil when psionic powers are being used or magic is used or Hound, the canine can track it to its general location even if it is
189
invisible or hidden in shadow, and recognize the physical enemy
by its scent, no matter what form it has taken or how it may have
Dog Boy O.C.C. Stats
disguised itself. (“That woman at the bar is Grylx. Yes, I’m posi- – Updated and Revised
tive.”)
6. Special “Minion War” BONUSES: Psi-Hounds (and Psi- Also known as: Psi-Hounds and Coalition Dog Pack. Psi-Hounds is
Stalkers) are natural born demon slayers and monster hunters. The the official term for CS engineered canine soldiers and includes
instinct to fight supernatural evil, slay monsters, and oppose magic both Dog Boys and the newer, more savage, Kill Hound variants.
is in their DNA. Now with armies of demons spilling across North Race: Genetically engineered canine human hybrids. Created,
America, their senses are all heightened to levels they have never cloned, mass produced and educated (read as indoctrinated) for
before experienced. Most can feel – almost taste – supernatural evil combat purposes by the Coalition military. All substandard cre-
permeating the very air they breathe, a constant reminder that the ations (physically or mentally) never reach full maturity and are
world they love is being invaded and torn asunder by the demonic, destroyed.
and that they need to do something about it. All Dog Boys feel the in- Player characters who are not CS agents (scout, spy, infiltra-
exorable call to battle. The need to hunt and destroy the monsters be- tor, on reconnaissance, etc.) must either be a “feral” deserter or a
fore they entrench themselves in our world and become a nightmare rare “freeborn” offspring of runaway Dog Boys. Obviously, the
that never ends. For Kill Hounds and Psi-Stalkers the primal call term Dog “Boy” does not make the distinction between males and
of the wild to hunt and kill the demonic is becoming an obsession females, though 80% of the lab grown mutant canines are males.
they can barely suppress. Other psychics feel this as well, though not Alignment: Typically Principled (16%), Scrupulous (45%), Un-
anywhere near the same intensity as Psi-Hounds, Psi-Stalkers and principled (25%), or Aberrant evil (12%) with a code of honor
CS Manhunters. and strong sense of loyalty to humans, particularly humans of the
In response to the constant stimulation caused by the ever increas- Coalition States; 2% other alignments. All are very loyal to hu-
ing concentration of supernatural evil, the senses and abilities of Dog mans, particularly humans of the Coalition States who created
Boys, Kill Hounds, and Psi-Stalkers are being super-charged, height- and trained them, so yes, most Dog Boys see the inhuman, magi-
ening them to levels beyond anything they have ever known. With cal, and supernatural as dangerous enemies of humanity that need
it, their aggression has only increased towards all things demonic, an to be destroyed or at least held at bay.
aggression that Kill Hounds sometimes struggle to control. (See Kill Psi-Hounds discovered to be Anarchist, Miscreant, or Dia-
Hounds for details.) bolic alignments, with some exceptions, are regarded as danger-
ous aberrations best to be destroyed. Those aberrations allowed
The following are bonuses that apply to Dog Boys, Kill to live tend to be loners, mean-spirited, and do not work well in a
Hounds, and Psi-Stalkers throughout the course of the Minion group unless they can be the leader.
War whether they are in the field of battle at the war front or back Non-CS player characters can be any alignment, but even they
at home. will tend to distrust magic, creatures of magic, and the inhuman,
Dog Boy Sensory Bonuses: and hate supernatural evil.
! +5% to sense, identify, and track the supernatural and demonic Average Attribute Range (Standard Dog Boy): I.Q. 2D6+5, M.E.
species active in the Minion War. 2D6+4, M.A. 2D6+4, P.S. 2D6+5, P.P. 2D6+5, P.E. 2D6+5, P.B.
! +10% to sense, identify, and track Greater Demons & Deevils. 3D6, Spd 3D6 running - 1D6 digging. Also see O.C.C. bonuses
! +20% to sense, identify, and track Demon and Deevil Lords at 3x that heighten some of these attributes and other stats. Likewise,
their usual sensing range for detecting supernatural evil. certain breeds (optional) enjoy additional modifiers. (See Rifts®
Ultimate Edition and/or Rifts® World Book 13: Lone Star.
! +20% to sense when the Psi-Hound is near a Hell Pit that is under
The latter also offers other CS experimental animal mutants.)
construction at 5x their usual sensing range.
Hit Points: Standard: P.E. attribute number plus 1D6 per level of
! +30% to sense a completed Hell Pit, Rift, or dimensional portal experience.
that is connected to any plane of Hell at 10x their usual sensing
S.D.C.: 20 plus those gained from Physical skills and O.C.C. bo-
range. nuses. Some breeds may get more or less S.D.C. than others.
! +30% to sense a demonic army (1,000 or more demons and other Average Weight: Varies according to the breed. Average weight
evil supernatural beings) at 10x their usual sensing range. for most Dog Boys ranges from 140 to 180 lbs (63 to 81 kg) of
Combat Bonuses Against Supernatural Enemies: Applicable when muscle.
fighting the Minions of Hell (any), Lesser and Greater Demons and Average Height: Varies with the breed, with an average height of
Deevils, their Host and Sub-Demons, Worms of Taut, Netherbeasts around 5-6 feet (1.5 to 1.8 m); the smallest is four feet (1.2 m), the
and monstrous War Steeds. largest seven (2.1 m), but these two extremes tend to be unusual
+1 attack per melee. (less than 15%).
+1 to strike. General Physical Appearance: Human Looks: None, other than
+2 to save vs Horror Factor. a fur covered humanoid body shape: Bipedal, stands and walks
+20% to save vs coma and death. erect, has two arms and legs. 85% have human legs while 15%
+1 to save vs Hell Plagues, and should the Dog Boy or Kill Hound have more canine-like legs, the latter being part of genetic experi-
contract one of these dread curse-like diseases, the symptoms, penal- ments in variations on Dog Boy physiology. The bipedal stance
ties, and duration are reduced by half, where applicable. enables the genetically engineered canines to stand erect and walk
Half the penalties when fighting blind because the Psi-Hound and run the same as humans, although some are partial to run-
can still find the supernatural creature from its physical and psychic ning on all fours in a loping movement. The head/face is that
scent. of a canine, the body is fur covered, and there is almost always
Note: These bonuses apply to Kill Hounds as well as Dog Boys. a long, canine tail. German Shepherds, Retrievers, Terriers, and
They also apply to Psi-Stalkers EXCEPT the human mutants do not other hunting breeds are among the most common breeds for Dog
get the bonus to save vs Hell Plagues. Boys.
190
Hands: Fully articulated, fur covered hands with human-like Wilderness Survival (+10%)
opposable thumbs, although most have canine-like fingernails. W.P. Energy Pistol
Human Speech: Partial to full. All Psi-Hounds are capable of W.P. Energy Rifle
human speech. The sound of their voice may be a bit guttural and W.P. Knife or Sword (pick one).
the canines retain a tendency to growl, whimper, and howl when Hand to Hand: Expert, which can be changed to Martial Arts (or
excited or angry. Some even bark when giving chase or when Assassin, if an evil alignment) for the cost of two O.C.C. Related
prey is cornered, though this is often done for dramatic effect. Skills.
Average Life Span: 3D6+30 years. Add 10 years for females. O.C.C. Related Skills: Five other skills at level one, +1 additional
Natural Abilities: See Special O.C.C. and Psionic Abilities, above. skill at levels 3, 6, 9 and 12. Note: Dog Boys in the service of the
Magic: None. Even most renegade/rogue/feral and free born Psi- CS are never taught to read and write.
Hounds tend to distrust and avoid magic and magic items, includ- Communications: Any (+5%).
ing weapons. Cowboy: None.
Average P.P.E.: Most of the individual’s P.P.E. has been expended Domestic: Any (+5%).
in the development of psionic abilities. The remaining Permanent Electrical: Basic Electronics only.
P.P.E. Base is 3D6. Espionage: Any (+5%).
Psionics: Master Psychic with an array of Sensitive psionic pow- Horsemanship: General only.
ers. See Dog Boy O.C.C. Psionics & Hunting the Supernatural, Mechanical: Basic Mechanics and Automotive only (+5%).
above, for complete details. Medical: First Aid only (+5%).
Military O.C.C. Skills of a Coalition Dog Boy: With rare excep- Military: Any (+10%).
tion, all Psi-Hounds, whether they are loyal to the CS or a run- Physical: Any, except Acrobatics.
away, feral nomad, merc, or hero, began life as a Coalition Dog Pilot: Motorcycle, Hovercycle, Jet Pack, Truck & Motorboat only
Boy. That means they have been conditioned and trained to be a (+5%).
Coalition soldier and loyal protector of human beings. Pilot Related: None.
Language: Native Tongue (American) at 88%. Rogue: None.
Language: Other: One of choice (+5%). Science: None.
Climbing (+10%) Technical: Any (+5%), except Computer Operation & Program-
Intelligence (+6%) ming.
Land Navigation (+10%) W.P.: Any.
Pilot: Hovercraft (+10%) Wilderness: Any (+5%).
Radio: Basic (+10%) Secondary Skills: Select six skills from the Secondary Skills List in
Read Sensory Equipment (+10%) the Skills Section of the core rule book, +2 additional Secondary
Running or Prowl (+10%; pick one). Skills at levels 4, 8 and 12. These are additional areas of knowl-

191
edge that do not get any bonuses, other than any possible bonus States (including openly associating with nonhumans, learning
for having a high I.Q. All Secondary Skills start at the base skill to read, teaching others, speaking against the CS even if it is
level. a true or historical fact denied by the CS, and so on) are con-
Standard Equipment for CS Dog Boys: A suit of light (30 sidered hostile renegades and are hunted down and destroyed
M.D.C.) or heavy (50 M.D.C.; standard) Dog Pack DPM Riot without hesitation or regret. Loyal Dog Boys, and especially
armor (Note: Full environmental armor is generally reserved for Kill Hounds, view deserters as traitors to the human race. As
officers, Dog Boy Special Forces, and special assignments), uni- such they are low-life scum, never to be trusted or treated with
form, dress uniform, tinted goggles or non-environmental hel- respect.
met with or without visor, PDD pocket audio recorder, pocket Related O.C.C.s & R.C.C.s: For in-depth and complete cover-
laser distancer, flashlight, pocket mirror, cigarette lighter, 100 age on these unique genetically engineered canine creations
feet (30.5 m) of lightweight rope, small hammer, four spikes, and other Coalition mutants, see Rifts® World Book 13: Lone
1D6 animal snares, infrared distancing binoculars, portable Star™, particularly pages 22-55 (powers & abilities on pages
language translator, survival knife, a pair of Vibro-Knives or 22-36). The Sea Dog O.C.C. can be found in Rifts® Source-
Vibro-Claws (many also have a Vibro-Saber or Neuro-Mace), book 4: Coalition Navy™. Additional mutant animals that are
C-18 laser pistol, a choice of a C-10 or C-12 laser assault rifle, not part of the Coalition Army are found in Rifts® World Book
both with telescopic sight and nightvision scope, four additional 6: South America and Rifts® World Book 9: South America
E-Clips for each weapon, plus knapsack, backpack, duffle bag 2. Design Note: We were a bit sloppy in the early days being
or two medium drawstring sacks, utility belt, air filter, gas mask consistent as to which characters were O.C.C.s and which were
and canteen. R.C.C.s. The Dog Boy was originally classified as an R.C.C. as
Equipment Available Upon Assignment: Hand grenades, smoke were psychics, but sticking with the definition of an R.C.C. – a
grenades, 1D4 signal flares, other types of explosives, heavy character that is so defined by its genetic make-up that it cannot
weapons, optical enhancements, camera equipment, light vehi- select other occupations; it is what it is – Dog Boys should be
cle, food rations and non-regulation weapons and armor (mainly an O.C.C.
for the purpose of disguise and infiltration into enemy territory). No, Dog Boys and Kill Hounds are not human, and have a
The full environmental DPM Dead Boy armor (old style) may very narrow window of skills and knowledge under the Coalition,
also be made available to Dog Boy officers and for special as- however, if given the opportunity, the canines could learn many
signments. other O.C.C.s, excluding magic and psychic O.C.C.s. That puts
Money: Dog Boys get a roof over their head, access to military care them on par with most D-Bees, an intelligent nonhuman capable
and facilities, food, clothing, medical treatment, basic supplies of a wide range of skills and jobs. By the way, Dog Boys are one
and equipment, and all other basic needs provided in exchange of my personal favorite characters and I still love the classic Dog
for their loyalty and lifetime of service to the CS. The Dog Boy illustration by Kevin Long.
Boy’s quarters is a nice dormitory arrangement shared by eight
– Kevin Siembieda, writer and publisher
Psi-Hounds, divided into pairs. Each pair of roommates gets a
bedroom/study complete with CD stereo system, television and
VCD, mini-refrigerator, desk, dresser, and comfortable bed. A Psi-Hounds as CS Manhunters
modest monthly salary of 200-300 credits is also provided to Dog Many Manhunters prefer to work alone, in pairs or in small groups
Boys and 700 a month to canine officers. Player characters start of fellow Manhunters. In the past, they have grudgingly worked with
with two months pay. other psychics, elite combat forces, and even conventional military
Cybernetics: None to start and most Dog Boys would prefer to and law enforcement as deemed necessary, but were not happy about
avoid them or, when necessary, receive Bio-Systems. it. This attitude is changing with the advent of the Minion War and
Identification Coding (IC): All official Dog Boys and genetically the necessity for everyone to do whatever it takes to repel the demon-
engineered animal experiments from Lone Star are required to be ic invasion forces. If that means leading or joining teams of special
“tagged” with a dual identification system similar to the one used forces or conventional troops, so be it.
to ID psychics living in the Coalition States. A postage stamp There is one, small group of exceptions. Manhunters love
sized bar code is tattooed behind the ear or at the base of the leading Coalition Dog Packs. As noted elsewhere, CS Manhunt-
jaw. In addition, a scannable IC chip is implanted under the skin, ers work exceedingly well with Dog Boys, Kill Hounds, and Psi-
usually at the base of the skull. The implant provides identifying Stalkers. Their unique psychic abilities to sense and track magic
information and also serves as a tracking device (one mile/1.6 and supernatural evil make Psi-Hounds and Psi-Stalkers the perfect
km range). Both the bar code and the implant show the creature’s cohorts when such beings are the target of a Manhunt. During the
place of creation, class, date of birth, and similar basic data. Ad- Minion War, this is more true than ever. Moreover, Dog Boys, Kill
ditional bar codes and implants may be placed on the animal to in- Hounds, and Psi-Stalkers immediately accept the Manhunter(s) as
dicate its history, offenses, problems, and experiments to which it team leader without question. They obey their orders without hesi-
has been subjected. All “officially” sanctioned genetic creations/ tation no matter how daring or counterintuitive the Manhunter’s
experiments must be recorded, tagged and documented. Each and tactics may appear. They are also steadfast teammates that can al-
every Psi-Hound ever made by the CS is registered and has a de- ways be counted upon to have their teammates’ back and follow
tailed data file that follows the mutants wherever they go (unless orders. Manhunters love that, but there is more to why they work
they go feral/AWOL). so well together.
Illegal, under the table creations and freeborn Psi-Hounds do Like their Manhunter leader, they are predators who live for the
NOT have these identification and tracking features so they can- hunt and share a disdain for traitors, the supernatural, magic, and
not be traced back to Lone Star. Note: A Dog Boy who has gone the inhuman. The three – Kill Hounds and Psi-Stalkers in particu-
AWOL and is not hunted down and terminated within a week or lar – love that when working with one or more Manhunters, they
two, is generally left alone unless he or she takes direct action are allowed to bend the rules, use unconventional methods, and do
against the CS. Those who act or conspire against the Coalition whatever they need to do to get the job done. In the military and
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in CS cities, there are rules and laws and appearances that must be of the faerie realm take an immediate liking to Corgis (both the
upheld. With the Manhunters, especially in operations outside the canine and the humanoid Dog Boy) and seldom attack or pester
borders of the CS, they can cut loose and use their powers and abili- Corgi Dog Boys or anyone in their company, provided they do
ties without restraint. They can be themselves. For Kill Hounds and not bother or annoy them. In fact, Faerie Folk often approach
Civilized Psi-Stalkers, that means being able to give in to the thrill Corgi Dog Boys to share information about the forest or meadow
of the hunt and be as savage, ruthless, and merciless, even blood- where they live, happily providing such valuable information as
thirsty, as they want to be, as long as they are following orders and where to find fresh drinking water, safe locations to camp, places
their Manhunter leader (or leaders) approve of their actions. That to hide, where to find game animals or berries and other foods
level of ferocity and viciousness is often necessary when hunt- and herbs.
ing demons, monsters and mages in the Minion War. But when The Faerie Folk are also likely to warn the Corgi about demons,
there are moments that require stealth and finesse, Psi-Hounds and monsters, and evildoers they know about in the area. This includes
Psi-Stalkers are up to that challenge as well. It is no wonder CS the location of Hell Pits and the presence of wicked practitioners of
Manhunters love and value them as trusted teammates. Psi-Hounds magic, demons, werebeasts, Loup Garou, witches, ghosts, and foul
and Psi-Stalkers reciprocate by giving every CS Manhunter mis- beings such as the Minions of Splugorth who regularly hunt and cap-
sion their all, including their respect and loyalty, and when it is ture Faerie Folk to power Bio-Wizard devices. If the Corgi Dog Boy
required, their lives. makes the effort to be friendly, share sweets, and chat or play with
Whenever a CS Manhunter or two are assigned to lead a group the Faeries, the wee folk are all the more helpful and cooperative.
of conventional CS soldiers (from Dead Boy grunts and Dog Packs Sometimes they will even come to the Corgi’s rescue when the Dog
to CS Rangers, Juicers, cyborgs, SAMAS/power armor troops, and Boy falls under attack from evil creatures of magic or demons. That
other Special Forces or mixed combat squads), the troops they lead said, Faerie Folk are more likely to free prisoners or create confusion
have no idea their commanding officer is a Manhunter. As far as to effect an escape than engage in outright combat with dark forces.
they know, the Manhunter is a Military Specialist or some sort of When they do fight on behalf of a Corgi Dog Boy, it is usually only
monster-hunting expert, advisor, or liaison from Psi-Battalion or the long enough to turn the tide in the Dog Boy’s favor or so the canine
Office of the Emperor. Manhunter squads, regardless of their com- can retreat, before they themselves fly off and hide. Faeries may also
position, seldom exceed more than 12 troops plus the one or two help the Corgi (and friends/fellow Psi-Hounds and/or teammates)
Manhunter squad leaders. hide from demons and monsters, find lost teammates, feed them, and
Manhunter squads are deployed to take down fugitives, traitors, work their magic to help them heal and recover from wounds and
rogue CS soldiers (particularly special forces and enhanced soldiers injuries.
gone to the other side), spies, and enemies with military, mercenary, Although the CS military usually frowns upon its troops asso-
or magical support. They are also deployed to deal with other psy- ciating and colluding with any magical creatures such as Faeries,
chics, practitioners of magic, enhanced enemies such as Crazies, the brass makes an exception with the Corgi. First, the Dog Boy’s
Juicers, and powerful D-Bees, supernatural threats, and mages like loyalty to the CS and humanity is unshakeable. Second, Faerie
Shifters and Witches that have one or many demons or monsters un- Folk are rare, reclusive, and considered to be a minor threat com-
der their control. pared to many other inhuman creatures. Third, this bizarre, in-
stinctive friendship provides valuable intelligence on much more
dangerous and monstrous CS enemies, intel that is more vital than
Corgi Dog Boys ever during the Minion War. Faerie Folk, even most of the nastier
and evil varieties, harbor no love for demons or their wicked min-
ions like the Black Faerie, Witchlings, Witches, Shifters, and evil
Magic Specialists dragons. As a result, they are very willing to provide information
The Corgi is not a breed that comes to mind when most people and help in small ways that may enable the Corgi and the Dog
think of Dog Boys. German Shepherds, Labradors and other Re- Boy’s friends tofight the forces of darkness and stop the demon
trievers, the Doberman, Bloodhounds, Wolfhounds, Pit Bulls, and invasions.
other Terriers and fighting breeds, sure, but not the cute little Corgi. Of course, all of the information about the Corgi Dog Boy, their
Yet the corgi comes from a tough, fast herding breed that originates superior ability to track magic, and good relations with Faerie Folk
in the British Isles where magic and magical creatures abound. It is Top Secret and very hush-hush. In an ironic coincidence, the CS
is little wonder then that Corgi Dog Boys have become a vital part military brass already had the Lone Star Complex creating a much
of many CS Special Forces and anti-magic squads (Manhunters in- larger number of Corgi Dog Boys than in the past. First for the Tol-
cluded). keen War Campaign, and afterward, for the purpose of hunting down
Ancient Welsh legend has it that in the days of yore, the Corgi Tolkeen mages, magic artifacts, and Retribution Squads. Production
was an enchanted dog and friend to Faerie Folk. The Corgi would remained high in anticipation of military operations against the Fed-
play with Faeries and legend has it they would willingly allow eration of Magic and, potentially, Lazlo. Fortuitous indeed, as no-
friendly wee folk to ride them at night as war steeds and to pull their body anticipated the Minion War.
carriages, carts, and wagons. While this may all sound like nonsense Corgi means “Dwarf Dog” in Welsh. They are believed to have
fairy tales, there may be some truth to the legends. been bred to herd cattle and sheep brought to the British Isles by
Coalition genetics engineers at the Lone Star Complex have Celtic warriors of ancient times. Their innate herding instincts make
learned that Corgi Psi-Hounds are resistant to magic. More impor- them smart, alert, loyal, hard working and suitable for positions as
tantly, they can sense and track magic, including ley lines, nexus squad leaders and officers in charge of other Dog Boys. Even the
points, Hell Pits, creatures of magic, and powerful magic devices larger and more powerful Psi-Hounds respect and obey Corgi ser-
and artifacts, better than any other canine. In addition, Corgi and geants. It is the Corgi’s unique resistance to magic and ability to
Faerie Folk, particularly Faeries, Sprites, Pixies, Brownies, and track it, however, that makes them vital to the CS Manhunters and
Bogies, share a strange affinity for each other that equates to a other special forces that deal with identifying and hunting down
sort of natural or instinctive bond of friendship. These denizens magical creatures and practitioners of magic.

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Corgi Dog Boy O.C.C. When on a ley line or at a nexus point, the steady stream of magic
energy hampers their abilities to sense magic, psionics, and the su-
Abilities & Bonuses pernatural. Reduce the skill performance, sensory and tracking range
by half while on a ley line.
All are the same as the typical Dog Boy O.C.C. except where
Moreover, the Corgi is able to sense the general direction and
noted.
location of a nexus point or Rift (if there are any) on the ley line
1. O.C.C. Bonuses (Corgi Specific): +1D6 to M.A., +1D4 to as well as feel when a Ley Line Storm is brewing and coming
P.E., and +2D6 to Spd attributes; +3D6 to S.D.C., +5 on Percep- their way; so they can flee or hide from it. Ley Line Storms cause
tion Rolls to recognize magic, +3 to recognize the demonic and the physical discomfort to all Psi-Hounds, including the Corgi. This
supernatural, and +3 on all other Perception Rolls; +2 on initiative results in headaches, crackling sounds in the ears, and static electri-
rolls, +1 to strike, parry, and dodge, +2 to disarm or pull punch, +2 cal build-up/shocks, plus Dog Boys and Kill Hounds are twice as
to save vs disease, +1 to save vs psionic attack and all forms of mind likely as other people to be struck by ley line energy and lightning.
control, +3 to save vs possession and curses, +3 to save vs Faerie The enchanted Corgi Dog Boy, however, takes half damage from
Magic, +1 to save vs magic (all), and when the Corgi fails to save, Ley Line Storm lightning/energy, and the duration of weird effects
the damage, penalties and duration of magic used against a Corgi are and penalties are half.
half. Otherwise, same as the traditional Dog Boy. 2. Fierce Loyalty to Humans (and Faerie Folk): Same as the tra-
2. Superior Sense of Smell: Same as the traditional Dog Boy. ditional Dog Boy: The Corgi’s loyalty and dedication to protect and
defend humans, particularly women and children, can be a liability
3. Keen Sense of Hearing: Same as the traditional Dog Boy. that gets the canines killed. The Corgi and most Dog Boys will sac-
4. Good Sight: Same as the traditional Dog Boy. rifice their own life without hesitation to save or protect a human. In
the case of the Corgi, this sentiment extends to Faeries, Sprites, Pix-
5. Sense of Taste and Biting: Same as the traditional Dog Boy:
ies, Brownies, and Bogies, all of whom this Dog Boy sees as friends
A restrained bite is 1D6 S.D.C. damage, while a full strength bite
and allies to help and protect.
does 2D6 S.D.C. damage. Note: Dog Boys are discouraged from us-
3. Hatred of Magic, Demons and Supernatural Evil: Same as the
ing biting attacks because the CS is nervous about encouraging such
traditional Dog Boy: The Dog Boy’s instinctual aggressive response
savage and primal action, and because such attacks open the canine
to the presence of magic and supernatural evil can also get the char-
to serious injury to the mouth, throat and head.
acter into trouble or killed. Fortunately, instinct does not override
6. Vulnerabilities (Corgi): 1. Reduced Sensitivity to Ley Line logic or common sense, which the Corgi has aplenty. They and all
Energy: For the Corgi, ley lines are NOT the same problem they are Dog Boys are intelligent and civilized beings trained to fight the su-
for other Psi-Hounds. There are no problems or penalties for them pernatural using strategy and tactics. Thus, they do not launch into
when near a ley line, and all senses, abilities, bonuses, and ranges a berserker rage, but remain calm and resourceful under fire. Their
stay intact. first concern is getting innocent civilians to safety or to hold the su-
194
pernatural or magical threat at bay while the innocent can get clear. Sensing Range (Magic): Varies and is greater for the Corgi Dog
Once civilians are safe, the Corgi and most Dog Boys turn their at- Boy.
tention to the threat. Passive Magic (Corgi): 50 feet (15.2 m) per level of experience.
Double the range if the source of the magic is a person or object
Corgi Dog Boy O.C.C. Psionics and with 120 P.P.E. or more, and when it is a creature of magic (any, but
especially Faerie Folk), regardless of the P.P.E. level it may have.
Hunting Magic and the Supernatural Passive Magic is the amount of P.P.E. locked inside a living being
or magic object, device, or location like a ley line when the energy is
The following abilities are mostly the same as the Dog Boy, how-
NOT being used (i.e. there is no expenditure of P.P.E., it is dormant).
ever, there are some changes and additions. The Corgi possesses
Affinity for Faerie Folk (special): Range: Same as Passive Magic,
a uniquely heightened sensitivity to magic which provides some
above, so 100 feet (30.5 m) per level of experience (50 feet/15.2 m
improved and some different abilities and bonuses. Others are un-
doubled) to sense creatures of magic. A Corgi Dog Boy instantly
changed or actually diminished.
recognizes the “psychic scent” of Faerie Folk whether they are us-
1. Psionic Abilities (Corgi): Psychic Sensitive: Empathy (4; ing magic at the moment or not. The canine will know which Faerie
receiver only, not transmission), Psychic Probe (6), Sense Evil (2), creature it is and whether it is alone or there is a group of them. When
Sense Magic (3), and one Sensitive ability of choice. there are several wee folk present in the sensing range, the Corgi can
I.S.P. Base: 1D6x10 + M.E. attribute number, +10 I.S.P. for each tell roughly where most of them are, and whether their numbers are
additional level of experience. few (1-4), many (6-18), or a great many (30+). The Corgi is also able
I.S.P. Recovery: Two I.S.P. per hour of activity or 8 I.S.P. per to sense the most predominant/numerous Faerie Folk present (e.g.
hour of meditation or sleep, double when on a ley line or nexus! mostly Faeries and a few Sprites, etc.) and whether there are any
Save vs Psionic Attack: 10 or higher. Dog Boys are considered actual Faeries present. Note: Faeries, Sprites, Brownies, and Bogies
Master Psychics with special psionic sensitivity to sense, identify are the canine’s favorite of the Faerie people and the ones toward
and track magic and supernatural evil, as described in detail below. which it feels most friendly and comfortable. And they feel the same
2. Sense Magic Energy (P.P.E.): This ability is fundamentally about the Corgi.
the same as other Dog Boys, only heightened. Like a bloodhound Active Magic (Corgi): Spell casting or other use of magic as it
smelling a familiar scent, the Corgi, better than other Psi-Hounds (or is taking place can be sensed by all Psi-Hounds, but the Corgi can
Psi-Stalkers), is able to detect and recognize the presence of magic sense it at a much greater distance. The release of magic energy (the
energy (P.P.E.) whenever it enters their sensing range. expenditure of P.P.E.) is very distinctive to Dog Boys, but especially
In addition, Corgi Dog Boys know when they are facing dark to the Corgi. Moreover, while other Psi-Hounds detect magic, the
magic: Soulmancy and weapons, Bone Magic, Soulcrafting magic Corgi can tell when it is Faerie Magic, dark magic (Necromancy,
and weapons, Rune Magic and weapons, Necromancy, Bio-Wizard- Soulmancy, Soulcraft, Splugorth Bio-Wizardry, etc.), or general
ry, Shifting/Summoning, Witchery, and other magicks associated common types of spell magic (includes most spell invocations, El-
with demons, enslavement and wickedness. emental, Temporal and other magicks). Range (Corgi): 600 feet (183
I.S.P. Cost: None. An automatic ability to sense the presence of m) +100 feet (30.5 m) per level of experience.
magic energy within the sensing range. When a magic spell is cast or a magic device is activated, it uses
Base Skill: 60% +5% per level of experience. No penalty when and releases active magic energy (P.P.E.) that can be sensed by the
near a ley line. Reduce skill by half when on a ley line as these Corgi and other Psi-Hounds. This includes a spell or series of spells
streams of mystic energy interfere with the Corgi’s senses. being cast, a magic ritual as it is taking place, the opening of a Rift,
Special: The Corgi is able to sense the location and direction of the summoning of a creature, a Techno-Wizard (TW) device or mag-
ley lines from a distance of 1,000 feet (305 m) +500 feet (152 m) per ic item in use, and so on. In addition, the Corgi can sense the pres-
level of experience. ence of TW and magic items, mages and creatures who possess or
When the Corgi is on a ley line it can tell if there is a nexus point contain a high amount of P.P.E. (double the range and adds a bonus
or an active Rift and the direction it is located. They can also sense of +10% to sense 120 P.P.E. or more). Otherwise this ability is the
when a Ley Line Storm is brewing and whether it is heading in its same as described under the previous Dog Boy O.C.C. stats.
direction. Ley Line Storms cause physical discomfort to Psi-Hounds, Massive Amounts of Magic/P.P.E. (Corgi): The Corgi Magic
including the Corgi - headaches, crackling sounds in the ears, and Specialist can sense powerful magic at a greater distance than its
static electrical build-up/shocks – plus all Psi-Hounds are twice as Psi-Hound cousins: 400 P.P.E. or more, as well as sense the presence
likely as other people to be struck by ley line energy and lightning. of ley lines, nexus points, full-functioning and semi-functioning Hell
The enchanted Corgi Dog Boy, however, takes half damage from Pits, an ancient dragon, a deity, Demon Lord, Vampire Intelligence,
Ley Line Storm energy and lightning, and the duration of any weird or Alien Intelligence. Range: 1,000 feet (305 m) per level of experi-
effects or penalties is also reduced by half. ence.
Tracking Magic/P.P.E. via their Sensing Abilities: This abil- 3. Sense Psychic Energy (I.S.P.): This ability is fundamentally
ity is fundamentally the same as other Dog Boys, only heightened. the same for the Corgi as other Dog Boys, except at a diminished
Corgis are more sensitive to magic and can detect smaller levels of capacity. Presumably, the Corgi’s heightened sensitivity to magic
P.P.E. from a greater distance. When the Corgi is actively looking makes it less sensitive to psionics and supernatural beings unless
and sensing for magic, it is able to sense its presence and often track they also possess magic powers. See diminished Base Skill percent-
the magic signature/scent, like a bloodhound, to the location where age and ranges below. Note: If the creature possesses magic, how-
the magic is taking place. ever, use the Base Skill and ranges of #2, above.
Roll under base skill, above, to successfully engage in tracking. I.S.P. Cost: None. An automatic ability.
A failed roll at any time means the scent is lost. Rolling two con- Base Skill: 30% +5% per level of experience.
secutive successes to sense magic is required to pick up a lost scent Tracking Psychic Energy (Corgi): A Psi-Hound is automati-
trail again, provided the magic is still being performed and those cally alerted to the release of I.S.P./psychic energy, and knows that
responsible are still within range. someone within its sensing range is using psionic powers.
195
This ability is fundamentally the same for the Corgi as other Dog Passive Psionics (Corgi): 70 feet (21.3 m) per level of experience
Boys, except in this case, at a diminished capacity. when the creature is not using magic or the creature has little or no
Tracking the Source: Roll under the Base Skill percentage to get magic powers or psionics like a Brodkil or Gargoyle and most sub-
a clear signal/scent to follow. Roll again up to the maximum distance demons.
allowed under Sensing Range until the source is located or the psy- Active Psionic or Magic Activity as it is Taking Place (Corgi):
chic stops using psionic powers, or moves out of the sensing range. 500 feet (152 m) +50 feet (15.2 m) per level of experience to track
A failed roll means the scent is lost and the source cannot be tracked supernatural evil when psionic powers are being used. Double when
further. When the psychic being tracked stops using psionic abilities, magic is used or spells are being cast.
use the range under Passive Psionics. Massive Levels of Supernatural Evil, Psionics and/or Magic
Sensing Range (Corgi): Varies, as listed below. This ability is (Corgi): 500 feet (152 m) per level of experience to sense and track
fundamentally the same for the Corgi as other Dog Boys, except in Demon Lords, gods and other powerful supernatural beings. Double
this case, at a diminished range. when the creature possesses magic powers.
Passive Psionics (Corgi): 30 feet (9.1 m) +5 feet (1.5 m) per level Note: Apply the Minion War bonuses, in #6 below, when ap-
of experience to sense if someone is psychic or not, but only when propriate.
the Psi-Hound is actively looking for a psychic. Otherwise, the ca- 5. Remembering the Psychic Scent of Specific People and
nine notices other psychics not using their powers only when they Tracking it: Psi-Hounds (and Psi-Stalkers) are able to remember
come within 10 feet (3 m). This tells the Psi-Hound that a person specific, familiar or notable psychic scents in a similar way that a
or creature is a psychic with psionic abilities and has I.S.P., nothing hunting dog can recognize and follow the physical scents of not just
more. Not the type of psychic (Minor, Major, Master), not a specific the animals it is trained to hunt, but its master, family members and
O.C.C. or demon, nor the abilities or amount of I.S.P. the psychic other people the animal loves or hates.
may possess. I.S.P. Cost: None. An automatic ability.
Active Psionic Activity as it is Taking Place (Corgi): 70 feet (21.3 Base Skill: 10% +5% per level of experience plus possible bo-
m) +5 feet (1.5 m) per level of experience, but only when psychic nuses below.
energy is being continually expended like a series of psionic attacks Roll under base skill to successfully engage in tracking. Do not
or a psi-ability with a duration of more than one melee round. forget to apply the bonuses, below, when applicable.
Massive Amounts of Psionic Power/I.S.P. (Corgi): 100 feet (30.5 Recognition and Tracking Skill Bonuses (Corgi): This ability
m) +10 feet (3 m) per level of experience. The Corgi is able to sense is fundamentally the same as other Dog Boys, except as noted.
a powerful and dangerous psychic being when it possesses 300 I.S.P.
! +30% bonus to recognize and track the psychic scent of species
or more, even when it is not actively using psionic abilities. This
with whom the Psi-Hound has frequent interaction or hunts on
immediately suggests the creature is probably an experienced Mas-
a regular basis. This includes humans, fellow Dog Boys, Kill
ter Psychic, inhuman, a supernatural being or powerful creature of
magic. Hounds, and Psi-Stalkers, namely because they associate with
these beings all the time, but also most species of Faerie Folk.
4. Sense Supernatural Beings (Corgi): This ability is fundamen- ! +20% bonus to recognize and track the psychic scent of specific
tally the same as other Dog Boys, except their ability is not as acute. Faerie Folk “friends” well known to the Corgi. The same applies
Presumably, the Corgi’s heightened sensitivity to magic makes it
to teammates, co-workers, instructors, close friends, Gene Batch
less sensitive to psionics and supernatural beings unless they also
siblings/clone brothers and sisters, or anyone the Corgi knows
possess magic powers. See diminished Base Skill percentage and
well.
ranges below. Note: If the creature possesses magic, however, use
the Base Skill and ranges of #2, above.
! +10% to recognize supernatural beings, because they are loath-
I.S.P. Cost: None. An automatic ability that alerts the Psi-Hound some natural enemies.
to the presence of supernatural evil. ! +20% to recognize specific, hated enemies or rivals the Corgi has
Base Skill: Varies for the Corgi depending on the nature of the known in the past whether mortal or supernatural.
creature. 6. Special “Minion War” BONUSES (Corgi): Dog Boys, Kill
42% +2% per level of experience to sense and identify the pres- Hounds, and Psi-Stalkers are seeing their abilities super-charged be-
ence of evil supernatural beings that do NOT also possess magic/ cause of the vast armies of demons invading from the two planes of
spell casting abilities. +20% when they do. Hell. The energy from this conflict heightens their senses and combat
Tracking Supernatural Evil by Psychic Scent Base Skill: abilities to levels beyond anything they have ever known, and with it,
! Passive Energy (Corgi): 25% +5% per level of experience when their aggression toward all things demonic.
the creature is not using magic or psionic powers or the creature
Minion War Sensory Bonuses of the Corgi Dog Boy:
has little or no magic powers or psionics. +10% when the super-
! +5% to sense, identify, and track the supernatural and demonic
natural being does possess magic abilities. Apply the Minion War
species active in the Minion War.
bonuses, below, when appropriate.
! +10% to sense, identify, and track Greater Demons & Deevils.
! Active Demonic Energy (Corgi): 40% +3% per level of experi- ! +15% to sense, identify, and track Demon and Deevil Lords at 3x
ence when a supernatural being is using psionic powers. +30%
their usual sensing range for detecting supernatural evil.
bonus when it is casting or using magic, AND when the being is
! +20% to sense when they are near a Hell Pit that is under construc-
a Demon Lord, dark god, or Alien Intelligence (or is an adult or
tion at 5x their usual sensing range.
ancient dragon), because they possess so much magic and psychic
! +40% to sense a completed Hell Pit, Rift, or dimensional portal
energy (hundreds or thousands of P.P.E. points and lots of I.S.P.).
that is connected to any plane of Hell at 10x their usual sensing
Apply the Minion War bonuses, below, when appropriate.
range.
Usual Sensing Range (Supernatural Evil & the Demonic):
Varies, as listed below. See the bonuses in #6, below, that increase
! +20% to sense a demonic army (1,000 or more demons and other
evil supernatural beings) at 5x their usual sensing range.
the Base Skill and Range during the Minion War.

196
Combat Bonuses Against Supernatural Enemies (Corgi): Applicable Disposition and Personality: Loyal, smart, hardworking, alert, and
when fighting the Minions of Hell (any), Lesser and Greater Demons quick to take action and make decisions, yet remains calm under
and Deevils, their Host and Sub-Demons, Worms of Taut, Nether- fire and in a crisis. These tenacious Dog Boys are serious about
beasts and monstrous War Steeds. their duties but are among the most friendly, playful and fun to
+1 attack per melee. be around.
+1 to strike. Very social and affectionate, Corgi Dog Boys want to be
+2 to save vs Horror Factor. around people/soldiers/packmates. They love children and are
+20% to save vs coma and death. very patient and gentle with them. They are fast learners who
+3 to save vs Hell Plagues, and should the Dog Boy or Kill Hound strive to please their human partners and leaders, and are team
contract one of these dread curse-like diseases, the symptoms, penal- players who work well with other people and Psi-Hounds. Even
ties, and duration are reduced by half, where applicable. Kill Hounds like them and will take their jokes, games and play-
Half the penalties when fighting blind because the Psi-Hound fulness in stride. These traits and their herding instincts make
can still find the supernatural creature from its physical and psychic them ideal for CS police work, crowd control, and sniffing out
scent. trouble, especially when it involves magic.
Average Life Span: 3D6+30 years. Add 10 years for females.
Corgi Dog Boy O.C.C. Stats Natural Abilities: See Special O.C.C. and Psionic Abilities, above.
Magic: None, other than magic resistance and an affinity for Faerie
– CS Magic Specialist Folk. Avoids magic, magic items, and weapons and considers
magic to be dangerous.
Also known as: Mage Hunter, Faerie Hound, and among fellow Psi-
Average P.P.E.: 3D6+4.
Hounds, “Little Brother” (or Sister).
Psionics: Master Psychic with an array of Sensitive Psionic pow-
Species: Genetically engineered canine human hybrids. Created,
ers. See Dog Boy O.C.C. Psionics & Hunting the Supernatural,
cloned, mass produced and educated (indoctrinated) for combat
above, for complete details.
purposes by the Coalition military. All substandard creations
Military O.C.C. Skills of a Coalition Dog Boy: With rare excep-
(physically or mentally) never reach full maturity. They are de-
tion, all Psi-Hounds, whether they are loyal to the CS or a run-
stroyed.
away, feral nomad, merc, or hero, began life as a Coalition Dog
Player characters who are not CS agents (scout, spy, infiltra-
Boy. That means they have been conditioned and trained to be a
tor, soldier on reconnaissance, etc.) must either be a “feral” de-
Coalition soldier and loyal protector of human beings.
serter or a rare “freeborn” offspring of runaway Dog Boys. In
Language: Native Tongue (American) at 88%.
some cases, the character could be a rogue Dog Boy or soldier
Language: Other: One of choice (+5%).
cut-off from CS troops that has joined unsanctioned non-CS com-
Climbing (+5%)
batants to continue to fight the good fight against the enemies of
Intelligence (+10%)
humanity.
Land Navigation (+14%)
Obviously, the term Dog “Boy” does not make the distinction
Lore: Faeries & Creatures of Magic (+15%)
between males and females, though 80% of the lab grown mutant
Radio: Basic (+10%)
canines are males.
Running
Alignment: Typically, Principled (30%), Scrupulous (45%), Un-
Prowl (+5%)
principled (20%), or Aberrant evil (5%) with a code of honor and
Wilderness Survival (+20%)
strong sense of loyalty to humans, particularly humans of the Co-
W.P. Energy Pistol
alition States.
W.P. Energy Rifle
Attributes (Corgi Dog Boy): I.Q. 2D6+7, M.E. 2D6+6, M.A.
W.P. Knife or Sword (pick one).
2D6+9, P.S. 2D6+6, P.P. 2D6+8, P.E. 2D6+6, P.B. 2D6+6, Spd
Hand to Hand: Expert, which can be changed to Martial Arts (or
3D6+6 running - 1D6 digging.
Assassin, if an evil alignment) for the cost of two O.C.C. Related
Hit Points: Standard: P.E. attribute number plus 1D6 per level of
Skills.
experience.
O.C.C. Related Skills: Five other skills at level one, +1 additional
S.D.C.: 20 plus those gained from Physical skills and O.C.C. bo-
skill at levels 3, 6, 9 and 12. Note: Dog Boys in the service of the
nuses.
CS are never taught to read and write. Like most CS citizens and
Average Weight: For a Corgi Dog Boy 100-110 pounds (45 to 50
soldiers, they know symbols, emojis, and use digital videos and
kg) of muscle.
audio communications.
Average Height: 5 feet (1.5 m).
Communications: Any (+5%).
General Physical Appearance: The typical fur covered, bipedal
Cowboy: Any (+5%).
humanoid with the head and markings of the Corgi breed capable
Domestic: Any (+5%).
of full speech, though Corgis, like most Psi-Hounds, retain the
Electrical: Basic Electronics only.
tendency to growl, whimper, and howl when excited, angry, or
Espionage: Any (+5%).
warning others.
Horsemanship: General only.
There are two breeds of CS Corgi Dog Boys: The Cardigan
Mechanical: Basic Mechanics and Automotive only (+5%).
Welsh Corgi has fox-like ears that have rounded tips, a fox-like
Medical: First Aid only (+5%).
tail, and comes in shades of red, brown, sable, black, or mix of
Military: Any (+10%).
these colors with a white neck, chest and underbelly. This is the
Physical: Any, except Acrobatics.
older of the two breeds.
Pilot: Motorcycle, Hovercycle, Jet Pack, Truck & Motorboat only
The Pembrook Welsh Corgi has large, fox-like pointed ears,
(+5%).
no tail, black saddle marking on the back, and fawn or tan brown
Pilot Related: None.
with a cream colored underbelly.
Rogue: None.

197
Science: None.
Technical: Any (+5%), except Computer Operation & Program- Kill Hound O.C.C.
ming.
W.P.: Any. Rumors about the bloodthirsty Kill Hounds began to circulate in
Wilderness: Any (+5%). the outside world at the beginning of the Tolkeen War Campaign, in
Secondary Skills: Select five skills from the Secondary Skills List 105 P.A. The rumors paint these humanoid beasts as savage, man-
in the core rule book; +1 additional Secondary Skill at levels 4, 8 eating versions of the Dog Boys. They are big, fearless Psi-Hounds
and 12. These are additional areas of knowledge that do not get who live for the hunt, always get their target or die trying, and are
any bonuses, other than any possible bonus for having a high I.Q. said to rip apart their enemies for their own cruel pleasure before
All Secondary Skills start at the base skill level. feasting upon their organs. These rumors are something of an exag-
Standard Equipment for CS Dog Boys: Standard: A suit of light geration, but only somewhat.
(30 M.D.C.) or heavy (50 M.D.C.; standard) Dog Pack DPM Riot Kill Hounds are a genetic “chimera” whose chromosomal make-
armor (Note: Full environmental armor is generally reserved for up is comprised of part large-breed dog, part wolf, and part human.
officers, Dog Boy Special Forces, and special assignments.), uni- They are deliberately designed to be more animalistic and reliant
form, dress uniform, tinted goggles or non-environmental helmet upon the instincts of the wolf and hunting breeds that compose them,
with or without visor, PDD pocket audio recorder, pocket laser along with their natural aggressiveness (always on the alert for dan-
distancer, flashlight, pocket mirror, cigarette lighter, 100 feet ger and inhuman prey, and always ready to fight and kill). They
(30.5 m) of lightweight rope, small hammer, four spikes, 1D6 are strong-willed canines unafraid of most enemies, bold and ruth-
animal snares, infrared distancing binoculars, portable language less in combat, reluctant to back down. When they fight they fight
translator, survival knife, a pair of Vibro-Knives or Vibro-Claws to kill; not to chase off or subdue. Unofficially, the CS encourages
(many also have a Vibro-Saber or Neuro-Mace), C-18 laser pis- and trains Kill Hounds to fight to win by any means necessary, and
tol, a choice of a C-10 or C-12 laser assault rifle, both with tele- that it is okay to cheat when fighting non-humans, especially when
scopic sight and nightvision scope, four additional E-Clips for it comes to hunting and killing creatures of magic, mages, monsters
each weapon, plus knapsack, backpack, utility belt, air filter, gas (a category that includes D-Bees), and the supernatural. It should
mask, and canteen. be pointed out that for most Kill Hounds, human practitioners of
Plus, 1D6 boxes of candy like Mike & Ike’s, 2D6+12 pieces magic are generally regarded as monsters – human beings who have
of wrapped, sweet hard candies like butterscotch, 1D4 chocolate forsaken their humanity for mystic power, power that is sometimes
bars or twice as many lollipops, two small packets of honey, and drawn from demonic and supernatural sources, or tries to control
a can or bottle of soda or fruit juice, all for winning the favor of such dangerous beings.
any Faerie Folk that might be encountered in the field. In combat, while a Dog Boy rarely bites, Kill Hounds are quick
Equipment Available Upon Assignment: Standard. Hand gre- to use their powerful jaws and slashing Vibro-Blades to shred their
nades, smoke grenades, 1D4 signal flares, other types of explo- opponents to pieces. Bites to the neck, face, and soft tissue of an
sives, heavy weapons, optical enhancements, camera equipment, opponent are prime targets. Kill Hounds are also allowed to eat a
light vehicle, food rations and non-regulation weapons and armor portion of their kill and smear their victim’s blood on themselves
(mainly for the purpose of disguise and infiltration into enemy like war paint across their face, helmet, chest and shoulders as long
territory), and additional sweets. The full environmental DPM as their slain adversary was not human. This level of savagery and
Dead Boy armor (old style) may also be made available to Dog barbarism is not encouraged out of cruelty but rather to instill terror
Boy officers and for special assignments. and apprehension within the enemy. When the enemy is scared, they
Money: Same as all Psi-Hounds. They get a roof over their head, are off balance, which gives the Kill Hounds and any CS troops as-
access to military care and facilities, food, clothing, medical sociated with them an advantage in a fight.
treatment, basic supplies and equipment, and all other basic needs Although these are excellent traits for front-line shock troops
provided in exchange for their loyalty and lifetime of service and hunters of monsters, they make the aggressive and fearless Kill
to the CS. The Dog Boy’s quarters is a nice dormitory arrange- Hounds difficult to manage and control. They lack social graces and
ment shared by eight Psi-Hounds, divided into pairs. Each pair of empathy for their enemies, but that may also apply to teammates
roommates get a bedroom/study complete with CD stereo system, and fellow soldiers who are younger, weaker, and less combat ready
television and VCD, mini-refrigerator, desk, dresser, and com- than these natural hunters. The wolf instincts of the pack-driven
fortable bed. A modest monthly salary of 200-300 credits is also Kill Hounds mean they respect power and decisive action, making
provided to Dog Boys and 700 a month to canine officers. Player them difficult to control when their squad leader lacks such qualities.
characters start with two months pay. And since humans, in general, are smaller and weaker than they,
Cybernetics: None to start and most Corgis prefer to avoid them or, Kill Hounds are less loyal, obedient, and much less kind and com-
when necessary, receive Bio-Systems. passionate than the loyal and noble Dog Boy. These savage canines
Identification Coding (IC): As per all Psi-Hounds, Corgi Dog Boys need military (pack) structure and strong leaders to keep them in
are “tagged” with a dual identification system similar to the one line. Without them and without frequent combat opportunities, Kill
used to ID psychics living in the Coalition States. A postage Hounds get bored, grumpy, hostile, mischievous, and disobedient.
stamp sized bar-code is tattooed behind the ear or at the base of They start looking for trouble and may even go AWOL to hunt “the
the jaw. In addition, a scannable IC chip is implanted under the enemy” on their own. Under such circumstances, they are short-tem-
skin, usually at the base of the skull. See the previous Dog Boy/ pered and quick to brawl and kill.
Psi-Hound stats for complete details. They have few hobbies or interests outside of hunting and fight-
Related O.C.C.s & R.C.C.s: None. All Corgi Dog Boys are Magic ing, and though they do enjoy hardhitting physical contact sports
Specialists who hunt, track, and fight practitioners of magic, crea- like boxing, mixed martial combat competitions, football, hockey,
tures of magic, and supernatural threats. and especially Juicer Football, Juicer Free-For-Alls, Deadball, and
the Murderthon, as well as gladiatorial contests, and similar “blood
sports,” this only keeps them satisfied for so long. Kill Hounds live

198
199
to hunt, fight, and kill the inhuman, the magical and the supernatural. Star, or canine D-Bees. Kill Hounds also exhibit an unexpected loy-
That is their focus and driving purpose. It is what they are created alty to the few people they truly befriend and love. Any villain who
and trained to do, and they are only truly happy and most obedient harms or wrongs a person a Kill Hound cares about can expect there
when allowed to let loose to fight and kill. to be hell to pay. These aggressive hunters are quite vengeful and
Having Dog Boys assigned to a squad of predominantly Kill will seek to exact brutal retribution, sometimes in defiance of direct
Hounds can help pacify and keep the more feral canines in line. Here, orders to the contrary.
again, the pack instinct comes into play. Since Dog Boys have an For these reasons, Kill Hounds are never found on the streets of
elevated standing among humans, it gives them social position above Chi-Town or other CS fortress cities, and are seldom let loose even
the Kill Hounds, who happily see themselves as grunts who mix it in the ‘Burbs. They are deployed strictly for military field operations
up and get their hands dirty. Thus, the big bruisers are willing to fol- and special forces missions. Their most common roles are as track-
low and capitulate to Dog Boys, most of the time, even though they, ers, monster hunters, magic hunters, Manhunters, and vicious shock
themselves, are more physically powerful. Consequently, the CS troopers.
usually tries to include two or more Dog Boys among a pack/squad The ferocious nature of the Kill Hound and their bloodlust for all
of Kill Hounds. Note: Most Kill Hounds envy and mildly resent their things magical and supernatural is why Doctor Desmond Bradford
Dog Boy cousins because they are so beloved by the humans of the created these larger, more powerful canine soldiers. The CS brass
CS, while the Kill Hounds are virtually unknown to the public and wanted expendable, front-line shock troops to battle D-Bees, practi-
feared by most who encounter them. That last part is a mixed bless- tioners of magic, monsters, and supernatural beings, and that is ex-
ing as Kill Hounds like being feared, but they also wish to be appre- actly what the good doctor gave them.
ciated and recognized for their service. Kill Hounds are too savage and animalistic for the taste of some
Kill Hounds also like and generally obey a CS Psi-Stalker placed CS brass even as shock troops unlikely to survive combat for long.
in charge of a Dog Pack. However, Kill Hounds tend to see Psi- They worry about what would happen if these “animals” turn against
Stalkers as kindred spirits, equals, rather than as a superior. For best their makers. Some have gone so far as to lobby for an end of their
results, let a Kill Hound Pack loose on seek and destroy missions to production and for existing “stock” to be quietly terminated or sent
hunt and ambush monsters and enemies. Or send them on suicide on suicide missions. Doctor Bradford completely disagrees. Kill
missions, or have a more powerful superior – mentally and/or physi- Hounds are huge, hulking beasts with powerful builds, bristling mus-
cally – lead them, like a Combat Cyborg, power armor unit, Juicer, cles and a hunger to hunt, fight, and kill. It is what they live for and it
or especially a Master Psychic. In fact, Kill Hounds love working is what makes them the perfect killing machines to hunt mages, crea-
under Psi-Battalion powerhouse psychics and CS Manhunters. They tures of magic, and the supernatural, the Coalition’s most dangerous
respect their power. And in the case of the Manhunters, Kill Hounds and persistent enemies. In fact, he has suggested they worry less and
believe their psionic abilities combined with their deadly skills and simply release Kill Hounds (and Kill Cats) with orders to hunt and
purpose to hunt and kill enemy targets, the supernatural and magi- kill the enemy without constraint. Let them do what they are made to
cal among them, make them the ultimate alpha wolf to serve with do. Despite some protests, Emperor Prosek concurs. Such arguments
obedience and purpose. If there were ever the perfect match, it is a were quieted and production of Kill Hounds increased for the Tol-
Manhunter squad with Kill Hounds as part of it. keen campaign, a strategy that has proven to be both prophetic and
Kill Hounds were first “officially” deployed in 104 P.A. during necessary with the coming of the Minion War.
the Juicer Uprising, but were designed with the Siege on Tolkeen As you might guess, Kill Hounds enjoy seek-and-destroy mis-
and future operations against Lord Dunscon’s Federation of Magic sions, surgical strikes, and wholesale slaughter. A squad of 8-10
in mind. They were quietly and extensively used throughout the hounds have been known to slaughter lightly defended D-Bee vil-
Coalition War Campaign against both Tolkeen and Free Quebec, lages that outnumber them four to one. Even well-armed adventurer
but field-testing had begun six years prior. Since Dog Boys and Kill groups, mercs, and bandits equal in number to the Kill Hounds usu-
Hounds are both Psi-Hounds and look the same to most people, few ally fall to these savage canine monsters. The canines are unafraid
ever realized the difference – at least not until they were face to face of demons and relish the challenge of hunting this new enemy. Cun-
with one. Many enemies realized too late that the hyper-aggressive ning, instinctive predators in addition to being ruthless, Kill Hounds
and merciless “Dog Boy” they were fighting was something different ambush mages and Lesser Demons, and work as a team to isolate
and more savage. Consequently, Kill Hounds have played a limited and take down more powerful foes such as Greater Demons. Leaders
role as shock troops, monster hunters, demon slayers, and special who allow them to let loose with their full fury get the most obedi-
forces for nearly a decade, though always in a limited capacity. Un- ence and respect from them.
known to the rest of the CS authorities, they have also played a role
within the ultra-secret CS Manhunters.
Unlike the loyal and subservient Dog Boys, CS Kill Hounds are
Kill Hound O.C.C. Abilities & Bonuses
much more independent, aggressive toward humans as well as non- All Kill Hounds possess the genes and instincts of the wolf and
humans, and difficult to control. They are grudgingly obedient ser- any number of large breed canines built for hunting, herding, track-
vants of the Coalition States and respond best to strong leadership ing, and/or fighting. This includes the American Bulldog, Anatolian
and constant action in the field of battle. They are the most well be- Shepherd Dog, Akita, Beaurceron, Bernese, Boerboel, Cane Corso,
haved when allowed to do what they love: hunt, fight, and kill. Even Deerhound, Doberman, Elkhound, Great Dane, Mastiff, Newfound-
then, the beasts may bend and break the rules as they deem necessary land, Rhodesian Ridgeback, Rottweiler, Tosa, Wolfhound, and oth-
to get a job done or to exact bloody revenge. This means they are ers. This and other deliberate choices made by their designer Doctor
prone to taking foolish chances and sometimes refuse to stand down Bradford make the Kill Hound a very different “animal” compared
in the face of a hated enemy, even if it costs them their lives. More- to the loyal and beloved Dog Boy. This is a much more physical,
over, the Kill Hounds’ pack mentality makes them fiercely loyal only savage, and unpredictable CS shock trooper.
to their own kind; i.e. fellow Kill Hounds and to a slightly lesser de- 1. O.C.C. Bonuses (Kill Hound specific): +2 to M.E., P.S. and
gree, Dog Boys. Humans and Psi-Stalkers are not seen as packmates P.P. attributes; +6 to Hit Points and +3D6 to S.D.C., +5 on Percep-
by these canines. Nor are the non-canine genetic creations of Lone tion Rolls to recognize the demonic, the supernatural, and magic,
200
+3 on Perception Rolls to notice movement, recognize prey, and to natural beings vulnerable to silver (which are many, including most
tell when an opponent is injured and weak; +2 on initiative rolls, +2 demons of Hades) inflicts Mega-Damage to such beings. This means
to strike, +1 to parry and dodge, +1 to disarm and pull punch, +2 to a 2D6 S.D.C. bite with silver teeth inflicts 2D6 M.D. to supernatural
save vs disease, +1 to save vs psionic attack and all forms of mind beings vulnerable to silver! Most Kill Hounds assigned to the CS
control, +2 to save vs possession and illusions, and +10 to save vs Manhunters have silver teeth. During the Minion War that will be-
Horror Factor; little about the horrors of war or demons can phase come all Kill Hounds and 40% of Dog Boys. The numbers would be
the Kill Hound. higher but for the shortage of silver during this period.
Leap: 15 feet (4.7 m) high or lengthwise from a standing still po- 6. Vulnerabilities and Dangerous Personality Traits (Kill
sition and 30 feet (9.1 m) high or long with a running start. Hounds): Though being ruthless and savage on the battlefield can
Supernatural Endurance: A Kill Hound can lift and carry 100 have its advantages, the untamed and brutal aspects of these natural
times their P.S. attribute number and rarely fatigues (can be active born, pack predators come with behavioral problems that make the
for six hours without tiring) and is +3 to save vs poison, drugs and canines unpredictable, volatile, and sometimes a danger to them-
disease. selves and those around them.
Killer Instincts: Natural and instinctive hunters and killers that
tend to lack compassion for the enemy and are merciless in combat. ! Fearlessness: The fight or flight response in humans and most
They love the thrill of the hunt and giving chase, fighting, and kill- sentient beings has a purpose, it informs them to be wary, cau-
ing, often by tearing their opponent apart. Most Kill Hounds tend to tious, and to reconsider their course of action. The Kill Hounds’
be intimidating bullies who may also engage in intimidation tactics, fearless and aggressive nature often compels them to take foolish
torture, and the maiming of their “prey”/enemies and opponents. All risks and reckless action, defy orders, and to stand against impos-
hate demonic, evil supernatural beings more than any other enemy sible odds or battle an enemy too powerful for them alone (see
and seek their destruction. When a Kill Hound hates or lusts for the Blood Lust and Berserker Rage, below). Fighting to the death
destruction of a particular individual, they are relentless in their pur- may be sung about in song and legend, but Kill Hounds tend to
suit. throw away their lives and jeopardize a mission as a result of their
Bionic Jaw (special for Kill Hound only): For the Minion War, cocky, fearless and aggressive instincts or uncontrolled rage. This
the CS government is experimenting with giving 25% of its Kill is why they need a strong leader that the hounds respect and trust,
Hounds a bionic jaw with silver alloy M.D.C. teeth. Only hounds
and/or fear, to reach their battle fevered minds and get them to
with a reputation for obedience and loyalty to the Coalition States
comply even when their instincts and adrenaline-fueled emotions
are candidates for this honor. The Bionic Jaw and Teeth give the
are telling them otherwise. CS Manhunters, Master Psychics, and
canine Mega-Damage combat/biting capabilities not just against the
other forceful and powerful people are the ideal Kill Pack lead-
demonic but all M.D.C. opponents. Mega-Damage: 1D6 M.D. per
bite, 2D6+2 M.D. for a power bite which counts as two melee at- ers. Note: The canines’ aggression and fearlessness serves them
tacks. Add 1D6 M.D. to bite attacks against the supernatural. Note: as hunters/killers/predators more often than not. It is also exactly
The CS is hesitant to give more than a quarter of the Kill Hounds what the CS military wanted in these terrifying but expendable
a built-in M.D. combat capability. This option is NOT available to killing machines for battling the supernatural and magical. In that
Dog Boys though they can get the silver teeth implants. G.M. Note: regard, the Kill Hounds’ reputation and savagery are a deliberate
Use your discretion as to whether or not any Kill Hound “player element in psychological warfare.
characters” have a bionic jaw. Players, get G.M. approval and be ! Ignores Pain: This may sound like a good thing, but Kill Hounds
okay with it if the answer is no. often fight, ignoring pain, injury and blood loss (and without
2. Superior Sense of Smell: Half the skill level of the traditional noticeable physical penalties/incapacitation) until they collapse
Dog Boy to identify and track by smell alone. Tends to track by sight. with only one or two Hit Points remaining. Ignoring pain can lead
3. Keen Sense of Hearing: Same as the traditional Dog Boy. to severe injury, complications, and death, when being practical
and making a strategic retreat to get medical treatment could have
4. Good Sight: Same as the traditional Dog Boy.
stopped bleeding, saved the beast, and enabled it to fight another
5. Sense of Taste and Biting (Kill Hound): Sense of Taste is day. Kill Hounds are often fearless and macho to the point of
same as the traditional Dog Boy. Bite damage is greater. Remember, foolishness. When they and their fellow soldiers seem to be los-
as noted above, 25% of Kill Hounds are being given a Bionic Jaw ing the fight, they sometimes refuse to retreat, or fly into Blood-
with M.D. bite capabilities. lust or Berserker Rage.
Nipping Bite – 1D6 S.D.C.
Restrained Bite – 2D6 S.D.C. ! Extreme Aggression: Most Kill Hounds are bullies and thugs who
Full Strength Bite – 3D6+6 S.D.C. want to be the “Top Dog,” so to speak, and are willing to fight
Power Bite – 1D6x10+6 S.D.C. but counts as two attacks. (not necessarily to kill) over the slightest insult or altercation un-
Claw Strike – 2D4 S.D.C. less the perpetrator backs down and apologizes profusely, or is
Punch Attack – 2D6 S.D.C. + any P.S. and combat damage bo- more powerful than they. Some will even take a punch or nip at
nuses. their commanding officer from time to time. Harmless brawls (no
Kick Attack – 2D6 S.D.C. + any P.S. and combat damage bo- serious injury) among a Kill Hound Pack/Squad are frequent, but
nuses. brutal fights can erupt between them and humans who are not CS
Note: Although Dog Boys are discouraged from using biting at- citizens, D-Bees, monsters, and supernatural creatures that may
tacks, the opposite is true for Kill Hounds. They are encouraged to result in serious injury, death, and destruction. Kill Hounds, like
fight tooth and claw and give in to bloodlust and primordial urges, Juicers and Crazies, find it difficult to resist any sort of challenge
especially when battling the demonic. In addition to the bionics men- regardless of how dangerous or stupid it may be to the partici-
tioned above, an increasing number of Kill Hounds are receiving pants and/or spectators. Extreme aggression also manifests as the
teeth coated in silver or have their natural teeth replaced with strong
responses that follow, below.
silver alloy implants for slaying demonic enemies. Damage to super-
201
! Bloodlust: Kill Hounds can become temporarily obsessed with ! Rage Syndromes: Rage Syndromes may be brought on by strong
revenge and killing to the point that all other instructions and or- feelings of loss, sorrow, helplessness, being cooped up for too
ders are forgotten. This is usually motivated by powerful emo- long without being able to hunt (more than two weeks), frustra-
tions like revenge, hate, anger, fear, frustration, etc. that leaves tion, anger, hate, revenge, and other strong, negative emotions
the canine with one goal: kill. It is ironic, but bloodlust may also the canine doesn’t know how to express except through violence.
result from killing and success in battle which causes the beast to A Rage Syndrome attack is forewarned by glazed eyes and a
get so caught up in fighting the canine forgets all else. Success dull (out of it) expression on the Kill Hound’s face. If provoked or
in combat causing a killing frenzy in which the Kill Hound con- antagonized the canine responds with violence and attacks. Oth-
tinues to target, hurt and kill enemies even when it is no longer erwise, it does a slow burn and will attack someone within the
necessary – they are on the run, trying to surrender, are unable or next 1D4 minutes at the slightest provocation.
unwilling to fight, etc. Roll percentile dice to see how the Kill Hound expresses
While lost in bloodlust, the beast doesn’t hear (or ignores) or- those feelings:
ders and is barely aware of what is happening around it. It may 01-25% Bottled Fury. It is never good when a Kill Hound
take a gunshot, explosion, psionic message or bolt of magic to wakes up on the wrong side of the bed or falls into a dark mood.
catch the Kill Hound’s attention and get it to reconsider its ac- The Kill Hound becomes quiet, but visibly trembles with fury as
tions. Other times it will require one or more comrades to physi- it tries to control its emotions. Just looking at the canine others
cally pull and restrain the bloodthirsty hound to prevent it from can see the smoldering fury bottled up inside. This makes the
killing the source of its fury. Unlike Berserker Rage, there is usu- Kill Hound more prickly and agitated than usual and manifests
ally one, specific target of the canine’s bloodlust, though anyone as rude, violent behavior, likely to provoke an argument or fight.
who gets in its way may suffer for it. While in this state of ob- The Kill Hound goes around kicking open and slamming shut
session, the Kill Hound is only semi-aware of the most immedi- doors, rudely bumps and pushes past people, throws and smashes
ate people, things, and events around it. The Psi-Hound remains objects in sudden outbursts of anger or frustration, pounds its fists
able to recognize friend from foe and innocent bystanders, knows on tables and walls, snarls and growls at everyone, barks at peo-
right from wrong, and is able to stop itself and react or respond to ple over the smallest intrusion or mistake, and is looking for any
new orders, a scream, a cry for help, an attack coming at it from excuse to fight for no apparent reason. Duration: 1D6 hours. 50%
another direction, a teammate in trouble, and so on, but is able to chance of it coming to an end after a fight.
pull itself out of bloodlust in order to respond. This is not the case 26-50% Homicidal. Again, you can tell by just looking at the
with Berserker Rage, below. Kill Hound that it is feeling mean, is itching for a fight, and wants
to hurt someone. When the Kill Hound does fight, it punishes
! Berserker Rage: A Kill Hound becomes terrifying even to its its opponent. Friends and teammates are beaten soundly and be-
friends and allies when it slides into this blind rage and killing yond what is necessary. Against a hated enemy, every attack is
frenzy. During a Berserker Rage the Kill Hound is oblivious to intended to maim or kill, there is no mercy, and the beast enjoys
everything around it, friend, foe, danger, destruction, etc. every minute of it. Duration: 1D4 hours. 50% chance of the syn-
Anybody attempting to restrain or pull the Kill Hound away drome coming to an end after a fight; 70% likelihood after killing
from the target of its rage will be attacked without hesitation or someone.
mercy. Though the enraged Kill Hound’s goal is only to get away 51-75% Brooding. The Kill Hound is quiet and brooding as if
and back to fighting its hated enemy, it strikes out at friend and a cloud of sadness hangs over it or it is lost in unpleasant thought.
foe with full strength and murderous fury that can leave people In this state the beast does not want to play, wrestle, brawl, or do
seriously injured, maimed, or dead. The enraged canine soldier anything but be left alone. Pestering or pushing it to do some-
forgets mission goals and ignores all orders and everything hap- thing results in an angry outburst and an overturned table before
pening around it. It is lost in fury to destroy the target or source of it stomps away. Standing in the brooding Kill Hound’s way, chal-
its rage. That may be one specific individual or a group of people, lenging it, or laying hands on it results in an immediate attack and
soldiers, D-Bees, or monsters that represent the source of its rage possibly a prolonged brawl. Duration: 2D4 hours when left alone
and fury. While lost to a Berserker Rage, the Kill Hound will fight to sulk and think. Or immediately after a fight. In fact, after a fight
to the death or fight a personal battle while bigger objectives are and blowing off steam, the Kill Hound feels much better, tolerant,
lost, or those around it need its help. and even cheerful and friendly. The brute may even apologize.
Berserker Rage occurs only when the Kill Hound faces a hated 76-95% Jekyll and Hyde Personality: The Kill Hound ex-
enemy, is provoked beyond reason (perhaps by the torture, death, periences dramatic mood swings, often at the drop of a hat. One
or slaughter of a person or persons it cares about), or as an intense minute the warrior is pleasant Doctor Jekyll, laughing and being
fear response. In most cases when the fight is over, the character the life of the party, or considerate and helpful. The next minute,
won’t remember the details of it, let alone why or how it started, he becomes Mr. Hyde, mean and ornery, surly, bossy, aggressive,
or what it may have done in battle, how it got injured, etc. It is all and spoiling for a fight. Mr. Hyde usually appears in response
a red blur. Berserker Bonuses: +1 melee attack and +6 to dam- to a comment or joke at the Kill Hound’s expense or which the
age during this entranced state. Duration: The Berserker Rage and canine didn’t like or felt embarrassed or insulted by, but it could
fighting typically lasts until the target of the Kill Hound’s fury is be a bump and an apology that didn’t come fast enough, or a
slain, removed from its sight and sensing range, or the Kill Hound challenge. Mr. Hyde tends to be the general disposition of all Kill
is, itself, slain or contained. When battling a stream of enemies Hounds whenever they are tired, sick, injured, frustrated, or im-
in a combat situation, a Berserker Rage may last up to 3D4+4 prisoned. Duration: 1D4 hours of switching back and forth from
minutes, or until the Kill Hound is contained or slain. Berserker nice to ornery, and back again after each altercation. 70% chance
Penalties: After a Berserker Rage the character is exhausted and of snapping out of this and stabilizing during combat and when it
a bit dazed. Reduce speed, all combat bonuses, and skill perfor- is necessary to focus.
mance by half, and attacks per melee by one for the next 1D6x10 96-00% Fights to the death! The Kill Hound is easily pro-
minutes. voked to violence and savage bloodletting or it leaps to attack
202
the nearest enemy. Unless subdued and physically dragged away, Sensing Range (Magic): Same as the Dog Boy.
the Kill Hound fights to the death even against impossible odds. Passive Magic (Kill Hound): 50 feet (15.2 m) +5 feet (1.5 m) per
Duration: Fights for as long as there are opponents to battle, and level of experience. See Dog Boy for complete details.
that includes anyone trying to arrest, subdue, or confront the fren- Active Magic (Kill Hound): 400 feet (122 m) +50 feet (15.2 m)
zied beast. It snaps out of this blood rage 1D4 melee rounds (one per level of experience. See Dog Boy for complete details.
minute) after its last opponent falls. Massive Amounts of Magic/P.P.E. (Kill Hound): 500 feet (152
m) per level of experience.
! Sloth: Kill Hounds are built for hunting and combat, and do not
3. Sense Psychic Energy (I.S.P.): Fundamentally the same as
like to engage in anything else. Unless it involves intimidating
Dog Boys.
people, rough-housing, sports, a challenge, beating up people,
I.S.P. Cost: None. An automatic ability.
fighting, hunting or killing, the Kill Hound isn’t interested. This Base Skill: 40% +5% per level of experience.
means work and assignments involving the mundane are either Tracking Psychic Energy (Kill Hound): A Psi-Hound is auto-
ignored entirely or done quickly and sloppily. When not allowed matically alerted to the release of I.S.P./psychic energy, and knows
to hunt or fight they just lay around feeling bored and frustrated, that someone within its sensing range is using psionic powers. See
and start looking for trouble to amuse themselves. Dog Boy stats for complete details.
Some Kill Hounds are so lazy about “details,” as they call Tracking the Source: Roll under the Base Skill percentage to get
them, that they forget to pack sufficient food rations, water, a a clear signal/scent to follow. Roll again up to the maximum distance
key piece of equipment, or extra ammunition before they go on allowed under Sensing Range until the source is located or the psy-
a mission. Likewise, Kill Hounds often “forget” the details of an chic stops using psionic powers, or moves out of the sensing range.
assignment. This is not deliberate, their genetic makeup, intelli- A failed roll means the scent is lost and the source cannot be
gence and instincts are such that they forget details and complex tracked further. When the psychic being tracked stops using psionic
instructions, remembering only the “essence” of what needs to abilities, use the range under Passive Psionics.
be done until it gets to the part about fighting. Consequently, it Sensing Range (Kill Hound): Varies, as listed below. This abil-
is wise for an officer to check their gear before they leave and ity is fundamentally the same as Dog Boys.
keep Kill Hound assignments simple, linear (A-B-C-the end) and Passive Psionics (Kill Hound): 50 feet (15.2 m) +5 feet (1.5 m)
uncluttered with “details.” per level of experience to sense if someone is psychic or not, but only
when the Psi-Hound is actively looking for a psychic. Otherwise, the
Kill Hound O.C.C. Psionics and canine notices other psychics not using their powers only when they
come within 20 feet (6.1 m). This tells the Psi-Hound that a person
Hunting Magic and the Supernatural or creature is a psychic with psionic abilities and has I.S.P., nothing
The following abilities are fundamentally the same as the Dog more. Not the type of psychic (Minor, Major, Master), not a specific
Boy, however, there are some changes and additions. Kill Hounds O.C.C. or demon, nor the abilities or amount of I.S.P. the psychic
function best when under the guidance of a strong leader they fear or may possess.
respect, and when given the flexibility of being let loose to do what Active Psionic Activity as it is Taking Place (Kill Hound): 100
they do best: hunt and kill. Kill Hounds are very efficient and reliable feet (30.5 m) +10 feet (3 m) per level of experience, but only when
when given seek and destroy missions, guerilla hit and run missions, psychic energy is being continually expended like a series of psionic
and surgical strikes against the enemy. attacks or a psi-ability with a duration of more than one melee round.
Massive Amounts of Psionic Power/I.S.P. (Kill Hound): 100 feet
1. Psionic Abilities (Kill Hound): Psychic Sensitive: Blind (30.5 m) +10 feet (3 m) per level of experience. The Kill Hound is
Combat (5), Empathy (4), Sense Evil (2), Sense Magic (3), and one able to sense a powerful and dangerous psychic being when it pos-
Sensitive ability of choice; often See the Invisible(4), or Object Read sesses 350 I.S.P. or more, even when it is not actively using psionic
(6), or Presence Sense (4). abilities. This immediately suggests the creature is probably an expe-
I.S.P. Base: 1D6x10 + M.E. attribute number, +10 I.S.P. for each rienced Master Psychic, inhuman, a supernatural being or powerful
additional level of experience. creature of magic.
I.S.P. Recovery: Two I.S.P. per hour of activity or 12 I.S.P. per
hour of meditation or sleep. 4. Sense Supernatural Beings (Kill Hound): This ability is fun-
Save vs Psionic Attack: 10 or higher. All Psi-Hounds are con- damentally the same as the Dog Boy O.C.C., page 189.
sidered Master Psychics with special psionic sensitivity to sense, I.S.P. Cost: None. An automatic ability that alerts the Psi-Hound
identify and track magic and supernatural evil, as described in detail to the presence of supernatural evil.
below. Base Skill: 62% +2% per level of experience to sense and iden-
tify the presence of evil supernatural beings.
2. Sense Magic Energy (P.P.E.): This ability is fundamentally Tracking Supernatural Evil by Psychic Scent Base Skill:
the same as other Dog Boys, though not quite as proficient. ! Supernatural Passive Energy (Kill Hound): 35% +5% per level of
I.S.P. Cost: None. An automatic ability to sense the presence of experience when the creature is not using magic or psionic pow-
magic energy within the sensing range. ers or the creature has little or no magic powers or psionics. +10%
Base Skill: 30% +5% per level of experience. Reduce skill by
when the supernatural being does possess magic abilities. Apply
half when near a ley line, and to zero when on a ley line or at a nexus
the Minion War bonuses, below, when appropriate.
point.
Tracking Magic/P.P.E. via their Sensing Abilities: This ability
! Active Supernatural/Demonic Energy (Kill Hound): 70% +3% per
is fundamentally the same as other Dog Boys. level of experience when a supernatural being is using psionic
A failed roll at any time means the scent is lost. Rolling two con- powers or magic, AND when the being is a Demon Lord, dark
secutive successes to sense magic is required to pick up a lost scent god, or Alien Intelligence (or is an adult or ancient dragon), be-
trail again, provided the magic is still being performed and those cause they possess so much magic and psychic energy (hundreds
responsible are still within range.
203
or thousands of P.P.E. points and lots of I.S.P.). Apply the Minion ! +20% to sense, identify, and track Demon and Deevil Lords at 3x
War bonuses, below, when appropriate. their usual sensing range for detecting supernatural evil.
Note: Close proximity to ley lines (within a mile/1.6 km) disrupts ! +20% to sense when the Psi-Hound is near a Hell Pit that is under
and blurs the psychic senses; reduce range and skill performance by construction at 5x their usual sensing range.
half. Being on a ley line completely obliterates the Psi-Hound’s abil-
! +30% to sense a completed Hell Pit, Rift, or dimensional portal
ity to sense magic and psychic energy, though they can still sense
that is connected to any plane of Hell at 10x their usual sensing
supernatural evil when on a ley line, but at half the usual skill and
range.
range.
Usual Sensing Range (Supernatural Evil & the Demonic): ! +30% to sense a demonic army (1,000 or more demons and other
Varies, as listed below. See the bonuses in #6, below, that increase evil supernatural beings) at 10x their usual sensing range.
the Base Skill and Range during the Minion War. See Dog Boy for Combat Bonuses Against Supernatural Enemies: Applicable
complete details, page 189. when fighting the Minions of Hell (any), Lesser and Greater Demons
Passive Psionics or Magic via the Supernatural (Kill Hound): 100 and Deevils, their Host and Sub-Demons, Worms of Taut, Nether-
feet (30.5 m) per level of experience when the creature is not using beasts and monstrous War Steeds.
magic or psionic powers or the creature has little or no magic powers +1 attack per melee.
or psionics like a Brodkil or Gargoyle and most sub-demons. Apply +1 to strike.
the Minion War bonuses, below, when appropriate. +20% to save vs coma and death.
Active Psionic or Magic Activity as it is Taking Place via the +1 to save vs Hell Plagues, and should the Kill Hound contract
Supernatural (Kill Hound): 1,000 feet (305 m) +100 feet (30.5 m) one of these dread curse-like diseases, the symptoms, penalties, and
per level of experience to track supernatural evil when psionic pow- duration are reduced by half, where applicable.
ers are being used or magic is used or spells are being cast. Apply the Half the penalties when fighting blind because the Psi-Hound
Minion War bonuses, below, when appropriate. can still find the supernatural creature from its physical and psychic
Massive Levels of Supernatural Evil, Psionics and/or Magic (Kill scent.
Hound: 1,000 feet (305 m) per level of experience to sense and track Special to Kill Hounds only vs Supernatural Evil: During a Ber-
Demon Lords, gods and other inhuman beings powerful with magic serker Rage against supernatural evil the Kill Hound inflicts +6 M.D.
and/or psionics whether they are using magic or not. Apply the Min- damage from bite attacks and physical attacks with M.D. melee
ion War bonuses, below, when appropriate. weapons, AND is +2 to all saving throws while berserk and fighting
supernatural evil!
5. Remembering the Psychic Scents of Specific People and
Tracking it (Kill Hound): Same as Dog Boys (and Psi-Stalkers),
but at a higher Base Skill to start for Kill Hounds to remember specif- Kill Hound O.C.C. Stats
ic, familiar or notable psychic scents in a similar way a hunting dog
can recognize and follow the physical scents of not just the animals
– Updated & Revised
it is trained to hunt, but its master, his family members, and other Also known As: Psi-Hounds, War Hounds, and Kill Packs when a
people the animal knows well, loves or hates. squad or Dog Pack is entirely or mostly comprised of Kill Hounds.
I.S.P. Cost: None. An automatic ability. Species: Genetically engineered wolf, canine, and human hybrid.
Base Skill: 20% +5% per level of experience plus possible bo- Created, cloned, mass produced, and educated (indoctrinated) for
nuses below. combat purposes by the Coalition military. All substandard cre-
Roll under base skill to successfully engage in tracking. Do not ations (physically or mentally) never reach full maturity. They
forget to apply the bonuses, below, when applicable. are destroyed.
Player characters who are not CS agents (scout, spy, infiltra-
Recognition and Tracking Skill Bonuses: tor, soldier on reconnaissance, etc.) must be a “feral” deserter or
! +30% bonus to recognize and track the psychic scent of species rogue Kill Hound gone off to battle the minions of Hll and mon-
with whom the Kill Hound has frequent interaction or hunts on sters on its own or with unsanctioned non-CS combatants. 90% of
a regular basis. This includes humans, fellow Kill Hounds, Dog Kill Hounds are males.
Boys, and Psi-Stalkers, namely because they associate with these Note: While the desertion rate among Dog Boys is virtually nil, it is
beings all the time, but also most species of Faerie Folk. 18% among Kill Hounds during the Minion War. That said, Kill
! +20% to recognize and track a specific individual via their unique Hounds never join forces with demons or any evil supernatural
“psychic scent.” This includes individuals very well known to beings, nor do they like or trust practitioners of magic. Most con-
the Psi-Hound such as teammates, co-workers, instructors, close tinue their crusade to destroy the demonic invaders, but without
friends, Gene Batch siblings/clone brothers and sisters, or anyone being on the leash of the Coalition Army.
the Psi-Hound knows well. It should not be surprising that there is a percentage of Kill
! +40% to recognize a specific, hated supernatural enemy or rival Hounds who want to run free without the constraint or having to
the Kill Hound has known in the past. See the Dog Boy for more answer to orders from the Coalition Army. They like answering
details. only to themselves, doing as they please, and being as ruthless
as they want to be against their hated demonic enemy. Many of
6. Special “Minion War” BONUSES: Psi-Hounds (and Psi- these rogues believe that when unshackled from the CS Army’s
Stalkers) are natural born demon slayers and monster hunters. Same mandates and directives, they can be more effective. It bothers
as the Dog Boy. such rogue Kill Hounds, but that often means working along-
Kill Hound Sensory Bonuses: side practitioners of magic and most certainly D-Bees who also
! +5% to sense, identify, and track the supernatural and demonic oppose the invaders from the planes of Hell. That said, the Kill
species active in the Minion War. Hounds’ loyalty remains with the Coalition States. Magic users
! +10% to sense, identify, and track Greater Demons & Deevils. and nonhumans are simply allies of convenience against a greater
enemy. They can seldom ever trust anyone who relies upon magic
204
or is not human. Such relationships are likely to end with the Kill Human Looks: None. Canine humanoid. Typically large breed
Hound(s) abandoning or betraying the group at some point, prob- dogs melded with the wolf. Many have a long muzzle, medium
ably when their intentions turn anti-Coalition or when it is to the to large ears (pointed or folded), generally tall, muscular, barrel-
advantage of the cunning Kill Hound. chested, and strong with excellent strength, endurance, and power-
Alignment: Any, but the predatory and aggressive nature of Kill ful jaws. The fur is coarse, medium to long, and often disheveled/
Hounds causesmost of them to lean toward Unprincipled (20%), unkept looking. Fur color is typically black, black and tan, dark grey,
Anarchist (20%),Aberrant (25%), Miscreant (20%), and Diabolic medium grey, or dark brown with white or light grey markings. The
(10%) alignments. eyes are generally dark brown to hazel. Bipedal stance and full hu-
Kill Hound player characters are likely rogues who have man legs; long tail.
abandoned the CS for any number of reasons, some of whom Hands: Fully articulated, fur covered hands with human-like op-
may strive to be heroes of Principled or Scrupulous alignments, posable thumbs, though most have canine-like fingernails.
though most are likely to be Unprincipled, Anarchist, or Aber- Human Speech: Partial to full. All Kill Hounds are capable of
rant. Regardless of alignment, their instincts and psionic abilities human speech. The sound of their voice is usually deep and may be
will never allow them to completely trust magic, mages, creatures a bit guttural.
of magic, or nonhumans, and they always despise and seek to Average life Span (estimated): 6-15 years; 97% will meet their end
destroy supernatural evil. in combat.
Attributes (Kill Hounds): I.Q. 2D6+3, M.E. 3D6+6, M.A. 2D6, Natural Abilities: See Special O.C.C. and Psionic Abilities de-
P.S. 4D6+12, P.P. 3D6+6, P.E. 3D6+10, P.B. 3D6, Spd 3D6+12 scribed above.
running – 2D4 digging. Magic: None. Kill Hounds never learn magic nor do they trust those
Hit Points: P.E. attribute number x2 plus 1D6 per level of experi- who wield it. Despite that, they may consider using a magic
ence. weapon or TW device and other magic items in order to fight fire
S.D.C.: 44 plus those gained from Physical skills (if any). with fire.
Average Weight: 200-280 lbs (90 to 126 kg) of muscle. Average P.P.E.: 2D6.
Average Height: 6-7 feet (1.8 to 2.1 m). Psionics: Master Psychic with an array of Psychic Sensitive powers.
Disposition and Personality: Most Kill Hounds are supremely con- . See the Kill Hound O.C.C. Psionics & Hunting Magic and the
fident, cocky, bold, and aggressive. They will try to bully and Supernatural, above, for complete details.
dominate those weaker than themselves, and tend to be self-ori- Military O.C.C. Skills of a Coalition Kill Hound: With rare excep-
ented and violent. The Kill Hounds’ very nature makes them sus- tion, all Kill Hounds, whether they remain loyal to the CS or have
picious and aggressive toward everyone, including their human gone rogue, began life in the Coalition system. That means they
masters. Most need to be reminded who is the boss on a regular have been conditioned and trained to be a Coalition soldier and
basis to keep them obedient and on the right path. Despite this, share CS values.
most conduct themselves in a direct, straightforward, no nonsense Boxing or Kick Boxing (pick one).
manner, and are quick to admit their mistakes and failures and Climbing (+5%)
accept the consequences of their actions (good or bad) without Escape Artist (+5%)
regret. Language: Native Tongue (American) at 85%.
All Kill Hounds tend to have a pack or mob mentality, mean- Language: Other: Spanish at 85%.
ing the larger the group of them, the bolder, meaner, and more Land Navigation (+10%)
murderous they become. Even their Coalition masters sometimes Pilot: Motorcycle (+5%)
have trouble controlling them, especially when the canines are Pilot: Hovercycle (+5%)
injured, angry, or caught up in bloodlust or berserker rage. Radio: Basic (+10%)
Dog Packs with Kill Hounds always have a pecking order, Track Humanoids (by sight/skill; +15%)
with one alpha and beta at the top followed by an order of pack Track Animals (by sight/skill; +10%)
members submissive to them. This is a sort of unspoken, unof- Running or Swimming (+5%; pick one).
ficial ranking and power structure within the group. This is in Wilderness Survival (+20%)
addition to any “official” CS officer or assigned squad leader, W.P. Energy Pistol
with the alpha Kill Hound having the strongest influence over W.P. Energy Rifle
the other Kill Hounds regardless of military protocol and the W.P. Knife (includes Vibro-Blades)
official order of command. If anything should happen to the hu- W.P. Sword (includes Vibro-Blades)
man leader, the alpha is likely to instantly assume command W.P. One of choice (any).
without protest by the other Kill Hounds. Likewise, if there are Hand to Hand: Martial Arts or Assassin (pick one).
any questions or concerns regarding a command or course of O.C.C. Related Skills: Four other skills at level one, +1 additional
action, the other Kill Hounds are likely to look toward and fol- skill at levels 4, 8, and 12. Note: Kill Hounds in the service of the
low the alpha’s lead, whether it is compliance or bending or CS are never taught to read and write.
disobeying a command. Communications: Any.
Although aggressive and prone to giving icy stares, snarls, Cowboy: Any.
back talk, and slow responses – all acts of defiance and little tests Domestic: Any (-5 penalty).
of power toward their human leader – Kill Hounds do not defy Electrical: None.
leaders they respect, trust, or fear, and obey. Moreover, they nev- Espionage: Any (+5%).
er hesitate or balk at a chance to hunt, fight, and kill, especially if Mechanical: None.
the enemy is inhuman. They are hunters and warriors through and Medical: None.
through who despise magic and the supernatural and are happy Military: Any (+10%).
to destroy it. Physical: Any; except Acrobatics.
General Physical Appearance: Varies by breed. Pilot: Simple ground vehicles and Jet Pack only.

205
Pilot Related: None. obedient when assigned to boring duties. They are always ready
Rogue: Any; except Computer Hacking (+10% to Streetwise; for combat, hunting, tracking, and fighting.
+5% to all others).
Science: None; except Basic Math (-10% penalty).
Technical: Any; except Computer Operation, Computer Pro-
gramming, and Jury-Rig.
W.P.: Any.
The Seven Dangers
Wilderness: Any (+10%).
Secondary Skills: Select four skills from the Secondary Skills List Revisited, Autumn 109 P.A.
in the Skills Section of the core rule book, +1 additional Sec-
More than one psychic experiencing the same vision or premoni-
ondary Skill at levels 4, 8 and 12. These are additional areas of
tion is a rarity, but it does happen, especially among family members
knowledge that do not get any bonuses, other than any possible
or a group of psychics. The events spanning seven months starting
bonus for having a high I.Q. All Secondary Skills start at the base
in the autumn of 101 P.A. and ending at the beginning of spring, 102
skill level.
P.A., however, is utterly unprecedented.
Standard Equipment for CS Dog Boys: Same as the Dog Boy
It is said that every psychic across the globe, human and nonhu-
O.C.C., except the Kill Hounds sent into combat against the de-
man, young and old, seasoned and inexperienced, and even latent
mon hordes are assigned heavy energy weapons, silver-coated
psychics unaware of their innate psionic abilities, were assailed by
Vibro-Blades, and either heavy DPM armor or full environmental
a relentless stream of similar to identical dreams. These premoni-
armor. Kill Hounds often remove the helmet so they can bite,
tions came unabated, unbidden, and unwanted every night for what
keeping the helmet stowed in their pack or hooked onto a belt, so
felt like an eternity. Glimpses of a grim future that foretold of seven
they can use it whenever they feel it necessary (defense against
shadowy dangers. Each represented a threat to all life on the planet
smoke, gas, disease, vacuum, underwater ops, etc.).
unless they were stopped. Seven Dangers said to be coming within
Money: Same as the Dog Boy R.C.C.
the course of a single generation – twenty years.
Cybernetics: Most receive silver alloy teeth implants and 25% of
So disturbing and persistent was the unchecked flow of visions
volunteers are given the bionic jaw with silver alloy M.D.C. teeth
that some psychics were driven mad by them, while others fell to
(1D6 M.D. per bite, 2D6+2 M.D. for a power bite, but it counts
depression or the grip of fear and anxiety. The usually stolid Plato of
as two melee attacks. Add 1D6 M.D. to bite attacks against the
Lazlo issued An Edict of Planetary Distress to make people aware
supernatural).
of the Prophecies of the Seven Dangers. He did so in order that the
All Kill Hounds have a clock calendar, gyro-compass and
dangers might be recognized and averted or nipped in the bud when
toxic filter. Other commonly available cybernetics and bionics in-
they began to unfold and reveal themselves.
clude: razor fingernails (each nail adds one point of S.D.C. dam-
Seven years after the Prophecies of the Seven Dangers, they
age, sometimes silver-coated for the Minion War), bionic lung,
continue to be the subject of heated debate, scrutiny, and immense
built-in language translator, built-in radio receiver and transmitter
concern. Even the mysterious psychics and seers of fabled Psyscape
(implant in the jaw and ear); pick one. Prosthetic limbs (usually
have weighed in on the matter, as have people from every walk of
mechanical rather than Bio-Systems) and implants for medical
life as they try to interpret and understand the cryptic warnings.
reasons may also be made available for those who have proven
The most common components of these collective, if enigmatic
themselves to be deadly combatants in the service of the CS.
visions and psychic impressions, involved repeated references to the
Those with artificial arms and hands will have 1-3 weapons built
key points listed below. They are presented in alphabetical order, not
into them. Experimental Personality Modifiers (brain implants)
in the order of their appearance, repetition, or their possible signifi-
may also be used in some test subjects.
cance.
Identification Coding (I.C.): Same as Dog Boys.
- “Atlantis” or “Atlanteans.” Most believe this is a reference,
Typical Kill Hound Special Forces Missions:
not to modern day Atlantis under the thrall of the Splugorth, but to
Field: Seek and Destroy.
Atlantis of old and the True Atlanteans. These ancient dimensional
Field: Commando Style Raids.
travelers and renown heroes know secrets of the Megaverse that
Field: Commando Style Rescue.
may hold the key to defeating one or more of the Seven Dangers. Or
Field: Tracking (without killing the target).
could it be the worrisome Hidden Danger foretold by the prophecy
Field: Assassination/Hunting and/or Sabotage.
or something else entirely?
Field: Anti-Magic & Supernatural Ops – Seek & Destroy, sur-
- “Calgary” in Canada. Many saw or felt a darkness, evil, or
gical strikes, assassination of leaders, sabotage, and suicide mis-
looming danger in what was once the city of Calgary in the old Ca-
sions.
nadian Empire.
Field: Purges or Cleansing Operations: The all-out slaughter
- Demon and “Demons” (plural). Psychics and Seers received
of an enemy, including entire D-Bee villages with women and
countless allusions to “demon” and “demons” concerning the Seven
children.
Dangers. Both were a constant in words, images, and impressions of
Field: Escort (occasionally).
forewarning of grave danger within the prophecy. Many reported to
Field: Guard Duty (occasionally).
have seen Demon Lords and invading armies of demonic beings and
Field: Infantry (as shock troops and special operations).
their hellspawned war machines. Others felt an overwhelming pres-
Secret CS Manhunter Assignments: Kill Hounds (and Dog
ence of demons and evil spreading across the land like an endless
Boys) are often members of a Manhunter Squad.
storm. There were also visions of monstrous creatures and vengeful
Note: Never assigned to ISS Duty or any civilian duty, except for
refugees from an earlier war joining the demon armies to swell their
bloody purges and Seek and Destroy missions in the ‘Burbs.
numbers even more. Others received visions of demons overseeing
NEVER duty in the fortress cities or any location with a lot of
the construction of massive pits or ritual sites. Their ground and walls
civilians unless it is perimeter defense against an active enemy.
were stained in blood, coated with it. Often there were hundreds,
Remember, Kill Hounds become irritable, troublesome and less
sometimes thousands of enslaved people, humans and D-Bees, un-
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der the monsters’ whip to build these great pits, along with weapons and ignored. The Kingdom of Monsters fits that latter description
and machines made of bone. They also dreamt of people afflicted by but many disagree. Some point to Camelot, others to Lazlo or now
mysterious illnesses and the words “Hell Plague” echoing in their fallen Tolkeen and the Cyber-Knights, and many other potential can-
dreams. Most felt this would take place upon North American soil, didates.
but other psychics said the horror only starts in North America and - North America. The North American continent and/or its
would quickly spread across the globe. Still others felt other loca- people seem to be at the center of the Prophecy and many of these
tions like England, France, and Germany would see a quieter, subtler dangers and doomsday predictions. However, the Seven Dangers do
invasion at the same time as the invasion of North America. not seem to be confined to affecting only the North American conti-
By the end of 109 P.A. it seems clear that most of these references nent. If left unchecked, each danger will inevitably sweep across the
and visions foretold of the Minion War spilling across Rifts Earth, planet, so it is best if they are fought and stopped in the Americas
with North America as its beachhead. The ritual sites are Hell Pits, where many have their start.
the war machines made of bone the cursed, hellspawned creations of - Rift in the North. Many believe the northern Rift to be wor-
Bone Magic and Soulmancy. ried about is the infamous Calgary Rift, and by extension, many
Yet others felt the term “demon” referred to one being, not many. believed the Kingdom of Monsters plays a key role for that danger.
Could this one demon be a new or different, singular threat in addi- Some even wonder if the Kingdom may be the Hidden Danger, be-
tion to the many demons of the Minion War? Scholars and psychics cause the Kingdom of Monsters was largely unknown in 102 P.A.
are quick to point out that the word “demons” may not always be a Those who raised concern about its potential threat over the interven-
literal one. People often use the word “demon” and “devil” to al- ing years were ignored.
lude to wicked mortals who cause destruction and suffering. So the This argument is a sound one. In 109 P.A. the Calgary Rift and
“demon” could be one lone man, woman, or creature who is not a the Kingdom of Monsters played a large role in the Minion War as
supernatural being, but whose wickedness and deeds may warrant the foothold for the demon invasion. If it is part of that demon-based
being characterized as a “demon” or “demonic.” An individual or danger, however, then it would seem to make sense that the Hid-
leader who, in the immediacy of the Minion War, is lost and forgot- den Danger is something else. Furthermore, only monsters and non-
ten in the chaos. Or perhaps this one particular “demon” will play a humans would see Calgary’s leader as being surrounded by “noble
key role in bringing the Minion War to an end? champions.”
To complicate matters further, different demons already exist - Seven demons and the number seven. The number 7 was a
on Rifts Earth. The Yama Kings of China and their minions, the consistent recurring number and theme throughout these premoni-
Splugorth of Atlantis and their minions, the Vampires in Mexico, the tions and visions foretelling of coming dangers. In fact, the number
Nxla Cult, the Gargoyle and Brodkil Empires in Europe, the Lord of seven seems to continue to occur. The prophetic visions lasted for
the Deep, and countless other “demonic” forces are at work on Rifts seven months. Seven years later the Minion War erupts on Earth, and
Earth, any of which could be the source of one of the Seven Dangers. that’s just two examples. This suggests the number seven may have
- Devourer (the mysterious east coast incursion) or the Devour- a greater significance than the Seven Dangers themselves. Could it
ing Swarm (the Xiticix?). Are the Devourer and Devouring Swarm be a clue to survival or to the identity of the Hidden Danger? Or does
as reported by so many psychics one and the same, or do the names it try to identify the greatest of the Seven Dangers? If so, again, the
refer to two or three distinct and different dangers? Minion War would seem to fit that bill: 7 Hell Plagues, 7 Demon
If the failed invasion in the American east was the Devourer, as Lords, 7 Deevil Lords, each trying to build 7 Hell Pits.
many psychics and scholars of the Seven Dangers Prophecy believe, - Swarm. There are many references to “the Swarm” and a “De-
is the “Devouring Swarm” a different threat? Many believe the an- vouring Swarm.” As noted with the word “devourer,” above, these
swer is yes. They point to the Xiticix or to the Vampires of Mexico. confusing references may relate to two or more different “swarms.”
Both are “devouring swarms” and very real dangers to the people of Many are convinced “the Swarm” refers to the Xiticix, a known
North America and, over time, the entire world. Could they each rep- menace that must be stopped before their numbers reach the tipping
resent one of the Seven Dangers? Or is one danger so much greater point. Many others believe the “Devouring Swarm” to be the vam-
than the other that it is “the” devouring swarm? pires of Mexico quietly spreading into the north and rumors of 5 or 7
- Four dangers. Most people agree that the “four dangers” repre- Alien Vampire Intelligences hidden in the Vampire Kingdoms. (See
sent one of the greatest of the Seven and was likely the coming of the Rifts® World Book 28: Arzno, as well as W.B. One: Vampire
the legendary Four Horsemen of the Apocalypse. These beings are Kingdoms and the Rifts® Vampires Sourcebook.) Or are those
terrible, god-like forces of chaos and death who began to manifest simply the most obvious threats and easiest assumptions to make?
on the continent of Africa in 103 P.A. Each Horseman represents a - Twenty Years. Psychics and Seers seem to universally believe
different type of potentially apocalyptic doomsday scenario unless all Seven Dangers shall manifest and be revealed within the span of
stopped, and stopped early on. The Horsemen are a threat that most twenty years. This represents a herculean challenge, as people must
believe has been averted. Or has it? face one tremendous threat after another, a series of foes and related
- Hidden or unknown danger. When the premonitions of the crises the likes of which have not been experienced since the Great
Seven Dangers occurred from fall 101 into 102 P.A., this “Hidden Cataclysm and the Two-Hundred Years Dark Age.
Danger” was said to already exist in the shadows, unrecognized. Its
greatest powers: “...deception and treachery that would build an em-
pire.” The mastermind behind it, “the spawn of a demon” who would
Premonitions
arise surrounded by “noble champions.” A “demon who craves only Precognitive visions and psychic premonitions are notorious for
power and the enslavement of those he pretends to champion.” “A being vague, confusing, and open to interpretation. This makes ac-
force of evil whose power grows slowly but ever so steadily.” The curately identifying the Seven Dangers, and those which are yet to
“noble champions” who serve and support this devious manipulator come, impossible with absolute certainty.
are said to be nothing more to him than “mere puppets and dupes” – a The problem with premonitions and precognition (both offer
means to an end. Many prognosticators see this as a “fledgling king- glimpses into the future) is that they are either impressions and
dom” that has somehow remained a mystery or is underestimated feelings or shadowy visions of the future that are just slivers of

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a much larger whole. It is like trying to interpret what the world 3. The Xiticix Swarm (North America, current). Most people are
must be like from the view provided through a keyhole or one win- in agreement about this, though some are at a loss as to how to deal
dow. Or recognizing your child before it is born. Moreover, words, with their vast numbers. Some worry that the Xiticix threat may have
impressions, feelings, and even actual visions are left open to in- already passed the point of no return. The Coalition States and Lazlo
terpretation and conjecture, and are influenced by personal bias, are the two most active parties trying to figure out a way to eliminate
incomplete information, and guesswork. Any faces, insignias, and the Xiticix threat. Others such as Northern Gun, Free Quebec and the
locations revealed in a precognitive dream or vision are likely to machine god Archie Three (the power behind Titan Robotics) share
lack meaning or context in the present. They only mean something their concern.
later, when the clues and warnings in the vision catch up to the 4. The Vampire Kingdoms (North America, current). This,
future event. again, is the general consensus, however, some believe the danger
For example, most psychics, seers, and scholars in North America is not the vampires. Some believe the Nxla Cult in North America
take the position that North America is the center of the swarm(s) or the Arkhon aliens in South America (and in Orbit), or the Yama
doomsday prophecy, but could it not refer to the swarms of Gar- Kings of China, or the Splugorth, or the Gargoyle and Brodkil Em-
goyles and/or Brodkil of Germany and Poland? What about Atlantis pires in Europe, or a danger brewing elsewhere under the radar of the
and the Minions of Splugorth? A number of premonitions and vi- North American powers that be. The Coalition States, for example,
sions suggested “the denizens of Atlantis know and fear this demon believe this danger to be the forces of magic, Tolkeen, the Federation
...” But which demon is that? Since everything is a matter of percep- of Magic, Lazlo and New Lazlo, specifically and in that order.
tion and personal understanding then and later, could the swarm refer 5. The rise of the Coalition States and their War Campaign
to the Coalition Army? Could one of the doomsday prophecies have announced in 105 P.A. (North America, just ended?) The fall of
referred to the Siege on Tolkeen and its subsequent obliteration at Tolkeen, Kingdom of Magic, at the hands of the Coalition Army is
the hands of the CS? Many believe the CS and that war was (is?) presumably only the beginning of aggression by the Coalition States
one of the Seven Dangers, or the start of one as the CS continues to against their enemies. For the human supremacists of the CS, en-
expand through war and conquest. emies include all practitioners of magic, creatures of magic, D-Bees,
As noted earlier, “demon” or “demons” may also refer to a vile or all nonhumans, and any fellow humans who take a stand against
wicked mortal mage or leader, and a “swarm” might refer to his or them. Whether the CS is one of the Seven Dangers is a matter of
her army. To complicate matters further, the Seven Dangers Prophe- intense debate.
cies are cobbled together from the precognitive visions and premoni- 6. The Minion War! Some of these Dangers remain a matter
tions of thousands of psychics. Each one is analyzed, studied, and of fierce contention. That is especially true of numbers 4, 5, and 7.
categorized. Scholars take the most common threads, words, and im- However there is near total consensus that the sixth danger, without a
ages, and try to make sense of them. There are far too many similar doubt, is the Minion War on Rifts Earth. The fate of the entire planet
reports to be ignored, but what do they all mean? And what about the and every being living on it is in jeopardy from the warring factions
one or the few that digress radically from the others? Was that flash from these two dimensions of Hell. And North America appears to
of insight about the future simply wrong or did it not have anything be at the epicenter of this danger.
to do with the Seven Dangers? Or is it the missing key or a vital The 7 Demon Lords, the 7 Deevil Lords, each trying to construct
piece of the puzzle that has been overlooked? (Except, perhaps by 7 Hell Pits, the 7 Hell plagues, and the use of the Calgary Rift and
the psychic who witnessed it.) the Kingdom of Monsters in Calgary as the demons’ base of opera-
tions all clearly point to this as the 7th Danger which we might not
The Seven Dangers Identified? survive. Moreover, many now agree that in 101 and 102 P.A., it is
the Minion War that the recurring words: “a danger not in this part of
Speculation in 109 P.A. into 110 P.A. the world,” was referring to, and not the unknown Hidden Danger.
Presented below is the common consensus held by the majority of At the time of the prophecy, the Minion War had begun off-world
reputable scholars and psychics as to the identity of the Seven Dan- in the planes of Hades and Dyval as well as elsewhere across the
gers, Plato and the Lazlo Council of Learning, Erin Tarn, and Master Megaverse.
Psychics of Psyscape, among them. They believe all but one of the 7. The Hidden Danger. This threat remains unknown and the
Seven dangers has been identified. However, there are some who dis- subject of hot debate because it could be almost anyone, anywhere.
agree, keeping the Prophecies the subject of considerable debate and What makes it all the more intriguing and frightening is that the Hid-
a continuing source of consternation and fear. The Coalition States den Danger is almost certain to be regarded as a force of good or a
and Federation of Magic, for example, both have their own theories leader among gatherings of heroes. With the advent of the Minion
about the Dangers. War, there is no shortage of candidates who might fit that role.
The minds of humans and most sentient beings, including drag- Even if the Seven Dangers identified above are correct, there re-
ons, automatically attack puzzles and try to piece them together to mains all sorts of conjecture about them. The most heated of which
make sense out of them. Our brains are wired to recognize simi- involves the 7th, hidden and unknown danger. The one said to be
larities and collate relationships in an attempt to reach a logical con- slowly growing in power unseen and appears to be a “champion of
clusion or the most likely explanation. However, that conclusion or honor and goodness while in reality he is the spawn of a demon who
picture is influenced by our own biases, thought processes, present craves only power and the enslavement of those he pretends to cham-
understandings, and other intangibles that try to fill in the gaps in pion.”
logic or holes in the image. Which theory or picture is correct or Some have questioned whether this unrecognized danger may
most complete is impossible to say with absolute certainty. have already been inadvertently destroyed before it could mature and
1. The East Coast Invasion (North America, 102 P.A.). Though manifest, but most fear it still festers, unknown and waiting to reveal
mysteriously defeated, most people are in agreement about this. itself at some point in the future. There is a growing number who
2. The Four Horsemen of the Apocalypse (Africa, 103 P.A.). believe it is the latter. However, if that is true, it is good news in the
Most people are in agreement about this and believe the danger has face of the present danger, because it suggests people will survive the
passed. However, some are not so certain of this. Minion War to face the Hidden Danger in the future.

209
Unintended Consequences Those who know about affairs in distant lands cast suspicion on
the likes of Doc Reid and his Rangers, and their recent declaration
of all-out war against the Vampire Kingdoms. Their effort is drawing
Hope heroes from across the continent and beyond, including such enig-
matic people as the savage Shemarrians, True Atlanteans, Lemuri-
It may sound strange, but the belief that the Hidden Danger is ans, and the Anti-Monsters of South America.
destined to appear after the Minion War gives countless numbers None of these possibilities take into consideration heroes further
of people hope during these desperate times. In fact, this belief is afield, such as King Arr’thuu and Mrrlyn of England or the Angel of
spreading like wildfire among the multitude of humans and D-Bees Death and Angel of Vengeance in Europe, or the noble leaders of the
living outside the Coalition States, readying them to take a stand New German Republic, or the New Navy under the waves, or Rus-
against the invading hordes from Hell with confidence that though sia, or Japan, or countless other heroes, leaders, and forces at work
they may fall, the war shall be won. It is gaining traction among around the globe.
heroes like the Cyber-Knights, Tundra Rangers, Lyn-Srial, the To-
morrow Legion, True Atlanteans, Lemurians, and the civilian popu-
lations of the CS ‘Burbs, Lazlo, Northern Gun, Arzno, MercTown,
the Pecos Empire, and even Atlantis. A portent from the future that The Prophecy
& the Coalition
provides hope for all to cling onto. An implied promise that if people
unite and triumph, there is a better future ahead. This future may be
threatened by the Hidden Danger, but if they can win the Minion
War and repel the demon hordes from the face of the Earth, they The Coalition States, with its own secret army of psychics, is no
can vanquish whatever else may come their way. It is a belief that stranger to the Prophecies of the Seven Dangers or to Plato’s Edict
is quickly becoming an unshakeable resolve, a conviction providing of Planetary Distress, in 102 P.A. They might have taken the mat-
the fighting forces the will and the courage to face what seems like ter more lightly had not their own trusted psychics experienced the
impossible odds without ever completely losing hope. same terrifying visions and warnings. While many other nations
But who is it? Who is the one who gathers heroes, but is a hidden have shrugged their shoulders and chosen to ignore the Prophecy (or
threat to everyone? Is it Emperor Prosek? General Holmes? Could it try to), the Coalition States, Free Quebec (a former member of the
be a leader of Lazlo? Is that someone even human at all? With heroes Coalition States) and Lazlo have not. (Neither has Lord Dunscon and
rallying around other valiant champions, and Coalition Soldiers be- the Federation of Magic, but that’s another story.)
ginning to fight alongside D-Bees and mages, every leader and hero With the possible exceptions of Lazlo and Psyscape, nobody has
to gain notoriety is a potential candidate for the Hidden Danger that taken the Prophecy of the Seven Dangers more seriously than the
grows unrecognized. Coalition States. In direct response to the Prophecy and Plato’s Edict
Some already point to Lord Coake, leader of the famed Cyber- of Planetary Distress, the CS decided to expand its psychic army and
Knights. The brotherhood of knights stands reunited and unified, accelerate its monumental secret project to mass produce a new gen-
their numbers swelling after the fall of Tolkeen. This resurgence eration of war machines. It also prompted the Emperor to move up
of the Cyber-Knights makes them, for some, a prime candidate as the launch of his now infamous Coalition War Campaign against the
the Hidden Danger. Others look to the mysterious Lyn-Srial Sky enemies of humanity five years earlier than originally planned (105
Knights and their alien Cloud Magic. A common premonition and P.A. instead of 110 P.A.). This pronouncement shocked the world
refrain among the psychics who received them was that this Hidden just as much as the revealing of the Coalition’s first wave of new,
Danger would “disguise himself as an angel and benefactor of hu- upgraded weapons, armor, and deadly combat vehicles. The second
manity.” Is that not the Lyn-Srial? Heroic knights and mages with, wave of the Coalition’s war machines are about to be revealed in its
albeit, leather wings rather than feathers, who might be considered response to the Minion War (see the upcoming CS Arsenal source-
angels since they live among the clouds in sky-castles. The Lyn- book). Weapons, power armor, robots, vehicles and fighting forces
Srial are also “benefactors of men” because they have taken in and specifically designed for war against monstrous and supernatural en-
protected thousands of Tolkeen refugees, which makes a strong ar- emies, from demons, Elementals, and monsters to magical automa-
gument that it is among their ranks or perhaps their Cyber-Knight al- tons and Iron Juggernauts. (Rifts® CS Manhunters and the Heroes
lies, or one of the Tolkeen refugees where the Hidden Danger lurks. of Humanity sourcebook with the CS Death Knight SAMAS and
Some in the know are beginning to wonder about the secretive or- Advanced Training programs begin to hint at some of what is to
ganization known as the Tomorrow Legion, a collection of clandes- come in the CS Arsenal sourcebook and beyond.)
tine heroes and self-proclaimed freedom fighters who are pooling their The Coalition’s war plan is sweeping and well thought out. It
resources to build a confederacy of heroes to protect the innocent and included its historic alliance with Ishpeming/Northern Gun and the
right injustice in an effort to “build a better tomorrow.” Could their Manistique Imperium, chasing off Naruni Enterprises, and harassing
good works all be a ruse? Is one of their leaders the Hidden Danger? and threatening to shut down independent arms dealers, while qui-
What about the Federation of Magic? Most people dismiss them etly securing trade and stronger ties with the New German Republic
out of hand because they are notorious villains and extremists, but and Triax.
there are heroes within the Federation that exist and work outside the Another big part of the War Campaign program involved CS es-
sinister boundaries of Lord Dunscon. And what of Lazlo? Could the calation of augmented soldiers, namely power armor troops, Juicers,
dragon Plato be the Hidden Danger, or the beloved Erin Tarn who and partial and full conversion cyborgs. At the same time, the CS
makes Lazlo her home? Could one of the heroes of Tolkeen – its ramped up the production, cloning, and training of sentient mutant
king and many of its leaders gone missing in action – be the Hid- animals; Dog Boys and Kill Hounds first among all others.
den Danger as he or she rises up like the Phoenix to build an army The Coalition States’ declaration of war against all enemies of
against the forces of Hell? Or might it be a leader among one of humanity, followed by its siege on Tolkeen, came as a direct re-
the unassuming Native American nations, quietly biding their time sponse to the Prophecy of the Seven Dangers. The already paranoid
while building a power base few have yet noticed? CS psychics, scholars, and military intelligence departments identi-

210
fied Tolkeen and the Federation of Magic as the two most radical CS imposed more and more of its rules and values upon them. Que-
and aggressive kingdoms of magic and likely to be one of the Seven bec wanted even greater restrictions upon who could be considered
Dangers forewarned in the Prophecy. CS precognitive psychics saw citizens of “their nation.” Restrictions that do not include Psi-Stalkers,
the two nations of magic forging an alliance to take down the Coali- mutant animals such as Dog Boys, or Major and Master Psychics.
tion States, making the Coalition’s attack on Tolkeen a preemptive Nor did Quebec ever agree with the Coalition’s approach to hu-
strike to make certain that never happened. Tolkeen was targeted man augmentation which outlawed their own very lucrative Juicer
rather than the Federation of Magic for three strategic reasons. and bionic augmentation businesses. The Empire’s demand that the
One, it was the smaller, more isolated, and easier of the two tar- State of Quebec restrict its own use of Juicer augmentation and bion-
gets to vanquish. As history had shown, war against the Federation ics to nearly nothing, and to suspend the commercial availability of
would be a much more protracted and bloody campaign. Juicer and cybernetic business operations, was a wound that ran deep
Two, Tolkeen had become too openly defiant and outspoken and never healed. For generations, both had been widespread and
against the CS. Worse, it encouraged other people to reject and fight popular practices, and a source of vast income for Quebec. Much to
the empire, and people were starting to listen. That needed to end. the chagrin of CS leadership in Chi-Town, Free Quebec had never
Three, the CS intended to make an example of Tolkeen by oblit- stopped developing and stockpiling bionics and Juicer chemicals and
erating it from the face of the planet. They hoped such a display equipment for their own future military use. This despite “officially”
of power would send a message to the Federation and other magic agreeing to restrictions in those areas.
communities to be afraid and back down, perhaps even encourage Quebec authorities also turned a blind eye to Body-Chop-Shops
practitioners of magic to give up the dark arts or to move elsewhere. offering Juicer and bionic conversions. Most businesses never
The fall of Tolkeen certainly succeeded in creating an atmosphere stopped offering their services, they simply went underground while
of terror, but it has only fueled greater resistance and a desire for a member of the Coalition States. At locales like Old Bones and pi-
retribution. rate ports, the illegal augmentation procedures were in greater de-
Wayward Quebec. The Coalition States had no intention of de- mand than ever. Both advertised their services to mercenaries and
claring war on Quebec. That was the knee-jerk reaction to the state’s adventurers with blatant disdain for CS law. This kept Quebec the
announcement that it was seceding from the union of Coalition States “unofficial” leader for Juicer, Headhunter, and bionic conversions in
to become an independent nation, calling itself Free Quebec. Despite North America, a painful point of contention and frustration between
their obvious similarities, the leaders and people of Quebec always the leaders of Quebec and the higher authorities of Chi-Town.
marched to the beat of a different drummer. Emperor Prosek and the It is ironic then, that Chi-Town and the CS military are finally com-
Coalition High Command felt it was exceedingly bad timing to make ing around to adding a much larger percentage of Juicers, Headhunt-
such a move in that moment in time, but saw secession as both a slap ers, and Combat Cyborgs to their military forces, something Quebec
in the face and an act of treason that could not be tolerated. The CS had had been petitioning to be allowed to do for more than sixty years.
always counted on the State of Quebec for its high-tech manufacturing Though troops were deployed and shots fired, there was little
capabilities and its army of Glitter Boys and other high-tech troops. actual bloodshed on either side in the Coalition’s war against Free
Only Chi-Town had superior manufacturing, and though Iron Heart Quebec. This conflict was much more a war of words, empty threats,
comes close in that regard, neither Chi-Town or Iron Heart possess and military posturing rather than fierce combat. Neither the soldiers
Free Quebec’s expertise in manufacturing Glitter Boys. Moreover, in the field nor the CS brass had the heart to wage a bloody civil war
Quebec’s standing army of Glitter Boys felt like a threat. against their obstinate ex-citizens. There was just too much com-
By leaving the Coalition States when it did, in the way that it did, monality, business, lasting family ties, and love between the two,
the Emperor and CS military leaders feared it made them look weak. now separate and divided, nations. It was like fighting your mirror
They believed the new and independent nation of Free Quebec had, image, and no one, not even Emperor Prosek, had the heart to pit
in effect, announced to all CS enemies that there was dissent within brother against brother. The war officially ended a three years after it
the ranks and the CS had just become one quarter less powerful than had been declared. Though there remains some lasting resentment on
it had been before. War was declared and troops sent into the field both sides, the two independent nations have found common ground
as a show of force. as trade partners and allies.
The CS believed when threatened with war and faced with the Co- With the Minion War and invading demon hordes sweeping
alition’s new army flexing its military muscles, the citizens of Free across North America, the armies and people of Free Quebec stand
Quebec would rise up and demand their leaders rejoin the States, or ready to do their part to defend their nation and humanity in gen-
face dire consequences nobody wanted. What the CS did not realize eral. Free Quebec is coordinating their war efforts with the Coalition
until it was too late, was Quebec’s secession was the mandate of the States and both freely share intelligence and resources with one an-
people, a people ready and willing to stand and fight against their CS other. Free Quebec and the Coalition State of Iron Heart are jointly
brothers and sisters. They wanted in their hearts to reestablish their developing a military campaign against the Kingdom of Monsters
independence and dictate their own fate, separate from the CS. They in Calgary. Though at this stage, it is like closing the barn door after
are fine with being friends, trade partners, and allies against common the horses have gotten out. This will be a massive undertaking with
enemies, but they want to govern themselves freely without Coali- an uncertain outcome even with armies of Glitter Boys and Violator
tion interference, rule, or mandates. SAMAS and the combined forces of CS Iron Heart and Free Quebec.
It was a war doomed from the start. First, the CS leadership did not As for the Coalition States, Emperor Prosek’s call to arms to
expect the Quebecois to stand against them. After all, they shared the battle the Demon Plagues has galvanized people, not just among his
same values and had been among the original member states of the own citizenry, but throughout the Americas and beyond. Fighting
Coalition. However, in a way, the people of Quebec are more hardline forces across the land are gathering to fight the greatest threat to life
human supremacists than Chi-Town, which had become a simmering on Earth since the Great Cataclysm and the Coming of the Rifts.
point of contention for decades. Quebec upholds different views, laws, While seasoned CS troops are being prepared to meet the enemy in
and practices that often clash with the edicts of Chi-Town and the other the west and at home, manufacturing facilities are working overtime
compliant Coalition States. The Quebecois were never pleased about to grind out the yet to be revealed Coalition anti-monster and demon
giving up their complete independence as a nation and rankled as the slaying weapons, armor, and war machines.

211
As it has been from its inception, the Coalition States’ secret weap- These hostile invaders arrived not from any Rifts that we knew of,
on and first line of defense are its psychics. That includes psychics but in a great silver airship that rose up from the lake. We thought we
within Psi-Battalion and outside of it. The CS has been ramping up its were all doomed until ...” And similar.)
defenses since the Edict of Planetary Distress, preparing and readying When a great number of D-Bees arrive, they are often perceived
itself for the worst yet to come. Despite this diligence and proactive to be an invading army whether this is true or not. It should be need-
effort to head off the prophesied Seven Dangers, neither the Coali- less to say that people, especially those who feel like they are being
tion’s leaders nor their psychics anticipated anything on the scale of invaded, and those like the Coalition States, among others, respond
the Minion War. Still, they are better prepared than most, and any hope with deadly force to destroy the new, invading enemy. Only one of
of defeating the Minions of Hell without the CS is insanity. many invaders they have destroyed over the decades, for such events
are all too common.
It has been estimated that 90% of all D-Bees arriving on Rifts

Unknown D-Bees Earth become extinct within three years of their arrival. Most perish
within the first six months. Newly arrived D-Bees need months if not
years to acclimate themselves to the hostile and alien environment
“D-Bee” is slang for Dimensional Being, a common term used that is Rifts Earth. Until they can do so, they are as vulnerable as fish
to identify any intelligent, mortal, alien humanoid. After decades of out of water, and make easy pickings for all manner of cutthroats,
dimensional overlap, D-Bees are found in most corners of the world. liars, and monsters.
Some, like True Atlanteans and Dimensional Raiders, come to Rifts The Army of the Coalition States is notorious for its relentless
Earth on purpose, but most are victims of dimensional phenomena or campaign to wipe out D-Bees, sorcerers, and monsters. The CS has
magic gone awry that sweeps them away from their homes across the declared all non-humans and practitioners of magic as enemies of
Megaverse and deposits them on Rifts Earth. the state, invaders who are actively hunted and exterminated down
The rare alien people who manage to survive and prosper to become to every last man, woman, and child within CS claimed territory –
known to humans and other D-Bees in North America are described and beyond. From the human supremacist perspective of the Coali-
in the pages of Rifts® World Book 30: D-Bees of North America. tion States, all non-humans, be they D-Bee, demon, or monster, are
However, hundreds of other intelligent, alien humanoids appear every dangerous creatures that must be destroyed to ensure the survival of
year. Most, as in 99.9%, either survive for a number of months or last humankind. This “them or us” mentality makes it easy to slaughter
several years before they are all finally obliterated or manage to hang “alien invaders” with little remorse, because they are the enemy, a
on as individuals or small groups scattered across the continent, liv- threat to human existence that cannot be tolerated.
ing among other people, or in isolation away from aggressive, militant As proof of this, there are countless tales and legends about ram-
communities, like the Coalition States, who might do them harm. paging and murderous alien invaders attacking and enslaving, tortur-
These strange D-Bees can originate from anywhere in the Mega- ing and preying upon the human survivors of the Great Cataclysm.
verse as well as other locations on Earth that are unknown to the These tales stretch back to the Coming of the Rifts, through the Two
inhabitants of the local region. Most arrive in such small numbers Hundred Years Dark Age that followed, and into the present. Tales
that only local people may know they ever existed in the area at all. that are, sadly, mostly true. The ley lines and Rifts make Earth a
Many of these fleeting D-Bee populations are likely to be regarded sort of dimensional nexus or hub that brings an endless cavalcade
only as nameless, inhuman “monsters” or as strange or dangerous, of D-Bees, alien creatures, and supernatural horrors into our world,
unknown D-Bee visitors. The lucky ones who survive for a while are many of whom have proven to be dangerous and hostile, not just to
few in number and manage to be accepted by regional people living humans but to all intelligent life. The trauma of these many battles
in remote communities where nobody takes much notice of them. has created a Coalition States that has found it better to shoot first
Here they may survive for years, perhaps a generation or two, pro- and slaughter all “invaders” than ask questions or court betrayal and
vided the community is lucky enough to last that long. This is a rarity treachery from inhuman hands at a later date. The demon plague
on Rifts Earth, even in the widely settled North American continent. characterized as the Minion War is the most current and poignant
Even when large numbers of a particular species of D-Bee, say example of the devastation caused by such invasions.
5,000-20,000, arrive through a Rift in a single event, they are not likely Though the Coalition States is infamous and often widely con-
to survive long enough to make a lasting impression on anyone, let demned for its punishing treatment of D-Bees and genocidal practices,
alone last more than a few years. Most alien visitors have consider- they are not alone. Many people, from homesteads and mercenary
able trouble surviving in the unknown and hostile environment of Rifts companies to small towns, large cities, and roving tribes, practice simi-
Earth. Many last less than three years and are quickly forgotten. Some lar quick judgement and lethal responses to that which they find fright-
fall to disease, others to natural disaster, weather, or changing sea- ening, alien, or monstrous. People, both humans and D-Bees, tend to
sons they cannot anticipate and are unprepared for. Most, however, destroy that which they fear or do not understand. It is not a trait to be
are wiped out by humans, other D-Bees, wild animals, and monsters. proud of, but it is one that drives people to exterminate countless alien
When a strange, unknown D-Bee appears, most people either tol- visitors and refugees who find themselves trapped on Rifts Earth.
erate the being until it leaves or proves to be of a benefit to them, or Whenever a group of D-Bees becomes large enough or does
they destroy it as a monster or dangerous alien invader, and quickly something to draw attention to themselves, they become a target for
forget about the creature. Even those who might become a part of lo- one or more preexisting factions. Some may see them as rivals or en-
cal folklore are likely to be remembered only as nameless creatures emies to be eliminated. Others may see them as frightening monsters
important for what they did, good or bad. (“Remember when them to be destroyed. Better to kill what you fear or don’t understand than
two weird cyclops aliens with green hair arrived and saved the Cle- to fall victim to it. This self-preservation and survival of the fittest
ments family from that sickness and helped us dig the new well?” reasoning is evident almost everywhere on Rifts Earth, making too
Or, “Remember those bird-people we ran off back in 78 P.A.?” Or many people intolerant of alien visitors and accepting of brutal ac-
in stories like: “The battle of Wnek Landing took place toward the tion to obliterate them. Better safe than sorry. Better them than us.
end of the Two Hundred Years Dark Age when an army of mecha- In this dangerous world filled with fear and uncertainty, D-Bee
nized reptilian D-Bees spread across the land stretching from X to Y. newcomers unable to communicate and obviously inhuman aliens

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– probably monstrous and frightening in appearance – are likely to derseas) may also find their way to North America. Think big, be
be attacked and killed or driven away without a second thought as to inventive, and have fun.
whether they are good or bad, in need of help, or a potential benefi-
cial ally. This is the case among most established inhabitants of Rifts
Earth, including fellow D-Bees who have clawed and carved out
CS Manhunters and D-Bees
their own tenuous place among the indigenous human population. The CS Manhunters are too specialized and elite to be assigned
For predatory people like slavers, raiders, and bandits, as well as be- simple D-Bee extermination missions and purges. The only time they
ings such as the Simvan Monster Riders, Brodkil, the Splugorth and hunt down D-Bees, dragons, mages, or supernatural creatures is when
their minions, demons and monsters, newly arrived D-Bees may be seen that being(s) has compromised and enlisted Coalition citizens, sol-
as a resource to be plundered. Such foul people and creatures are quick diers, criminals, or rebels working within the CS or with the intent to
to hunt, capture, and enslave the new D-Bees for use as a slave labor hurt the Coalition States. When a CS officer, politician, high-up busi-
force or as combatants to fight in gladiatorial arenas, or as playthings, ness person, or criminal makes a deal with such enemies, or has been
or to be sold to other wicked beings for a tidy profit. Other new and bought-off, blackmailed, corrupted, or possessed by these foul beings,
confused D-Bees may be hunted and attacked for their alien technology, the CS Manhunters are given the assignment to identify, find, and ter-
weapons, and devices, vehicles or alien riding animals, magic items, minate this inhuman individual or group before taking down the traitor
strange powers or abilities, and other perceived value. Sometimes, they within the Coalition States itself. To simply kill the traitor or renegade
are even hunted like animals as food. Greed and a lust for power con- is a temporary solution to a more serious problem. In time, enemies
tributes to the quick demise of many newly arrived beings from across will find another CS soldier or citizen to corrupt or manipulate to do
the Megaverse. And there are always new beings arriving via the Rifts to their dirty work. Thus, the source of the problem must be identified,
exploit or slaughter in the same fashion for the same reasons. hunted down, and eliminated, along with everyone involved.
D-Bees who become known and commonplace, such as the Horune Such comprehensive investigations and take-downs may in-
Pirates, Simvan, Larmac, Grackletooth, D’Norr Devilmen, Quick-Flex volve all manner of psionic investigation, interrogation, torture, and
Aliens, and others are the lucky exceptions to the rule. They either ap- intimidation tactics to get the answers they need to locate everyone to
peared in such large numbers or managed to survive long enough that be marked for termination. CS Manhunters are adept at these shadow
they were able to adapt and make a life for themselves. Their numbers operations, and like to identify and line up ALL the participants in
have grown and their presence, at least to some degree, is accepted by these schemes, high and low. When all or most of the traitors, crimi-
many humans and fellow D-Bees — for now. The fate of humanity nals, and enemies have been identified (sometimes, time constraints
itself, let alone aliens from other worlds and dimensions, remains un- and urgency force them to take action before they have identified ev-
certain on the ever-changing Rifts Earth. While most people of Earth eryone involved), the Manhunters make their move, starting at the top.
do not blink when they see a humanoid species they know nothing Liquidating the leaders first and working their way down to the
about, it does not mean they will accept a new D-Bee, and they may lowest of the low is standard procedure. Everyone involved in opera-
see large numbers of them as a rival or threat to their own existence. tions to exploit, harm, or compromise the Coalition States, its lead-
A rival or threat that may be addressed with cruelty, murder, and war. ers, and citizens, are terminated. This may include spouses, friends,
For this reason, many strange and unknown D-Bees are the last of their and business partners who were not directly involved in the trea-
kind or the last of a small number living on Rifts Earth. sonous, terrorist, or criminal operation, but had knowledge of it and
Game Master Note: Thanks to the Rifts and dimensional magic, either did nothing to stop it or turned a blind eye to it. This is espe-
you are able to import aliens, mutants, monsters, demons, superhu- cially true if the individual benefitted from being quietly compliant
mans, and any characters from Chaos Earth®, Rifts® Dimension – a silent partner in crime if you will.
Books, or ANY Palladium RPG anywhere on Earth, and beyond. In this regard, CS Manhunters function as judge, jury, and
Characters and creatures from After the Bomb® or Heroes Un- executioner. Most revel in the power they wield and enjoy killing
limited to Nightbane® or Palladium Fantasy® or Splicers®, and rogues and traitors, but they are super-patriots who are diligent in
other games can make an appearance without ruining continuity or their job. Though ruthless and relentless in their pursuit of traitors
creating an imbalance to the setting or the world of Rifts®. This is and any enemies who may have been involved, they try not to kill
especially true if they are one-of-a-kind or few in number. Introduce innocent CS citizens (and humans in general). If the spouse, friend,
aliens, mutants and beings from other settings and games to keep or associate knew about the treasonous activity and stayed silent out
your players guessing and to introduce new and unexpected encoun- of fear for their own life, or even more compelling, for fear of loved
ters, challenges, and storylines. ones (children, parents, etc.) or innocent citizens, or was threatened,
Likewise, you can introduce one or a handful of D-Bees, animals, beaten, or brainwashed and forced into submission, they are spared
monsters, or O.C.C.s from other parts of Rifts Earth: Africa, Atlantis, and provided with assistance to help them recover.
Australia, England, Germany, Poland (see Rifts® Mindwerks™), The CS Manhunters can get away with these brazen and
Russia, South America, etc. The Rifts® Atlantis and Splynn Di- sometimes sweeping kill missions – even within the ‘Burbs and the
mensional Market World Books offer a number of Splugorth slave fortress cities such as Chi-Town and Iron Heart, without other CS
races (as well as exotic animals and symbiotic organisms) that may authorities and agencies getting involved, or the public being any
have escaped and found their way to North America in small num- the wiser – because they are ghosts. Manhunters are skilled at mak-
bers. Moreover, all manner of beings visit Atlantis from across the ing such deaths look like accidents, suicides, coincidence, rival gang
Megaverse, beings who may see North America as a place for Big hits or retribution within a criminal organization, or an attack by an
Game Hunting (a safari that may include hunting people, dragons, enemy of the CS. Framing a D-Bee or mage who was involved in
or magical beings) or for a camping trip and a vacation involving corruption or a treasonous act is par for the course.
exploration or sightseeing that may not go over well with the local As hardline Coalition super-patriots, however, they do not hes-
inhabitants or the CS. Horune Pirates travel the oceans and seas of itate to slaughter groups of D-Bees or enemy combatants such as de-
Rifts Earth, so they too may be encountered along coastal waters, mons, monsters, or practitioners of magic they may encounter along
as well as the people they enslave and the animals they capture. Le- the way. This includes D-Bees and enemies of the CS who are not
murians and other seafaring people and creatures (see Rifts® Un- participants of any conspiracy or crime other than being a D-Bee or

213
magic user. Of course, the Manhunters use discretion and never kill people believe are repair and replication nanobots that “heal” damage
or do anything that might compromise their primary mission or cause inflicted to the beings’ light, Mega-Damage bodies. Theories abound,
trouble for themselves or their nation. Remember, Coalition States as none of this can be confirmed, and when one is damaged beyond
Manhunters are highly disciplined and skilled assassins, “ghosts” its impressive self-healing capabilities, its “blood” spills out, turns to
who quietly slip in, take down their target and anyone who gets in dust, and its body crumbles as if made of brittle eggshell.
their way, and slip out before anyone knows they were there or that Wiggly Squigglies have their own indecipherable sounds and lan-
the CS might have been responsible. If they can wipe out a nest of guage, but are able to learn to understand new languages very quickly
D-Bees or other enemies during their mission, and especially after it with a high degree of understanding. To speak, however, these “Tin
is completed, without implicating themselves or the CS, they do so. Men” record the voices and conversations of other people, capture
individual words, rearrange the words to create new sentences, and
play them through a synthesizer to simulate human and D-Bee words

A few new D-Bees and speech patterns, not unlike a computer voice translation system.
The Wiggly Squiggly’s simplistic mechanical design and unat-
tractive appearance have led some people to speculate they were
The following D-Bees are rare and largely unknown except to the probably made for maintenance, repairs, cargo delivery, and other
local inhabitants in areas where these beings may be found. grunt work behind the scenes. As such, they do not need cosmetic en-
hancement to look attractive or imposing, nor do they need heavy ar-
mor or built-in weapon systems. The simple range of skills/programs
possessed by these worker drones/robots or cyborgs would seem to
confirm this, as no Tin Man specializes in advanced skills though all
possess uncanny, innate communications and mechanical abilities.
According to rumor, Wiggly Squigglies are the survivors of a mas-
sive spaceship that crashed somewhere in the southwestern United
States. The exact location is unknown, with stories placing the crash
site at various locales from New Mexico to Area 51 in Nevada to the
open plains of Oklahoma or the Pecos Empire, among others. It is said
the massive vehicle appeared out of thin air – perhaps from a Rift or via
some form of teleportation. It smashed into the earth on its nose and
side and crumpled in four pieces. Wiggly Squigglies poured out of the
vessel which, from some accounts, is said to have measured two miles
(3.2 km) in length. Explosions rippled across its surface and the entire
wreck seethed with green and yellow energy. Among the throng of Tin
Men were a larger, powerfully built race of organic beings, their bodies
supplemented with machine parts. Tin Men identify them only as “The
Masters” and say that the majority of “The Masters” and their many
“guests” perished when the great ship crashed. Everyone who remained
trapped onboard the ship was (presumably) obliterated when the vessel
seemed to implode in on itself like a collapsing star, and vanished. All
Wiggly Squiggly that remained behind were bits of scrap and scorched earth.
This might explain why the Wiggly Squigglies fled with great
haste, spilling out of the vessel from every exit like an army of
Also known as Tin Cans and Tin Men rats fleeing a sinking ship. Thousands of Tin Men are said to have
The D-Bee known as a Wiggly Squiggly gets its name from its escaped compared to dozens of The Masters and their so-called
long, wiggling arms and legs. Even when standing still, Wiggly Squig- “guests.” Rather than meeting and gathering after the incident, the
glies sway or bob and their bendable, cable-like arms are always wig- Wiggly Squigglies scattered into the surrounding countryside in all
gling and moving. Both arms and legs can extend for a considerable directions, spreading out and continuing to run for days, even weeks.
length and have no joints. Instead, the arms more resemble mechani- Afterward, many clusters and small groups continued to wander, ei-
cal tentacles with a three-fingered hand at the end. These tentacle-like ther perishing at the hands of others or finding a place where they
arms can retract to as short as three feet (0.9 m) or extend as long as were accepted and allowed to settle down.
12 feet (3.7 m). Likewise, the normal length of the legs is three feet How many Tin Men survived and continue to flourish is anyone’s
(0.9 m) but they too can stretch to a height/length of 12 feet (3.7 m) in guess. Most are encountered as lone individuals, pairs, and trios or
order to walk through water, reach something up high, grab a branch small clusters (2D6+5). They seem to accept anyone who accepts
and pull themselves up, access a second story window or low rooftop, them and do not seek much other than a place to live and a way to
or to get a better look around from an elevated position. earn their keep. All Wiggly Squigglies are timid and happy to serve
Wiggly Squigglies are also known as Tin Men, Tin Cans, and Un- others, adding credence to the idea that the Tin Men were low level
cle Wiggly, and appear to be made of a self-healing, lightweight metal workers, servants, or slaves aboard that alien spacecraft.
alloy not of this Earth. However, despite their metallic appearance it Every Wiggly Squiggly has the same fundamental skill set.
is unknown whether Wiggly Squigglies are sentient robots, alien cy- Though good workers, they are not particularly clever, conniving, or
borgs, or some other sort of living machine. They ooze a thick, dark ambitious. Most enjoy maintaining and fixing – but not building or
green fluid when seriously injured, leading some to believe the D-Bees creating – machines and vehicles, cleaning, housekeeping, hauling
are, indeed, living, breathing creatures of some kind; the liquid be- and working with cargo, transportation, and other simple tasks. They
ing their blood. However, this liquid could also be some sort of cool- do not possess hand to hand combat training or weapon proficien-
ant or lubricant for internal mechanisms or may even contain what cies, and have no interest in fighting, exploration, or adventuring.

214
Rather they are quite happy being around other people and working top of the head. Remember, the arms can also extend as far as 12
behind the scenes whether it is picking crops, cleaning rooms, wash- feet (3.7 m) to reach up high or to grab something from a distance.
ing clothes, repairing and maintaining machines, driving vehicles, The arms can also ensnare/entangle or wrap around like a tentacle
transporting cargo (either by hand or by vehicle), stocking shelves, to get a stronger grip.
or performing other simple tasks. In short, Tin Men are helpers and Weight: 200 to 300 pounds (90 to 135 kg).
assistants content with unassuming tasks without recognition. M.D.C. by Location:
Most are reasonably trustworthy and loyal, but usually run and hide Head – 1D4x10+40
when violence or trouble breaks out, and are quick to surrender and Hands (2) – 1D6+10 each
be submissive and subservient to beings more powerful and assertive Arms (2) – 1D4x10+12 each
than they, including bullies, tyrants, police, soldiers, and commanding Legs (2) – 1D6x10+10 each
leaders and dominating people. Most Wiggly Squigglies do not stand Main Body – 1D6x10+30 + P.E. attribute number, and 5 M.D.C.
up to authority figures or any forceful individuals on behalf of others per level of experience, starting at level one. (On an S.D.C. world
or themselves. This makes them unreliable in a fight as most quickly the character would have 1D6x10+10 Hit Points and 1D4x10+10
surrender to any brigand or invader who wins the day. At first, one for S.D.C., +5 Hit Points per level of experience. Natural A.R. 15.)
or more Wiggly Squigglies may try to escape invaders and attackers, Horror/Awe Factor: 9
helping other people make good their escape before themselves, but P.P.E.: 1D6
ultimately these submissive beings accept their new masters and serve Disposition: Timid, meek, and unassuming, but they are gentle and
them with quiet, if grudging and unwilling obedience. helpful especially when it comes to translating languages and
There is another downside to these D-Bees: they feed on energy. working or maintaining machinery and vehicles. They are eas-
As a rule, Wiggly Squigglies syphon off negligible amounts of en- ily frightened and run away and hide when scared, and are easily
ergy from the machines and vehicles they maintain or work on, as dominated and subjugated by powerful, aggressive beings. A Wig-
well as other power sources from solar to nuclear. Tin Men do not gly Squiggly tends to be compliant, law abiding, and obedient, sel-
need much energy per day to survive and are considerate of the needs dom standing up for itself or others. Most back down and kowtow
of others, so they seldom drain much from any energy source, and when confronted and threatened. They do not like bullies, cruelty,
whenever possible, they tap into renewable energy sources. tyrants, and bad guys, but are too timid and fragile to stand against
The exception is E-Clips and similar portable yet powerful batter- them. If Wiggly Squigglies are robots, it is also likely to be against
ies. There is something about the concentrated energy in an E-Clip that their non-aggression and obedience programming.
draws them to these small super-charged cartridges like an alcoholic Tin Men will try to defend themselves, friends, and the inno-
to a bottle of booze. In fact, like an alcoholic, when a Wiggly Squig- cent, but do so with words intended to appeal to fair play, justice,
gly dips in to drink an E-Clip, the D-Bee has a hard time stopping and compassion, or by running away and hiding (or helping oth-
and drains 2D4x10% of the E-Clip’s energy charge. Consuming more ers to run away). These strange D-Bees have a strong sense of
than 20% of an E-Clip makes the strange metallic creatures staggering right and wrong, and tend to follow laws, rules, and orders. At
drunk and more wiggly and squiggly than usual. As you might expect, gatherings and functions they are not party animals, and tend to
Tin Men are not mean drunks, but rather silly, goofy and talkative be demure and stand back, but enjoy games of all kinds, puzzles,
drunks who cut loose with (usually bad) puns, jokes, harmless pranks, dismantling and putting machinery back together again, house-
rambling stories, clowning around, and silly antics. The latter includes keeping, serving, music, and dancing.
dancing, accepting dares and silly or foolish challenges, and tests of Life Span: 1D4x100+50 years. Mating and procreation is unknown.
their abilities. Abilities that are, of course, impaired (-30% on skill per- If the Wiggly Squigglies understand the process they are too shy to
formance and reduce Spd and bonuses by half when drunk on energy). discuss it. No young have ever been seen, but they are new to Rifts
Some Wiggly Squigglies turn into slobbering, sentimental drunks who Earth, having arrived only sometime in the last four years. This, of
like to hug it out and tell you how much you (and/or their job) mean to course, only fuels conjecture that they are alien robots of some sort.
them. (“I love you, man. I really love you. You’re not so bad for a hu- Natural Abilities: Perfect color vision, can see into the infrared light
man. I love working in your garage or warehouse or whatever. Thanks spectrum, Nightvision 600 feet (183 m), Robotic Strength, ex-
for the job. Without your kindness ...”) Others become rambling chat- cellent reflexes, impervious to poisons, drugs, and diseases that
terboxes. Note: The effects of getting drunk on an E-Clip last for 1D4 affect organic life forms, resistant to carcinogens, heat, cold, and
hours! Afterward, the D-Bee is hung over for 2D4 hours, during which radiation (half damage), fast healers (see below), can hold breath
all skills are -10% and it is quieter than usual. and survive underwater and in a vacuum for 6 minutes per P.E.
attribute number (114 minutes minimum). Can survive depths as
Wiggly Squiggly – Optional Player Character & NPC great as two miles (3.2 km) underwater. Most are quite content
cleaning, maintaining and repairing machines, and serving others
Inspired by the art and ideas of Nick Bradshaw
without any recognition for their work.
Also known as: “Uncle Wiggly,” “Tin Men,” and “Tin Cans.” Extraordinary Healing/Regeneration (special): Whenever a Tin
Alignment: Any, but lean toward Scrupulous (40%), Unprincipled Man’s body is breached/opened, cut or stabbed, its internal self-
(30%), Anarchist (20%), or other (10%). healing process immediately goes into overdrive to seal the open-
Attributes: I.Q. 1D6+10, M.E. 1D6+5, M.A. 1D6+13, P.S. 1D6+15 ing. This is the case whether the injury is a cut, hole, gash, dismem-
(Robotic), P.P. 1D6+12, P.E. 1D6+18 (Robotic), P.B. 1D6+2, bered limb, or smashed-in skull. If a hand and/or part of the tentacle
Spd 2D6+26. Typically 22 mph (35 km) running, which can be arm is severed, the thick green fluid oozes out for 15-30 seconds
maintained for up to four hours before needing to reduce speed or before the wound is sealed by a thin layer of metal that stops the
rest a while. Can maintain a speed of 15 mph (24 km) or less for bleeding and starts the healing and regenerative possess. A missing
up to 10 hours before needing to rest or sleep four hours. hand or foot grows back within 1D6+3 days, a lost length to the
Size: 5 or 6 feet (1.5 to 1.8 m) tall from toe to the top of the head. entire arm or leg is restored within 1D6+6 days. The same goes
Upper torso is 3 feet (0.9 m). However, the D-Bee can extend the for a destroyed jaw or half the head! M.D.C. to the main body,
legs 12 feet (3.7 m) for a maximum height of 15 feet (4.6 m) to the head, and other parts recovers at a rate of 1D6 M.D.C. per every

215
12 hours. Minor dings and dents smooth out in 24 hours, while big, Computer Repair (+5%)
serious dents take twice as long. Note: If half or less of the head Dance (+10%)
is destroyed, it too will regenerate within 2D6+18 days, but if the Gambling (Standard; +5%)
entire head is destroyed, Uncle Wiggly is dead! General Repair & Maintenance (+30%)
Some speculate this automatic self-healing and repair is per- Housekeeping (+20%)
formed by nanobots inside the Wiggly Squiggly’s body or blood Jury-Rig (+10%)
(the thick, dark green fluid). However, removed body parts and Mathematics: Basic (+40%)
the remains of slain Tin Men degrade so quickly, they cannot be Palming (+5%)
studied or analyzed. Pick Locks (+5%)
Extraordinary Memory (special): Wiggly Squigglies do not Pilot: Jet Pack
have total recall, but do have a photographic memory in which Recycle (+30%)
the creatures are able to remember an image or face for 24 hours Radio: Basic
with high precision after seeing it only once or for a brief mo- Safe-Cracking
ment. After 24 hours details fade and memory is the same as the Salvage (+20%)
average human. Their general memory is also quite good. NO Hand to Hand, Combat or W.P.s (Weapon Proficiencies). See
Extraordinary Language Capabilities (special): All Wiggly attacks per melee round, below.
Squigglies can learn, understand, and speak any language they Secondary Skills: Wiggly Squigglies can select one additional Sec-
have heard (and recorded) for 48 hours. Language proficiency ondary Skill at levels 1, 3, 5, 7, 9, 12 and 15 from the following
is at 80% but only improves from there to a maximum of 90% four Skill Categories only: Communications, Domestic, Techni-
proficiency as per experience level advancement. Moreover, as cal, and some Pilot Skills, but only simple, basic piloting skills
many as five different languages can be learned at the same time. like Bicycling, Automobile, Truck, etc.; nothing advanced nor
Once a language is learned it is never forgotten and, in theory, the military or combat oriented.
D-Bee can learn an infinite number of languages. This makes the Experience Level: 1D4 established by the Game Master for NPCs.
strange mechanical beings ideal interpreters and translators; 90% Player Characters should start at level one or two. Note: Use the
language proficiency for languages not its native tongue. Note: Vagabond experience table to determine level advancement.
Literacy is more difficult for these beings (same as humans) and Attacks per Melee: Five non-combat melee actions or two combat
few can read or write even one language. Their native language attacks; +1 one non-combat action and +1 melee attack at levels
does not seem to have the written word. 6 and 10.
Speaking Native Language (special): The sounds a Wiggly Damage: As per Robot P.S. (Special); typically inflict 2D6 S.D.C.
Squiggly makes when speaking to others of its own kind in their on a restrained punch, one M.D. on a full strength punch or kick,
native language are incomprehensible to humans and most oth- and 1D6 M.D. on a Power Punch. A bite does 2D6 S.D.C. Their
er beings. It sounds like a range of clicks, squeals, and musical long, tentacle-like arms can also be used to entangle and hold.
notes. It is interesting to note that they can transmit their language Theoretically, a Tin Man can use any weapon, but most refuse
as radio waves with a range of five miles (8 km). to do so, refraining even from the use of simple blunt weapons
Speaking Other Languages (special): The D-Bee speaks in an like a club, rock, or broomstick. Most are too mild-mannered to
artificial, mechanical synthesized voice that may have awkward fight and seem to be repulsed by the idea of engaging in violence
pauses and cadence, and sometimes different tonal quality. This is or doing harm to any living creature, especially higher life forms.
because Wiggly Squigglies record the voices and conversations of However, under extreme circumstances, some Wiggly Squigglies
other people to capture and create a vast library of individual words. may use an object to strike someone or, more likely, to defend
Then they rearrange the recorded words to create new sentences, and themselves or an innocent by using the object/weapon to parry
play them through a synthesizer to simulate human and D-Bee words and block attacks leveled against them or an innocent person the
and speech patterns not unlike a computer voice translation system. D-Bee is trying to protect.
O.C.C.s Available: None, see R.C.C. Skills. That said, the D-Bee Bonuses (in addition to those acquired from attributes and skills):
can handily function as an assistant to an Operator or handyman/ +2 on Perception Rolls to recognize broken or defective machines
repair person, or other roles as an assistant to many occupations, and mechanical components that require maintenance, cleaning, or
and is able to easily find work as a manual laborer, crop picker, repair, and noticing exits, escape routes, and cover to hide behind.
servant, housekeeper, and interpreter. All Wiggly Squigglies pos- +1 to parry, +2 to dodge, +2 to entangle, +2 to pull punch, +2 to roll
sess mechanical aptitude and enjoy cleaning/housekeeping, main- with impact, impervious to most poisons, drugs, and diseases that
taining and repairing machines and devices, and serving others, affect organic life forms, resistant to carcinogens, heat, cold, and
especially behind the scenes. radiation (half damage), +2 to save vs mind control and possession.
R.C.C. Skills: All Wiggly Squigglies have a nearly identical range Vulnerabilities: Abhor and try to avoid violence, preferring to run and
of skills, which is one reason many people believe they are artifi- hide, or try to reason with an adversary rather than stand and fight.
cially intelligent robots with a capacity to learn within the param- Meek and peaceful to the point of being vulnerable to aggressors.
eters of their limited programming. Magic: None.
Language: Other (+30%, Special) – The D-Bee seems to have Psionics: None.
an unlimited capacity to learn an infinite number of spoken lan- Standard Equipment: Whatever these alien refugees can scrounge or
guages within a matter of days of exposure to a spoken language are given to perform their job. They don’t need clothes, though some
that is heard on a frequent, daily basis. Maximum skill level is have taken to wearing ponchos or cloaks and cowboy hats or som-
90%. See Natural abilities, above, for more details. breros, even chaps and spurs in an effort to fit in among the people
Automotive Mechanics (+30%) of the Pecos Empire, the New West, and Mexico. Most try to acquire
Basic Electronics (+20%) a tool kit, utility belt, backpack, satchel and/or a few sacks, a few E-
Basic Mechanics (+30%) Clips, and sometimes partial armor for additional protection.
Computer Operation (+20%)

216
Habitat: Any, but most Wiggly Squigglies are reported in small num- families of Cho Zo have found safe haven and work at the Colorado Bar-
bers throughout the Pecos Empire as well as Arkansas, the New onies, MercTown, Arzno, El Paso, and Ciudad Juarez, among others.
West, and northern Mexico. However, a few have made it as far Cho Zo are small, chubby D-Bees who stand 3-4.6 feet (0.9 to
north as the Plains States and southern Canada, and as far east as the 1.4 m) tall from head to toe, not including the long, thin, foot and
Magic Zone and the Chi-Town ‘Burbs. They are uncommon even a half to two foot (0.5 to 0.6 m) pair of antennae on the top of their
in the south, and rare in most other places. Their exact numbers are heads. They have transparent wings on their backs that enable them
unknown. There may be a few hundred or a few thousand. Whatever to hover and fly, and are also excellent climbers. However, Cho Zo
the case, they are scattered over a large region of North America and are bipeds so they stand, walk, and run on their two legs, crawling
unknown to most people outside the southwestern United States. and scaling walls and trees to take cover and to stay above the ground
Alliances and Allies: They accept anyone who accepts them and has when at rest or to sleep. Wings are transparent like those of a fly, but
work and a place for them. They like humans and most D-Bees just they mostly use flight to reach a tree branch or rooftop, to get across
fine, but prefer to associate with peaceful people and organizations. a ravine or to fly over a wall or debris. Cho Zo may also fly to make
Many Wiggly Squigglies find work using their innate abilities a hasty retreat or to travel at a good pace, but they are not fast flyers
(see R.C.C. Skills, above), as translators, cleaners, housekeep- nor aerial acrobats, and seldom fly for more than an hour. As a rule,
ers, wait-staff, servants, menial laborers, assistants to Operators, they fly low to the ground and around objects, or just above the tree-
workers at mechanic garages, machine shops, repair shops, farm- tops to avoid detection and being picked off by large flying predators
ers, adventurers, and other helpers suitable for a wide range of or hunters/enemies with ranged weapons.
businesses where their obedience, trustworthiness, and language Their bodies vary in color from shades of green (light to dark,
skills come in handy. with some yellow and tan hues and highlights), to yellows and tans,
Rivals and Enemies: None per se. Slavers, bullies, cruel, wicked and never wear clothing. Their body color changes as a natural de-
beings and violent, aggressive people are likely to regard Tin fense to help them blend in with their surroundings. If a clan of Cho
Men as pawns, slaves, servants, and a cheap workforce to do their Zo are living in a lush green forest or jungle, they will be a rich dark
bidding, usually in a support capacity. For this reason, Wiggly or medium green. If on grassy plains in the dry season, where trees
Squigglies fear and avoid the Coalition Army, mercenary compa- and green vegetation are sparse and the tall green grass has turned
nies, raiders, Splugorth Slavers, and people like them. amber, they too become a yellow or tan color with green hues to bet-
Note: A new D-Bee appearing here for the very first time. Inspired ter fit in with their environment. They are not chameleons, but their
by the art and ideas of Nick “The Brick” Bradshaw. bodies slowly adjust and change to suit their environment.
The insectoids are friendly and get along with humans and D-

Cho Zo
Bees, but have difficulty learning and vocalizing other languages, so
they speak in broken words and short phrases. Their voice a rather
nasal, high pitched, buzzing intonation(“Mmmeee hungry.” “Good
This small, chubby D-Bee insec- eats.” “Water.” “Me like.” “You nice.” “He bad.” “I come with you.”
toid is often mistaken for a baby or “Where I go?” “Me tired.” “No fight.” “Run now.” “Hide.” “Stop.”
adolescent Xiticix (z-eye-tick-icks) “Go.” “Many dangerous men.” And so on.) This simple, stilted man-
by many humans and D-Bees who ner of speaking may be another reason people sometime think they are
don’t know better. As a result, they baby or young Xiticix. This is also reflective of the Cho Zo’s low intel-
are often slaughtered before the little ligence and alien nature. They are endlessly amazed by machines and
D-Bees can identify themselves. A vehicles and, for that matter, advanced civilization. Their social groups
sad end to a friendly, simpleminded are small, usually family units of nomadic scavengers and foragers,
biped with low human intelligence seldom more than 12 or 20 in number, who search for ripe and rotting
and a playful nature. fruit and vegetables, carrion, bugs, and easy prey to slay and devour.
Cho Zo are foragers who eat dead On Rifts Earth among towns and cities, food includes garbage,
and rotting plants, fruit and vegetables, spoiled meats and produce, bones and waste products from slaugh-
as well as the remains of dead animals, terhouses and butcher shops, as well as the corpses of people. Cho Zo
including humanoids. Though mainly do not dig up graves, but they are likely to eat a dead body found in
carrion-eaters, they hunt and feed upon an alley or on the battlefield. This is not cruel or ghoulish behavior, it
old, injured, and sickly animals. Dino- is normal for the Little Bug People who, like many insects, feed upon
saurs and insects, large and small, are the remains of the dead.
their favorite prey, but Cho Zo will eat For the most part, Xiticix and Cho Zo seldom encounter one
just about anything organic, including another. When they do, they both ignore the other, tolerating each
road kill and garbage. Among D-Bee and human populations, they make other’s presence with no sense of aggression or animosity. That said,
excellent skinners, butchers, and disposers of organic garbage, eating if ever given the chance, Cho Zo happily eat slain Xiticix they may
most of it themselves, including the bones and remains of slaughtered happen across, and might finish off and consume severely wounded,
cattle and livestock, as well as table scraps and any organic food stuff dying, or sickly Xiticix. Moreover, the little buggers find Xiticix
that is thrown away. This has made the little walking garbage dispos- eggs and larvae to be scrumptious delicacies, and are happy to steal
als popular among some cattlemen, ranchers, farmers, towns, and even and eat them whenever the opportunity presents itself.
mercenary companies, bandits, and adventurers who use Cho Zo to eat Nobody knows how, where, or when Cho Zo arrived on Rifts
scraps to minimize their footprint and make it more difficult for them to Earth. Not even the Cho Zo themselves. Presumably, they arrived via
be tracked by enemies. Though most likely to be encountered in the Pe- a Rift from an unknown alien world or dimension. And for all anyone
cos Empire, American Southwest, northern Mexico, and the New West, knows, they may come through that Rift on a regular basis. As curious
small family clans of 2D6 Cho Zo may be encountered anywhere west nomadic foragers, the Little Bug People would find a lush, green world
of the Mississippi River, including Arkansas, Missouri, Iowa, and as on the other side of a Rift to be very alluring. They would cheerfully
far north as Minnesota, the Dakotas, Wyoming, and Montana. Several wander through the dimensional portal to explore and forage for new

217
types of food. Sadly, because they are often mistaken as baby Xiticix, Head – 5D6+30
Cho Zo have been slaughtered in countless numbers, especially in and Hands (4) – 1D6+6 each
around Xiticix Territory. As a result, they are largely unrecognized Arms, Small (2) – 2D6+10 each
and unknown as their own species, and fairly rare. Arms, Large (2) – 4D6+20 each
As a simplistic Stone Age tribal and nomadic people, the D-Bees Legs (2) – 4D6+20 each
are endlessly fascinated by technology, machines, tools, and toys of all Wings (2) – 2D6+18 each
kinds, particularly vehicles, holograms, and video, but do not understand Main Body – 1D6x10+35 and 1D6 per level of experience, start-
how they work or the danger these items may represent, nor how to use ing at level one. (On an S.D.C. world the character would have
them. While a Cho Zo may use a stick for leverage or a rock to smash 1D4x10+20 Hit Points and 6D6 S.D.C., +1D6 Hit Points per level
open something, or a bone to parry an attack or hit an attacker in the of experience. Natural A.R. 13.)
moment, they never learn how to make or use tools and weapons. Thus, Horror/Awe Factor: 9
the little buggers never use modern weapons, electronic devices, or ma- P.P.E.: 3D6
chines, and would never think of driving a vehicle. They may, however, Disposition: Cho Zo are curious, friendly, playful beings. Most are
use a rudimentary melee weapon such as a club, spear, staff, or sword cheerful, mild-mannered, and easygoing, and happy to share their
(bow weapons and slings are too complicated) they have found or are food and water. Of course, oftentimes their food is not suitable for
given, but don’t make them and are likely to discard the item when they human consumption.
are done with it. Nor do Cho Zo wear clothing or jewelry. Do not mistake the Cho Zo’s friendliness for subservience or
It takes many months of living in a town or city before they even cowardice; they fight like hornets to defend themselves and their
begin to get used to the presence of such devices. Cho Zo have been families, especially young ones and mates. However, they usually
known to spend hours turning electric lights on and off or watching fight to escape, not to kill or out of hate, revenge, or envy. They
movies on a monitor with childlike glee and excitement. Not that do not do well in captivity as slaves or prisoners, and the people
most Cho Zo want such items or to live in dense population centers. they do hate are slavers, slave owners, torturers and tyrants. Cho
They much prefer life in the wilderness and living under the stars. Zo have been known to free people who are imprisoned, mistreat-
When they do join a community, they will want to live on the out- ed animals in chains, and animals kept in cages. Animal pens,
skirts in a woodland, pasture, field, or farm environment. corrals, and barns are okay, and the D-Bees understand the pur-
Cho Zo are driven by instinct to wander and forage. Those who pose of slaughterhouses, but they cannot abide cruelty, suffering,
might join a mercenary company are not likely to stay long because of and chains or imprisonment.
all the fighting and noise from weapons of destruction. One or a few Life Span: 1D4x10+10 years. Mating happens every four years,
Cho Zo are much more likely to join, befriend, and stay with a group with the female (it is hard to tell males and females apart) giv-
of explorers, adventurers, or band of tribal people. This friendship and ing birth to 2D4 live young. Young reach full physical maturity
camaraderie may last days, weeks, months, and sometimes years, but within six years, but may stay with their parents for half their life
at some point the insectoids just pick up and leave. Usually without until they find a mate and start their own family.
saying goodbye. Should the Cho Zo and the group ever meet again, the Natural Abilities: Four hands and arms (two large, two small), su-
Little Bug People are delighted with the reunion and may hang out or perhuman insect strength and endurance (the equivalent of Su-
travel together for a while, but not more than a few weeks. pernatural P.S.), good reflexes and excellent climbers able to
crawl along walls and ceilings, perfect color vision with polar-
Cho Zo – Optional Player Character & NPC ized lenses that slide into place to prevent glare, Nightvision 600
feet (183 m) but is a daytime creature, 220 degree peripheral vi-
Inspired by the art of Nick Bradshaw
sion (can see front and sides), impervious to most diseases (no
Also known as “Little Bug People,” “Garbage Eaters,” and (errone- damage or penalties), can eat insects, decaying and rotting meats,
ously) “Baby Xiticix.” food, garbage, bones, chitin, twigs, grass, and many other things
Alignment: Any, but lean toward Scrupulous (40%), Unprincipled that would make a human sick, resistant to alcohol, drugs, and
(30%), Anarchist (20%), or other (10%). diseases (half damage, penalties and duration), fast healers (see
Attributes: I.Q. 1D4+6, M.E. 2D6+8, M.A. 2D6+14, P.S. 1D6+9 below), and Bio-Regenerate 3D6+3 M.D.C every 24 hours and
(equal to Supernatural), P.P. 1D6+14, P.E. 1D6+16 (equal to Su- regrow most limbs (see details below).
pernatural), P.B. 1D4+6, Spd on foot 1D6+12, maximum running
Antennae (special): Cho Zo antennae function as an extra sen-
and climbing speed is 10 mph (16 km) and can be maintained for
sory organ and feelers that are able to hear, smell and feel. The
up to 30 minutes.
sensitive antennae can feel motion, wind and changes in tempera-
A good, steady walking pace is 5 or 6 mph (8 or 9.6 km) and
ture, and touch objects. When blinded or in total darkness, the an-
can be maintained for six hours before needing to stop and rest
tennae reduce penalties for being blind by half (-5), plus they can
for an hour.
feel around in the dark and pick up scents and air movement that
A foraging pace is 2 mph (3.2 km) with frequent stops to
can find a way out, locate water (Dowsing skill), find and identify
scrounge for food, pick edible vegetation, bugs, or the remains of
food, and recognize danger and enemies by touch, scent, or sound.
the dead, or to investigate something that attracts their attention.
Cho Zo can smell and identify a range of smells equal to Dog Boys,
Needs 6-7 hours of sleep per 24 hour period, and they sleep at night.
and are especially evolved to smell and locate food (decaying meat,
Flying: Hover stationary or fly up to 30 mph (48 km) for up to
bodies, and vegetation) up to 4 miles (6.4 km) away.
30 minutes at a time. See details under Natural Abilities.
Note: The two antennae are mounted on the top of the head, but
Size: 3-4.6 feet (0.9 to 1.4 m) tall from head to toe, not including the
are able to fold in half and pull back and lay flat against the head
long, thin, foot and a half to two foot (0.5 to 0.6 m) antennae on
and neck during combat to avoid damage in battle. Should one or
the top of their heads.
both antennae be destroyed it impairs the D-Bee’s senses, but they
Weight: 80 to 120 pounds (36 to 54 kg).
grow back quickly. For an enemy to specifically target an antenna,
M.D.C. by Location:
the attacker must carefully aim and make a “Called Shot.” Even
Antennae (2) – 1D6+1 each
then these are small, constantly moving and difficult targets to hit,
218
so the shooter is -5 to strike. When flying or on the move it is im- has been discovered or when there is so much food it is willing to
possible to hit an antennae even with a “Called Shot.” invite any Cho Zo in the area to share in the feast. The scent can
Cho Zo Antennae Abilities include: be detected up to two miles (3.2 km) away and all Cho Zo can
1. Accurately identify common, known objects or substances pinpoint the exact location. The scent lasts for 24 hours.
by touch alone: 65% (+30% to recognize food!). Mega-Damage Bite (special): The mouth/jaws of the Cho Zo
2. Identify temperature (within 1D6 degrees): 75%; includes are made of a hard chitin with sharp, blade-like edges. The jagged
air temperature as well as the temperature of physical objects. bite can chomp through and bite off chunks of M.D.C. animal
3. Accurately identify wind direction and speed: 85%. hide, chitin, bone, flesh, wood, and other Mega-Damage materials
4. Detect a rapidly approaching object or attack from behind with the following damage depending on intent and force:
or the side within 12 feet (3.7 m): +1 on initiative, +1 to dodge. Warning Nip: 1D6 S.D.C., Snapping Nip: 3D6 S.D.C., Re-
5. Superior sense of smell. Can smell odors/scents/chemicals strained Bite: 6D6 S.D.C., Nipping Bite: 1D4 M.D., Full Strength
up to one mile (1.6 km) away (food up to 4 miles/6.4 km); double Chomp: 1D6+2 M.D., and Power Bite: 2D6+4 M.D. but counts
or triple if carried by the wind. The olfactory abilities of mutant as two melee attacks.
Dog Boys are roughly one million times better than a normal hu-
man, and so are the Cho Zo’s. They all possess this heightened Voracious Eaters (special): As noted above, Cho Zo are forag-
sense of smell, but use it primarily to locate food and to follow ers who feed upon the remains of the dead, the sick and dying,
scent trails left by their fellow Cho Zo. Recognize and accurately as well as ripe and rotting fruit, vegetables, and vegetation. They
identify general/common/known smells: 75% (+20% to recog- seem to be always hungry and ready to dine, and process and store
nize and follow food and chemical trails). food quickly, able to eat twice their own body weight a day for
6. Track by smell alone. This means the insectoid relies en- up to 30 days before the D-Bee is too full to eat for 1D4 weeks.
tirely on its sense of smell (in case it is blinded and cannot follow This serves the little D-Bees well because a well fed Cho Zo can
physical tracks/footprints or any other visible trail): 55% (+30% go without eating or drinking water for 1D4+2 weeks when nec-
to track food, a chemical scent trail or a very familiar scent). Roll essary, and survive on scraps, old bones, twigs, dry grass, and
once for every 1,000 feet (305 m), but double the range to follow rotting leaves for 1D4+8 weeks when food is scarce.
the chemical secretions of other Cho Zo. A failed roll means the Winged Flight (special): Flying Speed: Hover stationary or
scent trail is temporarily lost. Two successful rolls out of three maximum flying speed: 30 mph (48 km) for up to 30 minutes.
means the trail has been recovered. Tracking must be done on Two hours at 15 mph (24 km) before needing to stop and rest for
foot, on the ground, not from the air. 30 minutes. However, Cho Zo tend to travel mostly on foot us-
7. Smell large fires and the coming of rain: 60%. Range: 4 ing flight to survey an area as they look for food or to investigate
miles (6.4 km); double when carried on the wind. signs of carrion like vultures circling and to reach food quickly,
Bio-Regeneration (special): Cho Zo have a soft, but tough as well as to roost in trees, reach elevated positions (windows,
M.D.C. hide with hard chitin on the head, chest, back, arms, and legs. ledges, rooftops, the side of a building, etc.), fly over obstacles,
They regenerate damage at the rate of 3D6+3 M.D.C. per every 24 and to make quick escapes.
hours, and can regrow damaged or destroyed antennae, hands, arms, Maximum Altitude is 5,000 feet (1,524 m), but most prefer to
and wings. It takes only 1D6+1 days to regrow one or both antenna, stay low to the ground or treetop level to avoid notice and attack.
1D6+10 days to regrow one or both wings, 1D4+2 weeks to regrow The D-Bee also usually flies in a zigzag, evasive pattern even
a hand or jaw, and 2D4+4 weeks to completely regrow an arm and when danger is not evident.
hand (large or small). Legs and eyes cannot be regrown. O.C.C.s Available: None, see R.C.C. skills. That said, the D-Bee
Chemical Trail (special): Whenever the Cho Zo desires to do can handily function as a Wilderness Scout and to a lesser degree
so, it can release an invisible chemical that is undetectable by as a Cowboy/rancher, or work in waste disposal.
humans and most other creatures. It is released to mark a trail R.C.C. Skills:
that other Cho Zo (and Xiticix) can follow, or which it can follow Language: American (+10%)
in order to find its way back. The scent lasts for 72 hours, but is Language: Other (one of choice, typically Spanish; +10%).
washed away by a heavy rain or covered up by more than four Begging (+10%)
inches (10 cm) of snow. Note: Chemical trails can only be laid Climbing (+30%; and can cling to any porous surface and crawl
down on the ground and vegetation, not into the air. across walls and ceilings, under bridges, etc.)
Concealment (+20%)
Danger Chemical (special): Cho Zo release a chemical that Dowsing (+10%)
other Cho Zo (and Xiticix) can detect as a silent warning that tells Dance (+10%)
others of their kind to either come and help or to flee and hide. The Horsemanship Exotic (+5%)
scent can be detected up to two miles (3.2 km) away and all Cho Zo Identify Plants & Fruits (+20%)
can pinpoint the exact location. The scent lasts for 24 hours. Land Navigation (+30%)
Death Chemical (special): Similar to the Danger Chemical, a Cho Lore: Cattle & Animals (+10%)
Zo releases the unmistakable chemical that warns others it has been Mathematics: Basic (+20%)
killed. This tells family and any Cho Zo (and Xiticix) within range Skin & Prepare Animal Hides (+10%)
that it has been slain and that danger/enemies/predators are in the Palming (+10%)
area. The scent can be detected up to two miles (3.2 km) away and all Prowl (+5%)
Cho Zo can pinpoint the exact location. The scent lasts for 72 hours. Tailing (+15%)
Dinner Chemical (special): When so desired, a Cho Zo can Tracking (people; +5%)
release a chemical that serves as a call to dinner for other Cho Wilderness Survival (+30%)
Zo. This silent chemical signal is usually released to signal and Hand to Hand: Basic
call over fellow members of its family clan that a bounty of food

219
Secondary Skills: Cho Zo can select one additional Secondary Skill
at levels 2, 4, 6, 8, 10, 12 and 14 from the following four Skill
Categories only: Cowboy, Domestic, Technical, and Wilderness.
Experience Level: 1D4 level or as set by the Game Master for NPCs.
Player Characters should start at level one or two. Note: Use the
Wilderness Scout experience table to determine level advancement.
Attacks per Melee: As per the Hand to Hand: Basic skill, plus also
see Bonuses.
Damage: As per low Supernatural equivalent P.S. (Special); typi-
cally inflict 1D6 S.D.C. on a restrained punch, one M.D. on a full
strength punch or kick, and 1D6 M.D. on a Power Punch. A bite
does considerably more damage, see Mega-Damage Bite under
Natural Abilities, above. Remember, the Little Bug People do not
use even simple tools, modern weapons or equipment, and marvel
at technology as if it were magic best left to others.
Bonuses (in addition to those acquired from attributes and skills):
+1 attack per melee round due to having two pairs of arms and
heightened senses, +2 on Perception Rolls to recognize and locate
food (for them), +2 to parry, +2 to dodge when hovering, flying,
and climbing on walls and ceilings, +1 to pull punch, +2 to roll
with impact, impervious to disease (no effect), and resistant to most
poisons, drugs, and alcohol (half damage, effects, and duration).
Also resistant to heat and cold (half damage) and are not adversely
affected by temperatures as low as zero Fahrenheit (-17.8 Celsius)
or heat as great as 110 degrees Fahrenheit (43 Celsius).
Vulnerabilities: Sensitive to sound attacks, white noise and sonic
weapons, which inflict double the usual penalties and cause dis-
orientation and pain like a stabbing headache or earache. In addi-
tion, bombardment of sound and white noise or sonic vibrations
reduces the abilities of the antennae by 80%. These penalties ap-
ply to all Cho Zo within range of the white noise/sonic attack.
However, the insectoids recover within 1D4 melee rounds (15-60
seconds) after the white noise/sonic attack stops. Coalition troops
regularly use white noise generators when combating Xiticix and
are likely to try them against Cho Zo and other insectoids. Dinosaur People
The Little Bug People’s fascination with machines and tech-
nology, and their lack of understanding of how they work, some- From time to time, intelligent, bipedal dinosaur people and
times gets them into trouble. strange, mutant or evolved intelligent animals are encountered. They
Magic: None. are always lone individuals, pairs, or small groups (1D6+4 beings)
Psionics: None. and always seem to be a bit confused about the state of Rifts Earth.
Standard Equipment: None. Cho Zo are primitive beings who rely Many claim to be dimensional travelers and even time travelers who
upon their natural abilities and live by foraging off the land. herald from an alternate Earth and have gotten themselves stranded
Habitat: Any, but prefer woodlands and rain forests. Grasslands and on Rifts Earth. Many are searching for a way back to their own real-
mountain valleys are okay too, but avoid deserts, tundras, and cold, ity, while others have resigned themselves to being trapped and try to
snowy environments. Most common anywhere west of the Missis- make the best of their new home. As far fetched as this may sound,
sippi River, including Arkansas, Missouri, and Iowa, and as far north many of these Dino-People are intelligent humanoids who speak per-
as Minnesota, the Dakotas, Wyoming, and Montana, and as far south fect English or some other modern Earth language, resemble known
as the Pecos Empire, American Southwest, and Northern Mexico. prehistoric animals (or modern Earth animals), and know about the
Typically encountered in small family clans of 2D6 Cho Zo. geology of the planet. The tales they tell often involve people and
Alliances and Allies: None per se. Curious by nature, they find people civilizations that evolved without humans, while others speak of
interesting and accept anyone who accepts them. However, as born how humans destroyed themselves and other animal species have
wanderers and foragers, Cho Zo are not looking to settle down and evolved, or been genetically engineered as a new, intelligent life
are likely to feel most comfortable with other nomadic and tribal form and have inherited the Earth after the collapse of human civili-
people such as Native Americans, Inuit, Psi-Stalkers, knights- zation and the extinction (or near extinction) of humankind.
errant and adventurers. Simvan are too aggressive and violent for Whatever they are, Dinosaur People and other nonhumans or mu-
their taste, and though they like the Lyn-Srial Sky-Knights, they tants claiming to originate from an alternate Earth or time-line are
are too civilized and settled for them. Cho Zo are always on the almost always bipedal, S.D.C. humanoids with human-like charac-
move, foraging and exploring new lands, thus going through a Rift teristics, culture, science, and technology. Some are low tech (19th,
to another part of the world sounds like a fun adventure. 20th, and 21st Century tech) compared to the advanced technology
Rivals and Enemies: None per se. held by the Coalition States and Triax/New German Republic, but
Note: A new D-Bee appearing here for the very first time. Inspired some are equally advanced, and a few are even more advanced. Most
by the art and ideas of Nick “The Brick” Bradshaw. Dino-People and others who claim to come from Earth’s past or an
alternate time-line do not believe in magic, so they marvel at it when

220
magic is encountered on Rifts Earth. Psionics, on the other hand, are Special Natural Ability: Pick one. The ability should make sense
common among these rare, strange D-Bees. regarding the type of dinosaur or prehistoric animal (mammoth,
Most Dinosaur People are large, 7-11 feet (2.1 to 3.4 m) tall and sabertooth tiger, horse, etc.) that it is.
monstrous in appearance, making it difficult for them to blend in or Amphibious: Can survive, maneuver, and breathe on land and in
hide. That makes them easy targets for the soldiers of the Coalition water with equal ability. When on dry land, the individual needs to
States and other human supremacists or anyone who shoots first and be immersed in water for at least an hour, every 48 hours, ideally,
asks questions later. They are also targets as slave stock or speci- daily or more. Can survive in/on water indefinitely but can only hold
mens for zoos or study and research (dead or alive). As a result, even breath for two minutes per P.E. attribute point before needing to sur-
Dinosaur People and dimension or time travelers who intentionally face to refill lungs with air like a frog or turtle. The character can also
visit Earth and have the means to leave are not likely to survive for Swim at 65% proficiency, but at half its Spd attribute number; full
long. Those trapped on Rifts Earth either need to find a way to as- speed on land. Maximum underwater depth is 300 feet (91 m).
similate, hide, or perish. Their clearly inhuman appearance makes Aquatic: The character’s natural environment is water. Has gills
them too vulnerable, even if they have advanced technology. Such to breathe underwater for an unlimited period of time, is an expert
advanced tech could also be another risk factor, as Operators, Black swimmer (98%) and can perform dives. However, the character
Marketeers, raiders, bandits, scientists and the CS may want, and are can only survive out of water for two hours at a time unless it is able
willing to kill to get it. Those who come from an advanced civiliza- to dive back into a body of water frequently or wears some sort of
tion are likely to want to try to connect with other advanced people environmental suit (1D4x10+30 M.D.C.) or armor (1D6x10+100
and scientists, but without knowing who they can turn to (not the CS M.D.C.) that keeps it surrounded by life-giving water that circu-
or Federation of Magic, for example), they may put themselves in lates throughout the suit and provides oxygen. The character can
great danger and harm’s way. walk, crawl or slither on land but at half its usual Spd attribute
number. Maximum underwater depth is 3 miles (4.8 km).
Dinosaur People – Optional Player Character & NPC Armor Plated: Add 1D6x10+60 M.D.C. to the character’s main
body, but reduce Spd by 20%. On S.D.C. worlds convert half to Hit
Also known as “Dino-People” and “Time Freaks.”
Points and half to S.D.C., and the character has a Natural A.R. of 17.
Alignment: Any, but tend to be Principled (25%), Scrupulous (25),
Cold Resistant: No damage or ill-effects from cold as low as
Unprincipled (25%), or Anarchist (10%).
zero Fahrenheit (17.8 Celsius), and half the damage and penalties in
Attributes: I.Q. 2D6+6, M.E. 2D6+6, M.A. 2D6+3, P.S. 2D6+9
colder environments. Cold-based magic and attacks do half damage.
(Supernatural), P.P. 1D6+9 (+3 extra for carnivores), P.E. 2D6+8
Enhanced Attribute I.Q.: Add 1D6+1 to I.Q. and any appropri-
(Supernatural), P.B. 2D6+3, Spd 2D6+6.
ate I.Q. skill bonuses.
Size: 7-11 feet (2.1 to 3.4 m) tall; sometimes a foot (0.3 m) smaller
Enhanced Attribute M.A.: Add +1D6+3 to Mental Affinity at-
or larger.
tribute, which means there is something appealing and trustwor-
Weight: Varies, but typically 400-700 pounds (180 to 315 kg).
thy about this charming and likable Dino-Person.
Mega-Damage: 2D6x10 + P.E. attribute number main body. Plus 2D6
Enhanced Attribute M.E.: Add +1D6 to Mental Endurance at-
M.D.C. per level of experience, starting at level one. (On an S.D.C.
tribute, which means this character is mentally tough. Interroga-
world the Dino-People character would have 1D6x10 + P.E. attri-
tion and Seduction skills are -20% when used against this charac-
bute number for Hit Points and 1D6x10 for S.D.C., +1D6+1 H.P.
ter, and +2 to save vs possession.
per experience level; Natural A.R. 12, unless it has natural armor.)
Enhanced Attribute P.S.: Add 1D6+6 to Supernatural Strength.
P.P.E.: 1D6+3
Enhanced Attribute P.E.: Add 1D6 to P.E. attribute and
Disposition: Varies with the individual but most have an adventur-
1D6x10 to M.D.C. of main body, and +1D6 M.D.C. of healing
ous spirit and a curious mind – they are time travelers or dimen-
every 24 hours.
sional explorers after all. Many are scientists and anthropologists
Enhanced Attribute P.P.: Add 1D6 to P.P. attribute and +1 to
so they try to be unbiased and objective, sometimes even clinical.
strike and parry, and +5% to skills requiring physical dexterity
That said, others may be fortune hunters or gung-ho explorer and
and nimble fingers like Electronics skills, Computer Operation,
adventurer types cut from the mold of Indiana Jones. Most under-
Surgery, Palming, Pick Locks, Pick Pockets, etc.
stand and appreciate computers and technology and are able to use
Enhanced Attribute P.B.: +1D6+4 to Physical Beauty attribute
CS, NG, Triax, and other Rifts Earth technology with the possible
to this charming and impressive Dino-Person; +10% bonus to the
exception of Techno-Wizard devices and other types of magic.
following skills (if applicable): Begging, Interrogation, Perfor-
Average Life Span: Males: 4D6+60 years. Females: 6D6+70 years.
mance, Public Speaking, and Seduction.
Physical maturity is reached by age 17. Females give birth to ei-
Enhanced Attribute Spd: Add 22 points to Spd attribute (an
ther 1D4 live young after a 13 month pregnancy or lay 1D4+4
extra 15 mph/24 km). The character can run at maximum speed
eggs that are guarded and protected until they hatch within 2D4+6
for one minute per P.E. attribute point, or 30% faster in short
weeks. In both cases, the young are fully mobile within 12 hours
bursts lasting 1D4 minutes.
of birth, cared for by both parents, and are miniature versions of
Enhanced Hunter: Can smell blood from up to 2 miles (3.2
their adult form, but with shorter necks, pudgy limbs and large
km) away, can track blood/meat scent by smell alone at 70% pro-
eyes. By two years old they will have tripled in size and look like
ficiency, +1 melee attack, and +1 to strike.
small versions of their parents. Most start speaking words and
Enhanced Sense of Hearing: Can hear faint sounds (light foot-
simple sentences by age two or three. Children are raised by both
steps, breathing) and can overhear conversations at three times
parents, who usually mate for life.
the distance of a human. +1 on initiative and +1 to dodge.
Natural Abilities: Sharp vision, good hearing, tough hides without
Enhanced Sense of Smell: Recognize and track known smells and
fur, but sometimes have some feathers, incredible strength, good
scents, or distinct scents like a bloodhound at 75% (+10% to follow
reflexes, senses are comparable to humans though some retain
blood scent) even under a foot (0.3 m) of snow, dirt, or leaves. Roll
animalistic abilities and/or psionics. Fast healers, light physical
every 1,000 feet (305 m) to determine if still on the trail. Also reduce
M.D.C. is recovered at a rate of 2D6 per 24 hours.
penalty for being blind or in total darkness by half.

221
Enhanced Vision, Hawk-Like Vision: Can read a sign, see derstanding of technology enables them to use rail guns and other
movement, medium to large animals, and people from one mile heavy weapons as well as most devices.
(1.6 km) away. Bonuses (in addition to attribute bonuses): +2 on Perception Rolls
Enhanced Vision, Nightvision: Is able to see in total dark- about everything, especially when it involves technology, science
ness up to 600 feet (183 m), but eyes are sensitive to sunlight and and the study of time travel and dimensional travel; +1 to dodge
bright lights. Needs to wear sunglasses or tinted goggles, visor, and pull punch, +1 to roll with impact, +2 to save vs poison and
helmet, etc. Without protection from bright lights the character disease. Note: In addition to the bonuses above, Dino-People
squints and vision is reduced to 100 feet (30.5 m). May have evolved from predators are +1 melee attack, +1 on initiative, +1
evolved from a nocturnal dinosaur. to strike, and +1 to disarm.
Leap: Powerful legs designed for leaping enable the character Vulnerabilities: Though probably smart and resourceful with a
to leap 10 feet (3 m) high and up to 15 feet (4.6 m) across (20 background in science, Dino-People are fish out of water with no
feet/6.1 across with a running start); +1 to dodge. idea what to expect from this violent and hostile environment. Nor
Wings & Flight: The character has feather, leather, or insect will they be prepared for magic, Techno-Wizards, dragons, other
wings and the ability to glide on air currents and fly at a speed of creatures of magic, demons and other supernatural monsters, the
25 mph (40 km). wide range of D-Bees (i.e. aliens from other dimensions), or the
Special Natural Weapon: Pick one, or forgo a Natural Weapon and level of destructive power unleashed by M.D. weapons. All of
select a second Natural Ability. this keeps the poor creatures off balance for months as they try to
Natural Weapon, Claws, Basic: 1D6 M.D. additional damage. adapt. In addition, these visitors from an alternate Earth are likely
Natural Weapon, Claws, Large and Deadly: 2D6 M.D. addi- to be so naive, gullible, trusting, and awestruck that they are eas-
tional damage and likely to be retractable. ily tricked, deceived, robbed, and taken advantage of, assuming
Natural Weapon, Large Horn: 2D6 M.D. they are not attacked and slain as a new monster from the Rifts.
Natural Weapon, Small Horn: 1D6 M.D. This culture shock extends to not understanding the laws and
Natural Weapon, Sharp Teeth: 1D6+2 M.D. from bite attacks. customs of the many Rifts Earth civilizations and cultures, or the
Natural Weapon, Large Teeth/Apex Predator (like a T-Rex): diverse number of aliens (D-Bees) and their ways. Moreover,
2D6+3 M.D. from bite attacks. they probably fear and distrust magic in all its forms.
Natural Weapon, Prehensile Tail: This long-flexible tail can be Psionics: Many Dinosaur People possess some level of psionics: 01-
used to help the individual balance, climb, hang suspended from 50% one of the following, 51-00% no psionics.
above, and swing like a monkey, as well as strike others (1D4 Roll 1D4 to determine which:
M.D.) and grab and entangle and hold objects and even people. 1. Sensitive: Object Read (6) or Empathy (4; pick one), Medi-
+1 to disarm, +2 to entangle, and +5% bonus to Acrobatics and tation (0), Mind Block (4), See Aura (6), Sense Time (2), and one
Climbing skills (if applicable). of choice.
Natural Weapon, Slashing Tail: 1D6+3 M.D. from tail strike 2. Physical: Death Trance (1), Meditation (0), Mind Block
which is used like a whip or light clubbing or sweeping attack. +2 (4), Summon Inner Strength (4), Telekinesis (varies), and one of
to strike with Slashing Tail. choice.
Natural Weapon, Smashing Tail: 2D6+4 M.D. from a heavy, 3. Super-Sensitive: Empathy (4) or Telepathy (4; pick one),
armored, clubbed tail or spiked tail used to club and batter an op- Detect Psionics (6), Empathic Transmission (6), Presence Sense
ponent. +1 to strike and parry with Smashing Tail. (4), Sixth Sense (2), and one Sensitive ability of choice.
Natural Weapon, Predator Wings, Flight and Speed: The char- 4. Super-Predator: Bio-Manipulation (10), Intuitive Combat
acter has feather, leather, or insect wings and the ability to glide (10), Psi-Sword (30), Electro-Kinesis or Pyro-Kinesis (pick one),
on air currents and fly at a speed of 40 mph (64 km) as well as and one Physical ability of choice.
perform diving attacks at 90 mph (144 km), +1 to strike from a Magic: None. Magic is the stuff of fantasy and mythology for these
dive, and is +2 to dodge when in flight. science and technology based “Earthlings” from a different time
Available O.C.C.s: Any Adventurer & Scholar O.C.C., and on rare or alternate Earth. To them, magic seems scary, unpredictable,
occasions, the equivalent of a Robot Pilot, Headhunter (partial and inexplicable to them.
cyborg who arrives to Rifts Earth with bionics from his home Standard Equipment: As per O.C.C.
world), and CS-style Elite RPG Pilot, but the overwhelming ma- Habitat: May appear and try to adapt anywhere on Rifts Earth, but
jority are Adventurers and Scholars/scientists of one sort or the seem to appear most often in North America, France, Japan, and
other. They are not candidates for M.O.M. and Juicer augmenta- Asia. Usually appear as a lone individual, two, three, or a small
tion, and cannot get bionics or cybernetics designed for humans. group of 1D4+4 dimensional explorers or time travelers.
Bonus Skills: Because this character is a mutant from an alter- Alliances and Allies: Like-minded people who are willing to accept
nate Earth, they speak and read American/English at 98% and one an intelligent, humanoid dinosaur or animal. Since this character
other Earth language of choice at 80%, and automatically receive is likely to come from a technologically advanced civilization,
Computer Operation at 98% regardless of O.C.C. they relate best to other civilized humans and D-Bees. Practitio-
Experience Level: 1D6 or as set by the Game Master for NPCs. ners of magic, creatures of magic, and supernatural beings are
Player Characters should start at level one (which might explain likely to be viewed with considerable apprehension and concern.
why their dimensional or time travel experiment went awry or Rivals and Enemies: Evildoers of any species, monsters, evil super-
their time machine got fried). Note: Use the Experience Table of natural beings, members of the Coalition Army, and other people
the chosen O.C.C. to determine level advancement. who fear strange, inhuman beings.
Attacks per Melee: As per Hand to Hand Combat skill. Note: A new D-Bee appearing here for the very first time. Inspired
Damage: As per Supernatural P.S. or by weapon (if applicable). Bite by the art of Nick “The Brick” Bradshaw and elements of the
does 1D4 M.D. for most Dino-People. Also see Natural and Spe- After the Bomb® Role-Playing Game series. Watch for Transdi-
cial Abilities: Their Supernatural-equivalent P.S., size, and un- mensional Travels (a tentative title for an upcoming sourcebook
for use in multiple settings).

222
Flashback, Winter, 101 P.A.
A secret meeting between Emperor Karl Prosek and CS Manhunter Owl 27 – Major Laura Schwartz

“So you believe the Prophecy of the Seven Dangers is “Don’t get me started on the damn Rifts and ley lines,
real?” but I see your point. I imagine it is possible a new threat
“Yes, Sir, but of them all, one is truly apocalyptic.” could emerge from the Rifts. Something that sweeps the
“I believe, ‘Hell is coming,’ were your exact words, Ma- land and leaves the Coalition States standing alone at the
jor,” groaned Emperor Prosek. “Whatever that means.” gates of Hell. Alone to fight a union of evil beyond any-
thing we have ever faced in our nation’s short history.”
“I’ve already explained as best I can, Sir.”
“Not alone, Sir.”
“Yes, yes. The worst threat we may ever face. Demon
plagues the likes of which we’ve not seen since ... what?” “It’s hard to believe the scum you describe would ever
stand with us and fight to save the Coalition States.”
“The Dark Age, Sir. That is correct.”
“Not for the Coalition States, Emperor Prosek. They
“Warring demons. Dark magic. Rifts opening to the pits
fight at our side to save their own families, homes, us, the
of Hell and disgorging more demons clamoring to claim
world — all of it.”
our souls. To make matters worse, you ‘see’ many of our
most hated enemies united with this malignancy and all “Hmmph. I don’t share your optimism, Owl 27. Besides,
coming for our throat.” I intend to take matters into our own hands. The Coali-
tion will be ready for whatever horrors crawl out of the
“Yes, Sir.”
Rifts. I’ll make sure of that. I am expanding the size of the
“And though you can’t give me any details about how Manhunters to find and strike down our hidden enemies
or when this will occur, you are certain ‘Hell is coming’ and and root out traitors before they become a threat. Psi-
with it, tragedy and loss the likes of which we have never Battalion as well. As you know, we are secretly increasing
before endured. Really, Major?” our war machine a hundredfold. Our scientists and engi-
“Yes, Sir. I’m sorry, Sir.” neers are building secret weapons and technology that
“It’s because of the Tolkeen sorcerers, isn’t it?” will stun our enemies. If the inhuman feared us before,
“I ... don’t know, Sir. Perhaps, but I don’t think so.” they will learn the true meaning of terror when we step
“You said the threat starts in the West. Tolkeen is the out of the shadows. Our new Skelebot legions, the new
only power in the West that could possibly conjure such armor, the Super-SAMAS, Spider-Skull Walker variants ...
a force.” all of it. We will be ready for Tolkeen and their demons or
the Federation of Magic and whatever they try to throw
“With all due respect, Sir, the western frontier beyond
at us. Let them come. The Coalition Army will be ready for
the Rockies is widely unknown to us.”
anything.
“No, it has to be Tolkeen. Which is why we need to elim-
“It ... um ... it won’t be enough, Sir.”
inate them before they can raise their hand against us. I
don’t see any other possibility or recourse.” “It has to be enough!”
“Unless it’s something we don’t yet know about, Sir.” “It ... it’s not, Sir.”
“That seems unlikely, Owl 27.” “Not enough! What are you telling me? That the Coali-
tion is going to fall? That humanity is lost!? Preposterous!
“I disagree, Sir. The ley lines and the Rifts change the
I won’t let that happen! Not ever!”
landscape of our world on a regular basis.”
223
“Yes. I mean, no. Of course not. Uh, I mean I don’t think hunters, or the Coalition Army have been able to change
the Coalition will fall. But ... but yes we ... I mean ... don’t ... in our favor. Many times, but ... but ...”
I don’t know. There is so much devastation and loss of life. “But not this time. Am I right?”
I see utter destruction. Betrayal. Brutality. Great sorrow. “I don’t ... I don’t ...”
Sacrifice. Such terrible sacrifice. But it’s all a jumble. Noth-
“It’s okay, Laura.”
ing is clear. I wish it was. It’s so hard to read ... to interpret
accurately ...” “Sir, why would I have been given this great gift to see
pieces of the future if we were not meant to be able to
“Tell me something I can use, Owl 27! I need facts.
change it?”
Dates. Times. Enemies identified. Useful information I can
use to weather the storm when the squall comes! I need The Emperor smiled and appreciated Owl 27’s attempt
to know how to shut down Armageddon before it begins! to put a positive spin on her devastating predictions. Her
Do you understand me?!” instincts on such premonitions, however, were seldom
wrong. That’s what made this report so disturbing and
“I’m trying, Sir. We all are.”
painful. This future holocaust – this one of the Seven Dan-
“Damn it! Try harder!” gers which threatened to destroy the heart of the Coali-
“I’m sorry, Sir.” tion States and undo everything he had built — he could
The snarling Emperor turned away from the Manhunt- not bear to think about any further. Not now, at least. The
er and smashed his fists on his desk. Head hung low, a Emperor took a deep breath.
flood of expletives rushed out of his mouth, followed by “In this case, Owl 27, I suspect it’s so I can be prepared
a scary silence. to do whatever is necessary when the time comes. No
It felt like an hour, not a short minute, before a com- matter how terrible. And for that, I am grateful to you and
posed Emperor Prosek turned to address his most trust- all the psychics who share your fear.”
ed of the CS Manhunter precogs. When he spoke again, “I ... I’m not the only one, then, who has seen ...”
it was softly, with the comforting gentleness of a caring “No. I’m afraid not. Though none with quite the level
and empathetic parent. of certainty or the details of that most tragic moment we
“It is I who am sorry, Owl 27. I know you are doing your spoke of earlier.”
absolute best. You always do. Your service is impeccable. “I will do everything I can to make certain it never
Your honesty is invaluable to me. I mean that. You are comes to that, my Emperor. We all will.”
among my most trusted shadow warriors. I apologize for
“I have no doubt you will try,” stated a proud Emperor
letting my emotions get the better of me. I hope you un-
Prosek. An appreciative smile stretched across his face
derstand.”
and gave the trembling Manhunter a moment of re-
“Of course, Sir. How could they not? My premonitions newed confidence. “I think that will be all for today, Ma-
are horrible. The tragic things I have told you about ... of jor. And again, thank you for your candor and unyielding
course, you are shaken. It tears me apart to have to tell honesty.”
you any of it.”
“With all my heart, Emperor Prosek.” The psychic assas-
The Emperor’s genuine warmth and tenderness sin saluted, turned, and walked to the door with the grace
helped to settle Owl 27. Still, he could see the hardened and silence of a jungle cat.
Manhunter was at war with herself. Fending off tears and
“Owl 27 ...”
emotion seldom exhibited by any of the his elite psychic
assassins. The tears that welled up in her eyes but refused “Yes, Emperor?”
to spill were not because of the Emperor’s harsh words or “My son, Joseph. He is the Coalition’s future. You are
conduct, but from the painful information she had deliv- certain of that?”
ered to her personal hero. “As certain as I can be.”
“Major. Laura. It’s okay. Really. I need to know. Every- “And you and the Manhunters will be there for him. For
thing you tell me is critical no matter how painful or dire. my family?”
It’s the burden I carry with being the leader of our great “Always, Sir. We protect and serve the Proseks till our
nation.” last dying breath. You can count on that.”
“Thank you, Emperor Prosek. It’s an honor to serve you. “I am.”
I know you understand the future is fluid and never crys-
tal clear. I can only tell you what I see and feel, but even
that is never certain. Not really. Is what I see destined to
occur? Perhaps not or maybe so. Sir, you know how many
times we have seen glimpses of futures that we, the Man-

224
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