Violence and the Supernatural

The fictional World of Rifts®

Heroes Unlimited™ Sourcebooks

Palladium Books®

12455 Universal Drive

Taylor, MI 48180

Copyright 1998 Palladium Books Inc. All rights reserved, worldwide.

Palladium Books®, Megaverse®, and Rifts® are all registered trademarks owned & licensed by

Kevin Siembieda and Palladium Books Inc. Heroes Unlimited, Villains Unlimited, Aliens Unlimited,

Ninjas & Superspies and other titles and names are trademarks owned by Kevin Siembieda

and Palladium Books Inc. TMNT/Ninja Turtles are registered trademarks of Mirage Studio.

Available at stores everywhere!


is violent, deadly and filled with supernatural monsters. Other dimensional

beings, often referred to as "demons," torment, stalk and prey on humans. Other alien life forms, monsters,

gods and demigod, as well as magic, insanity, and war are all elements in this book.

Some parents may find the violence, magic and supernatural elements of the game inappropriate for young

readers/players. We suggest parental discretion.







A inn















The Rifter™ Number Two

A sourcebook, G.M. & Player's guide and sourcebook for Rifts®

and the entire Palladium Books® Megaverse®!

Special Thanks to all The Rifter contributors and you guys and gals who support our efforts.

Our apologies to anybody who got accidentally left out or their name misspelled.

Second Printing — August, 1999

Copyright 1998 Palladium Books Inc. & Kevin Siembieda

All rights reserved, world wide, under the Universal Copyright Convention. No part of this book may be reproduced in part or

whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents,

situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living

or dead, is strictly coincidental.

Cover Painting © Brom, all rights reserved.

Palladium Books®, Rifts®, RECON®, Nightbane®, The Palladium Fantasy Role-Playing Game® and Megaverse® are registered trademarks

owned and licensed by Kevin Siembieda and Palladium Books Inc.

Federation of Magic, Psyscape, Skraypers, Warlords of Russia, Heroes Unlimited, Phase World, Coalition States, Erin Tarn, Emperor Prosek,

Splugorth, Mega-Damage, Skelebots, SAMAS, Dog Boys, Dog Pack, Techno-Wizard, Ley Line Walker, Shifter, Cyber-Knight, Mystic Knight, Battle

Magus, Psi-Stalker, Simvan, Brodkil, Juicer, Crazy, 'Borg, 'Bot, D-Bee, Chi-Town, Triax, Fadetowns, Blood Shaman, Blood Magic, Texas

Slinger, TW Aviator, Coalition Digital Reaper, and other names, titles and likenesses of characters are trademarks owned by Kevin Siembieda and

Palladium Books Inc.

Knights of the Dinner Table™ is a trademark of Kenzer Co. and the creation of Jolly Blackburn.

Teenage Mutant Ninja Turtles® is a registered trademark of Mirage Studio.

Robotech® is a registered trademark of Harmony Gold USA, Inc.

Palladium On-Line

The Rifter™

  1. 2 RPG sourcebook series is published by Palladium Books Inc., 12455 Universal Drive,

lay lor, MI 48180. Printed in the USA.


Palladium Books® Presents:




  1. 2

r /

——— T I / -5?

RPG Guide and Megaverse® Sourcebook

Coordinator & Editor in Chief:

Wayne Smith

Supervising Coordinator

& Typesetting:

Maryann Siembieda

Contributing Writers:

Wayne Breaux Jr.

James M.G. Cannon

David Haendler

Shawn Merrow

William Muench

Jason Richards

Kevin Siembieda

Mark Sumimoto

Steve Trustrum

Erick Wujcik

Knights of the Dinner Table:

Jolly Blackburn

Contributing Editors:

Alex Marciniszyn

Jim Osten

Julius Rosenstein

Cover Painting:


Interior Artists:

Apollo Okamura

Kent Buries

Wayne Breaux Jr.

Ramon Perez Jr.

Kevin Long

John Zeleznik

Matthew Plog

Cover Logo Design:

Steve Edwards

Credits Page Logo:

Niklas Brandt Base on the RPG rules, characters,


Kevin Siembieda concepts and Megaverse® created by Kevin Siembieda.

Contents — The Rifter™ #2 — April, 1998

Page 6 — From Behind the Desk

of Kevin Siembieda

Publisher and author Kevin Siembieda chats about



keeping costs down, and "weird" rumors.

Page 8 — Thinking Big

Game Designer and consummate Game Master, Erick Wujcik,

talks about long-running RPG campaigns, citing personal

experiences, and offering suggestions and ideas for role-playing

expansive adventures.

Page 11 — Knights of the Dinner Table™

The indomitable Jolly Blackburn brings us more of the hilarious

KoDT misadventures. This time around

Bob takes a shot at

being the Game Master.

Hey don't forget, the KoDT comic book is available from

Kenzer & Company, 1935 S. Plum Grove Rd. Suite 194, Palatine,

IL 60067.

Page 13 — Palladium News, Info,

& Coming Attractions

Kevin Siembieda covers a few newsworthy items and offers

more data about

Heroes Unlimited, 2nd Edition, and coming attraction


Skraypers™, the two upcoming Rifts® Russia world

books, and other projects.

Page 18 — The Rifts® Connection

Author & Publisher, Kevin Siembieda, explains how timelines,

people, and occurrences in

Heroes Unlimited™, Beyond

the Supernatural™

and other Palladium world settings tie together



Page 19 — The Imp, Supernatural Rumormonger

William Muench gives us an interesting perspective on the

imp. Optional stuff suitable for

Rifts®, BTS™, Nightbane™,

Palladium Fantasy

or any Palladium game.

Page 21 — Palladium Pirates

Shawn Merrow offers some optional rules and suggestions

for playing pirates in the

Palladium Fantasy RPG® — plus

Hook, Line & Sinker™ adventures.

Page 27 — Hacking, Cyberjacking, &

Supernatural Data Theft Across the Megaverse®

Wayne Breaux Jr., gives us a tour de force presentation with

characters, rules, stats, information and fun stuff for use in

Rifts®, Heroes Unlimited™ 2nd Ed., Nightbane®, BTS™


across the Megaverse®. Official rules for optional use in any or

all of these games. Written & illustrated by Wayne Breaux Jr.

Page 55 — Wormwood™: The Blood Shaman

Steven Trustrum presents a delightfully gross and icky optional

O.C.C. and magic for a new Wormwood character he

calls, The Blood Shaman. Art by newcomer Matthew Plog.

Page 66 — Rifts®: Techno-Wizard Extravaganza

Mark Sumimoto and Jason Richards combine to offer over

30 pages of breathtaking insight and optional TW rules, TW

magic and devices!

Page 102 — Rifts®: The Siege Against Tolkeen

The next few chapters of David Haendler's

Rifts® saga.

Warning: This story has strong language and violence.

Page 107 — The Hammer of The Forge

The next chapter of James M.G. Cannon's

Phase World


The Cover

The cover painting is entitled "Michael," by renowned artist,


If I recall correctly, it has appeared elsewhere in some

collectible card game or another. We appreciate Brom joining in

The Rifter™

fun by letting us reprint this striking piece. We

thought is was moody and hinted at the magical elements of this

issue. The cover is copyright © Brom, all rights reserved.

Optional and Unofficial Rules & Source Material

Please note that the vast majority of rules, tables, characters,

equipment, adventures and stories are "optional" or "alternative"

things one can include in his campaign or enjoy reading.

They are not "official" to the main games or world settings. For

example, the story,

Siege Against Tolkeen, is likely to be very

different than Siembieda's "official" world book(s) when it

comes out. As for optional tables and adventures, if they sound

cool or fun, use them. If they sound funky or inappropriate for

your game, ignore them.

All the material in

The Rifter™ has been included for two

reasons: One, because we thought it was imaginative and fun,

and two, we thought it would stimulate your imagination with

fun stuff that you can use (if you want) or which might inspire

you to create your own wonders.

Palladium On-Line:

Coming Next Issue...

• Marital Arts for

Ninjas & Superspies

• Mystic China™

and martial arts conversions for


plus new powers and optional tables.

• Material for the

Palladium Fantasy RPG

Magic & magic items for Palladium Fantasy &

other settings.

• The Next Chapter of the Hammer of the Forge.

• The continuing saga

of Siege Against Tolkeen.

More Knights of the Dinner Table.

More words of wisdom from Erick Wujcik.

The latest news and developments at Palladium.

• Source material for the Palladium Megaverse®.

• Fun and surprises.

A Scene From Skraypers™

^ TT>T: \ ,- KV,

X '. ' *• •' A ON ' -•

From Behind the Desk

of Kevin Siembieda

Welcome to the second issue of

The Rifter™. Within its

pages you'll find official and unofficial fan works for


Ninjas & Superspies™, Heroes Unlimited™, Nightbane®

and lots of other good stuff. Somehow, this issue turned into the

special "magic" issue of

The Rifter™, with Techno-Wizardry,

Shaman magic, optional spells and magic items, Cyber-Jacking,

and other good stuff. Brom obliged us with a cool cover, and a

number of new artists (along with some of the usual guys) have

contributed to this issue. Personally, I think this issue is even

better than the first.

The first issue is a hit!

The first issue of

The Rifter is a bonafide hit, selling over

7,000 copies to date and making at least one distributor's top

selling list. Meanwhile, the number of subscribers is at around

600 and growing.

We honestly weren't sure how people would respond to the

idea of something as different as

The Rifter™, so we are thrilled

that it has met with such an overwhelmingly positive response.

We plan on having a lot of fun with this sourcebook series

and experiment with all kinds of fun and (hopefully) interesting

material in future issues. So read on, let us know what you

think, send in your ideas for possible publication and enjoy.

Some hot topics

I'd like to respond to a couple of things that seem to be on the

minds of Palladium fans.

How can Palladium produce a book the size and

quality of

The Rifter™ and keep the price at eight


The answer is simple — because we want to and we aren't

making much money on it.

As Palladium advertised before issue one hit the shelves, we

are doing

The Rifter™ for "our fans" and "role-playing gamers"

in general. The Palladium staff and I were getting sick and

tired of talk about role-playing games dying (being replaced by

card games, computer games, etc. — which is ridiculous), as

well as comments from literally thousands of Palladium gamers


us for a magazine, more products for our "entire" product

line, and groaning about no place (other than on-line) to

share their thoughts. We also noted that there didn't seem to be a

print forum that focused on the really "fun things" about roleplaying.

We tried to design

The Rifter™ to, at least attempt to,

satisfy all of these things, and it looks like we're meeting with

some measure of success.

Maryann and I made a conscious decision to deliberately

keep the price as low as we could without actually losing money

— $7.95 is that current price point.

One reason we can maintain this low price is that half the

book contains the contributions of fans, semi-professionals and

people like myself, Erick Wujcik, Wayne Breaux Jr., Wayne

Smith, and Jolly Blackburn willing to produce material for a

good cause at comparatively low pay. The cost for text and art is

about one third what Palladium normally pays for its regular


Another reason is that we have such a strong presence in the

role-playing market that

The Rifter™ is selling in large enough

quantities to keep it afloat. Generally the larger the press run,

the less expensive the printing cost too. Our strong sales and

high press runs is how Palladium can keep the cost of all its

RPG books lower than most of its competitors. Even so, we

need to sell approximately 7000 copies

of The Rifter™ to break

even. On the other hand, we anticipate sales to reach 10,000

copies or more per issue very quickly. As long as we cover our

expenses (including paying contributors) we're happy.

Killing Weird Rumors

Kevin Siembieda is blind!

Wrong!! Apparently, our press

release about my laser eye surgery got twisted, and a fan posted

on the Internet that he had heard I was blind. Sheesh. Here's

what happened.

On December 20, 1997,1 had "elective" laser surgery to correct

my nearsighted vision. I was tired of my heavy glasses and

poor vision. Having heard good things about laser surgery, I de


to take the plunge. Unfortunately, I have sensitive eyes, so

I had a rather severe reaction and my eyes took a while to heal

well enough to work. I lost about six weeks of work because,

ironically, while my long-distance vision is vastly improved, my

near-vision was terrible. When my vision improved enough to

get back to work, I needed to put in shorter hours (5-6 instead of

my usual 10-16). This healing process delayed

Heroes Unlimited

™, the Old Kingdom (fantasy)

books, and some of our

other titles, but I'm pretty much up and running at about 90%

and hope to get back on schedule (or close to it). Hey,



#2 came out on schedule, and as of this writing (March

12th), I'm busy finishing

Skraypers™ and working on Rifts®

Warlords of Russia.

As for my vision, ironically I now seem to be "far" sighted,

and will probably have to wear reading glasses when I'm writing,

editing and doing artwork. Oh well, it was worth a shot, and

I'm told my vision may still improve a bit as my eyes continue

to heal.

Here's a stupid rumor:

Kevin Siembieda has left Palladium

Books and is working at a plastics factory.

I don't think so.

This one originates from a press release that goes back to

April, 1996, when we announced that editor

Kevin Kirsten —

that's "Kirsten," not Siembieda — left Palladium. Just so you

guys know, I started Palladium, I own .the company, I love what

I do, and I have no intention of leaving or selling the company. I

plan on writing role-playing games till I drop dead at the ripe

old age of 210.

Palladium is being bought by Wizards of the Coast.

Wrong again. Like I said, we love what we do, we're good at it,

making money (sales are up) and we have no intention of selling

to WoTC or anybody else. In fact, WoTC has never even contacted

me about selling Palladium. The flip side to this rumor is

that Palladium is doing so well that "we" plan on buying other

companies, like

White Wolf, which isn't true either. I don't know

who comes up with this crazy stuff. By the way, I think



will be around for quite sometime.

Palladium isn't going to Gen Con® because we hate


Palladium Books had a legal dispute with WoTC way

back in the early 1990s, but that matter was resolved (no I'm not

going to rehash it), and both companies have moved on. We are

not participating in Gen Con for a number of reasons, not the

least of which is that we don't believe it's worth our time and expense

(see news for more details).

Till next issue...

Kevin Siembieda

President, Palladium Books Inc.

Thinking Big

By Erick Wujcik

Last time around, on the subject of names and naming, I told

you about some of my early errors, about how I made the mistake

of "borrowing" names instead of inventing 'em. I mentioned

that the names I'd ripped off from books, movies,

television, etc., came back to bite me long after they were introduced

into my role-playing campaigns.

If you read that and thought, "no problem here, my campaigns

never really last," this column is for you.

This where I'd like to talk about thinking big, about stretching

your imagination, and how that can help you create a roleplaying

campaign that will last and last.

Bopping back to something else I mentioned back in the last

issue of

Rifter, you may recall that I described the "Circle of

Twelve Mages," and the "Circle of Twelve Artifacts," as stuff

from the first Dragonwright Campaign.

Remember, that campaign is now over twenty years old. The

same story, the same universe. Heck, we've even got some of

the same player characters. What is even more amazing is that

the Dragonwright Campaign was started by a pretty dumb Game

Master. As I look back on what kind of Game Master I was

twenty years ago, that guy looks pretty clueless. He (the old me)

had never run a role-playing campaign of any kind, wasn't all

that good a Game Master, and made a heck of a lot of mistakes.

Yet in one all-too-crucial way, I was a friggin' genius.

Because I thought big.

Thinking big was a lucky accident, the coincidence of starting

in on role-playing and Game Mastering right in the middle

of some pretty exciting computer science classes. Back in those

days (circa 1978), the latest thing in systems engineering was

something called "Top-Down Design." As applied to computer

programming, the idea was to conceptualize the problem, what


it was, in the most general way possible, and then to break

it down into manageable pieces, one level of implementation at

a time. That way, in theory, you could start with a really tough

job (like designing a computer operating system), break it down

into pieces (usually something like input, processing and output),

and then break each of those pieces down into even smaller


For a visual image of "Top-Down" try to picture an organizational

chart. You know, the kind with the little boxes and lines,

with the "President" at the top level, then the various "Vice

Presidents" at the second level, with progressively more little

boxes as you go down through the "tree." And at the bottom of

the chart would be the "Workers," the people who actually per


useful functions.

In computer programming you can use pretty much the same

chart, the same visuals. However, instead of the boxes containing

the titles of people, each box would describe some function

of the computer program.

As I said, at the time I was pretty involved in this whole new

way of doing things, because of my computer programming


So it wasn't much of a leap for me to apply exactly the same

technique when it came to building my first big role-playing

campaign, the monster that came to be known as "Dragonwright."

Before the Big Ideas Hit

By the time I got around to designing the Dragonwright campaign,

I had already built three "dungeons."

The first one, "KiddieDungeon," (which was, by the way,

Kevin Siembieda's very first encounter with role-playing), wasn't

much more than a collection of rooms stocked with monsters

and treasures. Fun, in a limited way, but with nothing to keep

the player characters interested for more than a couple of hours

of killing and figuring out puzzles.

By the time I got to my third dungeon, "Napalm's," my designs

were considerably more complex. There were dozens of

levels, thousands of rooms, and whole categories of monsters.

Better yet, the dungeon actually made sense (well, not really,

but as much sense as you'll find in most fantasy novels). Different

areas of Napalm's were controlled by the worshippers of

competing gods, each charged with protecting various shrines,

treasure rooms and artifacts.

Also, Napalm's was enormous. Using the most detailed graph

paper I could find, and a selection of colored pencils to represent

all sorts of detail, I wrote up hundreds and hundreds of detailed

descriptions. Plus mazes, traps and countless interesting

magical items.

It was around that time that I figured out one big problem.

Napalm's was really too big.

Oh, it was fun. For about half a year people would send their

player characters tramping into Napalm's, happily mapping and

exploring, fighting and running, and grabbing all sorts of interesting

loot (those happy few who survived—this was back in

my days as a "killer" Game Master).

However, it started to become obvious, to me at least, that a

lot of the important stuff in Napalm's was never going to be discovered.

It took hours and hours for the players to fight their

way in, follow up on a few obscure clues, and then fight their

way out.

Also, after a solid six months of work, as the designer, I was

nowhere near finishing Napalm's. Worse, it seemed like the

more I built, the less chance there was that of any of the player

characters actually finding the cool stuff I was inventing.

In other words, Napalm's wasn't all that much fun.

It was around this time that I had my epiphany.

Why, I thought to myself, spend all this time designing dungeon

levels, forcing the players to wander around for hours,

when I could just put the interesting stuff right in front of them?

My favorite authors didn't waste pages and pages describing

the boring parts. No, they'd just say something like "after two

weeks of searching," or "he crawled for hours," and then jump

right into the good stuff. Why couldn't I do the same thing?

Instead of forcing the players to march through hallway after

hallway, seeking the one real treasure room among the dozens

of fakes, I could just skip ahead. Better yet, instead of drawing

all those dozens of rooms, I could just concentrate on the fun

part, just on designing the one room.

Whew! What a relief!

Right away I started moving stuff around in Napalm's. Cool

stuff from deep inside was moved right into the path of the oncoming

player characters.

Suddenly the role-playing got a lot more interesting, and a lot

more fun. Plus, it was easier for me...

Thinking Big for the First Time

Napalm's, as I've described it, and in many other ways, was a

beautiful learning experience. By trial and error I'd managed to

figure out a lot of what made role-playing interesting, and also

what could make it deadly dull.

I had learned that people liked following a chain of events,

that they were more involved in the experience of the role


if they felt like every detail might be part of a bigger

picture. In my own particular version of a fantasy world, that

meant understanding the politics behind different gods and the

religions that worship them (you thought it was a coincidence

that I wrote the Gods section

of Dragons & Gods?).

However, trying to work out all the details in a campaign, in

advance, was looking to be a pretty futile exercise.

After all, what was the point of designing a really cool room

if no one was likely to find it? Wouldn't it be better to just design

the stuff that was right in front of the player characters?

That was it. That was the trick.

I needed to think big, but I also needed to avoid wasting time

on details that weren't important.

Which brought me back to the scheduling part of the philosophy

of Top-Down.

You see, it's the job of a systems analyst to break apart a big

problem, to separate it into manageable chunks, and then to assign

the different parts of the problem to different computer programmers.

Big projects usually require time scheduling as well,

so that different parts are tackled at different times in the development


That way of looking at things can be translated into roleplaying


Think of the player character group as a set of problem solvers.

Whatever the point of the overall role-playing campaign, it's

up to the player characters to meet the challenge, and to solve

the problem.

Obviously, the player characters aren't going to be able to

solve everything at once, no more than a computer programmer

can write an entire operating system in one sitting. They need to

tackle the problem one step at a time.

In the case of the Dragonwright Campaign, in order to succeed,

the player characters had to collect all the scattered objects

that made up the "Circle of Twelve Artifacts."

Now, since I was thinking big, back when I first created the

Dragonwright Campaign, I already knew the purpose of the Circle

of Twelve Artifacts (sorry, I can't include that information

here, since my players haven't figured it out yet). Back then I

didn't even know what the artifacts looked like, what their

names might be, or much of anything else.

I just knew that there would have to be a Circle of Twelve

Artifacts, that there would be twelve of'em (duh!), and that they

had all be scattered, hidden, and locked away, thousands of

years before the player characters came on the scene.

Since each of the twelve artifacts was of major importance, I

figured I'd have to work up, basically, twelve different "quests."

Yes, I had to work up the first one, in detail, pretty carefully, but

the others could definitely wait.

So, as the campaign progressed, I gradually filled in more

and more of the particulars. About a year after we started, the

group found a structure where all of the twelve artifacts were

named and pictured, but that gave me a full year to figure out

each of the names. Eventually, over the years, all of the twelve

were discovered, and all fell into the hands of the player characters.

This was interesting for the player characters (imagine knowing

about a mystic item for ten years, knowing its name, its appearance,

and something about what it can do, and then, finally,

finally, having the opportunity to get your hands on that very


Even more important, for me as a Game Master, the Top-

Down approach gave me a framework, a blueprint upon which I

could build a campaign. A campaign that would prove to last for


Thinking Big with Maps

Let's take worlds as an example.

Say you've decided to run a campaign where, for starters anyway,

the player characters are going to be dealing with a little


You know the kind of place. In

Rifts it would be a place with

a few buildings, a couple of dozen scruffy inhabitants, maybe

built on the ruins of an old intersection, where there used to be

gas stations, strip malls, and maybe an old motel.

No big deal, just a place where the characters can rest up,

have a couple of harmless encounters, maybe set up a bar fight.

Probably, if you're like most Game Masters, you know the

town is not all that important. Certainly not worth putting in a

lot of work.

After all, knowing the way

Rifts player characters move

around, they'll be there only a short time, they'll squash the

place flat, and then they'll be off somewhere else, never to return.

Why waste time and effort on such a nowhere place?

Exactly because the player characters are going to be moving

around. Because whatever happens in this little town is really

only a set-up for the next big encounter.

One approach would be to start mapping with the town at the

center of the map. You could figure out that the Coalition is this

way, and the Federation of Magic is over yonder, and there's a

nasty Rift off to the south, and so on...

Then, as the group moves around, you can just fill in the necessary

details, always adding to your map in little ways.

Which is actually a good approach.

It's just easier, and more effective, to start out with a big map

in the first place.

Start with a world map (don't worry, it's mostly going to be

blank). Now sketch in, in rough fashion, the big areas you know

you're going want to include in your campaign. The Coalition,

Atlantis, etc.

Now focus on the general area where you want to put your

little town. Figure out what's in the general area. Add in some

interesting details like rivers or mountains. As you get closer to

the target area, to the exact location for the town, get more and

more specific.

See the difference?

Yes, you can still extend your map, still fill it in as the player

characters wander around. The difference is, starting with the

big picture, with the big idea, is that you've got a map that is

more manageable. It's clear, right from the start, how everything

fits together.

In the long run, starting with a global map, with a world map,

even if you have very little of it figured out, makes for a better


Thinking Cosmic Big

So far, so good. If you've paid attention up to this point, you

probably realize that designing a world is, in a lot of ways, easier

than designing one village at a time, one encounter at a time.

Thinking big, at least when it comes to worlds, makes things

easier for the Game Master.

Likewise, it makes sense to try to think big in time as well as

space. That by building an interesting past, you also leave yourself

open for some room to design a complex and interesting


Now prepare to really let loose.

The idea is to give your imagination full reign, full scope. To

kick on your brain's afterburners, and really think big.

Bigger than worlds, bigger than solar systems, bigger than

galaxies. Universe big. Cosmic big.

Cosmology big.

According to my big dictionary, cosmology is the branch of

science that deals with the philosophy of the origin and structure

of the universe, which includes such minutia as the nature of

time and space, the existence of god (or gods), and even stuff

like causality (which came first, the chicken or the egg?).

For me, this is the real pay-off of role-playing, and the real

kick I get out of Game Mastering. In just about any other creative

endeavor, there are limits, boundaries (and budgetary constraints).

Not so in our little hobby.

You have the power to decide, in your own pocket universe,

exactly how creation happened. Who and what are the gods.

You get to decide all the big questions.

Better yet, your universe can consist of many universes. Alternate

dimensions (Rifts!), different time lines, realities based

on whatever rules you wish to impose or create.

The bigger you think, the better.


jnights of the

Binner By Jolly R. Blackburn











































PROP 550











































































































































































Knights of the Dinner Table™ © Copyright 1998 KenzerCo, All Rights Reserved • Send story ideas to or KODT, 1003 Monroe Pike, Marion IN 46953


Palladium News, Info,

& Coming Attractions

By Kevin Siembieda (the guy in the know)


Palladium Books is Hot!

Palladium's sales are up more than 40% compared to the

same time last year! But that's not all.

T.D. Imports

(one of our top distributors) publishes an industry

newsletter that goes to all their clients. Their January issue

included the 1997 "Year in Review." Under T.D.'s

Top 10

Selling "New" Role-Playing Games — Rifts®

products took

six (6)

of the top ten positions! Rifts® Lone Star, New West™


Coalition Navy™ were numbers 1, 2, and 3 respectively.

Rifts Spirit West™, Psyscape™

and Federation of Magic™

(which didn't even ship till December!) were numbers 5, 6, and

7. And get this, T.D.'s February report lists

The Rifter #1™ as

their number one selling "new RPG product" for the month of


You guys and gals are the ones who make it all possible, and

get our heartfelt appreciation's. Thanks!! Hey, tell ya what, you

keep buying Palladium products by the truckload, and we'll

promise to keep producing big, beautiful and fun RPG books at

reasonable prices. Deal?

Palladium will not

Exhibit at Gen Con® '98

Before the rumors and innuendo start to fly, we wanted to announce

that Palladium will

not be attending Gen Con '98. There

are just too many unknown and disturbing elements — last

year's low attendance (and we fear attendance will be just as low

this year), lack of early promotion, the new convention site (if it

gets built in time), Andon as the "new" convention organizers,

Wizards of the Coast (WoTC) as the "new" owners, new policies

and procedures, and a significant increase in the cost of Exhibitor

booths — approximately 36% across the board. In my

opinion, WoTC/Andon are asking Exhibitors (and we suspect,

fans) to pay more for less.

As you can see by the number of products we are producing

and how well they are selling, Palladium is not skipping Gen

Con because of money problems. A company Palladium's size

can easily afford the exhibitor table increase. Furthermore, Palladium

typically makes a good profit above our overall convention

expenses, so the show, increase and all, should be profitable

for us. However, we are deeply concerned by what the price in-


crease does to the rest of the role-playing game community and

the signal it is sending to the industry. We fear it especially

hurts the small companies.

A handful of small RPG companies have already announced

they won't be attending (not to mention some bigger folks like

Steve Jackson Games, R.Talsorian, Dream Pod Nine, Phage


and others). Each has their own reason for not attending

and made their decision independent of one another.

Palladium suspects many small and start-up companies will

not be able to attend because it is too costly for them ($950 for

one table is a bit much for them). We find this tragically ironic,

considering just four or five years ago WoTC was one of those

little companies struggling to stay afloat and introduce their new


Magic The Gathering, on the market.

Andon has already begun spin-control, noting that those of us

who do not attend Gen Con are foolish and only make space for

the alleged throngs of companies beating down their door to

take our places. Sadly, we see this as further evidence that

WoTC/Andon does not really care about the RPG industry or

who might get hurt by their price hikes, as long as they sell "X"

number of Exhibitor booths/tables.

We also find it disturbing that

Palladium Books and Steve

Jackson Games,

who announced in January that they will not

be attending Gen Con '98, are still

listed on the Andon Web Site

as Exhibitors. Under the list, Andon has a paragraph stating that

the exhibitor list is "tentative," and based on those who attended

in 1997. However, Andon has known Palladium is definitely


going to exhibit since January. You'd think the page

should have been updated by now, March 12, 1998. Why hasn't

it? Draw your own conclusions, but don't be fooled. Palladium

Books will

not be attending Gen Con '98.

All of this leaves a bad taste in Palladium's mouth and we

won't be party to it.

This is not part of some organized boycott against Gen Con,

WoTC, or Andon. The decision that

Palladium Books would

not attend was entirely our own. Whether other companies exhibit

or not, has no bearing on Palladium's decision.

We just wanted to let our fans know in advance. This is only

the second Gen Con Palladium has missed since 1982, and we

probably won't be exhibiting in 1999 either.

We know this news will disappoint many of our fans. Sorry,

but this is something we felt we had to do. Maybe we'll make

some special offer and/or have some special event through



  1. 3 and Palladium's Web Page/Internet. We're kicking

around some ideas.

To those who plan on attending the show, we sincerely hope

you have a wonderful time.

Palladium's Web Site

For the latest news, comments, and fun, straight from Palladium,

check out our Web Site at

—man'aged by V.P. Maryann Siembieda. Join the 11,000+ other

gamers who use our site regularly.

Coming Attractions

Heroes Unlimited

— 352 pages for only $24.95

The Palladium staff wondered if I lost my mind when I an



Heroes Unlimited™, 2nd Ed. would be 352

pages. That's 100 pages bigger than the previous edition!

Actually, there were moments when "I" wondered myself. It

was a hell of a lot of work, put us behind schedule, and the guys

pointed out that this is the equivalent of three 120 page books,

which most other RPG companies would sell for $20.00 each —

a $60 value that Palladium is only charging $24.95 for!

"Heck, why not?" I said. We all wanted to make

Heroes Unlimited

bigger and better than ever before. It has always been

one of my favorite RPGs and I wanted the Second Edition to be

even more special and inclusive. The guys still thought I was

crazy, but agreed it was a cool thing to do if we could afford it.

Okay, maybe I got carried away, but you guys will love it!

Great new artwork, cool ideas, and zillions of possibilities.

Over 100 super abilities, with dozens and dozens of subpowers.

Psionic abilities, magic spells, enchanted weapons and

objects that can transform an ordinary Joe into a superhuman or

sorcerer. Cyborgs, Robots, and a lot more, like ...

The Mega-Hero (optional) is one of the new additions, along

with some mega-vulnerabilities. It was included as a direct response

to years of fan requests. I think it works well.

Playing characters with a history or legacy. How would one

follow in his father's (uncle, brother, etc.) footsteps. Does he

carry on the name and costume or assume a new identity? Does

he have a fabulous reputation to live up to, or one to live down?

These are just some of the things one must consider when following

a legacy.

Revamped, and in some cases, souped-up Power Categories

like Physical and Special Training (including the new



Easily adaptable

to Rifts®, directly compatible with Ninjas

& Superspies®, Ninja Turtles®, Beyond the Supernatural

™, Nightbane®

and even the Palladium Fantasy RPG.

Heroes Unlimited™ 2nd Edition is in the stores now!


shipped on March 30th and should have hit store shelves approximately

two weeks before

The Rifter™ #2. We printed

plenty, and will make certain it doesn't fall out of print any time

soon, so the book is in stock and available from distributors.

Three easy ways to tell the difference between



and First:

1. The 1st edition cover is predominantly blue with a big

logo across the top, while the

Second Edition is predominantly

white and the logo is formed into a circular pattern that forms

the "shield" of the central figure.


Second Edition is 100 pages bigger — 352 vs. 248 pages!

3. The new cover says "Second Edition."

Three new super-supplements

are scheduled to come out in

1998. Plus, some great stuff by Erick Wujcik that couldn't get

squeezed in and may be expanded into a complete

Heroes Unlimited


In case you can't tell, I'm pretty excited about it. If you like

comic books and playing superhumans, you gotta check it put.

Ninja Turtles® RPG, 2nd Edition •

Teenage Mutant Ninja Turtles® & "More" Strangeness

should be released in May or June, and it ain't for little kids.

It can function as a

stand alone role-playing game or as a


sourcebook for Heroes Unlimited™, 2nd Ed.

TMNT & "More" Strangeness

offers stats for lots of mutant

animals (I think a hundred or so), a bunch of dangerous villains

suitable for any superhero setting, and adventures.

Although the Ninja Turtles are the inspiration (and can be loads

of fun to play), this RPG presents the foundation for an under


world of mutant animal heroes, villains and adventure.

Collector's value

is always a factor with this legendary

comic book based property. The first edition,

TMNT & Other


is one of the best selling RPGs of all time (nearly

200,000 copies sold), and the

Ninja Turtles were (still are) a

phenomenon that helped to launched the independent comic

book industry, created one of the most popular line of action figures

in 30 years, and has a lot of history and value.

However, for me, the bottom line for the

TMNT RPG is that

it's fun and interesting. Which it is.

• Great Simon Bisley cover painting.

• New interior artwork by Paolo Parente and others.

• Written by Erick Wujcik with new material by Siembieda.

$12.95 — 128 pages. May or June release.




Rifts® Dimension Book Four:


Can you help save a world?

The whole book is an adventure setting around the invasion

and occupation of a futuristic, Earth-like world of superhumans

by bloodthirsty aliens. The adventure is the backbone of the

book —to save the world from the occupying alien forces.

Ah, but the situation is complicated by the fact that the villainous

alien invaders are powerful, evil and maniacal, that

they've held the planet for several decades (so they are firmly

entrenched), and some of the old supervillains and traitorous superbeings

fight on the side of the invaders! Worse, many of the

enslaved people feel beaten and have given up hope. It's the

player characters who must work to rekindle that hope and

breathe life into revolution!

The Tarlok invaders, and their minions, are villains you'll

love to hate.

The freedom fighters are powerful and a wee bit desper


so it's no-holds-barred action and adventure.

The book is designed to be used as an adventure setting

and sourcebook suitable for use with Heroes Unlimited™

and Rifts®.


a "Rifts®" Dimension Book™, there is a section on

linking the Tarlok and their slaves to Phase World™, the

Splugorth™ and Rifts Earth.

Skraypers™ nears completion and should be in the

stores the end of April or early May. I think it will be


The Zeleznik artwork, characters and concepts are incredible,

wild and beautiful stuff.

$16.95 —160 pages.


The Old Kingdom Books

Sourcebooks for Palladium Fantasy

John Zeleznik is working on one cover and Brom has been

lined up for the other. Some initial interior art has also been assigned.

With a little luck,

Old Kingdom Mountains will be out

in May or June and

Old Kingdom Lowlands in June or July.

Epic fantasy adventure and world information with scores of

towns and villages, historical background, current political un


monsters and trouble. Keep an eye out for 'em, you won't

be disappointed.

The RPG Gamer's Bible

Palladium Books is currently working with author

Sean Patrick


and Prima Publishing to secure the rights to Fannon's

Fantasy Role-Playing Gamer's Bible.

The original book

was a well written and entertaining look at role-playing games

past and present, with a brief history and current trends. Palla


revised edition will include the changes over the last few

years, new products and companies and other notable material

on the RPG Industry. The

Role-Playing Gamer's Bible is intended

to be a fun and useful reference for all role-players and

hobbyists. If all goes well, the updated version could hit store

shelves as early as this summer, but is more likely to make its

debut this fall.

Rifts® Russia

While finishing

Skraypers™, I've already begun working on

Rifts® Warlords of Russia™

and its companion book, The

Magic of Russia™.

These are going to be another fun pair of


The Warlords are barbaric megalomaniacs with a lust for

power. Their main strength comes from their legions of cyborg

warriors and raw power.

Warlords of Russia™

will focus on establishing the Russian

world setting and on the Warlords, their minions, weapons, and

resources. $20.95 — 224 pages. Written by Siembieda and

Krueger. Art by Perez, Breaux, Johnson, and Buries.

The Magic of Russia™

will focus on D-Bees, Monsters, supernatural

beings, magic and myth. $16.95 — 160 pages. Written

by Siembieda and Krueger. Art by Perez, Breaux, Johnson,

and Buries.


of Russia Preview

A few hints and excerpts from

Warlords of Russia™

A Warlord "Camp" is effectively a mobile military unit composed

of supporters who have pledged allegiance to one particular

Warlord. In this case, a Camp ranges from 20,000 to 120,000

individuals and includes everyone from camp followers and

hardened combat troops to slaves (if any). The center of power

at these "Camps" are the Cyborg Shocktroops and horsemen.

The word "Camp" is also used to describe or encapsulate attitudes

and opinions,

"That's the Romanov's for you. You know

what that Camp is like!"

In some ways, a Camp is like an extended family, its members

watching out for one another, sharing joys and sorrows,

laughter and resentments, as well as the horrors and spoils of


These people are predators. Little more than ravaging bar


who prey on the enemies of their Warlord master, as

well as upon strangers, D-Bees and others for their living. They

tend to live by the age-old system of conquest and tribute. In

each Warlord's

Spheres of Influence, they and their "camps" are

the undisputed rulers. The (usually) undisputed local power by

which smaller clans, farmers, peasants and foreigners must

abide. Resistance is often met with swift and brutal containment.

The indigenous population of the lands claimed by a Warlord

and dominated by a particular "Camp," are often viewed as low-


lifes and cattle forced to feed and serve the Warlord and his

minions through a tribute system of resources, rubles and labor.

These "subjects" are the Warlord's possessions, along with the

land and resources of the region, but are not part of the Warlord's


Although it may at first appear that the Warlords of western

Russia control vast areas of land and all their resources, this is

misleading. There is no denying they are a major influence in

the region, and they do control major trade routes, villages,

other important border locations, and resources. They maintain

strong lines of communication and enforce their will through intimidation

and military power. However, take a look at the vast

land area they "dominate," and it becomes clear that there is no

way most of this land can be patrolled, policed or contained by

them or anybody.

A "Sphere of Influence" (the territory a Warlord claims as his

domain) might be bettor equated to the territory held by a predatory

animal. In this case, the wolf pack may be the most apt

analogy for the Camps, and other minions of the Warlord are

like the lesser wolves in the pack. The animal sees this land as

its own and takes from it what it needs to survive. The wolfish

predator will defend his territory from invading predators and

outsiders. The leader will fight all who dare to challenge his rule

and kill any who threaten his life. The pack (or Camp as the

case may be) chases away or slays trespassers and invaders.

Likewise, they prey on the cattle-like herd animals (the indigenous

peasants) and any who succumb to weakness are food or

fodder for their slavering jaws.

Like the wolf pack, the various Camps and clans who serve

as the military and enforcers of the Warlord prey upon those

weaker than they, but seldom kill wantonly or take more than

they need, for without the herds (indigenous peasants) to feed

upon, the wolves suffer and starve. Also like the wolf pack, the

Camps travel their "territory" on a regular circuit. Thus, they are

seldom at any one place for more than a month, and are constantly

traveling in order to survey their domain. This means

there is no way of knowing where everything is at once, and

very little idea of what may be happening at locations out of

sight and out of reach — of course retribution for actions

deemed disloyal or dangerous to the Camp, may be terrible.

"Setting examples" is a common tactic to keep people under

their control. This means the control and enforcement domination

of the Warlords and their Camp is scattered and sporadic. It

also means that the peoples' cooperation, respect, and abidance

of the Warlords' laws can be greatly different when members of

a Warlord's camp are not present. Many things go on behind the

Warlords' backs when their minions are away.

Highlights Include:

• History, background data and stats on the Warlords,

their key henchmen, and their armies. Plus, their goals,

enemies and rivalries.

• Warlord Cyborgs, weapons and equipment.

• World information, maps, and ties to the New German

Republic and the demon-ridden wastelands of China.

• Lots of adventure ideas.

• 224 pages — $20.95

• Scheduled for a late May release. The

Magic of Russia

follows in June.


The Rifts'


Crossing Realities, Timelines

& Infinite Possibilities

By Kevin Siembieda

For years now, there have been hints and links in the



(loosely) connecting it to other timelines in other Palladium

role-playing games. Many a fan has questioned or argued

which of the other Palladium RPGs are "officially" linked to

Rifts, and even more hotly debated, which one of the modern

games represent the pre-Cataclysmic Earth

of Rifts' past.

Beyond the Supernatural®

gets attention because of Victor


strong, historical role in Rifts®, particularly in regard to

Erin Tarn (she meets Victor in

Rifts® Africa) and the North

American Cities of Lazlo and New Lazlo which are named after


Erin Tarn is one of thousands of rogue scholars, philosophers

and practitioners of magic on Rifts Earth who hold Victor

Lazlo in great esteem as a 20th Century "visionary." He is heralded

for his enlightened theories concerning ley lines, magic

and the existence of the supernatural. Victor Lazlo was virtually

a lone voice and something of a martyr in the 20th Century, because

he tried to tell people that "magic and the supernatural"

were real. That magic was drawn from an invisible source of energy

that permeated the Earth. An energy he dubbed Potential

Psychic Energy (P.P.E.). Lazlo insisted that with the proper

training and focus, one could draw on this mysterious energy in

innumerable ways, using nothing more than one's willpower and

mind to create magical (for lack of a better description) effects.

Victor Lazlo recognized weak (for his world and time period)

lines, or streams, of energy known to mystics as

ley lines. Lines

of magical energy/P.P.E. the Chinese Geomancers —practitioners

of Feng-Shui — had recognized and utilized for thousands

of years, even into the 21st Century. They called these lines of

energy "Dragon Veins" or "Dragon Tracks," and referred to the

energy as both a source of positive and negative "Chi." A force

that could be manipulated or corrupted by man.

Victor Lazlo also identified "places of magic," mystical hot

spots, reputed throughout the ages as places of healing, spirits,

hauntings, demons, evil, good, strange occurrences and even as

gateways to heaven, hell and the Faerie Realm. His research revealed

that 95.6 percent of these places were located where ley

lines either crisscrossed and formed a junction

(ley line nexus)

or where a network of powerful ley lines formed a giant triangle

with nexus points in each of the three comers. The Bermuda

Triangle (Devil's Sea on Rifts Earth) is the most famous and unpredictable

of these triangulations of mystic energy.

The insightful Victor Lazlo noted that these nexus points

ebbed and flowed, like an ocean tide, in predictable waves based

on the position of the moon, planets and certain times of the

year. The majority of strange, horrifying and wondrous occurrences

and disappearances around ley lines coincided with these

periods of increased "flow," as did many mystical, druidic, and

holy ceremonies. However, many of these strange occurrences

and reports of ghosts, faeries, demons, monsters and magic occurred

without human intervention. This led Victor Lazlo to

theorize that when the energy rose, and conditions were just

right, it could trigger a temporary opening to an alien world or

dimension — portals to the supernatural. He speculated that supernatural

beings (creatures the ancient people called "ghosts,

demons, and faeries") were able to enter our world while these

dimensional portals were opened (which in his realm of existence,

was typically for short periods of a few minutes). He further

speculated that these supernatural beings were attracted to

the mystic energy of the ley lines and could, perhaps, sense the

rise in energy and wait for portals to open. These alien creatures

regarded humans as food and playthings, and were, in effect,

evil and murderous predators. Thus, Lazlo explained that supernatural

possession, ghosts and other supernatural and magical

claims — scoffed at and ignored by the authorities and science

—were often real and extremely dangerous. He tried to teach

awareness, pointing out that one can not protect against, counter

or fight something he does not understand, or refuses to believe

in. Although a small number of people came to believe his theories,

Victor Lazlo was branded a deranged charlatan. The scientific

community mocked and chastised him, blatantly ignoring

his unscientific evidence and "fraud." A laughing stock, Victor

Lazlo's studies, books and seminars were disregarded by both

science and the public as unscientific hogwash — the nonsensical,

fictional ramblings of a New Age con-artist. Despite this,

Lazlo retained his dignity and continued his crusade. Three of

his eight books became best sellers. Small groups and thousands

of individuals scattered around the world (often people touched

by the unexplained), accepted his studies as real and, just before

his disappearance, Victor Lazlo founded an investigative organi


that would become known as the Lazlo Agency.

As players of

Beyond the Supernatural™ (to be released as

a revised and expanded Second Edition in 1999) and

Rifts® already

know, most of Victor Lazlo's theories have proven to be

correct. The eruption of the ley lines and the Coming of the

Rifts and the new era of magic and the supernatural horrors that

came with it, have proven beyond any shadow of a doubt that

Lazlo's theories were correct. His books and teachings are

known to the people

of Rifts Earth and Victor Lazlo is respected

as one of the greatest minds of the 20th Century.

The basic common denominators concerning the supernatural,

magic, ley lines, P.P.E., and the presence of a 20th Century

"Victor Lazlo" would seem strong evidence that the time before

the Great Cataclysm is drawn from the

Beyond the Supernatural

™ RPG.


So how can we explain the book,

Mutants in Orbit™ and

other elements, including Archie-3 and the existence of corporations

such as

Cyberworks and the KLS Corporation drawn from

the pages

of Heroes Unlimited™. For that matter, might not the

Pre-Rifts Golden Age of Science, where every nation of Rifts

Earth rushed feverously to create superhumans augmented and

mutated through bionics, M.O.M. conversion, chemical and genetic

experimentation, etc., have been an era of superbeings?

So which represents the true past of Rifts Earth? It can't be

both. Can it? Actually, it is both and neither.


Rifts® timeline is neither of these Earth settings, yet

linked to both! The Coming of the Rifts and the subsequent

Great Cataclysm transformed Rifts Earth into a giant conduit for

mystic energy. As such, the Earth can barely contain the energy

and links it to the vast, dimensional Megaverse on a cosmic

level that even the most seasoned master of magic or dimensional

traveler cannot understand. As a cosmic dimensional

nexus, rich in magic, rippling with barely containable power,

and given to random eruptions in the space-time continuum,

those dimensions closest to Rifts Earth —parallel worlds; other

Earths — are the most vulnerable to its dimensional disturbances

and disruptions. Remember, each "Rift" is a tear in the

fabric of space and time, but it is also a hole in the fabric of real


as we know it.

The Earths of

Beyond the Supernatural™ and Heroes Unlimited

are two such dimensional "twins." Worlds in other dimensions

that are so similar and so close (on a metaphysical

level) that they too are subjected to unpredictable and random

dimensional anomalies that originate from Rifts Earth. Dimension

bridging events that sometimes, briefly link these worlds,

their past, present and future, to Rifts Earth. That's how



came to Rifts Earth, and the past of his Earth has been

confused for the past of Rifts Earth (of course, for all we know,

there was a parallel Victor Lazlo!). Likewise, the

Cyberworks of

Rifts Earth shares common links and disturbingly similar histo


to the Earth of

Heroes Unlimited™. These are not twisted

reflections of each other, but separate, though vaguely similar,

realities. Basically, points in time and space that are so similar

that the lines between the different realities sometimes blur and

crossover. Fortunately, these blurs are sporadic and mainly occur

at ley lines and nexus points where the dimension spanning

magic energy is at its strongest. Victor Lazlo vanished while investigating

one such ley line nexus when realities converged.

Even momentary blurring of realities can cause aspects of

different worlds or dimensions to cross and intertwine. This can

cause individuals to vanish from one world and "cross over" to

the other (a frighteningly common occurrence in the Bermuda

Triangle and similar places of magic), lose hours of time even

though only a few minutes have seemed to pass, to the appear


of supernatural monsters or inexplicable occurrences that

seem to defy the laws of physics. It can also lead to unusual ley

line activity, the opening of a dimensional portal temporarily

linking the two different realities, and distortions in the space


continuum of both worlds.

All three of the "Earths" noted previously (and a few others)

have periodically linked, clashed and blurred since the begin


of time. Tied together by a network of mystic energy on ley

lines that actually span not only space and time, but other dimensions

and realities. In this case, because each of the alternate

Earth dimensions share so many similarities, inexperienced dimensional

travelers (and witless victims of random anomalies)

may be torn from their true, originating reality and warped to

one of the others. The similarities of their worlds lead them to

wrongly regard the different dimension to be their own, only a

past or future time period. This is what happened to Victor

Lazlo. He has stepped from one reality into another, one he incorrectly

believes is the future of his Earth. The fact that Rifts

Earth and Lazlo's

were similar and have touched and affected

each other many times throughout history, making him a prominent

historical figure on Rifts Earth, only confuses the issue.

This means that Victor could, someday, return to his own world

(although time has passed), except he isn't trying to do so because

he doesn't realize it even exists — he honestly believes he

has been "Rifted" into the future.

Ironically, because these parallel worlds are so strikingly

similar, they are virtually impossible to distinguish from one's

own and difficult to locate through magic or scientific means.

Although Rifts Earth is a dimensional nexus with the capability

of linking to thousands (perhaps an infinite number) of different

worlds and dimensions throughout the Megaverse, in most cases

the "rift" through space and time is random and unpredictable.

Dimensional anomalies, events and dimension travelling beings

are so comparatively commonplace on Rifts Earth that

many people (and our readers/gamers) tend to take dimensional

travel for granted. However, even the most expert, so-called

masters of dimensional travel, like the Splugorth, Temporal

Raiders, gods, and scores of supernatural beings, actually possess

only a fundamental and limited understanding of the

Megaverse and the energies they wield to warp and cross into

other realities. They don't even fully understand why magic energy/

P.P.E. exists, let alone how it works, why it seems to cross

all lines of existence, or how it can be manipulated by the mind

to alter or pierce the veil of reality. Magic, P.P.E., Chi, or whatever

one calls it, appears to be a form of energy that permeates

and binds the entire Megaverse. Many have come to believe the

energy is one of the most basic building blocks of reality (at

least as we understand it). As the stuff of reality, the mystic energy

enables its users to warp space, defy the laws of science/

physics (at least as we understand them), to tear open the

very fabric of space and time to (momentarily) bridge one place

or reality to another, and create physical things and energy out

of thin air with a thought. Masters of magic and so-called gods,

may have a better understanding and control of the energy, but

they don't know how or why it works.

That's why Rifts Earth is so important and has attracted so

many diverse and powerful beings (among other reasons): To

study the unbridled power and random dimension spanning activity

in order to get a better understanding of how these things

work, and, to better understand the composition and function of

the Megaverse. The very existence of places like Rifts Earth and

how they come into being as epicenters of barely containable

mystic energy and dimensional forces is a complete mystery.

Their existence (and discovery) is extremely rare and incredibly

unique (and dangerous). The seething energy erupts and reacts

in unpredictable ways that rip apart, confuse, combine and re


reality. It links dimensions, creates and destroys. A

rumbling transdimensional volcano whose every rumble, let

alone eruption, sends shock waves throughout the Megaverse.

Such is the mystery and power of the Rifts. Thus, most D-bees


are the helpless victims of circumstance, torn from their homeworlds

and brought to the dimensional epicenter that Earth has


Those greater powers who come to watch and learn cast their

eyes upon an enigma of nature beyondsa their imaginations.

Sadly, many others have forsaken the search for answers and

come only to use the energy for their own machinations. They

are fools and opportunists playing with cosmic fire that may

represent the very stuff of creation.

Earth links.

Located in the world settings of Beyond the

Supernatural, Heroes Unlimited, and Rifts®

are certain

"places of magic" that serve as conduits to each of these diverse

worlds and timelines (as well as to the Astral Plane, Wormwood,

and other dimensions). The most notable are the so-called

Power Triads. A ley line network that forms a triangle and covers

an expansive area.

The Bermuda Triangle is the most notorious,

but other Power Triads include

The South American,

African, Mediterranean, Japanese

and South Pacific/Australian


Of course, on Rifts Earth, some of these places are

more dangerous than ever, or are dominated by powerful forces

like the Splugorth of Atlantis where part of the Bermuda Triangle,

or "Demon Sea" as it is known on Rifts Earth, now overlap.

If one knows how, a dimensional portal can be opened at any

ley line nexus, although one may have to wait until the mystic

energy is at its peak. Dimensional portals can be created to gain

access to any of Palladium's world settings, from



or any Dimension Book™ to Robotech® and the Palladium

Fantasy RPG

worlds. Likewise, experiments in dimensional

or time travel, or space warp systems may


create a dimensional portal. In any case, travel to other dimensions

via magic or rips in space and time should be exceedingly

rare, especially in the modern Earth setting.


Beyond the Supernatural, Second Edition should be released

in early 1999. The earlier edition is currently out of print.

The Imp,



By William Muench

Adam approached the man slowly, studying him. The snitch

had dark features and his eyes shifted from place to place constantly.

A small tic in his left eye began to twitch as Adam came


With nervous cough, the man said, "Yes, may I help you? "

Not bothering to ask his leave, Adam sat down at the table

and rested his large arms upon it. Distastefully completing the

greeting, he replied perfunctorily, "Hello, Lector. I've been told

you can get information that other people can't."

"Now who might have told you that, Mr._? "

Adam shook his head. "I'm just your client, you don't need to

know my name. As for who told me, it was Nicodemus." The

snitch's appearance seemed to flicker momentarily, and Adam

instantly became more cautious. The face of a normal man does

not flicker.

Pausing a moment to gather his thoughts, Lector nodded and

continued. "Fair enough. As our mutual friend Nicodemus has

told you, I can find out virtually anything you need to know.

What can I learn for you? "

"I need some information. Last night some Warlords rumbled

in my domain. I want their names, the leader's name, and

where I can find them all. By tonight."

Lector smiled a smile that was slightly unsettling, even to a

'Kinetic like Adam. "That's all? Easy enough. I can let you

know within the hour. Meet me back here at 12:30 with $250.

Maybe we can have some coffee."

"I don't think so, Lector. I'm not fond of rumormongers, but

I don't have much of a choice at the moment. I'll be back here

with your money, but don't expect any pleasantries."

"Why, I have received many pleasantries from you already.

I'll make due with those I have. " His tic intensified slightly as

he grinned widely.

Adam got up and walked towards the door without a word.

As he reached out for the handle, Lector called to him, "Re


Adam, don't talk to strangers." At the sound of his

name, Adam looked back at the snitch. Where he had sat in the

corner, only a flicker of flame lingered.

Imps are extremely intelligent supernatural creatures. Like

many intelligent humans, simple things fascinate Imps. They

like to play jokes on unsuspecting creatures and are almost

faerie-like. However they know when a joke will be appreciated

and when it will not; they aren't likely to play a joke on an Old

One. Because of this high intelligence they have an insatiable

desire to learn everything, and because of their photographic

memory, they remember everything they see or hear. As a result

of these qualities they have become the supernatural rumormon-


gers of the Megaverse. They are superb spies and infiltrators,

and while moderately powerful they prefer to rely on stealth and

cunning. For some reason, Imps don't particularly like magic users

and enjoy playing pranks on them.

In their natural form, Imps appear similar to small gargoyles,

3 feet tall and about 751bs. They have coal black skin with orange

tints on their underbellies and the insides of their wings,

and bright green eyes. Silver claws tip their fingers. They are

shape shifters who can change into a specific human form that

never changes, but ages as they do (extremely slowly).


Usually anarchist (80%), but can be any.


I.Q.: 4D6, M.E.: 2D6+2, M.A.: 3D6+4, P.S.:

2D6+4, P.P.: 3D6+1, P.E.: 3D6, P.B.: 2D6 in natural form,

3D6+2 in human form, Spd.: 4D6+6 running, !D4xlO+20

flying. Supernatural strength.


3 feet tall in natural form; generally between 5 feet 4

inches and

5 feet 8 inches tall in human form.


751bs in natural form, generally between HOlbs and

ISOlbs in human form.

Natural A.R.:

7 in natural form.

S.D.C.: !D4xlO

Hit Points:

P.E. + !D6xlO

Average Life Span:

Unknown, presumably millennia.

Horror Factor:

10 in natural form, none in human form.

P.P.E.: !D4xlO

Natural Abilities:

Imps possess night vision equal to human

day vision, prowl 80%, and regenerate from mundane (i.e.,

non-magic like guns, knives, etc) damage at 2D6 HP/SDC

per melee. Shadow Meld or turn invisible at will (equal to Invisibility:

Simple), unlimited duration. Special: Human

Metamorphosis - Imps can change into a specific human

form at will. The form is set and cannot be determined by the

Imp. The human form has a P.B. of 3D6+2 and looks just

like a normal human. The transformation takes one melee action.

Imps cannot fly in human form.

Experience Level:


Psionic Powers:

I.S.P.: M.E.+4D6, powers include total recall,

speed reading, object read, clairvoyance, and mind block


Magic Powers:

None until 7th level. At 7th level they gain teleport

at 75% and Dimensional Teleport at 50%. These powers

do not cost any P.P.E.


4 attacks per melee.


As per supernatural strength. +1D6 for claws, bite

does 3D6.

Bonuses (in addition to attributes):

+4 to dodge, +2 to initiative.




Intelligence 98%, Pick Pockets 75%, Pick Locks 75%,

Palming 80%, All Lores 98%. Can speak and understand all

languages. Imps can learn other skills at the GM's discretion,

but they are not extremely important and should be deter


on a case by case basis.

Alliances and Allies:

Imps are usually free agents, but may

serve a specific master as a spy or informant.


No natural enemies.

Conversion Notes:


Combine hit points and S.D.C. and treat as M.D.C.

Strength is supernatural.

All other settings:

No change.


By Shawn Merrow

The seas of the Palladium Fantasy world are filled with dangers,

not the least of which are floating around on the surface.

This should give players some idea of what to expect, and give

then: Game Masters a better idea of what to throw at them.

Pirate Behavior

How do Pirate captains treat their crew? How do they treat

the crew of captured ships? Below is a list that will hopefully

give you some idea on this.

Good Alignments

About the only way most good characters would resort to piracy

is to fight a secret war for their country. This way the country

can hit at their enemies and deny responsibility.


1. This alignment will only become a Pirate to attack his nation's


2. Will always treat the crew well but may also be a harsh

task master.

3. Will never kill prisoners unless they attack his men or are

reputed to be very dangerous.

4. Will never sell prisoners into slavery.


1. This alignment will sometimes also become a pirate just

for the adventure.

2. Will treat the crew well and be easy going in the enforce


of rules, but that doesn't mean the crew walks all over him.

3. Will never kill prisoners of good alignment unless he is

forced. May kill prisoners of an evil alignment or a member of

the monster races.

4. May consider selling prisoners of evil alignment or one of

the monster races into slavery.

Selfish Alignments

These are the most common alignments among pirates. They

have enough good in them to work within groups, and they are

usually willing to plunder a ship and sell it's crew into slavery.

These are the perfect attributes for a pirate.


1. This alignment usually becomes a pirate for the adventure.

It's not uncommon for them to see themselves as Robin Hood

type characters.

2. Will always be fair to the crew and usually is quite popular

with them. This sometimes will lead to a chaotic ship with lax


3. Will not kill prisoners unless forced to by their actions.

May sometimes kill evil prisoners and monster race prisoners

rather than bother with them.

4. Will sell monster races into slavery and will consider sell


evil prisoners as well.



1. This alignment usually becomes a pirate for the money.

2. Will not be fair with the crew and sees no real need for

rules, other than "what he says goes".

3. Will usually not kill prisoners but if they resist in anyway

they will be killed. The alignment of the prisoners does not matter

in how they are treated.

4. Will potentially sell any prisoner into slavery. It mainly

depends on the mood they are in and how the prisoner has behaved.

Evil Alignments

Evil alignments generally do not make good pirates. They

tend not to work well in groups and often backstab their crew


This can pose a problem if a vital crewmember is killed

at sea and there is no one to replace him. Though there will usually

be a few evil crewmembers on any pirate ship, they rarely

command the ship, at least not for very long.


1. This alignment usually becomes a pirate for the money,

glory and power.

2. Will usually be a harsh and erratic task master. The crew

will still respect him but mostly out of fear.

3. Will see no problem with killing prisoners.

4. Will regularly sell the prisoners into slavery.


1. This alignment usually becomes a pirate for the power and


2. Will usually treat the crew with decency and keep his word

to them. On the other hand, any violation of the rules will be

met with swift and harsh punishment.

3. Will not usually kill prisoners if they can be sold into slavery.

If they are going to be a problem though they will be killed.

4. Will have no problem with selling prisoners into slavery.


1. This alignment usually becomes a pirate for the power and

the fun of creating chaos.

2. Will usually treat the crew very badly, and mutiny is quite

common. The crew will be punished at a whim and it will usually

be lethal.

3. Will quite often kill prisoners just for the fun of it.

4. Will sell any surviving prisoners into slavery.

Generic Pirate Stats

Below is a group of basic pirates that can be found on most


Crew - 2nd to 4th Level Pirates or Sailors


Will quite often have a P.S. and P.P. higher then

ten. The rest are average.

Actions per Melee:

Between four and six, depending on the



Usually none other than from the O.C.C. or R.C.C.

Combat Skills:

W.P. Blunt, W.P. Grappling Hook, W.P. Sword

and one other.

Skills of Note:

Castaway/Shipwreck Survival, Climb/Scale

Walls, Rope Works, Seamanship and Swimming are the most

common skills.



Short bladed weapons are very popular, the Cutlass

in particular.


None normally but will wear light leathers if combat is


Officer - 3rd to 5th Level Mariner


Will have an I.Q. of at least ten and a P.P. over

eight. The rest are average.

Actions per Melee:

Between four and six, depending on the



Usually none other than from an R.C.C.

Combat Skills:

W.P. Blunt, W.P. Sword and one other.

Skills of Note:

Astronomy & Navigation, Castaway/Shipwreck

Survival, Climb/Scale Walls, Flag Signaling, Identify Sea

Life, native Language and one of choice, one Literacy of

choice, Math: Basic, Rope Works, Sailing and Seamanship

are the standard skills.


Short bladed weapons are very popular, the Cutlass

in particular.


None normally but will wear light leathers if combat is


Warlocks - 4th to 6th Level


An I.Q. above six and an M.E. above ten. The rest

are average.

Actions per Melee:

Between four and six, depending on the



+2 to Saving throw vs. Horror Factor (+6 against elemental

beings), +1 to Saving throw vs. Magic, +1 to Saving

throw vs. Possession.

Combat Skills:

W.P. Sword and one other.

Skills of Note:

Castaway/Shipwreck Survival, Climb/Scale

Walls, Languages: two of choice, Literacy: one of choice,

Land Navigation, Lore: Demon & Monsters, Lore: Faerie

Folk, Rope Works, Seamanship, Wilderness Survival.


This varies quit a bit but favorites are long range spells

that can damage or slow down ships. Below is a partial list of

some of the more popular.

Note Earth Warlocks do not join ship crews so they are

not listed.

Air: Cloud of Slumber, Cloud of Steam, Create Mild

Wind, Stop, Wind, Howling Wind, Northwind, Call Lightning,

Fingers of the Wind, Wind Rush, Ball Lightning, Calm

Storm, Freeze Water. Fire: Blinding Flash, Cloud of Smoke,

Globe of Daylight, Nightvision, Cloud of Ash, Darkness,

Freeze Water, Spontaneous Combustion, Circle of Cold, Circle

of Fire, Extinguish Fire, Fire Ball, Wall of Flame, Cloud

of Steam, Flame Friend, Fuel Flame, Mini-Fireballs.

Water: Cloud of Steam, Create Fog, Purple Mist, Salt Water

to Fresh, Breathe Underwater, Change Current, Fog of

Fear, Water Seal, Calm Waters, Circle of Rain, Command

Fish, Freeze Water, Sheet of Ice, Create Water, Communicate

with Sea Creatures, Hail, Shards of Ice, Wall of Ice, Water



70 to 140


Short bladed weapons are very popular, the Cutlass

in particular.


None normally but will wear light leathers if combat is


Pirate Captain NPCs and Encounters

Garson Stumpfoot, a.k.a. Smasher

Garson was born deep in the Old Kingdom mountains. He

was captured and sold into slavery at an early age along with the

rest of his village. He was sold to a merchant who traveled from

Sino to Rankin and needed more guards. It was decent work,

and the Merchant was fair to Garson.

It continued like this till one day the merchant was killed in a

bar fight. It looked as if all the merchants slaves were going to

be put up for auction to pay his bills. Through luck and quick

action Garson was just barely able to slip out of town. Not

knowing what to do, he traveled down the shore of the Timiro

Kingdom. This went on for several days till he came across a Pirate

ship moored in a small cove.

The ship had just recently lost its first mate and was having a

tournament to see who would take the vacant post. When the

crew spotted Garson they hauled him before the captain. The

captain, rather preoccupied with the fight, just waved for the

crew to kill him. Garson, not having anything to lose, asked to

join in the tournament. This greatly amused the captain and he

allowed Garson to join the fight. The fight lasted an hour but at

the end Garson was the winner.

Garson took to being a Pirate quickly and soon grew to

greatly enjoy this new life. He spent several years on the "Grinning

Skull" plundering in the waters around the The Floenry Islands.

After a few years, Garson became sick of following

orders and wanted to be in charge. He decided the best way to

get rid of the current captain was to poison him. This was done

the next the "Grinning Skull" was at port. There was some

grumbling from the crew but they quickly accepted the change

in command. In the last year, Garson has started targeting slaver

ships and freeing the slaves. He remembers his early life as a

slave and wants to stop it or at lest hamper it some.


Garson "Smasher" Stumpfoot



O.C.C. & Experience:

3rd Level Ogre Mercenary and 2nd

Level Pirate.

Age: 28 Sex: Male


8 feet Weight: 380 pounds


I.Q. 10, M.E. 9, M.A. 11, P.S. 22, P.P. 14, P.E.

18, P.B.6, Spdl4.

Hit Points: 34 S.D.C.: 60

P.P.E.: 4

Horror Factor:



He is an Ogre of average height. He has an above

average number of scars, and a tattoo of a grinning skull on

his right shoulder.

Actions per Melee: 6; Hand to Hand:


Natural Abilities:

Nightvision 40 feet (12.2 meters).


+2 to Strike, +5 to Parry and Dodge, +4 to Roll with

Punch/Fall/Impact, +4 to pull punch, +1 on Initiative, +7 to

Damage, +7 to Saving throw vs. horror factor, Clawed hands

inflict 2D4 + P.S. bonus, Kick does 3D6 +P.S. bonus, Bite

does 2D4 but no P.S. bonus.

Combat Skills:

W.P. Battle Axe, W.P. Blunt, W.P. Chain, W.P.

Grappling Hook, W.P. Knife, W.P. Shield, W.P. Sword.

Skills of Note:

Animal Husbandry 65%, Athletics (General),

Body Building & Weight Lifting, Boxing, Card Shark 50%,

Castaway/Shipwreck Survival 40%, Climb/Scale Walls


70%/65%, Falconry 60%, Horsemanship: General 60%/55%,

Language: Elven 70%, Language: Gobblely 98%, Language:

Human Eastern 70%, Pick Pockets 50%, Prowl 45%, Recognize

Weapon Quality 60%, Rope Works 45%, Seamanship

41%, Sew 45%, Streetwise 40%, Swim 50%, Use & Recognize

Poison 40%/32%, Wilderness Survival 60%.

Armor of Note:

He wears a suit of Leather of Iron (magic) with

the following properties; A.R. 15, S.D.C. 60.

Weapons of Note:

Garson's favorite weapon is a Dwarven

Mace (+4 to Damage, +2 to Parry). He usually though has a

wide range of weapons available to him.


First Mate: 4th Level Human Sailor.

Second Mate: 4th Level Ore Mercenary.

Third Mate: 5th Level Elven Water Warlock.

Other crew members of note:

One 4th Level Fire Warlock,

twelve 3rd Level Pirates.

Personal Wealth:

24,000 in gold and valuables worth 10,000

gold coins. Also the "Grinning Skull", a Western Empire

Carrack ship.

Hook, Line and Sinkers

The Broken Shackle


The players hear rumors of a Pirate ship, the "Grinning

Skull", targeting slavers and releasing the slaves. The story

goes that the captain used to be a slave and is on a mission to

stop slavery.


The players hear shortly after the first rumors that the

various governments have decided to stop Garson.


What do the players do about the news they have?

They can ignore the rumors and go about their way, or they can

either find and help Garson or at least warn him that he's made

big enemies.

Be Careful Who You Work For


The players are approached by a wealthy merchant for

a high paying job. The merchant lost some valuable cargo when

one of his ships was attacked by pirates.


The cargo is a box of valuable magical ingredients

(2,000,000 gp worth) on their way to the Western Empire. It

was Garson's ship that captured the cargo and he is not likely to

part with it easily.


The players thought they had problems just getting

the cargo back from the pirates. When they do get their hands on

the box they find out the merchant was lying about the contents.

The merchant is really a spy for the Western Empire and the box

contains copies of the Timiro battle plans if war broke out with

the Western Empire.



This is an adventure for a group of non-Human characters.

The players start out the game as slaves.


The players are being sent to the The Floenry Islands

to be sold to the locals. For the Game Master, remember this is

not a cruise ship so the trip should be hard on the players. A few

days from the Islands the ship gets attacked by the "Grinning

Skull" and the players are most likely freed.


The players are free and now can go on their way or

they can join the crew of the "Grinning Skull." If they join the

crew. They will at least have an interesting career as pirates and

they may eventually wind up running the show themselves.


Bartin Dimmic

Bartin's family was part of the Seaman's guild in the Timiro

city of Credia. He was sent to sea at an early age to start his

training in the guild. It was hard work, but he got travel all

around the world. When he was fourteen he was sent to the Merchant

College to get the formal training he needed to be an officer.

To the joy of his parents he graduated from the college with

high marks and promptly got his first posting.

His family had power and he had already spent several years

at sea. Bartin was able to start as an Ensign on a merchant ship

making runs from Timiro to the Western Empire and sometimes

to the Bizantium Empire. Not much happened except the occasional

run-in with sea monsters and he was lucky to be on a ship

that never ran into pirates. After several years of this, Bartin had

reached the rank of First Mate and was transferred to another


This is where Bartin's run of good luck had its first major

bump. The ship was caught in a very fierce and sudden storm

on the way to the Bizantium Empire. The ship took heavy damage

and a large number of the crew was washed over the side,

including the captain. Bartin got the ship into a Western Empire

port so they could lick their wounds, and because he needed

time to choose a course of action. He repaired the ship and decided

to finish the trip and then head home to make his report on

what happened.

On his return he had to give a report on the voyage to the

head of his guild. The head of the guild was impressed with his

work and decided he would be useful for a special project they

had started. The project was to have some of their crews pretend

to be pirates to sink the merchant shipping of other groups that

got in their way. Bartin was given command of a Merchantman

ship "Dragons Tooth" and orders to attack Western Empire

ships. He was also given orders to occasionally hit other group's

ships so it wouldn't look too suspicious. He does try to avoid Ti


ships and treats them with kid gloves if he has to board

one. Bartin mainly patrols the waters between the Floenry Islands

and the Lands of the South Winds.


Bartin Dimmic




& Experience: 5th Level Human Mariner.

Age: 39 Sex: Male


6 feet 2 inches Weight: 190 pounds

Attributes: I.Q.

12, M.E. 9, M.A. 14, P.S. 12, P.P. 15, P.E.

10, P.B. 17, Spdll.

Hit Points:

24S.D.C.: 20

P.P.E.: 3


Bartin is considered to be a rather handsome man,

though he shows a certain amount of weathering from a life

at sea.

Actions per Melee:

5; Hand to Hand: Basic


+1 to Strike, +2 to Parry and Dodge, +2 to Roll with

Punch/Fall/Impact, +2 to Pull Punch, Karate style kick does

2D4 damage, Snap Kick does 1D6 damage.

Combat Skills:

W.P. Archery, W.P. Blunt, W.P. Sword.

Skills of Note:

Astronomy & Navigation 70%, Castaway/Shipwreck

Survival 54%, Climb/Scale Walls 60%/55%, Flag Sig


57%, Identify Sea Life 53%, Intelligence 46%,

Interrogation Techniques 40%, Language: Elven 60%, Language:

Human Eastern 98%, Literacy: Human Eastern 50%,

Lore: Sea 60%, Math: Basic 65%, Prowl 45%, Rope Works

55%, Sailing 70%/55%, Seamanship 61%, Sew 45% and

Swim 70%.

Armor of Note:

He hates wearing armor and only does so when

absolutely necessary. When he does, he wears the standard

armor of most seaman or at least the ones who can afford it.

Leather of Iron (magic) with the following properties; A.R.

15, S.D.C. 60, Buoyancy, Weightless.

Weapons of Note:

He usually keeps a Kobold Long Sword (+2

to Damage) at his side. Any other weapons on him will vary

by his mood.


First Mate: James Hwang, 4th Level Human Mariner.

Second Mate: Teri Franzen, 5th Level Human Air Warlock.

Third Mate: Craig Gershen, 4th Level Human Sailor.

Other crew members of note:

One 4th Level Water Warlock,

Four 3rd Level Sailors, Ten 2nd Level Sailors.

Personal Wealth:

10,000 gold pieces saved up. His ship the

"Dragons Tooth" does not actually belong to him, and is

owned secretly by the guild.

Maybe We Should Have Walked


The players are for one reason or another on a Western

Empire ship. At sea the ship is attacked and boarded by the

"Dragons Tooth."


The crew is taken prisoner and brought back to Timiro

to be questioned about the activities of the Western Empire on

the sea.


If the players are from the Western Empire they will

be questioned at length for what they know. If they had just

been on the wrong ship at the wrong time they will be thrown in

a dungeon. The problem both groups have is they face eventual

execution to make sure the true power behind the "Dragons

Tooth" remains a secret. Should the players manage to escape

they will have some interesting news for the Western Empire.

Search for the "Dragons Tooth"


The players are hired by someone from the Western

Empire to investigate the "Dragons Tooth" and find out why she

is targeting mainly their ships.


The safest way to find the "Dragons Tooth is at port.

Though if they use a ship from the Western Empire they may

find them the hard way at sea and face combat with the "Drag




It should be hard for the players to find out the truth

about the "Dragons Tooth" but not impossible. Also the Seaman's

guild behind the "Dragons Tooth" will do anything to

make sure the news is not brought back to the Western Empire.

Merchant Wars


The players are traveling by ship but are currently at

port. At the port they start to hear rumors that Timiro and Western

Empire ships are attacking each other at sea.


Before the players leave port they hear it's no longer a

rumor but open warfare. The rest of the trip should be anything

but safe with Timiro and Western Empire ships attacking each

other on sight. So far no warships from either side have been involved

but that will likely change soon.



What do the players do? Do they join one of the

sides of the fight? Help protect neutral parties caught in the

cross fire? Do they try to come up with some way to stop the

fighting before a full scale war starts?

Jarson Telep

Jarson was born to a small noble family living in the city of

Old Timiro of the Timiro Kingdom. He was a good son studying

and training hard so he could carry on the noble line of the family.

This continued until his twentieth birthday. He surprised and

shocked his family with an announcement he wanted to join the

Timiro Royal Navy and see more of the world. His family debated

it for days but it was decided Jarson could go play sailor

for a few years but then he must return home.

He went to school to learn how to be an officer in the Royal

Navy and excelled as usual. That is, until he made the mistake

of falling in love, with a woman who was also desired by the

son of a more powerful noble family. To make matters worse,

the women in question fell in love with Jarson. The angered noble

son, in a fit of anger, framed Jarson of an attempt to kill the

school's headmaster. Jarson knew his chances of getting justice

were slim so he fled from the school. Because of the charges

and his actions he was disowned by his family.

Not knowing what to do, he joined up as a crew member of a

small merchant ship that made runs between Timiro and the

Western Empire. He sailed this route for years going back and

forth, while at the same time getting harder and more bitter with

every voyage. On a voyage during his third year working as a

sailor, the ship he was on was captured by pirates. The pirate

captain liked what he saw in Jarson and allowed him to join his


Jarson took an immediate liking to the life of a pirate, and he

quickly worked his way up the ranks of the ship. After a couple

of years he made it to First Mate. When the captain got too old

and tired to work, he retired and let Jarson buy out the ship. Jar


has continued to sail the ship in the waters around the

Floenry Isles and Timiro Kingdom mainly intercepting ships

traveling between Timiro Kingdom and the Western Empire. He

treats his crew well so they will follow him anywhere he leads.


Jarson Telep


Anarchist (Selfish)


& Experience: 8th Level Human Pirate.

Age: 38 Sex: Male


6 feet 2 inches Weight: 180 pounds


I.Q. 14, M.E. 12, M.A. 18, P.S. 14, P.P. 14, P.E.

15, P.B. 12, Spd 12.

Hit Points: 38 S.D.C.: 14

P.P.E.: 12


Jarson is a man of average build. He has light

brown hair with dark brown eyes. He also prefers to wear

dark colored clothes. The usual expression on his face is a

stem one, but he has a smile that reminds most who see it of

a shark.

Actions per Melee: 5; Hand to Hand:



+2 to Strike, +3 to Parry, +3 to Dodge, +3 to Roll

with punch/fall/impact, +2 to Pull punch, +1 to Initiative, +3

to Saving throw vs. horror factor, Trust/Intimidate 50%, Kick

Attack does 2D4 S.D.C., Critical Strike on an unmodified 18,

19 or 20, Paired Weapons, Body throw/flip and disarm.

Combat Skills:

W.P. Blunt, W.P. Grappling Hook, W.P. Knife,

W.P. Sword.

Skills of Note:

Astronomy & Navigation 70%, Athletics (general),

Carpentry 65%, Castaway/Shipwreck Survival 63%,

Climb/Scale Walls 85%/80%, Cook 65%, Fishing 65%, Flag

Signaling 65%, Language: Elven 80%, Language: Human

Eastern 98%, Literacy: Elven 70%, Literacy: Human Eastern

70%, Lore: Sea 65%, Math: Basic 85%, Prowl 65%, Rope

Works 75%, Seamanship 65%, Sew 50%, Shipwright 59%

and Swim 90%.

Armor of Note:

He wears a suit of Leather of Iron (magic) with

the following properties; A.R. 15, S.D.C. 150 and Weightless.

Weapons of Note:

Jarson mainly uses a Dwarven Cutlass (+2 to

parry and strike) and keeps a knife in each boot.


First Mate: Lawrence Stout, 7th Level Human Air Warlock.

Second Mate: Michael Falicov, 5th Level Elven Pirate.

Third Mate: Gasher, 6th Level Ogre Mercenary Warrior.

Other crew members of note:

One 5th Level Air Warlock, one

6th Level Fire Warlock, one 4th Level Priest, one 5th Level

Water Warlock, and ten 4th Level Pirates.

Personal Wealth:

31,000 in gold and owns the "Bleeding Cutlass",

a Western Empire Caravel class ship.

The Bleeding Cutlass


The players are for one reason or another traveling on

a ship. I'm leaving it up to the GM why they are on the ship but

they will need to be on one for this HL&S.


The player's ship is attacked by the "Bleeding Cutlass"

and the crew is captured after a tough fight. Everyone on the

ship is stripped of their possessions and herded on to the pirate



Captain Jarson plans to sell the crew of the captured

ship into slavery. This leaves the players with two main options.

They can try to escape, but this will be more difficult without

their equipment. They can also choose to join the crew of the

"Bleeding Cutlass." That is, if Jarson decides to trust them.

Bad Company Makes For a Bad Day


The players are on a ship traveling between the Timiro

Kingdom and the Western Empire when a large storm

strikes. The ship rides out the storm but takes heavy damage.

The captain moors the ship in a small cove and sends some of

the crew inland to start cutting tress down for the repairs.


Not much farther down the cost line (about ten miles)

Jarson has moored his ship for the same reason. With the crews

so close together they are bound to bump into each other.


What happens now will depend on how the players

and pirates react to each other. The pirates may have slaves the

players want to free or treasure they want to steal. The pirates

will have about the same reasons to want to go after the players

except they will want to make the players slaves.

When the Going Gets Tough,

Go by Land

Note: Jarson is the reason for this adventure, but is not actively

involved in it.


Because of all the problems with pirates lately (Jarson

being one of the worst) some merchants have started shipping

small but valuable cargo over land.



The players are approached to work as guards for a

merchant. A possible trip could be between the Timiro cities of

Nisi and Credia. Normally this would be a short voyage by sea

but will be a long trip on land. Any cities can be used but it

should be one with a short sea route between them and a long

land route.


It should take several weeks for the trip. The players

should face attacks by bandits and monsters along the way. De


on the cargo all sorts of people could be interested in

relieving the players of it.

Hacking,Cyberjacking and

Supernatural Data Theft

Across the Megaverse

By Wayne Breaux

Official Rules for Rifts®,

Heroes™ and the Megaverse®

This little romp through the computers of the megaverse is

dedicated to all my online pals at Rise From Chaos

( Draco, Reaper, Arcturus,

Christopher, Daemon, Fenris, Tifa, Pleiades, Estaban, and

all the others I have yet to role-play with or might have forgot


I just wish I had more time to help you guys protect

To/keen. ;)

Wayne Breaux, Jr. (AKA Cashide Moin-Raudh)

Certainly computers are a familiar icon of our modern era,

and hacking is a term easily associated with them. Hacking re


on a knowledge of computer programming and a cool head.

From one end of a computer connection, the hacker takes apart

the program codes of a computer on the other end of the connection

to retrieve information, steal electronic money, sabotage da


alter information, or indirectly manipulate people by

placing and changing things within the machines. In most game

settings, this is the only way that these kinds of operations can

be handled; from a distance via a keyboard, limited by the speed

of one's typing and the travel time of an .electronic pulse across

that distance and back again. (Note that hacking can be done directly

on a given computer if the hacker has access to it. Going

through a modem, the Internet or a network is not absolutely

necessary.). Now, this system doesn't seem that slow to most of

us who use it every day, but how would it compare to hacking

that didn't require constant keyboard commands and had little or

no delay due to distances?

The cybernetic headjack was introduced in Rifts, but its use

in that book was limited to sensory input with certain robotic

and scanning systems. Applying headjacks to the direct interfacing

with computers was first described in Mutants in Orbit

(MIO), a process known throughout the megaverse as cyberjacking.

The MIO entry (which is reprinted below) was descriptive

and concise, but provided little in the way of specific rules

or expansion suggestions. Given the highly advanced, technical

setting of Aliens Unlimited, I felt that the Galaxy Guide could

use some expanded hacking/cyberjacking rules. As I set about

writing them, I was surprised they had not been written before,

especially with the presence of computers and other technical

aspects of Rifts, Ninjas and Superspies, Heroes Unlimited, and

Robotech. So, as a preview of the upcoming Galaxy Guide, and

to add yet another element of adventure to your other trips

through the Megaverse, here are some expanded rules for computer

hacking and cyberjacking with some O.C.C.s tagged on.

As always, I hope they add excitement and flavor to your gaming


(Reprintedfrom Mutants in Orbit)

"Some computers allow their users to go beyond the normal

"interface" of a keyboard, joystick or mouse, and to communicate

directly with the computer via a socket ("dataplug" or

"headjack") implanted in the back of their necks. This means

that the computer operator's mind effectively enters the computer,

seeing its memory and processors as a kind of virtual re


Once accessed, the cyberjack can alter data, add data,

change files, and redesign the computer's programs, all with his

mind. If the computer is linked to others in a network...the user

can communicate with other cyberjacks within the network..."

"Cyberjacking is much more direct and up to ten times

faster than normal computer programming, but not without its

perils: software bombs, viruses and Trojan horses may lurk

within the computer's memory; other cyberjacks can ambush








ni Aim 1 U 1 U I U 1 "


















you or design programs to trap your mind within the computer;

and if the computer itself is artificially intelligent then anything

might happen."

"Characters must have the computer operation skill to take


As the previous text explains, cyberjacking is the experience

of actually moving/walking through a computer system with the

use of a direct brain-to-hardware link via a dataplug/headjack

(For those without the proper reference, the prices for headjacks

are listed below). Once inside the electronic world, the cyberjack

will normally find the data in each system arranged in neat

columns and rows, forming patterns and planes of glowing data

reminiscent of hallways, rooms, floors, and ceilings of a sort,

but they do not always line up completely, leaving wide halls

with no ceiling or offset planes that form multi-level floors or

platforms. Electronic space is vast and black, even in small systems.

The glowing data structures are located in a localized area

with a dark vastness beyond it. This space, like the one surrounding

our planet, normally has no "gravity," and the cyberjack

can move in any direction as he makes his way through the

data, though certain directories or security measures will block

direct access in the virtual world as readily as they do so in the

real world of physical interfacing. Different physical systems,

such as multiple hard disks or a computer and its peripherals,

appear to be linked by dark tunnels lit by pulses of energy. The

cyberjack can simply walk down these tunnels or catch a ride on

a passing bundle of energy to enter or access the other system

(the same is true of networked computers). Needless to say,

when the attached device is turned off, the "tunnel" connecting

it to the computer simply does not exist. Even a cyberjack cannot

manipulate a device with its power off unless he can provide

his own source of energy via psionic, magical, or supernatural

ability (see later information on exactly which specific abilities

allow this).

When someone cyberjacks, he has access to nearly any aspect

of the computer with the speed of thought, giving a new dimension

to hacking as the character grabs data almost as fast as

the computer can process it, which gives the creative, adaptive

living mind a tremendous edge. Traditional security, such as

passwords, encryption and embedded directories rarely work

against such formidable capabilities. For this reason, most powerful

organizations and entities that rely heavily on computers

have their own cyberjack security personnel and defensive AIs

watching and patrolling their systems. These active measures

serve the same function as their real world counterparts by directly

surveying the data world on a regular basis, deterring intrusion

by their presence, and responding immediately when a

problem does occur. An additional perk to active security is that

the security personnel are commonly skilled computer technicians

and can double as repair personnel if problems should occur.

The AIs that are used for security will have little or no ties

to the system proper, and run as autonomous programs. This

prevents any damage to the system itself should they be damaged,

destroyed, or corrupted.

Active security aside, perhaps the strongest defense a system

can have is a Reality Enforcement System. This system creates a

graphical virtual environment that seals the computer's data constructs

behind "solid" images of real world walls, doors, and

passive security. These virtual walls and barriers can coincide

with the data walls of an unenforced system, or they can be


completely independent. Regardless of its basic layout, the RES

makes it impossible for a cyberjack (or any other operator) to

access the system's data without conforming to the reality being

enforced by the RES. This means that if a RES generated hallway

has a door in it that leads to the personnel records, then

anyone wanting to get to the personnel records has to go down

that hall and through that door just as if they were doing it in the

real world. Of course, certain backdoors can exist, and other

programs will allow a cyberjack to get around the door, depending

on if it has security on it, but at its heart, the RES makes accessing

the realms of electronic space as challenging as if it took

place in the real world. Just as any imaginable environment can

be graphically represented in a video game, so too can the images

of an RES look like anything; a medieval castle with Ore

guards, a surreal landscape of alien forms, a super high tech

Atorian command center, Chi Town, and on and on. The appearances

are all up to the tastes of the owner and the talents of his

programmers. The active defenses mentioned before are normally

incorporated into the RES environment and given matching

or at the least, complementary, graphical shells. (Campaign

tip: RES systems can be used creatively to do a sort of facsimile

time travel campaign when used with a group composed entirely

of cyberjackers.) One final bit of info on RES: cyberjacks move

through the generated environment as if actually there, while

hackers move through the graphics seen on their screen.

A few notes on RES. First, they are almost exclusively

housed in their own chips and send commands to the system

through the CPU chip. What this means is that the reality enforced

by the RES can not be altered or accessed unless control

of the CPU has already been established, but by that point, altering

the RES environment may be a moot point....unless it was

the reason for accessing the system in the first place. Secondly,

the RES determines the laws of physics for the computer system

it is connected to. This means that any environment which can

be dreamed up and programmed can exist in a RES. The com


systems of mad programmers, or those created by brain

fried cyberjacks, can be disorienting and unsettling at the least;

others can be downright dangerous. Not all do, but many RES

also force visitors to conform to the environment by dressing

them accordingly or, if the hacker has been discovered, revealing

them with highlights or characteristic markings.

So, cyberjacking is leaps and bounds beyond traditional

hacking, but what's the catch? Well, regardless of whether a cyberjack

is hit by another jacker, an AI program, or passive defenses,

the result is the same; cyberjack damage feeds back

through the dataplug directly to the brain. Because of this, it is

frighteningly easy to die in cybercombat. Any character "killed"

in cyberjack combat immediately goes into a coma (unless they

are permanently dead, as per the Palladium rules for such, in

which case their brain dies and the body soon follows). The effect

of a cyber-death manifests as memory loss and dullness of

wits (permanently reduce I.Q. by 1 point for each cyber death)

as well as brain damage (lower all skill percentages by 2% for

each cyber death). Repeat cyber-deaths have cumulative effects

as the character slowly lobotomizes himself. Sanitariums

throughout the megaverse are filled with cyber-drones who

thought they were better than they actually were, console cowboys

too cocky to admit defeat, others who were addicted to the

rush of the direct brain stimulation and cyberjacked until they're

just a shell, and those few who gambled on that last big payoff

that didn't. Regardless of the reasons, the result is the same; the

many little deaths in the cyber realm only serve to weaken the

cyberjack. Like an old program in a new system, they continue

to degrade until they have so many problems they can't function

anymore...or they simply crash with one final, fatal error. In addition

to these penalties, the Game Master should also require a

random insanity roll for each cyber-death, as over-stimulation

causes the brain to react in strange ways. Phobias are common,

especially for cyber-deaths in a RES where a face can be put on

the 'jack's killer, as are obsessions, specifically the drive to beat

or get back at the system that caused a particular cyber-death.

With all of this in mind, burnt out cyberjackers can be some of

the most unnerving people one can meet with their quirky, often

insane personalities and brain damage that can no longer be hidden.

Cyberjacking and Hacking

Across the Megaverse®

Depending on what game setting you are currently adventuring

in, there will be a few differences in what to expect when

hacking or cyberjacking. Perhaps the biggest point of mention is

the impact of magic, psionics, and super abilities on electronic

adventuring. In their respective settings, these factors are as im


in cybernetic space as any cyberjacker, and some are

even more so. Each setting and genre will have its own terms for

these radical elements, such as Cybermancers for practitioners

of magic, Psychers or Psibers for psionics, and just about anything

for super powered data dancers. Now, while these differing

methods of entering cybernetic space are not statistically

different, their presence in the data realm will certainly spice

things up. Now that all the options are on the table so to speak,

what can one expect in any given campaign as far as opposition

in the data realm?

Robotech: Except for the rare cybernetics of the Invid, the

magic of the Perytonians, unique robots (like Janice, Veidt, and

Sarna) and the psionics of the Regis and Regent (all of which

are largely unavailable to player characters), Robotech has no

exceptional or supernatural means of accessing the electronic

space inside a computer. All hacking in such a setting will therefore

be via traditional hacking techniques. The available equipment,

however, will be slightly more advanced than that of our

world, including very small yet powerful laptops, portable stor


mediums like one inch laser discs with the capacity of dozens

of normal CDs, and satellite access. The only major limit on

hackers in Robotech is the state of the world. Obviously, Invid

Invasion scenarios will not have many notable computer networks,

while Sentinels could have fantastical alien systems with

full RES to augment them.

Ninjas and Superspies: Unless some kind of crossover campaign

is going on, Ninjas and Superspies will have only traditional

and cyberjack hackers. In this setting, cyberjacks will be

powerful forces, AIs will be rare, and RES systems will likely

be common corporate assets. Much like Robotech, N&S will

have traditional equipment, but slightly more advanced than our

own. On top of that, gizmoteers and high tech corporations can

easily create other variants on traditional setups that make hack


easier or more convenient.

Beyond the Supernatural: Though BTS does have the possibility

for psionic and even magical hackers, they will be rare,


and traditional hacking will be found almost exclusively in such

campaigns. In addition, except for extremely rare government

experiments, there will be no cyberjackers; however, when these

rare electronic terrors do show up, they should add flavor to the

game by horrifying those who can't easily keep up with their

abilities. The equipment in BTS will mimic that of our own.

Laptops will be available, but they will perform much like their

real world counterparts, and advanced models of any tech will

be rare and likely introduce their own element of horror into the


Teenage Mutant Ninja Turtles: TMNT will either be set in a

normal world setting much like BTS/Heroes Unlimited, or in a

post apocalyptic scenario as described in After the Bomb. In the

former setting, the situation will be very much like that of BTS,

with very rare appearances of anything other than traditional

hackers. A Heroes Unlimited type campaign will differ very little

from BTS unless it actually has super powered elements, in

which case it will mimic that of Heroes Unlimited as noted below.

In an After the Bomb setting there will be very limited,

heck, practically no computer networks outside the Empire of

Humanity. On the other hand, inside the Empire, headjacks will

be a real possibility, and cyberjacks could threaten any hackers

brave enough to enter those systems. The available equipment in

TMNT will reflect the setting it is played in. Laptops will be super

rare in an after the bomb setting, but very common in a more

real world setting.

Heroes Unlimited: More so than any other setting, save Rifts,

Heroes Unlimited has the most potential for a very lively and

dangerous electronic universe. Not only does it have a number

of hacker oriented power categories, but it also has psionic,

magical, robotic, bionic and super powered hackers adding to

the mix. Many of the sensitive computers that characters will

have to access without permission will have the possibility of

some form of advanced security, whether it is technological or

supernatural. Duels and rivalries in the data realm can add spice

to a campaign, not to mention what they do for the character development

of the hacker. Reality Enforcing Systems will be expensive,

but nearly every major corporation and the government

or military will be able to afford one, as will many major super

villains. This kind of campaign has a lot of potential for high

stakes action within cybernetic space. The equipment a hacker

can choose from here will be much like that of Ninjas and Su


It will be pretty close to what we have now, but some

advancements and prototypes will exist, especially when a hardware

character is about.

One step beyond Heroes Unlimited is a campaign set out in

the Milky Way Galaxy as detailed in Aliens Unlimited. In such

a setting, the tech is advanced, computers and vast computer

networks are more common, and electronic data is much more

plentiful and much more valuable. High tech and supernatural

computer security will be more common, and nearly everyone

can afford RES systems. It can easily be seen why this information

seemed perfect for that setting as I was expanding it for the

Galaxy Guide. The equipment level in a galactic campaign is

one of the highest. There will be palm computers as powerful as

our real world personal computers, gauntlet systems that require

no keyboards, VR accessories, and tons of other helpful gadgets.

The imagination is the limit, especially for certain special training

and hardware power categories.

Rifts: Similar to Heroes Unlimited, Rifts has great potential

for the hacker / cyberjacker. The tech is higher than Heroes, and

the magic and supernatural more plentiful, plus it has a plethora

of alien races and their accompanying tech to further spice up

the stew. The only failing here is the overall lack of unified

computer networks and other long ranging communications.

Adventures in the computer web aren't hampered by this within

specific geographic locations, but hacking Triax from North

America might be a bit difficult, if not impossible. Of course,

hacking Triax might not be a wise move in the first place, but it

just might be necessary. Equipment wise, Rifts rivals Aliens Unlimited

and the galactic campaign; however, the tech here will

be more diverse and less localized. Where in Aliens Unlimited

you might stop off at the nearest large space station to shop a

store full of VR accessories, in Rifts one might have to visit a

number of specialty shops across the Coalition states, or take a

trip over to the New German Republic to find the same selection

or goodies.

Please note that the above observations are generalizations

and not absolutes. I could have mentioned a number of exceptions

and possible adventure ideas within each setting, but that

could fill a book, so take what's here as a crude core for your

campaigns, then add your own imagination and have some fun.

The Rules

Game Masters can use any applicable penalties given in this

section and some regular skill rolls with computer operation and

computer programming to handle normal hacking situations, but

to add some spice to a game or in settings where cyberjackers

are present, the expanded combat and hacking/cyberjacking

rules should be used. Looking over the rules and bonuses below,

it should quickly be obvious that traditional hackers pale when

compared to cyberjackers unless outfitted with loads of virtual

reality accessories. Only the very best of hackers can stand on

their own against those augmented by advanced technologies or

supernatural abilities.

The most important thing about hacking is the ability to understand

and modify computer code and programs. Computer

operation lets you operate a computer, its peripherals, and most

common software. It does include, in some cases, a rudimentary

understanding of programming, but such knowledge will only

benefit you when tweaking your own system on a very basic

level and has no impact on hacking. Computer programming is

an in depth understanding of how to make computers do things

by writing code for it in the form of programs. This skill adds

strength to hacking and is the core of it, but computer programming

is very different from hacking. The skill can be substituted

for hacking, but all hacking rolls in such a situation will be at -

5%. Hacking is the practiced application of flexible programming

with the intention of accessing computer systems other

than one's own (hacking is not necessary for operations within

one's own computer; computer security personnel hardly ever

have any hacking skills). It is less formal and more "seat of the

pants" than simple programming and requires a certain flair,

thus it is categorized as a separate skill. What this means is that

games without the Hacking skill should add it if these expanded

rules are to be used. Computer Hacking is a Rogue skill (or

Technical for those games without the Rogue category in its

skill selections) that adds a one time bonus of +5% to the cryptography,

surveillance systems, and locksmith skills (if they are


among the character's known skills). It has a base percentage of

15% and increases by +5% per level of experience. Prerequisites

include literacy, computer operation, and computer programming.

Now, as mentioned before, programming is the heart of hacking.

Any effect you wish to pull off in the data realm takes the

form of a program (unless you are actually inside cybernetic

space which is detailed in the specific advanced methods of

hacking below). All you can do is look, unless you actively attempt

to make the system do something, even if it is as simple

as switching directories. Entering commands is a simplistic form

of coding, but it's nothing compared to the real stuff that makes

the spectacular effects. Thus, if a hacker wants to prowl away

from electronic security, a program would be needed to disappear

or hide by telling the target system to ignore him. Thus

each skill, weapon, or piece of equipment used is actually a program

telling the target system how to react to the hacker's pres


(it's actually a bit more involved than that, but we're

keeping it simple here).

In traditional hacking, this level of programming isn't necessary.

Hacking rolls are made against the security level of the

system being hacked with the proper penalties applied; however,

when hacking a RES system where the normally simple laws of

the data realm are complicated by artificial rules, more intensive

interaction becomes necessary, and programs to duplicate skills,

weapons, and other items usually unnecessary in the data world

become necessary. If the character prepares specific programs

beforehand, such as the prowl skill mentioned previously, a simple

roll based on the effectiveness of the program is all that is

necessary to perform the desired skill when it is needed later in

cyberspace. The actual rating of the program, except for weapons,

is equal to half the percentage of the computer program


skill. Thus, a hacker with 65% computer programming

could easily write 32% skill level programs, be they surveillance

system emulators or prowl equivalents. The percentage of these

programs can be raised, but the roll to write them suffers a -5%

penalty for each +10% added (max of 92%). Writing programs

on the spot can be done, but it is quite difficult. There is a -30%

penalty to whip up instant programs (takes 1 melee round). The

time required to write other programs is left up to the Game

Master, but 1D4 hours plus one hour for each 5% penalty is a

good guideline (remember the character still has to work and

live a normal life around this time). Special equipment like

grapple guns or smoke bombs can also be programmed this way,

but lacking a skill rating, most of them will only require a sim


skill roll to duplicate.

As one can imagine, especially if they have ever played a

computer game, nearly anything can be done with a program. In

cyberjacking and hacking, this means spells and psionic abilities

can be mimicked with the right program. These special effects

are more difficult than skills to duplicate,, starting at one quarter

of the programming skill with the same penalty to increase the

percentage. Thus, the 65% skill in the previous example being

used to duplicate a Charismatic Aura spell would result (on a

successful roll) in such a program with an 16% success rate. If

the program fails its 16% skill check when used, it would fail to

run properly and have no effect; however, successful rolls follow

the spellcasting rules for the spell they are copying which

might entitle the target to a saving throw. To keep things simple

in his case, use the normal magic or psionic rules for these type

of effects even though they are not actually magical or psionic

effects. The saving throws represent the unorthodox nature of

the effects and the difficulty of implementing them. Note that

actual spell use within the data realm uses its own rules (see below).

The simple rules for passive computer security are actually

the basic rules for computer hacking, including penalties as presented

in Heroes Unlimited, Beyond the Supernatural, and a few

other Palladium supplements. Once again, hacking only requires

a few skill rolls. Only when cyberjacking, supernatural hacking,

or RES come into play do the more complicated rules have to be

used. Systems are generally layered, with light security increasing

to much heavier types as the heart of the system or sensitive

data is approached. This setup and the penalties below are the

basis of all computer systems. RES and active security are

added or layered on top of it. The penalties reflect the complexity

and difficulty of each job. Note that each of the listed times

are much less than those listed in Heroes Unlimited because the

latter times are for breaking the entire system in one roll. The

system given here represents the separate stages that form the

single roll system of Heroes Unlimited. Depending on the layers

and complexity of the computer system set up by the Game

Master, the individual times may or may not add up to the times

given for the single roll system. In addition, depending on the

information the character is going after, hacking a system like

the Pentagon might not require actually penetrating the super sophisticated

military security if what you are looking for is located

on one of the lesser security areas of the system.

-10% Simple security such as passwords and other general

ID. Requires one melee action per attempt to pass.

-20% Moderate security such as unique or specialized requirements.

Requires one melee round per attempt to pass.

-40% Sophisticated security such as minor encryption and

code recognition. Requires one minute (4 melee rounds) per attempt.

-50% Super sophisticated security such as encrypted passwords

and codes or isolated system elements. Requires 5 minutes

per attempt to pass.

-60% Superior military or government security. Requires 20

minutes per attempt to pass.

-10% Unknown or prototype code.

-5% Rolls inside a RES.

This system is used to move from one security zone to another

(or back again). Failing a roll against passive security

means that moving on is impossible, but it can also mean that

tons of active security measures have been called to your location.

Responses and roles of passive security will vary from sys


to system. If any kind of active security is encountered, then

actual combat will occur as detailed in the next few paragraphs.

Cyberjack weapons are actually a combination of power

surges and damaging programs. They do damage based on the

creator's level in the computer programming skill. Those characters

without computer programming can buy pre-programmed

cyber-weapons, but those weapons will not operate within the

system of the person who did the programming. Cyber-weapons

usually appear as a weapon relative to their damage (a knife or

pistol for small damages and rune weapons or field guns for

larger damage ratings), and they do 1D6 damage per level of the


programmer. For each D6 of damage it does, there is a -2% penalty

to the computer programming roll to create it. For this reason,

most such weapons are programmed to do 3D6 or 4D6

damage even if the programmer is high enough level to make

much larger weapons. Ranged cyber-weapons have a payload

equal to the character's computer programming percentage divided

by the number of die it does for damage. For example, a

programmer with a 78% programming skill could make a 1D6

damage pistol with 78 shots, a 6D6 rifle with 13 shots, a

!D6xlO rail gun with 8 shots, etc. Melee weapons do not have

charges or ammo. Once the payload of a weapon has been expended,

another loaded weapon must be used, or the character

can attempt to reload the empty one by making a computer programming

roll (takes two actions). A cyberjacker can carry any

number of weapons, unlike the limits of encumbrance in the real

world. Those characters who can not program their own cyberweapons

can purchase them for around 1,000 credits/dollars per

dice of damage, meaning the rail gun in the example above

would cost 10,000 credits/dollars. The damage and payload of

the weapon does not go up with the character's level or percentage.

To take advantage of level advancement increases, another,

better weapon must be created, requiring a computer programming

roll with appropriate modifiers.

Cyberjack combat works just like any combat in Palladium,

with a melee round composed of several strikes, parries, or

dodges. The only major differences is that it is normally mental

combat, with no physical bonuses. Hand-to-hand skills have no

effect, and neither do physical skills or bonuses. Even characters

that are actually inside the data realm by virtue of supernatural

means will only have access to a small part of their physical bonuses

(they do not use any of the rules below for determining

number of attacks or other bonuses; consult the specific entries

for their means of access for details).

To determine the strike, parry and dodge bonuses in the data

realm, instead of P.P., use the character's I.Q. rating, but slide

down the chart to the P.P. bonuses to get the actual bonus

number. An additional bonus to strike, parry, and dodge comes

from dividing the character's computer programming or hacking

skill percentage by 24 (i.e.. a skill percentage of 80% is a +3 bonus;

round fractions down). In addition, all characters also gain

an additional +1 to all of their rolls at levels 3, 8, 11, and 14

(Note that this is the actual level of their hacking or computer

programming skill, and may not equate to their actual experience

level if they were taken at later levels as additional skills).

Other bonuses come from specific supernatural abilities or specialized

equipment (see below for descriptions).

The change from physical based combat to mental/electronic

also means a change in the number of attacks. Hackers only

have two attacks per melee round regardless of their normal

physical attacks per melee round. Additional attacks are gained

at levels 3, 8, 11 and 15. The lack of hand to hand skills (the

only skill that can not be programmed) also means that unless

some special ability imparts automatic parrying, each parry

costs an attack. On top of all these bonuses, if the character has

computer programming but does not possess the computer hacking

skill, all combat rolls are at a -2 penalty and they lose one attack

per melee round unless they are within their own computer


Now the really rough part; all attacks do damage direct to the

character's hit points if he is cyberjacking or otherwise directly

connected to the system! For some reason, this effect can not be

stopped or cut off, but filters have been developed to minimize

it. Cyberjacks affectionately refer to these filters as "armor".

There is no S.D.C. in cyberspace unless the character has pur


filters. The only exception to these rules are AI's (not

transferred intelligences, but actual computer intelligences)

which can have their CPU chips hardened to provide S.D.C.

against cybernetic damage, and those who are physically inside

the computer. AIs can use filters in addition to their hardened

CPUs. Hackers and those not directly connected to the system

do not take damage, but the cumulative damage inflicted by the

active security is converted into a percentage, which is rolled at

the end of each round to see if the hacker's system is damaged

enough to crash. If the system crashes, it means that security

forced the hacker's computer to corrupt itself, but not before

broadcasting its location to the wrong people (if such has not

been determined previously through other means). All cybercombat

is S.D.C. combat. In the rare cases where M.D.C. creatures

enter the computer world physically (via super ability or

psionics), they receive no S.D.C., only their M.D.C. as hit


If a character is physically inside a computer, and they are

knocked unconscious, they are immediately ejected from the

system into the real world by way of the nearest outlet for such

(including shorting out the computer system in some cases),

which increases the length of time they are unconscious by 4D6

minutes. Characters physically inside a computer that are put

into a coma through cyber-combat do not suffer cyber-death; instead,

they experience the same process as if they had been

knocked unconscious, and upon being dumped into the real


world, they will suffer a -20% penalty to their recovery rolls for

surviving the coma. This kind of hacker is powerful, but failure

can often be worse than cyber-death.

And while we are talking about KOs and comas, here are a

few tidbits on what happens when someone pulls the plug while

you are inside a system (whether physically or electronically).

Hackers that use keyboards suffer no adverse effects when the

system they are hacking is shut off. Cyberjackers and others

linked to the electronic world, but not physically inside the data

realm, that are cut off in mid-hack will be stunned for 2+1D4

melees when their link is abruptly severed. During this time, the

character can do little because of disorientation, and any actions

performed are done so at -4 or -10% for skills. Those supernatu


hackers that physically enter the computer world suffer a bit

more when their electronic reality is ripped away by power loss.

They are ejected physically from the computer (as if knocked

out, possibly putting them right in the middle of the enemy's

home turf), stunned (just like cyberjackers, but for twice the duration),

and suffer 2D6 damage direct to hit points.

Cyberjacking and

Supernatural Hacking

Now on to the bonuses and details for each specific super

ability, psionic power, and magical edge as well as some tech


means of cyberjacking. A number of these methods

can be combined depending on the campaign setting, such as a

Hardware: Electrical Genius character in Aliens Unlimited getting

a headjack, or a Rifts cybermancer getting a similar implant.

Note that Nightbane can not get cybernetic implants due

to their shape shifting nature, however, with Game Master ap


the character's morphus might have a headjack if it has a

cybernetic head as one of its morphus traits. All of the listed bonuses

are cumulative, and just about all of the abilities can be

combined (within common sense and the limits of the game

world). The most notable exception to this is the headjack and

the supernatural abilities of Lightning Rider, Metamorphosis:

Energy and Alter Physical Structure: Electricity. Since the latter

three abilities actually take the character physically into the

computer system, a headjack to interface with the computer

would be of no use to them. Note that those hackers that physi


enter the digital world take their clothes and some equipment

with them (no more than 50 pounds worth), but only

energy or melee weapons will function within the electronic


Looking over the bonuses, one can easily see that keyboard

hackers are at an obvious disadvantage in the stat department.

These characters will just have to make up for their limitations

with increased skill and creativity. Carrying a large variety of

weaponry and gadgets or "skill" programs is also a good idea.

And finally, perhaps the greatest advantage of the keyboard

hacker: they do not have to worry about cyber-death.

Headjacks and the supernatural methods detailed below can

be used to access any computer, including targeting computers

for vehicle weapons and security computers that control the

cameras and automated guns of a building. In these cases, the

character uses the same bonuses (those that are applicable) as

for hacking, such as the strike bonus when controlling weapons.

Those bonuses are added to any other applicable weapon or sur


bonuses (yes, the listed computer bonuses for each

method of hacking can be added to the surveillance systems

skill when operating automatic cameras in this manner). The

computer bonuses listed below can also be applied to vehicle

skills if the vehicle can be completely controlled by a computer,

such as a spacecraft or futuristic hover car.


The headjack is the simplest way for a hacker to gain a tremendous

advantage in the cybernetic realm, but only if the game

setting supports bionic technology. Using a headjack to augment

an interface provides +2 to strike, +3 to parry, and +3 to dodge

in addition to adding two extra attacks per melee round. It also

provides the character with the ability of automatic parry in

combat. A headjack also effectively adds +10% to a character's

computer hacking or computer programming skill, but only for

the purpose of defeating passive security. Any damage taken in

cyber-combat uses the rules given previously. People who use

headjacks are referred to as cyberjacks.

Hardware - Electrical

These characters are such natural computer operators that,

despite their more traditional means of hacking, they gain a certain

edge when data jockeying. Add a bonus of+1 to all of their

combat rolls, and add an additional attack when they reach third

level. The Super Sleuth gains no additional bonuses beyond

their very high starting skill in hacking and possible I.Q. bo


Unless these hackers are using a headjack, they do not

suffer damage from cyber-combat; instead, it is applied to their

system (see the combat rules).


There are a number of psionic abilities which can enhance

the effectiveness of a hacker, but always keep in mind that each

psi-power requires I.S.P. to fuel it, and each also has a limited

duration. Those two factors combined can make a simple hack

an expensive venture for the psychic. All of the bonuses given

for the psi-powers are cumulative if the psychic can afford to

have them active at one time. All in all, the limited ranges of the

psi-powers makes a Psiber most effective at hacking computers

he actually has physical access to, but they do give somewhat of

an edge to long range hacks, especially when compared to those

without psionic assistance.


Allows the hacker to perform actions without leaving his seat

or taking his hands off of the keyboard, which can be very

handy in switching disks or activating peripherals while engaged

in combat or some other delicate endeavor. It is handy,

but gives no notable edge, so bonuses are low: +1 to dodge and

+2% to skill rating for defeating passive security. Automatic

parry is also a benefit of this psi-power.

Sixth sense

Has no effect on hacking unless the computer being hacked is

within 90ft of the hacker. In the latter case, the power will function


Speed Reading

An invaluable tool for someone who has to get in fast and

leave even faster while being careful doing it. Speed reading

adds +1 to parry and dodge along with a +10% to the computer

skill against passive security.


Total Recall

Most effective on systems the character has penetrated or en


before. This includes avoiding security on the way

out of the system. It adds +5% to the computer skill while hack


and when facing a system or opponent that has been encountered

before, it gives +1 to strike and parry plus an

additional +5% to the computer skill (for the latter bonuses, the

ability must be activated).


Similar in its application to telekinesis, this ability will

mostly be helpful in increasing the performance of one's own

computer by freeing the hands for typing, yet still being able to

perform other activities; however, when the computer being

hacked is within the character's range (45ft+5ft per level), the

electrical discharge and electrical resistance abilities can be focused

into the system to aid in cybernetic combat. In this unique

situation, the discharge does 5D6 (but costs 4 I.S.P. instead of

2), and the character's resistance acts as medium cyber-armor

(see below) for 3 melees per level of experience. Bonuses are

otherwise minimal: +1 to parry, +1 to dodge and automatic

parry. When within range of the other computer, double the bonuses

and add +5% to the computer skill against passive security.


This is the most powerful hacking tool of the Psiber. It too is

limited by range, but even if the hacker can not get access to the

target computer, this ability gives such mastery of his own system

(by eliminating the delay of using a keyboard) that he can

move easily and quickly through most defenses. If the Tele


Psiber can get within range of the target computer, use

the bonuses for the lightning rider talent given later; otherwise,

the following bonuses and benefits are gained: add two additional

attacks per melee round, +2 to strike, +3 to parry and

dodge, automatic parry and +15% to computer skills against

passive security. Tele-mechanics allows for mental communication

with a computer, but not control of it, so data must still be

hacked (unless, of course, there is no security on it).

Talents ————————————————————————

There are only two Nightbane talents that have any notable

effect on hacking, and both are, at the least, impressive. Nightbane

who use these talents to hack are commonly called Net De


or similar combinations of horror and electronic slang.

Lightning Rider

The ultimate hacking tool, this talent allows the Nightbane to

actually enter the computer system without a computer of his

own and manipulate target systems directly. It is an impressive

ability that allows the Nightbane to use all of his physical abilities,

bonuses, and S.D.C. in the cyber-realm. No additional bo


are gained, but that should not cripple or hinder the 'bane

in combat; however, the lack of a computer to hack with means

that no filters can be used (and real world armor does not work

in cyberspace). The fact that a lightning rider uses no computer

to hack also means that no programs can be used. Only the char


own skills are available. Now, this also means that no

computer skills are technically needed to hack; however, such a

lack of skills would preclude the penetration of passive security

and is not recommended if one wants to be a successful hacker.

Deus Ex Machina (Machine Control):

This ability and its bonuses are identical to Electrokinesis,

minus the electrical discharge and electrical resistance, but with

a much longer range. Deus Ex Machina and Lightning Rider can

be used simultaneously with cumulative bonuses (Yes, add the

bonuses to the already impressive ones of the morphus while inside

a computer), and since the lightning rider is within the computer

system, it is always within range of this ability. In

addition, if both talents are used in conjunction, the hacker can

turn peripherals and linked computers on from inside the system

if they are within his range. Thus a hacker with both of these talents

that needs to get into the computer of a Nightlord controlled

general might have to hack into his secretary's system, then turn

his machine on (if it is within range) to reach it through a network

or direct cable connection.

Super Abilities

There are two notable super abilities that will affect hacking.

Of all the supernatural means of hacking, these are the most

powerful because they are not limited by range and can bring

their full effects to bear on even the most distant of computers.

Additionally, neither of them has a duration, nor must anything

be spent to maintain them. Super powered hackers are some of

the most effective data thieves and saboteurs, ranking right

alongside robots and AIs.

Alter Physical Structure

Electricity: This ability is very much like Lightning Rider

with many of the same strengths and all of the same limitations,

plus an additional one. This ability is not as focused or passive

as Lightning Rider. It is aggressive and hard hitting, something

one can see by simply looking over the things it can do. In addition

to the character using all of his physical abilities, all of his

attacks in cyberspace add +10 to their damage. Because the

character is actually within the computer, the electrical attacks

listed under this ability can be used against active security, but it

also means that (like Lightning Rider), no programs can be

used, and the characters must rely on their own skills. Again, it

also means they can not use filters and must rely on their own



This is simply the ultimate hacking asset. Mechano-link allows

those who possess it to completely ignore passive security

and automated active security (such as search programs and

simple attack AIs like automated weapon programs). The only

obstacle to this kind of hacker is high end, active security like

other hackers and intelligent AIs, but even when faced with such

opponents, the Mechano-link hacker has massive bonuses, including

three additional attacks per melee, +3 to strike, +4 to

parry, and +4 to dodge. Additionally, they have both automatic

parry and automatic dodge abilities.

If both Mechano-link and alter physical structure: electricity

are combined, the bonuses for this ability are added to the character's

physical abilities while inside a computer system. This is

the most powerful hacking ability and when combined with one

of the second most powerful abilities, the hacker is almost unstoppable

(sheesh, just look at the seven attacks at first level for

the average character with this combo).


Energy Resistance

This minor super ability protects any cyberjacker using it in

much the same manner as a filter. It provides no bonuses, but

functions normally against cyber-combat damage, absorbing the

first 20 points of damage in each melee round.

Extraordinary Physical Prowess, Extraordinary

Speed and Multiple Limbs

Each of these super abilities increases the speed at which a

hacker can type, and thus increases his performance slightly

(they can also aid a character physically inside a computer, and

thus the bonuses are available to Alter Physical Structure: Electricity

characters). Each of the three abilities adds +1 to strike

and +1 to dodge in cyber-combat. If two of the three are combined,

the bonuses increase to +1 to strike, +1 to parry, and +2

to dodge. Anyone lucky enough to have all three gains an additional,

+2 to strike, +2 to parry, and +2 to dodge.



Magic and technology do not normally mix well, except for

the specialized techno-wizard magic of Rifts. Some advanced

societies that have developed magic alongside high technology

have developed ways of combining the two in a manner different

than that of the techno-wizard. The use of spells to hack has

the same drawbacks found in psionics: duration is limited, and

the cost of casting and maintaining the supernatural augmentation

is rather high. Cybermancers are indeed rare, but those who

can manage to combine the mystical and technological arts are

impressive within cyberspace to say the least. While inside a

computer (by using Metamorphosis: Energy), the cybermancer

can use his physical abilities with the limits explained below.

This means that spells can be thrown normally, but gamemasters

should use some common sense. For example, Fireball will

work normally because computers and heat don't mix well (note

that the fireball does not take up its normal area of affect, it

manifests within the physics of the data realm which is the magicians

current reality and the effects are proportional), but Extinguish

Fire will not work on a digital fire (though real in

appearance, it is actually an electronic based thing...of course,

Energy Disruption cast on the fire would extinguish it). If the

gamemaster will be allowing a cybermancer in his campaign, it

might be a good idea to go through the spell list and make notes

on what spells will work at all, and how the others that do will

actually function (The same goes for super abilities and talents).

Techno-wizard computers: By enchanting computers to run

on mystical energy and allowing them to function via telepathic

commands instead of a keyboard, the TW Cybermancer speeds

up the operation to a level somewhere between using a headjack

and that of actually entering the computer. The bonuses are impressive:

two additional attacks per melee, +2 to strike, +2 to

parry, +3 to dodge, automatic parry and +15% to computer

skills against passive security. All other hacking rules are unchanged,

except for a note on filters. Normal filter programs can

be used, but enchanting the TW computer with an armor of

ithan spell provides an A.R. of 16 and S.D.C. of 95 (Yes, it does

differs from the actual stats of the spell when applied this way).

Machine Empathy (New Spell)

Range: 25ft+5ft per level; Duration: 10 minutes + 1 minute

per level; Saving Throw: Requires a willing target; P.P.E.: 15;

Level: Considered a fifth level spell. This spell magically links

the target with a nearby electronic machine, allowing him to

communicate with it. If the machine is not self aware, but still

capable of an array of tasks (like a computer), the spell recipient

can interact with it as if using some kind of input device, but at a

much faster and more efficient rate. Self aware computers and

artificial intelligences can be conversed with, but not given orders

or controlled. The spell is very much like a form of organic

to machine telepathy. It is very much like Tele-mechanics in its

results, but it does not impart the complete working knowledge

that its psionic equivalent does. The spell recipient can quickly

learn a lot about the machine through the link he shares with it,

but his knowledge of it will only be about 30% (compared to the

88% of Tele-mechanics). The bonuses when hacking with the

Machine Empathy spell are the same as those for Telemechanics.

Metamorphosis: Energy (New Spell - Ritual Only)

Range: 50ft; Duration: 30 minutes + 2 minute per level; Saving

Throw: Requires a willing target; P.P.E.: 125; Level: Con


an eleventh level spell. This spell was specifically

designed to allow someone to physically enter a computer. The

spell is designed to emulate Lightning Rider, but it is not an exact

copy. It is only available as a ritual, and the person it transforms

is immediately transported into a computer (which must

be nearby). The spell faithfully emulates the ability of Lightning

Rider to take a person physically into the phone lines and cables

of any computer network, but it lacks the offensive capabilities

of the talent and once transformed, the target 'must' enter and

remain inside a computer or other data transfer device (like

phone lines) until the duration ends. Leaving the data realm ends

the spell immediately. Use the bonuses listed above for Lightning

Rider when hacking with the Metamorphosis: Energy spell.

The spells duration can be extended for another full duration by

the expenditure of another 125 P.P.E.

Energy Disruption

This spell can be used by a character that is inside a computer

(see Metamorphosis: Energy) as a rather effective form of attack.

When targeting an opponent (that fails its save), the spell

disrupts it for the duration of its effect. The drawback and main

reason this spell should be used carefully is that after the time

has passed, the affected target immediately reappears to once

more conduct its duties (like hunt down the hacker if he is still

in the system). This spell can also be used to completely shut

down a system, but the character must be inside the system to do

such and suffers the normal effects of a system shut down.

Robots and Artificial Intelligences

Robots with a modem connection can use that accessory as a

headjack. The electronic nature of the robot's brain (even transferred

intelligences use computer hardware to process thoughts

into actions) makes them naturals in communicating with other

computers. Like the Tele-mechanic and mechano-Link hackers,

robots have an amazing kinship with other computers, but unlike

mechano-link and much like a computer taking commands

from a human hacker, the robot must still fight through security.

Regardless, a robot's computer nature makes it a much more

natural hacker than a human, with bonuses that include three additional

attacks per melee, +2 to strike, +3 to parry, +3 to dodge,

automatic parry, automatic dodge and +15% to computer skills

against passive security (remember maximum is always 98%).


AIs and automated security can be set up by the Game Master

separately, but for the short and sweet, assume that artificial

intelligence security programs function within their own system

as 8th level (or higher for advanced systems) Tele-mechanic cy


with 20 I.Q.s. The same AIs would function in other

systems (outside their own, a rare occurrence) as Hardware operatives

of 6th level with 18 I.Q.s. Player character robots use

their own level and I.Q. attributes to determine bonuses.

G. Ore Modeled Active Security

Our best selling level 2 active security AI in the popular Ore RES with

sylish black attire and basic rated 2 ranged weapon software.

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Each game will have its own list of prices for computers and

similar systems. Heroes Unlimited has perhaps the most inclu


such list. Some special or new equipment and its cost are

listed here, however. Quick game note: A bonus of +1 to all

combat rolls can be added when a character uses a top of the

line computer or a mainframe type system. Higher tech computers

from greatly advanced societies (such as the Atorian Empire,

the TGE, and certain races of Phase World) can add +2 to all

rolls. Most of the following equipment can be constructed by

Hardware: Electrical Geniuses from Heroes Unlimited, the Genius

P.C.C. (Electrical Genius) from Beyond the Supernatural,

Gizmoteers from Ninjas and Superspies or any other appropriate

character type from other games.


For those without the prices for such, here they

are. Wireless headjacks have a small transceiver/receiver that

sends commands to a receiver/transceiver attached to the com


It has no statistical advantage over a wire-linked headjack,

but is a bit easier to conceal and transport without the need

for 3 to 6 feet of interface wires. Cost: Headjack - 8,400 credits

in Rifts or Aliens Unlimited and $45,000 in Heroes Unlimited or

Ninjas and Superspies. TMNT and BTS would find prices almost

double that of Heroes Unlimited, if such hardware could

be found at all. Wireless headjack - 9200 credits in Rifts,

$60,000 in Heroes Unlimited and N&S, and almost ten times the

Heroes Unlimited price in TMNT or BTS (again, if it can be

found at all).

Reality Enforcing Systems:

As mentioned previously, RES

systems are expensive and normally affordable only to major

corporations and the government. These prices are for reference

and for those rare situations where player characters might be

able to afford them (such as a robot with a RES to protect its AI

system or a personal computer system). The Electrical Genius in

Heroes Unlimited and similarly skilled characters can design

their own RES using the construction rules given in Heroes Unlimited

2nd Edition. The cost of a RES system is based on its

size and passive security level. The security levels correspond to

those given in the passive security penalties list, and the sizes

represent how many security rolls at that security level need to

be made to pass through it. Most systems have separate security

areas (one size unit) for each division, department, or class of

sensitive information. Costs:

RES with simple security systems

- 20,000 plus 8,000 per secure unit.

RES with moderate

security systems

- 60,000 plus 15,000 per secure unit. RES

with sophisticated security systems

- 180,000 plus 24,000 per

secure unit. RES

with super sophisticated security systems -

1,000,000 plus 35,000 per secure unit.

RES with superior military

security systems

- 12,000,000 plus 50,000 per secure unit.

Cyber-Combat Filters (Armor):

Cyberjack armor has much

higher A.R. ratings than normal armor, because it has to protect

the brain of the character from attack. Cyber-armor uses the

standard body armor rules for damage and A.R. ratings.


cyber-armor: A.R.: 12, S.D.C.: 30, Cost:

10,000 credits. Medium

Cyber-Armor: A.R.: 14, S.D.C.: 50, Cost:

15,000 credits.

Heavy Cyber-Armor: A.R.: 17, S.D.C.: 75, Cost:



TGE Rank IV Cyber-Armor: A.R.: 19, S.D.C.: 100,


75,000 credits. CPU Hardening: Max S.D.C.: 10% of

robot's S.D.C.,

Cost: 5,000 credits per 10 S.D.C.

Virtual Reality Accessories (VR Accessories):

Virtual Reality

accessories allow non-cyber enhanced hackers to "see" the

data realm and interact with it without the need for a keyboard.

VR goggles enclose the vision of the user and project the artificial

reality of the computer onto the sense of sight. Similar accessories

bring the other senses into the cyber-world to further

immerse the user in the virtual reality of a graphic universe.

Body suits (lined with electronic sensors and available in any

number of styles) can translate every motion into electronic

commands and null gravity rigs (large circular braces that rotate

freely on a multiple axis while the user is suspended within

them) allow for total freedom of movement while negotiating

cyberspace. VR gloves translate finger motions into commands,

reading the actions as if a keyboard or mouse were being used.

VR gauntlets are much like VR gloves, but they are oversized

and plastic plated, almost like armored gauntlets in order to accommodate

the hardware for a built in mini-computer. VR

gauntlets are normally only available in advanced settings like

Rifts, Aliens Unlimited, and possibly Heroes Unlimited (notably

construction by the Hardware: Electrical Genius). Characters

that can benefit from the use of VR gear include normal


hackers and psionic hackers. Bionic characters can buy implants

that duplicate these effects; however, they are not cumulative

with the bonuses of a cyberjack.

VR goggles - Cost: 1,000 credits

or 10,000 dollars, Bonuses: +1 to strike;

VR gauntlets -

Cost: 3,000 credits or 45,000 dollars;

VR body suit - Cost:

5,000 credits or 60,000 dollars, Bonuses: +1 to parry and dodge,

Automatic parry, and one additional attack per melee;

VR sensory

equipment (helmet-like system)

- Cost: 2,000 credits or

25,000 dollars, Bonuses: +1 to strike, parry and dodge;


Gravity Rigs

- Cost: 10,000 credits or 250,000 dollars, Bonuses:

+1 to parry and dodge, automatic parry, and add one additional

attack per melee round.

New Cybernetics specific to Hacking:

The following cybernetics

can be purchased by starting characters (the first prices)

or gotten later in their adventures (price after the slash). This

equipment can be purchased in any setting that has bionics or

cybernetics in its system. All of them are complementary to, and

can be used to their full potential with, a headjack.

Headjack Filters:

These special headjacks have filters built

directly into them. The filter hardware is rather large and commonly

detachable, being plugged directly into the headjack and

subsequently have connecting wires plugged into it. Another option

is to have the filters built into the head, but doing that re


a bionic skull, and any future upgrades will require

surgery to implant them.

Cost (includes the cost of the headjack):

Light cyber-armor: A.R.: 12, S.D.C.: 30, Cost:

60,000/20,000 credits/dollars.

Medium Cyber-Armor: A.R.:

14, S.D.C.: 50, Cost:

95,000/30,000 credits/dollars. Heavy

Cyber-Armor: A.R.: 17, S.D.C.: 75, Cost:



TGE Rank IV Cyber-Armor: A.R.: 19,

S.D.C.: 100, Cost:

275,000/90,000 credits/dollars. CPU Hardening

(for Robots with headjacks): Max S.D.C.:

10% of robot's


Cost: 40,000 + 8,000/10,000 + 6,000

credits/dollars per 10 S.D.C.

Built-in Hacking Computer:

Similar to the mini-computer

listed in the Heroes Unlimited bionic selections list, this system

is designed for hacking or other heavy computer usage. It has

top of the line systems and comes with optional headjack hookups

(all internal with no wires or headjack, but an access jack in

the chest or arm is standard). Optional systems include integrated

VR systems and filters.

Cost: Basic System -

650,000/95,000 credits/dollars,

Bonuses: +1 to strike, parry and


System with Headjack Connections - 675,000/105,000


Bonuses: +3 to strike, +4 to parry and +4 to

dodge, add two attacks per melee round, and add +10% to computer

skills against passive security.

VR Simulation System

(not compatible with a headjack) - 680,000/110,000 credits/dollars,


+3 to strike, +4 to parry and +4 to dodge, add one

attack per melee round, and add +5% to computer skills against

passive security.

Maximized Headjack System

750,000/125,000 credits/dollars,

Bonuses: +4 to strike, +5 to

parry and +4 to dodge, add two attacks per melee round, and

add +15% to computer skills against passive security.

Occupational Character Classes

The following O.C.C.s are a collected ensemble from the

gamut of Palladium's game worlds. The originating game system

for each is noted for reference and to explain some of the

skill selections or limitations. They are all able to be used in any

campaign with only slight modifications, unless there are dramatic

differences to compensate for, such as the super abilities

of the Struthio Computer Master being used in BTS, but then

again, changing it to a humanoid alien with the same stats could

make it a horrible natural aberration that could easily terrorize a

group of psychic investigators. Use your imagination and have

fun with them. I know I certainly did that when I wrote 'em up.

Atorian Digital Security Specialist

(Atorian DSS) R.C.C.

(Aliens Unlimited)

The Atorian Empire is the most powerful force in the Milky

Way Galaxy of Heroes Unlimited. The resources and wealth of

the Empire allow it to not only build the most impressive computer

systems in the galaxy, but they are also able to protect it

with some of the most capable and deadly of computer security.

Much of the wealth of the empire, like that of many advanced

cultures, is electronic in nature, be it money or information. The

training for its security personnel is intensive and extensive.

Upon completion of those rigorous programs, the graduate is not

only a threat to the electronic enemies of the empire, but they

are also technical specialists able to diagnose and repair any

damages or troubles in the system.

Outside of cyberspace, the Digital Specialists alternate shifts

monitoring sensor systems and computers. Those that take tours

on warships or space stations are often trained as navigators, pilots,

or gunners. Combat skills for these specialists rarely go beyond

basic hand to hand skills and side-arm training, and they

rarely see combat outside the computer. The empire also has pilots

and other professions that have some cyberjack training and

headjack implants to augment their professions, but their training

focuses on their primary military profession.

In addition to their rigorous training and impressive skills,

the DSS has the power of psionics behind them, including Tele


and some of the hottest computer tech available. One

of the most powerful pieces of standard equipment they have is

a compact unit that houses a combat AI which is programmed to

assist and backup the security specialist. On top of all this, key

pieces of cyberware add convenience and flexibility to the arse


The combination of cybernetics, psionics, and high technology

make for a very effective and deadly combination.

Atorian Digital Security Specialist player characters will advance

normally using the bionic experience table, and they use

their levels and stats to determine their bonuses. NPC personnel

will be at least fourth level cyberjackers with 17 I.Q.s for the average

system, with sensitive systems being protected by the

equivalent of hardware or Tele-mechanic cyberjackers of at

least eighth level. The systems of the Imperial throne worlds and

the clan powers have powerful AIs whose defenses operate as


15th level Tele-mechanic operatives with 27 I.Q.s, the largest

cyber-weapons, and heavy filters. The Imperial Ladies' personal

computer systems have active security equal to a 15th level

character with mechano-link and Alter Physical Structure: Elec


programming skills of 98%, I.Q.s of 30 and the equiva


of TGE rank IV filters.

Special Equipment:

Digital Combat Support Unit - This hip

or back mounted unit is made of light metal or impact resistant

plastic and resembles some kind of computer peripheral. It is

roughly 8 inches by 10 inches in size, and almost 3 inches thick

with small LEDs and cable ports or wireless adapters for transmitting

information. The sole purpose of the DCSU is to house

an artificial intelligence program designed for combat that is

programmed to take orders from, aid and support, and protect

the DSS while she patrols the digital world. DCSU AIs function

as sixth level robot cyberjackers with 18 I.Q.s. and computer

programming skills of 80%. They are also outfitted with medium

cyber-armor (A.R.: 14, S.D.C.: 50). Their total bonuses for

cyber-combat are as follows: 6 attacks per melee round, +7 to

strike, +8 to parry, and +8 to dodge, and they are also at +15%

to defeat passive security (only applies when outside Atorian

computer systems). Their cyber weapons are either small auto


weapons (Damage: 4D6; Payload: 20) or more impressive

rifle-type weapons (Damage: 6D6; Payload: 12)


I.Q. 14 or higher, ME. 12 or higher. The DSS

O.C.C. is open to all races that are allied to and in good

standing with the Empire. The attributes and S.D.C. given

below are for Atorian DSS agents. Also, non-Atorian DSS

agents will have slightly less powerful DCSU units, and

other equipment will be standard types, including computer

systems (which will be cable connected instead of wireless).

Special Bonuses:

Only needs a 10 or higher to save vs. psionics.

Bonuses from high attributes may lower this further.

Attributes: I.Q.:

3D6, M.E.: 4D6+2, M.A.: 4D6, P.S.: 4D6,

P.P.: 3D6, P.E.: 3D6, P.B.: 3D6, Spd: 3D6x3

S.D.C.: 2D4xlO

O.C.C. Skills:

Computer Operation (+25%)

Computer Programming (+25%)

Cryptography (+25%)

Computer Repair (+25%)

Advanced Mathematics (+25%)

Hand to hand: Basic

Hand to hand: basic can be changed to hand to hand: expert

at the cost of one skill or hand to hand: martial arts at the cost

of two skills.

O.C.C. Related skills:

In Heroes Unlimited, select four additional

skills from electronics, mechanical, or technical. In a

Rifts setting, select six additional skills

Communications: Any (+10%)

Domestic: Any

Electrical: Any (+15%)

Espionage: Intelligence only.

Mechanical: Locksmith and Basic Mechanics only.

Medical: First Aid only.

Military: Strategy/Tactics only.

Physical: Any.

Pilot: Any (+10% on spacecraft)

Pilot Related: Any (+15%)

Rogue: Hacking only (+20%)

Science: None.

Technical: Any (+5%) Wilderness: None.

W.P.: Any, but modern weapons are most common.


Secondary Skills:

The character also gets to select five secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. All secondary skills start at the

base skill level. Also, skills are limited as previously indicated

and in accordance with the secondary skill list (see Heroes

Unlimited, 2nd Edition).

Standard Equipment:

Uniform, concealed FAS armor (A.R.:

14, S.D.C.: 175 or 75 M.D.C.) with kinetic lining (half damage

from impact based attacks), VR gauntlets and goggles

with wireless system access, sidearm of choice (normally a

laser pulse pistol - Range: 1200ft, Damage: 3D6 single shot

or 7D6 for triple pulse, Payload: 24), high performance computer

(see cyberarm under cybernetic implants), headset with

scramblers and booster pack (range 10 miles) and Atorian

Digital Combat Support Unit (DCSU). See Aliens Unlimited

for full descriptions of some of the listed equipment.

Note that the DSS rarely leaves the safety of the armored

walls of an Atorian base, and as a result, their equipment is

limited because most of what they will need can be issued as

needed from the base's onsite supplies. Also note that the

computers issued are for personal use or for off duty and

emergency work. Normally the DSS will cyberjack through

the mainframe on the base, giving them +2 to all of their

combat rolls.


The organized nature of the Empire means these characters

operate on a pay scale based on level. Low level DSS

characters will make 2000 credits per month, mid level characters

(4-7th level) are paid 2400-3000 credits per month,

and high level characters (8th and up) can make 3000-5000

credits per month. Atorian nobles in this type of work make

twice the listed salaries. Starting cash is equal to 2D4xlOOO

credits and up to 2D4x 10,000 credits can be had as the character's

life savings.

Cybernetic implants:

Atorian wireless headjack, one cybernetic

eye with thermograph and low-light optics and a realis


looking cyber arm. The cyber arm is not augmented and

matches the stats of the character's other arm and body. It is

covered with actual flesh and skin. It bleeds real blood when

cut and must heal normally. Within the cyber-arm is a high

performance computer (+1 to all cyber-combat rolls and +5%

to computer rolls against passive security) with wireless systems

so there are no ports or protrusions to give its presence

away. Also note that the Atorian cybernetics implanted in

psionic, magical, or super powered soldiers is constructed of

advanced pseudo-organic compounds and have less of an impact

than traditional cybernetics, thus the DSS does not suffer

from loss of range, duration, etc. by having more implants

than normally allowed for a psionic.


This example of the Atorian DSS is a psionic. Her

Tele-mechanics is the reason she was schooled as a digital

security soldier. The Empire has DSS operatives from all facets

of the hacking spectrum, including cyberjackers and those

with other supernatural edges to them. Psionic Powers: At

first level, the character begins with Tele-mechanics, Speed

Reading, Total Recall, and Telepathy. In addition to these

powers, she will also have five more sensitive powers and

one additional super psionic ability (chosen from Empathic

Transmission, Group Mind Block, Hypnotic Suggestion, In


Nightmare, Insert Memory, Mental Illusion, Mentally

Possess Others, Mind Block Auto Defense, Mind Bolt, Mind

Bond, Mind Wipe, or P.P.E. Shield). At each level, the character

receives an additional sensitive ability and may choose

another lesser power from any of the three categories (healing,

sensitive, and physical). At levels 3, 6, 9, 12 and 15, the

character gains a new super psi power from those listed

above. I.S.P.: Equal to the character's M.E. x 2 plus he roll of

a D20. Each new level adds 101.S.P. to the total.

Magic: None.

Struthio Computer Master R.C.C.

(Aliens Unlimited)

The Struthio are a race of bird-like aliens from the Milky

Way Galaxy of Heroes Unlimited. They are all natural mechanics

and engineers due to the fact that each is born with the

Mechano-Link super ability. No one can rival the natural aptitudes

and inclinations of the Struthio, especially when it comes

to computers. Even though the race was beset by disaster when

their home world was destroyed (see Aliens Unlimited for full

details), they have managed to survive and still ply their techni


genius across the galaxy.

The computer master is a Struthio who has chosen to take his

race's natural affinity for the mechanical and focus it on the

electronic aspects of that gift. Through the blessings of

Mechano-link, this hacker can literally walk right through passive

security. His only opposition is from other hackers or cyberjackers

and the AI programs set out to drive off his kind.

Luckily for the galaxy, most Struthio are upstanding people and

do not, in general, hack for profit or to inflict harm. In fact,

many Struthio hackers regularly butt heads with the Atorian

DSS operatives detailed previously as they seek out any weaknesses

in the Imperial information network in their attempts to

ferret out any useful information to stop the expanding armies of

the empresses. Sadly for them, however, many of the Struthio

were supported by and joined the Empire after the destruction of

their home world, and almost as many of these deadly hackers

work for the other side as oppose it.

Those rare few members of this race that are blessed with Alter

Physical Structure: Electricity in addition to their Mechano-

Link are rightfully the most feared hackers in the megaverse.

Unfortunately, the only known individuals so blessed are in the

employ of the Atorians; however, there are a number of rumors

that tell of a secretive freelance computer jockey with this powerful

combination. He is, of course, hard to locate and very expensive.

He and any others like him have to keep very low

profiles, for the Atorians will make every attempt to recruit

them, and should those attempts be rejected, the Empire will

eliminate them, for they pose a very real threat to its digital security.


I.Q. 14 or higher, M.E. 12 or higher. Characters

must also be of the Struthio race, though the skill selections

and equipment could be used for anyone with the Mechano-

Link ability (just ignore the attributes and S.D.C. listings).


I.Q.: 4D6, M.E.: 3D6, M.A.: 4D6, P.S.: 3D6, P.P.:

4D6, P.E.: 3D6, P.B.: 3D6, Spd: 3D6x3

S.D.C.: 3D4x 10+20




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  • O.C.C. Skills:

Computer Operation (+45%)

Computer Programming (+45%)

Computer Hacking (+50%)

Computer Repair (+45%)

Advanced Mathematics (+25%)

Hand to hand: Basic

Hand to hand: basic can be changed to hand to hand: expert

at the cost of one skill or hand to hand: martial arts at the cost

of two skills.

  • Skill bonuses include the substantial Mechano-Link bonuses.

O.C.C. Related skills:

In Heroes Unlimited, select four additional

skills from electronics, mechanical, or technical. In a

Rifts setting, select six additional skills


Any (+10%)



Electrical: (+40%)

Espionage: None

Mechanical: (+30%)

Medical: First aid only

Military: None

Physical: Any

Pilot: Any (+30%)

Pilot Related: Any (+25%)

Rogue: None

Science: Any (+5%) w.P.: Any modern

Technical: (+20%) Wilderness: None

Secondary Skills:

The character also gets to select five secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis (except for mechanical, electrical,

pilot, pilot related and computer skills which are all at

+20% because of Mechano-Link). All secondary skills start

at the base skill level. Also, skills are limited as previously

indicated in the list.

Standard Equipment:

Hover vehicle of choice, top-of-the-line

portable computer with all necessary peripherals and medium

filters (A.R.: 14, S.D.C.: 50), sidearm (typically something

small and concealable), light armor (typically a vest), portable

electronics tool kit, trunk sized electronics tool kit, and a

personal computer with the same stats as the laptop.


Freelancers have varying incomes from as little as

2D6xlOO credits per month up to 2D4xlOOO per month(roll

each month). Corporate operatives (TGE) or those in the Em


employ make salaries comparable to that of the Ato


DSS. Savings varies widely (!D20xlOOO credits).

Cybernetic implants:

Not likely to have any. Mechano-link

makes a headjack useless and too many implants will impair

the super abilities.





Super Abilities:

The character automatically has the major ability

of Mechano-Link. One minor super ability can be chosen

by the player or a roll can be made to determine additional

super abilities. Since one major ability is already possessed,


the only compatible results on the Random Super Ability Selection

Table are:

01-15 One major super ability and three minor abilities

33-50 One major super ability and one minor ability

51-69 One major super ability and two minor abilities

87-00 Two major super abilities (no minor powers).

Roll until a compatible result turns up, then determine the

additional abilities normally. Mechano-Link replaces one of

the major selections, thus the character will have either one

additional minor ability, two additional minor abilities, three

additional minor abilities, or one additional major ability depending

on the results of the rolls.

D-Bee Computer Empath


The computer empath has always had a thing for machines.

Ever since the day he realized some of them would talk to him

and all of them were willing to tell him all they could about

themselves. To this operator, machines are better friends than

humans. They may not be as creative or that good at conversation,

but they never lie to you and, unless you let them, they

never deceive you. In fact, the only way a machine will lie is if a

human has told it to do so. This kinship with the electronic and

mechanical often makes the character seem strange or distant,

even anti-social to some, but the empath doesn't really care. He

will always have his machines, even if he has to keep them

working with his own two hands.

Computers have a special place in the hearts of these characters,

for they are the only machines capable of actual interaction,

and some of them even have enough self awareness to converse

and provide original feedback. Computers also represent the

vast future of possibilities for machines. They are the one great

hope for the empath that one day the true potential of artificial

intelligence will be realized. The shattered state of Rifts is an

element of sadness and regret to these characters, for it severely

handicaps the advance of Earth's computer technologies; how


stories and tales of fully intelligent, learning, computer AIs

from before the time of the rifts are constant enticements for the

empath when he adventures. One blessing to these characters

that the Rifts setting provides is a vast diversity of alien technology

from across the megaverse. Because of this, robots and

technology in any imaginable form could one day walk across

the character's path.

Despite his closeness with computers, this character pays his

respects to all machines and has devoted himself to learning all

he can about their upkeep and repair. The character is, in this respect,

very much like the operator, but the amount of emotion he

puts into his relationship with the machines he knows so well is

more than enough to separate the two.


None, however a high I.Q. and M.E. of 10 or

higher are strongly suggested.

Attributes and S.D.C.:

Determined by the D-bee race of the

character, though the chosen race must be able to have

psionic abilities.

O.C.C. Skills:

Literacy (+10%)

Languages: American and select two others (all at 90%)

Select two piloting skills (+5%)

Computer Operation (+15%)

Computer Programming (+10%)

Computer Repair (+15%)

Basic Electronics (+10%)

Basic Mechanics (+15%)

Advanced Mathematics (+10%)

Hand to hand: Basic

Hand to hand: basic can be changed to hand to hand: expert

at the cost of one skill or hand to hand: martial arts at the cost

of two skills.

O.C.C. Related skills:

Because the character has devoted so

much time to advancing his psionics abilities and little to-


ward real world education, skill selections are limited to four

additional skills.

Communications: Any (+10%)

Domestic: Any (+10%)

Electrical: None

Espionage: None

Mechanical: None

Medical: First aid only (+10%)

Military: None

Physical: Any except acrobatics and wrestling. (+10% where


Pilot: Any (+10%)

Pilot Related: Any (+10%)

Rogue: None

Science: Math skills only (+10%)

Technical: Any (+10%)

W.P.: Any

Wilderness: Any (+10%)

Secondary Skills:

The character also gets to select six secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. At third and eighth levels, four

additional secondary skills can be chosen. All secondary

skills start at the base skill level. Also, skills are limited as

previously indicated in the list.

Standard Equipment:

Several sets of traveling clothes, comfortable

work clothes (commonly coveralls), Light megadamage

body armor (35 to 50 M.D.C. or possibly an armored

vest in S.D.C. settings), Survival and camping gear (same as

that of the Mind Melter in Rifts), ground vehicle of choice

(or a small Hover vehicle at the Game Master's option;

techno-wizard items are also likely to be appreciated), one

energy weapon of choice, one non-energy weapon of choice,

portable computer with light filters (A.R.: 12, S.D.C.: 30),

and portable electronics tool kit.


Starts out with 4D6xlOO credits and 2D4xlOOO in saleable

black market items. The computer empath rarely hacks

for profit and does not have the high incomes of other hacker

O.C.C.s., approximately 1200 credits/dollars a month.

Cybernetic implants:

None. The empath believes in the coexistence

and cooperation of the living and machines. He does

not subscribe to the combining of the two, besides, his psionics

makes headjacks and such less than necessary.


The character begins with Tele-mechanics, Electrokenisis,

Alter Aura, See Aura, Sixth Sense, Mind Block, and

Total Recall. In addition to these powers, the empath can

also select six abilities from the lesser categories of healing,

physical, and sensitive. At each subsequent level of experience,

the character can select a total of two abilities from any

of the four combined categories (healing, physical, sensitive,

and super). I.S.P.: 3D6xlO + the M.E,attribute.



Coalition Digital Reaper O.C.C.

(Rifts) . . . . . . . . . . . .. ... . • . • .

Very much like the Atorian DSS, the Coalition Digital

Reaper (known outside the CS as Digital Dead Boys or DDEs)

is a highly trained cyber-combat soldier. Their job is to keep the

computer networks of the Coalition running smoothly and

safely. The tight control on information held by the CS not only

keeps their subjects illiterate, but it also makes their stores of

knowledge prime targets for hackers and terrorists as well as

revolutionaries seeking any tidbit they can grab to use against

the States. Also, like the DSS presented previously, the Coalition

DDB is a psionic.

The use of psionic operatives against the supernatural is not

unusual for the Coalition, in fact the famous Psi Stalkers and

their faithful Dog Boys are a prime example of this. For many of

the same reasons that the Psi Stalkers exist, the DDB has been

chosen and trained to counteract not only the supernatural hack


which might threaten the Coalition, but they are also beloved

for their ability to decimate hackers that rely only on tech and

their own wits and skills. Giving the DDB an additional advantage

is their access to some of the most advanced computer tech


on the North American continent (and with the trade

agreements between the CS and the NGR, possibly some of the

best tech on the planet).

In true Coalition fashion, the image of the DDB is designed

to be one of intimidation. Not only is the data of the Coalition

locked behind RES generated images of a military complex with

pristine, sterile, impenetrable armored walls, it is also actively

protected by soldiers in stylized versions of the traditional dead

boy armor carrying the deadliest of cyber-weapons and supported

by a small pack of electronic dog boys. These dog boys

are actually combat AIs similar to the Atorian DCSU that assist

and augment the DDB in cyber-combat. In fact, the DDBs undergo

much of the same training as the Psi Stalker to not only

prepare them for tactical application of their psi powers, but to

also give them a feel for working with a dog pack before they

are exposed to the artificial ones they will work with for the rest

of their career. Many Psi-Stalkers despise the DDBs and their

pretend dog boys as posers and wimps. It is a sentiment that is

only sharpened by the stalkers' natural hunter instincts.

Each DDB is given a pack of three "dog boys". These small

AIs are nonetheless impressive and quite powerful when used in

unison as they were designed to do. Each functions as a hardware

hacker with a headjack, a computer skill of 55%, an I.Q. of

17, and an effective level of 3rd. Their bonuses in cyber-combat

are: 4 attacks per melee, +5 to strike, +6 to parry, and +6 to

dodge. They wield cyber-weapons that look like vibro-knives

(2D6 damage) or large sub-machine guns (Damage: 3D6, Payload:

15). Each also has a pistol (Damage: 2D6, Payload: 27).


I.Q. 10 or higher and a high M.E. is helpful, but

not necessary. Though the DDB presented here is a psionic

(technically making this an R.C.C.), there are many more

non-psionic DDBs working for the coalition. The latter operatives

would have the same stats, minus the psionics, and

would be able to select a total of 14 "other" skills. Their

equipment would also include access to full VR gear and cybernetics

(See below).

O.C.C. Skills:

Literacy (+15%)

Computer Operation (+15%)

Computer Programming (+20%)

Weapon Systems (+10%)

Read Sensory Instruments (+15%)

Surveillance Systems (+5%)

Cryptography (+10%)




Basic Electronics (+15%)

W.P.: Energy Pistol

Hand to hand: Basic

Hand to hand: basic can be changed to hand to hand: expert

at the cost of one skill or hand to hand: martial arts at the cost

of two skills.

O.C.C. Related skills:

Select 6 other skills, but at least one

must come from Electrical, Mechanical, Communications,

Technical, or Science. Plus select two additional skills at

level three, two at level six, one at nine, and one at level

twelve. All new skills start at level one proficiency.

Communications: Any (+10%)

Domestic: Any

Electrical: Any (+10%)

Espionage: Any (+5%)

Mechanical: Automotive or Basic Mechanics only (+5%)

Medical: First aid or Paramedic only.

Military: Any (+5%)

Physical: Any, except acrobatics.

Pilot: Any (+10%)

Pilot Related: Any (+15%)

Rogue: Any (+15% on computer hacking)

Science: Any (+5%)

Technical: Any (+5%)

W.P.: Any

Wilderness: None

Secondary Skills:

The character also gets to select eight secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. All secondary skills start at the

base skill level. Also, skills are limited as previously indicated

in the list.

Standard Equipment:

Vehicle of choice, top-of-the-line computers

(both a portable and a PC) with all necessary peripherals

and heavy filters (A.R.: 17, S.D.C.: 75), energy weapon

of choice, sidearm of choice, four extra clips of ammunition

for each weapon, custom version of the Dog Pack DPM light

riot armor (50 M.D.C., no penalties), and portable electronics

tool kit.

Note that the DDE rarely leaves the safety of the armored

walls of a Coalition base and, as a result, their equipment is

limited because most of what they will need can be issued as

needed from the base's onsite supplies. Also note that the

computers issued are for personal use or for off duty and

emergency work. Normally the DDE will cyberjack through

the mainframe on the base, giving them +2 to all of their

combat rolls.

Equipment Available Upon Assignment:

Same as the 'Standard

Equipment' of the Coalition Military Specialist O.C.C.


The DDE gets a roof over his head, food, clothing, and

all other basics provided free as part .of his pay, as well as access

to military facilities. He also gets a monthly paycheck of

2200 credits. Their quarters will be very much like those of

the Military Specialist.

Psionics: I.S.P.:

Cybernetic implants:

Headjack. The DDE will rarely get more

than this one piece of cybernetics due to the debilitating effects

of cyber implants on supernatural abilities.


Speed Reading, Total Recall, Bio-Regenerate and

Electrokinesis. The first level character also gets to select a

total of three other psionic powers from the combined categories

of healing, physical, and sensitive. Each new level

sees the DDE gain an additional psi-power that is chosen

from those three categories. At levels 3, 6, 9, and 12 anther

super psionic ability can be chosen. I.S.P: 2D6xlO



Bionic Hacker

(Heroes Unlimited)

The bionic hacker was once a promising computer or electrical

student making his way through college with the speed of a

rocket. His future was bright and success was assured until the

night he lost it all in a car accident. The details are still fuzzy to

him, even years later, but the results were unforgettable. Massive

trauma to the right side of his body mangled his chest, arm

and leg and damaged his face and head. Survival was questionable,

but once the danger of death passed, the chances of ever

walking again were non-existent. A damaged eye and useless

hand also crippled his career as surely as they did his physical

abilities. Then the men in suits arrived and offered an alternative.

They rebuilt his mangled body and even made it better. He

could walk, speak without trouble, see normally, and once again

work easily with electronics and computers. On top of that,

there was the heightened strength, advanced optics, armor, and,

best of all, the computer option. With the last implant, there was

always a computer at his disposal, and now working with it felt

even more natural than before. He would have passed on the

physical training their program provided, but it was something

they required if he wanted access to the computer training. Once

the program came to an end and he was scheduled to enter active

service as a covert operative, he decided to decline and part

ways with his benefactors in order to pursue his own agenda.

After a carefully planned orchestration of total chaos created by

hacking the facility's security system, he escaped and fled into

the ranks of normal citizens.

Several risky hacks were required to purge his existence from

the world's computers, but the hardware they had given him

made it much easier. They are still out there looking for him, but

he has developed ways to track them and keep one step ahead of

their recapture teams. The rest of his time is spent in low profile

jobs and gathering information from the wealth of stored data

available in the world networks. Selling some of that information

helps to fund him in hiding and goes toward nest eggs for

the expensive repairs his augmentations require.


Nothing but the drive and courage to sacrifice

flesh and blood for circuits and steel.

Attributes and S.D.C.:

Standard; but remember to add the 155

S.D.C. provided by the bionic skull and chest and the reinforcing


O.C.C. Skills:

Computer Operation (+15%)

Computer Programming (+15%)

Research (+15%)

Electrical Engineer (+15%)

Surveillance Systems (+15%)

Computer Repair (+15%)

Advanced Mathematics (+15%)


Hand to hand: Expert

Hand to hand: expert can be changed to hand to hand: martial

arts at the cost of one skill.

O.C.C. Related skills:

In Heroes Unlimited, select one additional

scholastic skill program. In a Rifts setting select eight

additional skills

Communications: Any (+10%)

Domestic: Any

Electrical: Any (+15%)

Espionage: None

Mechanical: Any (+15%)

Medical: Any (but prerequisites must be fulfilled)

Military: None

Physical: Any (+10%)

Pilot: Any

Pilot Related: Any (+15%)

Rogue: Hacking only (+15%)

Science: Any (+5%)

Technical: Any (+20%)

W.P.: Any

Wilderness: None

Secondary Skills:

The character also gets to select eight secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. All secondary skills start at the

base skill level.

Standard Equipment:

In addition to a car, apartment and reasonable

personal possessions, the character may also have

taken the following items when he fled from "them": top-ofthe-

line portable computer with all necessary peripherals and

medium filters (A.R.: 14, S.D.C.: 50), sidearm of choice

(typically something small and concealable, possibly an energy

weapon with IDS clips), light armor (typically a vest

and possibly a hard armor vest or riot armor - GM's option),

medium electronics tool kit, and some spare bionic components

(if extras were purchased during character creation).

In Rifts, the character will also have a vibro-knife, two energy

weapons of choice and light espionage armor (135



As a freelancer hiding from a powerful group, the character

will have varying income from as little as 2D6xlOO

credits per month up to 2D4xlOOO per month (roll each

month). Corporate operatives or those in the employ of the

government will have salaries comparable to that of the Ato


DSS. Savings varies widely (6D6x 1,000).

Cybernetic implants:

One hand and arm (right), right leg and

foot, partial ribs, skull, one eye, one ear, +3 to character's

P.S. in right arm and hand (24 max), +4 to P.P. in right arm

and hand (23 max), wide band radio transmission receiver,

choice of three eye optics and/or sensors, Built-in hacking

computer - maximized system, choice of three hand weapons,

choose one other weapon, reinforcing exoskeletons (Arm,

shoulder, hand, wrist, hip, leg, ankle, and foot) and a half suit

of cybernetic body armor (A.R. 11, S.D.C. 250). In Rifts, the

character will be a partial reconstruction 'borg as detailed on

page 47 of the Rifts book.






Cyber Detective

(HU Super sieuth)

Like the gumshoes of old, this character class is a natural at

discovering the small tell-tale clues that open up bigger pictures.

Often those pictures are well hidden and involve people that do

not want anyone to view them; however, for the right price, the

right thrill, or the right dame, this character will do what he does

best and delve into those secrets to piece them together and expose

them. His payments can vary as much as the motivations,

and in the past jobs have been done for cash, love, protection,

promises, and every now and then by accident.

Yet, despite their similarities, this modern day detective has

in many ways a much more convenient, if not easier, job than

his predecessors. Those marvelous computers have extensively

invaded our lives, cultures, and societies, providing convenience,

accuracy, and access. All of these traits are taken advantage

of by the cyber detective. From the comfort of a padded

chair in his own office or hidden sanctuary, he can do research

at libraries and colleges, skim newspapers for data, poke into

police or government records, or any number of other tasks previously

made tedious by the need to physically go to the sites

and laboriously sift through printed text or fast talk past human

obstacles. Video conferencing technologies can also eliminate

the need to actually visit someone if they have access to it. More

and more of our lives are finding their way onto the world wide

web, and that makes the job of the cyber detective so much easier.

Of course, lounging at the keyboard like a potato is not the

way of this modern day detective. He keeps in shape and trains

in both self defense and firearms. Not everything can be found

in a computer, and sometimes you just have to protect yourself;

besides, part of the requirements of a larger than life gumshoe is

the ability to rescue any damsels he might find in distress, and

he must look good while doing it. Competency can always go a

long way toward making up for any lack of charm or good


The cyber-detective may or may not have been a police officer

or government agent before undertaking his freelancer lifestyle.

The training he has reflects as much natural aptitude as it

does formal schooling and could have been passed on from a

mentor or completely self taught (though a high I.Q. might be

applicable to the latter). His edge is obvious and as hard as they

come, but that is usually a facade to hide his big soft side. Like

his forefathers, the cyber-detective is a sucker for the ladies, es


those he knows are dangerous.


None (see attributes)


If I.Q. is less than 14, raise it to 14, plus add 1D6 to

M.E. and !D4toM.A.

S.D.C.: Standard.



Computer Operation (98%)

Computer Programming (96%)

Computer Hacking (96%)

Computer Repair (45%)

Advanced Mathematics (98%)

Language: Select two (96%)

Pilot: Select either automobile or motorcycle (96%)

Cryptography (+30%)

Surveillance Systems (+30%)

Basic Electronics (+25%)

Detect Disguise/Forgery (special skill - 98%)

Hand to hand: Basic

Hand to hand: basic can be changed to hand to hand: expert

at the cost of one skill or hand to hand: martial arts at the cost

of two skills.


O.C.C. Related skills:

In Heroes Unlimited, select four additional

skills (+25% each, ignore the bonuses below) and two

skill programs (+15%). In a Rifts setting select 12 additional

skills (using the bonuses below).

CommunicAny (+10%)

Technications: Any (+10%)

Domestic: Any

Electrical: Any (+10%)

Espionage: Disguise, Forgery, Intelligence and Pick Locks

only (+20%)

Mechanical: Any (+10%)

Medical: First aid and Paramedic only

Military: None

Physical: Any

Pilot: Any (+15%)

Pilot Related: Any (+20%)

Rogue: None

Science: al: Any (+20%)

W.P.: Any

Wilderness: None

Secondary Skills:

The character also gets to select eight secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. All secondary skills start at the

base skill level.

Standard Equipment:

The character begins with a computer

shop and investigative lab that has 2D4x 10,000 dollars of

equipment. This equipment will include a mainframe and at

least one top-of-the-line computer. VR equipment can also be

purchased with this money and/or the character's budget

money: roll 2D4 and match the results to the following - a 2

is $8,000; a 3 is $10,000; a 4 is $12,000; a 5 is $14,000; a 6

is $16,000; a 7 is $18,000; and an 8 is $20,000. Of this

budget, 40% must be spent on optics or computer equipment.

The rest can be used for weapons or saved for latter purchases.

The character also has a car (player's choice, but incon


vehicles are better for investigative work, a portable

computer, light filters (A.R.: 12, S.D.C.: 30), a sidearm of

choice (typically something small and concealable), portable

electronics tool kit, and a personal computer (in addition to

those purchased with the budget).

In Rifts, use the equipment for the Operator, but make ap


substitutions when necessary, such as replacing me


equipment with electronic or computer types where



Most cyber-detectives do not do their job for the

money. Freelancers will naturally have varying incomes from

as little as 4D4xlOO credits per month up to 2D4xlOOO per

month(roll each month). Corporate or government cyberdetectives

make salaries comparable- to that of the Atorian

DSS. Savings varies widely (!D20xlOOO credits).

Cybernetic implants:

None. The cyber detective must rely on

skill and technology to give him an edge.





Traditional Hacker

(Beyond the Supernatural and/or Nightbane)

When hacking is mentioned, this is character is the very

stereotype imagined by most: a skilled, seat-of-the-pants, often

quirky hot dog with a need-to-do attitude, tons of homemade

hardware and no worries. The hacker was always a smart kid.

Maybe not book smart or even intelligence smart, but survival

smart. Fast on the mental toes and always ready to fast-talk or

fast-type her way out of trouble. As she grew older, computers

managed to do what nothing else could: hold her attention and

earn her devotion. It doesn't matter where the first computer

came from or how many there were in between. The hacker

thrives on the here-and-now as far as her hardware goes. If its

the fastest, she has it. If it's the biggest, its hers too. Whether she

has to beg, borrow, or ... er, borrow the tech, it comes around to

do her bidding.

Traditional hacking is the most difficult form of hacking, but

it is the only one available to this character. The government

may have super secret cyborgs or aliens that can fly through a

system, but the regular people have to rely on their keyboards.

Those "special" assets are really rare and may not even exist, so

the hacker remains a top dog in her chosen profession, a trait

that does nothing for reigning in her ego. She works for herself,

selling what she gathers to anyone interested in having it, but

there are also plenty of people willing to pay for her to seek out

specific information and retrieve, destroy, or alter it; however,

the hacker is rarely a terrorist and will often turn down jobs or

abandon them in the middle when something unsavory is stumbled

on. The hacker may be more an opportunist than a criminal,

but the authorities do not see it that way, and much of her time

is spent covering her tracks and laying false trails.


None, but a high I.Q. would really help.

Attributes and S.D.C.:


O.C.C. Skills:

Computer Operation (+15%)

Computer Programming (+15%)

Research (+15%)

Computer Hacking (+20%)

Palming (+15%)

Pick Locks (+15%)

Streetwise (+15%)

Electrical Engineer (+15%)

Surveillance Systems (+15%)

Computer Repair (+45%)

O.C.C. Related skills:

In Heroes Unlimited, the character has

no other scholastic skills and can only select secondary skills.

In a Rifts setting select four additional skills

Communications: Any (+10% to radio: basic)

Domestic: Any (+5%)

Electrical: Any (+15%)

Espionage: None

Mechanical: Automotive only (+10%)

Medical: First aid or paramedic, but paramedic counts as two

skill selections.

Military: Any

Physical: Any (+5% where applicable)


Pilot: Any, except for aircraft. (+10%)

Pilot Related: Any

Rogue: Any (+15%)

Science: Math and Chemistry only.

Technical: Any (+10%)

W.P.: Any

Wilderness: None

Secondary Skills:

The character also gets to select eight secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. All secondary skills start at the

base skill level.

Standard Equipment:

A 1D6 year old car (nothing fancy), customized

portable computer equivalent to a top-of-the-line

model) with all necessary peripherals and light filters (A.R.:

14, S.D.C.: 50), weapon of choice (usually a sidearm or

knife, typically something small and concealable), portable

electronics tool kit, and a personal computer with the same

stats as the laptop.

In Rifts, the hacker gets the same starting equipment as a

city rat.


Hacking is hardly a profession and income will vary

widely 6D4xlOO credits per month (roll each month). Savings

also varies widely (!D20xlOOO credits).

Cybernetic implants:







Demon (Nightbane)

Dark day. The day everything changed. Lots of people knew

the world was somehow changed, but many would never know

just how. The net demon is one of the select few who found out

exactly how the world had changed that fateful day. She had

been working her way through college by selling shoes part time

with no concept of what the future might hold for her. She was

one of the pretty people, whether charming or intelligent or

beautiful, it matters little now. That life is gone forever. Everything

has changed. Every now and then she thinks back and realizes

she always wanted to be one of the bad people, an ugly

duckling, or anyone that wasn't so popular, but it just wasn't to

be. Not until Dark Day, that is. When the net demon's morphus

emerged, it did so with a fury. 'Bad', 'ugly', and 'unpopular'

were pitiful adjectives to even attempt to place a description on

what awakened that day in the computer lab on March 6 of the

new millennium.

An eternity passed in five minutes as she tried to make sense

of what was happening, but once that meager time had elapsed,

Mr. Jansen, the dean of the science department arrived with four

associates. She never knew if the dean was here before Dark

Day or if he was replaced at the moment she was reborn, but

drawing instinctively on her newly birthed power, she saw him

for what he was, an Ashmedai, and his companions were

hounds, though at the time she knew not those terms. Their appearance

was enough to frighten her, even given her new horri


guise. In desperation she typed a plea of help onto the

computer that only moments before had been her world as she


supposedly labored on the Pascal program for Computer Sci


101, but actually had been on the Internet chatting with

people around the nation. None of them could help, but then

again she wasn't exactly thinking straight, and she had never

been a fighter; that would come later. Much to her great sur


as she focused her energies on the machine and the hope

that it could save her, it did. Not directly, but it was the vessel

through which she was able to escape. By pouring her untrained

supernatural energies into the computer, she soon found herself

outside the building. Later she would learn that the nearby electrical

outlet had provided the exit.

Years later, as one of the much respected net demons, she actively

opposes the evil Nightlords and their plans to conquer

Earth by raiding the computer systems they control, be they

government, corporate, or private. Her Lightning Rider talent

makes her a formidable supernatural hacker allowing fast,

strong penetration of nearly any security systems, and as her

skill grows, other talents will improve and augment Lightning

Rider to make her even more effective. The Nightlords are rumored

to have computers with magical defenses, but she has yet

to see any proof of it.

The net demon is a computer terrorist and saboteur, but only

when the target is allied with the vile Nightlords and can cause

harm to the innocents or Earth or the Nightbane resistance.

There is little or no subtlety to the net demon. Rarely are they

formally schooled, and nearly all of them rely on their talents

and supernatural strengths to carry them through any fights.

Their shortcomings and raw power seem to balance each other

out and hasn't yet been a widespread problem, but no one can

tell when the Nightlords will actively seek some way to protect

the sensitive data of their allies., .that is, if they haven't already.


None, beyond being a Nightbane.

Attributes and S.D.C.:

Standard for a Nightbane.

O.C.C. Skills:

Computer Operation (+20%)

Basic Math (+20%)

Advanced Math (+10%)

Literacy and Native Language (+30%)

Languages (Literacy and spoken): select two (+30%)

Lore: Demons and Monsters (+15%)

Computer Hacking (+15%)

Hand to hand combat must be selected as an "other" skill.

Hand to hand: basic costs one skill selection. Hand to hand:

expert costs two, and hand to hand: martial arts or assassin

costs three skills.

O.C.C. Related skills:

Select eight other skills.

Communications: Radio: basic, cryptography, and TV/Video

only (+5%)

Domestic: Any

Electrical: Any (+5%)

Espionage: Intelligence only.

Mechanical: Any

Medical: Any (+10%)

Military: None

Physical: Any

Pilot: Any

Pilot Related: Navigation and sensor operation only.

Rogue: None

Science: Any (+10%)

Technical: Any (+10%)

W.P.: Civilian only.

Wilderness: Any

Secondary Skills:

The character also gets to select six secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis All secondary skills start at the

base skill level.

Standard Equipment:

Varies depending on the affiliation of

the net demon and the resources of any organization she be


to. Personal items include a personal computer, an old

car (1D6 years old. Domestic or affordable imports only),

clothes and other belongings, and a small house or an apartment.

The character is also likely to have a weapon or two

(commonly a handgun and/or a knife).


Hacking is hardly a profession and income will vary

widely 4D4xlOO credits per month (roll each month). Savings

also varies widely (!D20xlOOO credits).

Cybernetic implants:

None unless the morphus has a biomechanical

trait that allows a headjack (Game Master's option).






Just for kicks, here are the traits and bonuses of the

morphus in the illustration. First off, it is a monstrous lycanthrope.

The animal form is a humanoid arachnid with the

scorpion tail. For the stigmata, it has nails, and the Nightbane

table yielded three rolls: two on the unnatural limbs table and

one biomechanical. The unnatural limbs table yielded a prehensile

tail (the scorpion stinger) and articulated spikes, and

the biomechanical gave metal head. Thus, the total morphus

bonuses from appearances would be: +2 to P.S., +1 to P.P.,

+1D6 to Spd, +!D6xl4 to S.D.C., +3D4+1 to horror factor,

+2 to parry and three additional attacks (from the prehensile

stinger tail and articulated spikes).

Digital God

(Heroes Unlimited)

It has been said over and over that artificial intelligences are

used to defend computer systems from intruders. They can be

simple automated weapons or other systems, or they can be fully

autonomous entities; however, rarely, if ever, are they allowed

to think on their own. Programming keeps these digital watch

and attack dogs rigidly under control, but every once in a while,

for whatever reason, one of those AIs, notably the more autonomous

ones, is allowed to think on its own. Whether by design of

programming or through a freak accident, the artificial intelligence

becomes fully autonomous and capable of making deci


it wasn't strictly programmed for. Many of the robot

characters in Heroes Unlimited are created this way; the difference

between them and the security AIs is that they have a mobile

body and can go out to seek their way in the strange, fluid,

ever changing world of the living.

At its heart, the robot character is nothing more than a com


It is a noticeably advanced and superior computer to any

we would recognize, but it is a computer nonetheless, and no

one can find their way around a computer like another computer,

especially one that has a certain completely non-machinelike

trait: the inclination to do so. For whatever reason, the digital

god, so named because of its close kinship with the machines


it hacks, has chosen to put its skills and very nature to work in

breaking into other computers. The drive can be as innocent as a

search for knowledge and a thirst to learn or collect as much information

as its freedom allows, or it can be as malevolent as a

desire to rule all of those that are like itself, but inferior or less


Nearly all of us know how difficult a well programmed computer

opponent can be to defeat in many computer games. Well,

imagine if the computer were not playing fair and did not wait

for you to make your move or cheated by telling the software to

change its rules. That is almost what it is like hacking against a

robot. The only consolation for most computer security people

is that they have computer defenses that use some of the same

rules as the robot hacker. Free thought and experience are the

true edges of the robot in such instances. Take one look at this

O.C.C. and you will understand why combat robots are more

common than those that can manipulate their brethren. Most de


aren't willing to take that many risks.


None other than being a robot and having the

right skills programmed.

Attributes and S.D.C.:

Standard for a robot.

O.C.C. Skills (the robot science program):

Computer Operation (90%)

Computer Programming (90%)

Hand to hand skills must be purchased as secondary skills.

Hand to hand: basic costs one skill selection, hand to hand:

expert costs two selections, and hand to hand: martial arts or

assassin cost three skill selections.

O.C.C. Related skills:

In Heroes Unlimited, select six additional

skills from science or medical. In a Rifts setting select

six additional skills from any three skill categories. All of

these additional skills are known at 90% skill proficiency.

Communications: Any

Domestic: Any

Electrical: Any

Espionage: Any

Mechanical: Any

Medical: Any

Military: Any

Physical: Any

Pilot: Any

Pilot Related: Any

Rogue: Any

Science: Any

Technical: Any

W.P.: Any

Wilderness: Any

Secondary Skills:

The character also gets to select five secondary

skills at the first level of experience. These additional

areas of knowledge also all start at 90% skill proficiency be


they are programmed into the robot.

Standard Equipment:

In addition to any weapons and armor

purchased when the character was created, it is likely the robot

will have a computer of some type (personal computer or

portable), possibly a vehicle (65% chance of a 1D6 year old

car), and some personal belongings like clothes.


Hacking for profit is easy to do for the robot, but he is

not as savvy about selling it. Income varies from as little as

100 credits/dollars per month up to 10,000 per month (roll

percentile dice and multiply by 100). Those robots still

working for a corporation or the government will make top

dollars, earning a salary equivalent to a mid level Atorian

DSS operative from the start and increasing proportionally.

Savings also varies widely (2D20xlOOO credits).

Cybernetic implants:


Robotic Systems:

The robot should be created normally, but

among its systems should be a headjack (either standard or

wireless), a built in computer (use the bionic system for stats,

but increase prices by 10%), heavy filters (A.R. 17, S.D.C.

75), and CPU hardening (the exact amount should be purchased

to suit your tastes and budget).






(Nightbane magical hacker)

Of all the hacker types, the cybermancer is without a doubt

the rarest. Magic and technology are not the most complementary

of sciences. In fact, the Native Americans of Rifts Earth believe

that each is a kind of magic, which might explain a few

things. Certain types of magic have similar spells to each other,

but other magics are exclusive to their respective types. The cybermancer,

unlike techno-wizards who merge magic and machines,

applies specialized magic to assist in her interactions

with those same machines. Through the use of ritual magic, she

can enter the digital realm, bringing a rarely seen factor to the

hacking trade.

Cybermancing originated in the world of Nightbane where a

practitioner of magic observed a Nightbane companion use the

lightning rider talent to hack an electronic door. Over the subsequent

days he gathered information from the Nightbane in order

to begin research on a spell to aid his own computer interests. It

was many years before he was even able to produce a formula

with any potential, and several months after that before it was

time to try it. The spell worked and the mage was on is way to

being a legendary hacker along with his Nightbane partner. Fortunately

for the rest of the megaverse, the mage suffered a series

of mishaps in the Nightlands that resulted in his falling through

a Rift and landing in Phase World. He managed to get a ticket

home (or close enough to make the last leg himself. The stories

aren't quite clear) by selling the spell formula to a magic merchant,

thus ensuring its slow spread across the megaverse.

The cybermancer is a hacker for information. Like many

mages, the quest for knowledge never ceases, and the world

wide web has plenty to offer. Stealing and sabotage are rarely

ever part of the cybermancer's repertoire, and when she does

hack into a secure area, it is almost always for the key to some

unfinished puzzle. Hacking for this character is not a way of

life, nor is it an income. It is the means to support her true calling

and the intellectual hobbies that accompany it. In actuality,

the cybermancer rarely uses magic in her computer sojourns.

Her spells are kept in reserve for when they are truly needed, or

for those days when she just feels the need to let her hair down

and rocket through cyberspace at the speed of thought. Anyone

who doesn't think magic is exhilarating has never raced or rode

a data pulse from sea to shining sea.



An I.Q. and M.E. of 9 or higher. Characters can

be of any race if it is one capable of learning and performing



Attributes and S.D.C.:


Special Abilities:

Sense Ley Lines and Nexus Points - Range:

One mile or line of sight.


+4 to save vs. magic, +4 to save vs possession, +2 to

save vs mind control, and +4 to save vs horror factor.

O.C.C. Skills:

Read/Write/Speak Native Language (98%)

Mathematics: Basic (+25%)

Computer Operation (+15%)

Computer Programming (+45%)

Research (+25%)

Lore: Select two (+20%)

Languages: Select two (+15%)

Computer Hacking (+15%)

Computer Programming (+15%)

Hand to hand skills must be purchased as an "other" skills.

Hand to hand: basic costs one skill selection, hand to hand:

expert costs two selections, and hand to hand: martial arts or

assassin cost three skill selections.

O.C.C. Related skills:

In Nightbane select nine additional

skills. In a Rifts setting select eight additional skills.

Communications: Any (+5%)

Domestic: Any (+10%)

Electrical: Any

Espionage: None

Mechanical: Any

Medical: Any (+5%)

Military: None

Physical: Any

Pilot: Any (+5%)

Pilot Related: Any

Rogue: None

Science: Any (+10%)

Technical: (+10%)

W.P.: Any

Wilderness: None

Secondary Skills:

The character also gets to select six secondary

skills at the first level of experience. These are additional

areas of knowledge that do not get the advantage of the

bonuses listed in parenthesis. All secondary skills start at the

base skill level.

Standard Equipment:

Small library (despite the character's

leanings toward computers, much of it will be in hardcopy

text written on paper), a personal computer, personal items

like clothes and a CD player, and a car (most likely something

inexpensive, though some cybermancers prefer flashy

cars and personal effects).


Varies greatly based on the characters real job and

other endeavors. Most cybermancers are teachers or consult


with salaries from $20,000 to $75,000 a year. Savings

varies (4D6xlOOO credits).

Cybernetic implants:

Not likely to have any. Mechano-link

makes a headjack useless and too many implants will impair

the super abilities.




Starting spell knowledge includes three spells from each

of the first four levels of spell magic for a total of 12 spells.

Each additional level of experience allows the character to

select one spell. This spell can be chosen from any spell level

equal to his own or lower. P.P.E.: !D6xlO plus the character's


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Rifts* Dimension Book One


The Blood Shaman

By Steven Trustrum


The Blood Shaman O.C.C. was originally designed

with the Wormwood setting in mind, but is easily adaptable to

any of Palladium's games, particularly the Palladium Fantasy

RPG. For S.D.C. settings, simply convert any mention of

M.D.C. straight to S.D.C.

Brought about by a necessity for spellcasters who could perform

powerful magic without the need for ley lines (remember,

Wormwood is devoid of ley lines and nexus points). As a result

of this need and through careful experimentation, the Blood

Shaman O.C.C. was bom.

These men and women were despicable and vile, and driven

insane by the more demanding their self-mutilations became as

they grew more powerful. Over the millennia since their incep


the Blood Shamans have become respected and revered

among the forces of the Unholy (and feared by their enemies).

Few are those who can witness the evil of blood magic being

cast and not feel the horror of it (even those of evil alignment

are often disgusted). Without the magic of a world to draw

upon, the Blood Shaman has had to rum his focus inwards,

drawing the energies from himself through self-wounding to

draw blood.

This hideous and evil form of magic is a relatively recent discovery

upon Wormwood (only within the last 30 years or so), so

there are very few practitioners of it at this time. However, the

Unholy's interest and faith in these spell casters is increasing almost

daily so more and more followers of darkness are choosing

to walk down this path.

It should be noted that Blood Shamans are not limited to just

Wormwood. This O.C.C. and magic type has been developed on

many worlds that have the cosmic misfortune of lacking ley

lines, as well as in cultures where ritual sacrifice is a way of life.

Upon Wormwood, the Blood Shaman are often used by the

dark priests as trusted agents, lieutenants and covert agents. As

often as not, however, the Blood Shaman's manias and lust for

power cause him to attempt to carry out his own agendas, causing

many to despise the dark priests, and in turn, be despised


1. Initial Spell Knowledge and Learning New Spells:

The Blood Shaman's spell knowledge comes from within

himself and is learned and understood intuitively. Thus, the

character can not be taught new spells by other magic users,

from scrolls, etc.

At first level, select a total of 6 spells From those that are

available to the Blood Shaman, levels 1 to 4.

From that point on, the character selects 2 new spells per

level of experience earned, from spell levels no greater than his

current level of experience.

2. Sense Psychic and Magic Energy:

This power is the same as the power for the Psi-Stalker, only

their percentages are as follows.

Recognize specific psychic scent: 10% +5% per level of experience.

Track continuous energy expenditure: 40% +5% per level of

experience. All ranges are half that of the Psi-Stalker.


3. Blood Ceremony:

This is the process by which the blood shaman casts his

spells; it is truly unique among those who follow the ways of

mysticism. Unlike other users of magic, the blood shaman must

actually cut himself in order to release the P.P.E. required to

cast his spell. The size and damage caused by the cut depends

upon the spell which he or she desires to cast. All wounds

caused in this manner can be healed by mystical means or

through the process of nature.

Obviously, the use of blood magic leaves the caster covered

in scars; the longer one has been practicing blood magic, the

more scarred his body.

Also, the P.P.E. of others can be utilized by cutting and

bleeding them in sacrifice. This sacrifice can range from a small

cut that leaves the donor alive, to one which kills the donor. To

find out how much P.P.E. is released by the amount of damage

caused to the donor, take the being's P.P.E. and divide it by the

total of his hit points and S.D.C. / M.D.C. Round the result

down (the fraction is lost in the process of the ceremony). The

result is the number of P.P.E. points released from the creature

for each point of damage inflicted. Remember, killing the creature

causes the release of double its normal P.P.E.

For example, a being whose S.D.C. is 50 and hit points is 25

has a P.P.E. of 200. For every one point of damage caused to

this being, 2 P.P.E. is released (remember to round down to the

nearest point).

In order for the blood shaman to absorb the energy as it is released,

he must have total concentration. Once absorbed, the energy

must be used within one melee or it is lost. However, for

every 3 levels of experience after the first, the blood shaman

may contain the energy for an additional melee (thus a fourth

level shaman could contain it for 2 melees, a 7th level shaman

for 3, and so on).

NOTE: The following situations affect the amount of P.P.E.

that can be drawn from a being, be it a donor or the shaman

himself (note, these affects can be compounded):

• Ceremony performed within 2 miles of a ley line: P.P.E. released

is +5%.

• Ceremony performed on a ley line or within one mile of a

nexus: P.P.E. released is +10%.

• Ceremony performed on a nexus or within 200 feet of a

nexus: P.P.E. released is +25%.

• Ceremony performed at noon or midnight: P.P.E. released is


• Ceremony performed on the Vernal or Autumnal Equinox:

P.P.E. released is +100%.

• Ceremony performed on the Summer or Winter Solstice:

P.P.E. released is +200%.

• Ceremony performed on a Lunar Eclipse: P.P.E. released is


• Ceremony performed on a Solar Eclipse: P.P.E. released is


4. Heal By Blood Sharing:

The shaman can heal others by pouring his own blood into

the mouth of an injured being. This is done by the shaman cutting

himself (such is his skill that he can cut himself to cause the

EXACT amount of damage he desires). From this cut pours

forth the blood, which is then swallowed by the injured.

The amount of damage healed is equal to the amount of damage

that the blood shaman inflicted upon himself. After inflicting

the wound, it will continue to bleed as a normal wound but

will no longer heal others; its P.P.E. potential to heal has been


Also, any wounds gained in any other way (for example,

through combat), cannot be used to heal others as the wound

must be self-inflicted and the blood shaman must spend the appropriate

P.P.E. simultaneously to bestow upon the fluid its

healing properties.

Duration: instant

Limits: the blood shaman can only heal 10 H.P. / S.D.C.

/M.D.C. per single use of this power, per level of experience.

Cost: the amount expended by the blood shaman is equal to

the amount of damage to be healed.

5. P.P.E.:

Like all men of magic, the Blood Shaman is a living battery

of mystic energy which he draws upon to create magic. PERMANENT

P.P.E. BASE: lD6x 10+20 plus the character's P.E.

number. Add 3D6 P.P.E. per additional level of experience. The

Blood Shaman can draw upon the P.P.E. of others (but only

through the drawing of their blood) but cannot use the P.P.E. energy

of ley lines and nexus points as do other spell casters.

6. Disadvantages, Insanities and Vulnerabilities:

Because all P.P.E. used to cast spells is caused by the spilling

of blood (either the shaman's own or that of another), he cannot

draw P.P.E. from others, ley lines or nexus points as can regular

spell casters. However, all spell effects, duration, range, etc. are

still increased as per normal.

Also, a person's psyche can only take so much mutilation

before it begins to crack, thus the character must roll on the random

insanity table once each at levels 1, 3, 7, 10, 12 and 15.

7. Bonuses:

+3 to save vs. horror factor, +2 to save vs. magic and +1 to

save vs. possession, +4D6 S.D.C. / M.D.C. (due to the constant

strain the Shaman places upon his body).


Evil or anarchist only; the very nature of the O.C.C.

disallows the possibility of any other alignments.

Racial Limitations:

Any race that allows magic users may

learn to be blood shamans.

Attribute Requirements:

P.E. 14, M.E. 15

O.C.C. Skills:

Lore: Monsters and Demons (+10%)

Language: American (+20%)

Language: Demongogian (+30%)

Biology (+20%)


W.P. Knife

W.P. with one other ancient, bladed weapon

Hand to Hand Basic

The basic combat skill can be increased to expert at the cost

of one "other" skill, or hand to hand: assassin or martial arts

at the cost of two "other" skills.

O.C.C. Related Skills:

Select 8 other skills, but two must be

from science or rogue. Plus select two additional skills at

level 3, one at level 6, one at level 9 and one at level 12.

Communications: Any

Domestic: Any (+5%)


Electrical: Any

Espionage: Tracking and Recognize Concealment only (both

Level One:

Mechanical: Any

Medical: None

Military: Any (+5%)

Physical: Any except boxing and acrobatics.

Pilot: Any except robots, power armor, tanks and spaceships.

Pilot Related: Any

Rogue: Any (+10%)

Science: Any (+5%)

Technical: Any (+5%)

W.P.: Any

Wilderness: Any

Secondary Skills:

The character also gets to select 4 secondary

skills from those listed. These are additional areas of knowledge

that do not get the advantage of the bonus listed in the

parentheses ( ). All secondary skills start at the base skill


Standard Equipment:

Several suits of clothing, a pair of boots,

a cloak, a first-aid kit, sleeping bag, blanket, 1D4 small

pouches, one large sack, backpack or saddlebag, utility belt,

50 feet of rope (made from angel hair), and 1D4 weeks of

food rations.


1D4 knives and daggers (also used in spell casting),

a silver plated sword, one or two weapons of choice.

Magic Items:

Gets two lesser blood stones, 1D4-1 magic slime



Most blood shamans prefer light armors such as resin

chain mail (40 M.D.C., no prowl penalty) or scale mail (60

M.D.C., -10% prowl penalty).


Blood shamans prefer to ride parasites or

some other form of beast.


Though there is no currency upon Wormwood, the

blood shaman is selfish and thus tends to horde items

(4D6x5,000 credits worth). Also, they demand what they

want of the populace, believing their power and stature grants

them the right to whatever they like.


Starts with none and will generally tend to avoid



As the Dark Priest O.C.C.

Blood Magic

This is the unique form of magic that requires the caster release

the P.P.E. through the drawing of blood, be it his own or

another's. Each time the caster performs this on himself, he

takes the damage listed in the "Damage to Caster" section of the

spell description. If the spell is cast using the blood of another,

the damage caused is determined using the method described

under the blood shaman ability, "Blood Ceremony".

NOTE: Those who are not used to seeing the process of a

blood shaman cutting himself to release his magical energy must

save vs. horror factor 8 or be too repulsed to react, as per the

normal effects of failing to save.

Blood Bolt

Range: 50 feet.

Duration: Instantly.

Damage: 2D6 S.D. or 1D4 M.D. per 5 P.P.E. expended.

Saving Throw: Dodge of an 18 or higher.

P.P.E.: 5 (max of 5 per level of experience).

Damage to Caster: 1D4+1 per 5 P.P.E. expended.

As the blood comes from the caster's body, it turns into a bolt

of red energy and streaks towards its target. Though no roll to

strike is required to hit, the target can attempt to dodge, with all

bonuses applicable.

The degree of damage can be controlled as the blood shaman

sees fit.

Boil Blood (Simple)

Range: target must be within 25 feet, +5 feet per level of experience.

Duration: One melee, plus one melee per every two levels of ex


after the first.

Saving Throw: Standard.

P.P.E.: 7

Damage to Caster: 1D6+1

To use this spell, the victim must be in line of sight and have

a cut from which fresh blood can be seen.

The actual affect of the spell creates a sensation in the victim

of intense heat within his body, as though his blood were boil-


ing. While no actual damage is being caused, it is so painful and

distracting that the victim automatically loses initiative and is -1

attack, and -2 / -20% to all actions.

Any action that requires intense concentration, such as the

use of psionic powers or spell casting, require a save vs. insanity

(with a -4 penalty) in order to do so. If this save fails, the attempt

does as well and the victim loses that action.

Those creatures immune to heat and fire, or that take 1/2

damage from it apply such resistances to this spell (either com


nullifying or halving all penalties (with a minimum of -

1), as applicable).

Blood Curse

Range: Touch

Duration: 1 hour per level of the caster.

Saving Throw: Standard

P.P.E.: 10

Damage to Caster: 1D8+4

This spell reduces the normal healing rate of the target to half

normal (this includes regeneration) and stops blood from clotting.

Blood Jar

Range: 5 feet

Duration: 5 days per level of experience.

Saving Throw: None

P.P.E.: 5

Damage to Caster: 1D6

When cast upon a scalable container, that container can now

hold blood and stop it from spoiling. The container can be

opened and resealed, continuing to keep the blood fresh so long

as it closed again.

However, the blood jar spell does NOT preserve any P.P.E.

in the blood; this disperses normally.


A container holding up to one pint per level of experience is

affected by this spell.

Chill Blood

Range: target must be within 25 feet, +5 feet per level of experience.

Duration: One melee, plus one melee per every two levels of experience

after the first.

Saving Throw: Standard.

P.P.E.: 7

Damage to Caster: 1D6+1

This spell is essentially identical to Boil Blood, but instead, it

creates the affect of extreme cold within ones blood.

It affects those with resistances to heat but is likewise reduced

in effect upon those resistant or immune to cold.

Seal Wound

Range: Self or by touch

Duration: Instantly

Saving Throw: None

P.P.E.: 3

Damage to Caster: 1D4

This will seal up a single wound, causing the edges of it to

come together and instantly scar, ceasing blood loss.

Level Two:

Blood Trail

Range: Self and by touch.

Duration: One day per level of experience.

Saving Throw: None

P.P.E.: 8

Damage to Caster: 1D6+3

This creates a form of bond between the two recipients (either

the caster and another, or two separate targets other than the

caster himself). For the spell to take affect, both must drink of

the blood released by the caster.

So long as the duration of the spell is still up, to the two recipients

it appears as though the other leaves a trail of blood be


him where ever he goes. This trail looks like small drops of

blood every few feet but only the two affected by the spell can

see it. NOTE: creatures that can track by blood, such as dogs, or

those with the ability to see the invisible, can sense and follow it

as well.

The blood that makes the trail appears mystically and does

not actually come from either of the two.

This trail cannot be washed away or covered by such weather

as rain or snow. It only disappears when the spell's duration

runs out.

Multiply Blood

Range: 5 feet

Duration: Instant

Saving Throw: None

P.P.E.: 5

Damage to Caster: 2D4+1

This doubles the amount of blood upon which the spell is

cast (with a limit of one pint per level of experience).

However, the blood must be in sight (such as in a container)

and if it still retains P.P.E. (such as in a Blood Battery), the total

P.P.E. in the blood remains unchanged even though the quantity

is increased (adjust equally amongst new amount of blood).

Negate Poisons / Toxins

Range: Self or by touch

Duration: Instant

Saving Throw: None

P.P.E.: 8

Damage to Caster: 1D6+3

The spell works identically as described on Rifts pg. 171.

Taint Blood

Range: Self or by touch

Duration: 1 melee per level of experience.

Saving Throw: Standard

P.P.E.: 8

Damage to Caster: 1D8

While having no bad side affects upon the target of this spell,

any vampire or other creature that drinks of the target's blood

will find it toxic.

The creature drinking the blood must save vs. lethal poison

with a -3 penalty or suffer damage equal to the damage caused

in the attack that caused the release of blood (note: do not convert

M.D. into S.D. equivalent if appropriate in the circumstances).

The minimum damage that can be taken is 5. All

damage taken is caused directly to the creature's hit points.

Even if the save is successful, the taste is so distasteful that

the creature will refuse to drink it again.

Even if the blood is removed and poured into a container,

such as a glass, the blood would still be toxic to drink so long as

the duration of the spell had not yet run out.

Level Three:


Range: 2 feet per level of experience.

Duration: 2 melees

Damage: Special

Saving Throw: Standard

P.P.E.: 12

Damage to Caster: 1D8+2

This spell is identical to that on Rifts pg 177 though it requires

that the victim have an open, bleeding wound for it to affect


Blood Armor

Range: Self or Other (must be touched).

Duration: 2 melees per level of the caster.

Saving Throw: None

P.P.E.: 10

Damage to Caster: 1D8+4

The blood which is released from the shaman crawls across

his body (or that of the spell recipient) and replicates until it ap


that the target is completely covered in blood.

This layer of mystic blood offers protection equal to 5

M.D.C. per level of the caster's experience. Magic, fire, light


and cold do one-half damage.

The sight of a recipient of this spell causes a horror factor of

10 on those seeing it for the first time (even on those who are

hardened to battle).


Range: Self or by touch

Duration: 1 melee plus an additional melee per every two levels

of the caster beyond the first.

Saving Throw: None

P.P.E.: 15

Damage to Caster: 1D8+3

Causing in the target just what the name suggests, the recipient

is consumed by a lust to let the blood of others. If no enemy

presents itself when the spell is cast, the target must save vs. in


with a -6 penalty or attack the nearest living thing in sight

(even if it is a friend).

While under the affects of the bloodlust, the recipient is immune

to the horror factor of others and is +2 to strike and +4 to


However, so deep is the bloodlust that no actions other than

movement and combat can be performed without the recipient

making a save vs. insanity with a -4 penalty (even then, all skills

are -25%). Also, the target will only attack with melee weapons

or in hand to hand; no ranged weapons, and even then is -3 to

parry and dodge (no autododge either, if the target possesses

that ability).

To come out of the bloodlust prematurely, before the spell's

duration has run out, the target must make 3 consecutive saves

vs. insanity with a -5 penalty.

Crimson Rain

Range: The area to be affected must be within 75 feet, plus 10

feet per level of the caster. The area of affect is up to a 30 foot

radius plus 5 feet per level of the caster.

Duration: 1 melee per level of experience

Saving Throw: Special

P.P.E.: 5 per 5 foot radius area being affected

Damage to Caster: ld6+6

This spell takes any flowing water, be it from a burst pipe,

rain, river, etc. and alters it to appear as blood. The altered water

smells, looks and tastes like blood even though it is still only


How the spell works is that a chosen area is affected, not specific

water itself. Thus, when water flows through the area, it is

altered, if it then leaves the area, it returns to normal.

A person that is not aware that the "blood" is actually water

and sees such a gory spectacle must save vs. a horror factor of


Any vampire (or similar bloodthirsty creature) who is sub


to water within the area of affect will believe the water to

be blood. They must then save vs. insanity (with a penalty: -2

for master vampires, -4 for secondary vampires, -8 for wild

vampires, no penalty for vampire intelligences). If the save fails,

the vampire is caught up in its bloodthirsty lust and remains in

the area to drink the "blood". Obviously, the water causes damage

to the vampire as normal, yet because the vampire is caught

up in its own thirsty lust, it takes no notice and remains.

However, if the save succeeds, the vampire realizes that it

has been duped and is only drinking water, no matter what it

seems to be. In this case, the lust leaves the vampire and he is

free to act normally.

Each melee that the vampire is affected by the lust to feed

upon the altered water it is allowed another save to see if it can


get free. Due to the power of the lust, each failed save adds a cumulative

-1 penalty to all following saves until a successful save

is rolled.

It should be noted that if the spell is cast outside, such as in a

rain storm, only that rain passing through the area will be affected,

thus vampires flying over the area will not be affected by

the blood frenzy (though they will still take damage from flying

through the normal rain).

For example: a fifth level Blood Shaman is being chased

through a sewer system by 1 master, 2 secondary and 8 wild

vampires. The mage casts this spell on the water flowing from a

broken pipe in the sewer behind him. He can create an area up

to 50 feet in radius (which would cost 50 P.P.E.) but makes it

only 10 feet in radius (costing 10 P.P.E.) as that is all that is re


to encompass the entire breadth of the sewer tunnel.

The water gushing from the pipe takes on the semblance of

blood and the oncoming vampires approach, seeing the "blood".

Entering a feeding frenzy, the vampires save vs. insanity. The

master vampire and one of the secondary vampires succeed and

realize they have been tricked. They rush through the water, taking

damage but being able to move past it to continue their pursuit.

The remaining secondary and 8 wild vampires think it is

real blood and remain to drink it, taking damage.

By the end of the first melee round, 6 of the wild vampires

have been destroyed and the rest must save. The secondary vampire

must save with a -5 penalty (the original -4, plus -1 for fail


once) and the remaining 2 wild vampires must save at -9

(the original -8, plus -1 for failing once). This continues until

they have either saved and freed themselves or they are de


by the water.

Open Wound

Range: Touch

Duration: Instant

Saving Throw: Standard

P.P.E.: 5 for small wounds and scratches, 10 for medium, and

15 for large wounds.

Damage to Caster: 1D8+4

Firstly, for this spell to even work, the caster must be able to

see a sealed wound (such as stitches or a scar).

If such a mark exists, the touching of it and casting of this

spell causes it to reopen, no matter how long the wound has

been sealed for. The reopening itself will cause damage and start

it to bleed again as though it were freshly made.

The damage caused by the reopening of the wound depends

upon the original wounds size (G.M.'s discretion):

Scratches: only 1 S.D. / M.D.

Small: 1D10 S.D./M.D.

Medium: 2D10 S.D./M.D.

Large: !D4xlO S.D./M.D.

Level Four:

Absorb Strength

Range: Must be consumed

Duration: 1 melee per every 3 levels of the caster.

Saving Throw: None

P.P.E.: 15

Damage to Caster: 2D8+6

By drinking the recently (within 2 melees) drawn blood of

another being, the drinker of the affected blood (must be at least

a pint) absorbs some of the strength of the creature from which

it was taken. The creature from which the blood is drawn can be

intelligent, supernatural, man or beast.

For every 4 points of P.S. the creature that "donated" the

blood has, the drinker of the blood receives 1 point of P.S. Also

of note is that if the creature from which it was taken had supernatural

strength, so now does the drinker.

Heal Wounds

Range: Touch or 3 foot distance.

Duration: Instant

Saving Throw: Standard, if the person resists.

P.P.E.: 15

Damage to Caster: 2D6+1

Is identical to the spell on Rifts pg. 175

Heart Attack

Range: Touch (1 foot per level of experience once the shaman

has reached fifth level).

Duration: Instant

Saving Throw: Standard for Effect 1, special for Effect 2.


Effect 1: 10

Effect 2: 7 per level of experience

Damage to Caster:

Effect 1: 1D10+10

Effect 2: 1D6 per level of experience

This spell has two very distinct effects, the second of which

can only be used once the caster reaches fifth level.

EFFECT 1: The target of the spell suddenly suffers from

pains in his chest that will disrupt his concentration and causes

him to lose initiative, 1/2 of his attacks and will be -3 / 30% on

all actions or skills.

EFFECT 2: The target has an actual heart attack and must

save vs. shock with a penalty of the caster's level x 3% or go

into a coma.

Even if the save is successful, the target must then make a

standard save or suffer symptoms equal to Effect 1.

Mask Undead

Range: Touch only

Duration: 1 hour per caster's level of experience.

Saving Throw: None

P.P.E.: 17

Damage to Caster: 3D4+3

This spell creates an illusion of life (or at the very least, a

vague semblance of it) upon an undead target.

To which degree this spell will take affect depends upon the

targeted undead's current state (and the G.M.'s discretion). An

undead can only be made to look slightly more lifelike than its

normal appearance.

For instance, an animated skeleton could be made to appear

as a creature of muscle but lacking skin where as a vampire

would lose its pale complexion and its chest would be seen to

move as though breathing and it would appear to have a heartbeat.

Only undead can be affected by this spell, not the unanimated



Despite the spell, nothing can mask the scent of the supernatural

that is radiated by the undead and thus Psi-Stalkers and

the like would still sense them.

Level Five:

Blood Draught

Range: 3 feet

Duration: Instant

Saving Throw: None

P.P.E.: 15

Damage to Caster: 4D4+4

By drinking the blood from another creature (the blood must

have been drawn either directly or within 2 melees of being

drank), a person can heal grievous wounds.

Half a pint is required to create the draught and only 1/2 a

pint can be created per every three levels of the caster.

The blood from creatures that are mundane (non-spellcasters

or supernatural) heals 5D6 S.D. / M.D. per half pint.

The blood of spellcasters or the supernatural heals !D6xlO

S.D./M.D. per half pint.

The blood from a creature that possesses regenerative abilities

heals 2D6xlO S.D. / M.D. per half pint.

Boil Blood (Advanced)

Range: target must be within 50 feet, +10 feet per level of experience.

Duration: One melee, plus one melee per three levels of experience

after the first.

Saving Throw: Standard

P.P.E.: 17

Damage to Caster: 3D6+5

Basically the same as the simple version with the following


• Does not require an open wound on the victim

• The victim loses half his attacks, and is -6 / -60% to all actions.

• -8 penalty to save vs. insanity required to perform actions requiring


Chill Blood (Advanced)

Range: target must be within 50 feet, +10 feet per level of experience.

Duration: 1 melee plus one melee per three levels of experience

after the first.

Saving Throw: Standard

P.P.E.: 17

Damage to Caster: 3D6+5

This spell is essentially identical to Boil Blood (Advanced),

but instead, it creates the affect of extreme cold within ones


It affects those with resistances to heat but is likewise reduced

in effect upon those resistant or immune to cold.

Create Blood

Range: 5 feet (affects 2 pints per level of experience).

Duration: Instant

Saving Throw: None

P.P.E.: 14

Damage to Caster: 3D4+5

This spell will turn simple liquids, such as gasoline, water

and wine into blood. The blood created by this spell can be of

any type desired and contains 10 P.P.E. per pint (though the

P.P.E. will disperse at a rate of 5 P.P.E. per melee).

Vascular Eruption

Range: 10 feet per level of experience.

Duration: Instant

Saving Throw: Standard

P.P.E.: Varies

Damage to Caster: Varies

Grisly to behold (horror factor 12), this destructive spell

causes the veins and capillaries near the victim's skin to erupt

with such force that blood comes shooting through the skin,

reaching distances of up to three feet!

The damage caused by this spell can be varied: 2D6 S.D. /

M.D. (5 P.P.E., 1D4 damage to caster), 4D6 S.D. / M.D. (10

P.P.E., 1D6+3 damage to caster), 7D6 S.D. / M.D. (15 P.P.E.,

3D6+2 damage to caster), or !D6xlO+10 S.D. / M.D. (20

P.P.E., 3D6+10 damage to caster).

Level Six:

Blood Beast

Range: Immediate

Duration: Duration P.P.E.: 100

Saving Throw: None Damage to Caster: 1 D4x 10+10


This spell summons a tectonic entity and constrains it into

the blood released by the spell caster, forming a being known

simply as a Blood Beast. The blood beast stands about seven

feet tall and appears as a featureless humanoid comprised solely

of blood that is constantly flowing and shifting.

The entity controlling the blood form will obey the caster in a

combat situation for 10 melees per level of experience or be sent

on a single, simple mission ("Bring me so and so", or "Slay so

and so"). The tectonic entity will remain in the caster's dimension

until the mission is complete or it is slain.

There is a 20% chance that the entity will not return to its

own dimension and will no longer obey the spell caster who

summoned it. If this happens, it will remain in the caster's di


wreaking havoc and killing for the shear pleasure of it.

Blood Beast:

Alignment: Diabolic

Attributes: I.Q. 5, M.E. N/A, M.A. N/A, P.S. 30 supernatural),

P.P. 12, P.E. N/A, P.B. 3, Spd. 16.

M.D.C.: !D8xlO + 40 P.P.E.: 60

Horror Factor: 16 I.S.P.: none

Natural Abilities: See the invisible, regenerate 2D8 M.D.C.

per melee (double by drinking the blood of others), takes 1/2

damage from energy attacks (those which are magical or psionic

in nature do full damage), and can cast the following blood

magic spells each three times daily: blood bolt, open wound,

boil blood (advanced), carnivorous blood. Note that the act of

casting blood magic does NOT damage a blood beast!

Psionics: none

Combat: 5 physical or 2 magical attacks per melee, +3 to

strike, parry and dodge, +1 on initiative, +3 to save vs. magic,

+1 to save vs. psionics and +10 to save vs. horror factor.

Damage: restrained punch - 5D6 S.D., 2D6 M.D. on a full

strength punch, 4D6 M.D. on a power punch (uses 2 attacks)

Skills: none

Blood Divination

Range: 1 foot (although the image could pertain to people or

places thousands of miles away).

Duration: 4d6 melees

Saving Throw: None

P.P.E.: 30

Damage to Caster: 4D6+5

Pouring his blood into a large puddle, the caster then gazes

into it in the hopes of a glimpse into the possible future.

Essentially, this spell is identical in its function to the clairvoyance

psionic power on Rifts pg. 121, only it is more accurate

and can be attempted four times a day (if the caster's body can

handle the punishment).

BASE SKILL: 66% +2% per level of experience.

Blood Pact

Range: Self and other or two others.

Duration: Special

Saving Throw: Standard, if resisted.

P.P.E.: 65

Damage to Caster: 3D 10+8

The two beings who are to be affected by this spell must

equally share and drink the blood released by the blood shaman.

After the blood is consumed, the blood shaman recites a pact to

the spell, a promise if you will, which must be fulfilled within

the given conditions as described by the shaman.

This pact could be anything from "should one of you be

killed, the other must avenge his murder within one year" or

"neither of you shall ever steal anything from the other".

If the conditions are kept to, nothing happens. However,

should the conditions be disobeyed, the perpetrator must save

vs. magic with a penalty of -8 or die instantly.

It should also be noted that killing off the other member of

the pact does not necessarily cancel out the spell, given certain

conditions. For instance, in the above examples, if one of the

pact killed the other, in the first example he would be required

to kill himself but in the latter he would then be able to take the

other's possessions.

This spell is often used upon pairs of captives who are then

obligated to complete a dangerous mission for the blood shaman

or die from not fulfilling the spell's conditions.

Carnivorous Blood

Range: 3 feet per level of the caster.

Duration: 1 melee action per level of the caster.

Saving Throw: Standard

P.P.E.: 25

Damage to Caster: 3D8+8

Firstly, in order for this spell to work, the target must have an

open wound that is bleeding.


This spell creates the horrible affect of causing the target's

blood to start dissolving his insides. The damage caused is 3D10

S.D. / M.D. per melee ACTION! Also, the damage cannot be

healed by any means less than surgery (-15%) or magic / psionics.

Until such a healing process is performed, none of the damage

will be repaired.

Such is the pain that is caused by this spell, that until the

damage is healed, the target will suffer the following penalties: -

5 to initiative, strike, parry, roll and dodge, -25% to all skills.

Superior Blood Armor

Range: Self or Other (must be touched).

Duration: 1 minute per level of the caster.

Saving Throw: None

P.P.E.: 18

Damage to Caster: 3D8

Merely an improved version of the Blood Armor spell, the

protection from this one affords 15 M.D.C. per level of the

caster's experience. Magic, fire, lightning, and cold do one-half


The sight of a recipient of this spell causes a horror factor of

10 on those seeing it for the first time (even on those who are

hardened to battle).

Level Seven:

Blood Battery

Range: 5 feet

Duration: 2 days per level of the caster.

Saving Throw: None

P.P.E.: 20

Damage to Caster: 3D6+3

This spell works the same as the Blood Jar spell with one distinct

difference: the blood stored retains its P.P.E. and thus can

be used by the blood shaman to cast spells at anytime.

Blood Brothers

Range: Touch

Duration: 1 melee per level of caster.

Saving Throw: None

P.P.E.: 55

Damage to Caster: 4D8+10

The two recipients of this spell must drink the blood of the

other in order for this spell to work, and then drink of the

caster's spellcasting wound (if he isn't one of the participants


Through a mystically formed bond, each participant gets to

draw on the strengths of the other. This bond manifests it self in

several ways:

• For every 2 points one person has above 16 in his attributes,

the other person gets one point to his same attribute for the

duration of the spell.

• Both people get +4D6 S.D.C. / M.D.C.

• Both people get the vulnerabilities and weaknesses of the


• Any damage suffered by one is also taken, at half the original

amount, by the other.

• If one of the two is killed, the other must save vs. death at -

20% or lapse into a coma.

Note that this spell can only be used on sentient beings, not

on animals.

Life Drain

Range: 45 feet.

Duration: 1 melee per level of experience.

Damage: Special; see description.

Saving Throw: Standard

P.P.E.: 20

Damage to Caster: 3D6+4

This is identical to the spell in Rifts pg. 178 except the victim

must have an open, bleeding wound for this to take affect.

Level Eight:

Blood Amulet

Range: Holder / wearer of the amulet.

Duration: Exists as long as the medallion is not destroyed.

Saving Throw: None


Damage to Caster: !D6xlO + 20

Enchanting a medallion or charm with mystical properties,

this spell grants one of several benefits. The medallion must be

made of one metal purified by fire or made of semiprecious

stone, and then bathed in the spilled blood of the caster. Pick

one of the following benefits:


• Protection vs. vampires: works like a cross.

• Protection vs. disease: Bonus of+6 to save vs. disease.

• Protection vs. blood magic: Bonus of +6 to save vs. blood

magic spells and effects.

• Protection vs. necromancy: Bonus of +6 to save vs. necromantic

magic and effects.

Blood Ward

Range: Affects any creature activating it.

Duration: Instant

Saving Throw: Standard; spells are base 12, blood wards created

by ritual are 16.

P.P.E.: 80

Damage to Caster: 5D10 + 6

Much like the regular ward spell, this invocation is used for

the protection of items of value, dwellings and as booby traps.

The ward can be cast on a door or window, section of floor, a

cabinet or on a specific item such as a book or statue. When

somebody, other than the he that created it, touches the warded

object, the spell affect is triggered. The following wards can be

created. Each ward invocation will create two separate wards,

the ritual will create three. The object to be warded must be


• Blood Bolt: the person touching the item is hit by a bolt of

blood (as the first level spell) that does 4D4 M.D. or 8D6

S.D. (as appropriate). Dodge vs. 18 to avoid.

• Boil Blood: the person is affected as if by the fifth level spell,

Boil Blood (Advanced) for 4 melees. No open wound required.

• Chill Blood: the person is affected as if by the fifth level

spell, Chill Blood (Advanced) for 4 melees. No open wound


• Blood Trail: the person is affected as if by a Blood Trail

spell, thus allowing the caster to follow him. The duration is

4 days.

• Agony: the person is affected as if by an Agony spell. The effects

last 2 minutes.

• Life Drain: the person is affected as if by a Life Drain spell.

The effects last 2 minutes.

• Heart Attack: the person is affected is if by a Heart Attack

spell. When created, the caster of the Blood Ward spell must

decide whether the effect of the spell will by "Effect 1" or

"Effect 2" (see the Heart Attack spell). For the purposes of

determination, treat the caster as 5th level.

• Vascular Eruption: the person is affected as if by the Vascular

Eruption spell, doing 4D6 S.D. / M.D. to the victim.

Control Vampire (ritual)

Range: Line of sight (including by mystic means).

Duration: 6 hours per level of the caster.

Saving Throw: Special

P.P.E.: 200

Damage to Caster: !D6xlO+15

This ritual causes a contest of wills between the caster and a

vampire. For the spell to work, the caster must be able to see the

target (through visual line of sight or mystic means, electronic

means won't work).

Once the target has been chosen, the battle of minds will be

joined. The vampire is immediately aware of the fact that some


is trying to control him and, if he can see the caster as well,

will also know who it is that is trying to control him.

Once this contest begins, the Vampire must save vs. ritual

magic, with all his normal bonuses to save vs. magic applicable.

However, there are other bonuses and penalties that must be applied;

these are as follows.

• A penalty is applied to the vampire's save equal to the caster's

level, plus any bonus for high M.E. that the caster might

have, as shown on the "Attribute Bonus Table".

• The vampire gets a bonus for high M.E. that he might have,

as shown on the "Attribute Bonus Table".

• If the target is a master vampire, he gets a +2 bonus to save,

if he is a secondary he gets no bonus and if he is a wild vampire,

he suffers a -2 penalty to save.

All commands given to a controlled vampire must be given

directly, either in person or by mystical or telepathic communi


messengers and electronic means will not work.

Also, every 6 hours the vampire is entitled to another attempt

to break free of his new master's control. All the previous bonuses

and penalties apply with the additional penalty of a -2 to

save for every previous time that the vampire has failed the


When the duration runs out, the vampire is once again in con


of itself and, it should be noted, will most likely be none to

happy that he was mind controlled. If the vampire has learned

his master's identity, he will most likely seek vengeance.

NOTE: If the vampire is being controlled by a vampire intelligence,

it will immediately realize that it has lost control of the

vampire (and may send others to investigate).

Create Blood Golem (ritual)

Range: Touch

Duration: Exists until destroyed.

Saving Throw: None

P.P.E.: 600

Damage to Caster: lDlOxlO + 40

First, the caster draws a pentagram in the blood which he

spilled for the required P.P.E., which is spilled by carving the

shape of the golem into his flesh (or that of the blood donor).

Next, he places two rubies, valued at no less than 1,000 cred


each, in the middle of the pentagram, side by side. Now he

places a heart, molded from iron, next to the two rubies. Lastly,

the caster splashes some of his own blood onto the heart and ru


This final

act permanently drains the caster of 4 S.D.C.

When the blood is splashed, the blood of the pentagram starts

to bubble and flow towards the heart and rubies, multiplying in

amount. In a matter of seconds, a creature made of pure blood,

with glowing rubies for eyes and an iron heart buried within its

form begins to rise up.

Spells and psionics designed to work against human physiology

(except other blood magic) are useless against the golem.

This means that charms, sleeps, bio-manipulation, illusions, pa


etc. won't work on it. Turn dead, banishment, negation

and remove curse are likewise useless. Physical attacks and energy

magic (even explosives) hurt the creature but do only 1/2



It cannot speak, read or understand complex commands. It

has no emotions, no fears, and is like a robot waiting for direc


A golem will obey only the person who created it. When

the creator dies, the golem will follow his last command until it

is destroyed.

Blood Golem:

• Horror Factor 16

• I.Q. 6, P.S. 22, Speed 14, Height: 6 to 20 feet.

• 5 attacks per melee, 1D4 M.D. by punch.

• No bonus to parry, dodge or initiative.

• Impervious to most psychic and magic attacks. Magic energy

attacks and normal weapons will do only 1/2 damage.

• Impervious to normal and magical fire.

• M.D.C. 30

• Regenerates completely within 24 hours unless the iron heart

is removed from the body.

Rifts® Dimension Book 4:


¥or Kifts® and Heroes Unlimited".

Written by Kevin Siembieda, based on concepts by Zeleznik.

• Art by John Zeleznik — Johnny Z like you've never seen him.

• 160 pages; $16.95 retail.

Rifts® World Book 17:

Warlords of Russia™

Russia and the Slavic countries are said to be monster-ridden hell-holes.

Perhaps, but the indomitable human spirit has risen from the chaos in the form

of the Warlords of Russia. The Warlords might be described as part barbarian,

part animal and part machine, for it is through the technological sorcery of bionics

that the Warlords and their cyborg hordes dominate the land.

The Warlords of Russia, their armies, politics, plans and enemies

(which includes other Warlords).

• The New Soviet and its background.

• Russian Cyborgs, partial and full conversion.

• Ancient and alien weapons and artifacts.

• Hostile Territories and monstrous enemies.

• Tons of world information and adventure ideas.

• Written by Kevin Siembieda and Kevin E. Krueger.

• Art by Perez, Breaux, Johnson and others.

• 224 pages; $20.95 retail.

Rifts® World Book 18:

The Magic of Russia™

This world book picks up where the last one ends, as we focus on the mystical,

monstrous and demonic aspects of the country and its people — human

and inhuman.

• D-Bees, ancient gods, and monsters.

• Russian magic.

• Gypsies and their secrets.

• A dangerous link to the Americas.

• More world information and adventure ideas.

• Written by Kevin Siembieda and Kevin E. Krueger.

• Art by Perez, Breaux, Johnson and others.

• 160 pages; $16.95 retail.

Coming this Summer for Rifts®

The exact order of releases may vary.

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• Dimension Book: The Grand Paladins™

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Techno-Wizardry as

a Career: Its Value

and Its Cost

By Mark Sumimoto

Techno-wizards by their nature are the most unconventional

of magic users. Why, if one has the potential to shape the world

using sheer force of will, would one confine that power to the

trappings of a physical machine? Why would someone take an

energy source limited only by the power of the mind and build it

into a mechanical device with only a handful of uses? A potential

techno-wizard can easily change his path and elect to be


a Ley Line Walker with the power to channel the primal

force of the ley lines and mold it into an infinity of forms and

structures. But instead they choose the path that will limit them

to harnessing that power through the use of a machine. Why

impose such obvious limitations upon themselves?

When confronted with these questions most techno-wizards

will answer simply: "Because it's fun". Of course, there is much

more to it than that, but if one stops to think about it, being a

techno-wizard (or TW for short) really is fun. Ley Line Walkers

and Shifters must focus and concentrate whenever they want

to summon their powers. They focus their wills to shape reality;

a task that requires a serious mind and attitude, at least during

the casting of the spell. For a techno-wizard to summon a wall

of water, make himself invulnerable to fire, or fly through the

air, usually all he has to do is press a button. To sprout a pair of

wings, he may need only to pull the rip cord on a parachute. To

unleash a ball of fire, he needs only to pull a trigger. Any

number of magical effects can be created by simply adjusting a

few knobs or punching in the right code and spending the required

amount of P.P.E. Toss in the fact that the majority love

parading around in funky aviator gear with crazy-looking crystal

encrusted inventions strapped to them and you have what must

be a fun-loving, off-the-wall kind of guy. Initially, there is a lot

of hard work that must be put into making these devices, but often

the end result is well worth the effort and often cause for a

celebration. Any techno-wizard who puts nine or more months

into building a suit of mystic power armor will undoubtedly

want to go out for a test run to see what his hard work has gotten

him and have a lot of fun doing it.

The casting of a spell is a time consuming task requiring several

seconds to cast a low level spell, while higher level spells

may take half a minute or longer. By contrast, a techno-wizard

device can be activated in an instant. Instead of being able to

cast only one or two spells per melee, a TW can use an item or a

variety of devices two or more times during the melee. The releasing

of a magical effect is done without a lengthy chant to

telegraph the attack or the opportunity for an opponent to break

the mage's concentration. The push of a button or a quick mental

command and expenditure of P.P.E. is often all that is


The more arrogant techno-wizards will trumpet with pride

that their occupation is on the cutting edge of the new era. As

the line between magic and technology becomes more and more

blurred, techno-wizards are right there clouding things up. They

are constantly developing new ways to tweak magic by channeling

it through machinery and improve technology by modifying

it with magic. Many TW devices combine magic and technol


to create a new effect not possible with one alone. Seeing a

vast ship floating silently along a ley line or watching as someone

is struck down by invisible bolts of force is enough to make

many skeptics reconsider the possibility that techno-wizardry

may be the way of the future.

The techno-wizard is also seen as having a very lucrative career.

Another magic-user may attempt to sell his knowledge

through the black market, a guild, or even open his own shop to

sell to paying customers. In all cases, their customers are limited

to schooled magic-users. People without schooling in

magic cannot make use of spell knowledge at all. Most Magi

O.C.C.s won't bother learning spells beyond their current level

of achievement. And even the most experienced Warlocks and

Mystics are unable to learn any spells outside of their own intuitive

knowledge. But techno-wizards can build devices usable

by any mage as well as many psychics. The most experienced

techno-wizards can build devices usable by anyone, although

usually with a limited payload (or, in some rare cases, an indefi


payload). In addition, their background in both magic and

technology means that they are able to evaluate and assess the

condition and value of a wide variety of items and artifacts,

ranging from pre-rifts vehicles to alien magic devices to modern

toaster ovens. This puts them ahead of the game as far as a career

in commerce or a fallback job after retiring from adventur


is concerned.

Techno-wizards are also viewed with a little less trepidation,

by normal people, than other men of magic are. Ley Line Walkers

and Shifters are generally viewed as beings who traffic with

strange forces and demonic creatures, and are always found

working dangerous magic in those cursed, monster-infested

places with the blue light. Mystics are creepy people who can

look into your soul, Warlocks ally themselves with destructive

forces of nature, and Necromancers are the absolute epitome of

evil. But techno-wizards fire pistols to create energy blasts and

ride on wing boards to fly. The intricacies behind TW devices


are over the heads of most people, but seeing other people use

them is easy to comprehend. Normal folks can watch as technowizards

use weapons and tools, instead of manipulating unseen

forces. Of course, some peasants are as afraid of technology as

they are of magic, but the majority are more comfortable seeing

machines perform strange and seemingly impossible feats than

seeing someone create them from thin air.

Well, after pondering all this, the question now becomes:

Why would anyone choose any practice of magic other than that

of the techno-wizard? The ironic truth is that TW abilities lack

two qualities the techno-wizards themselves are often identified

with: versatility and spontaneity. While the TW can make an

incredibly diverse assortment of goods and devices, the devices

themselves are limited in their function. A wizard can cast any

spell available to him in any order he desires at anytime he desires,

with the only limit being the amount of P.P.E. available to

him. A TW can only have a limited amount of equipment with

him at any given time. A high level mage may have a hundred

spells available to him at any given time. A TW of equal power

may only have a dozen or so devices on his person at any one

time. While they are capable of casting any spells they know

without requiring the use of a machine to focus it, they cast

them at half the proficiency of a comparable spell caster. This is

an especially profound disadvantage when combating fully proficient


As for spontaneity, a TW must spend hours, days, weeks,

months or even years to build a working spell-casting device.

True, after the device is built, it can be used over and over

whenever needed. But until then, you'd better just hope that you

won't need it any time soon. Another fact is that a spell caster

can't be caught with his pants down. Ambush him in the shower

and he can always whip up a suit of magic armor or put his assailant

into a trance with a few spoken words. Catch a technowizard

in the shower and he may not be as lucky. Again, they

can cast spells at half proficiency, but they have a psychological

reliance on their equipment. The TW may instinctively run for

his gun or armor before using his magic. Any momentary delay

in this situation may spell the difference between life and death.

Their reliance on machines is also seen as a mark of weakness

by some closed-minded men of magic. This has caused

some friction between techno-wizards and these arrogant mages.

They view techno-wizards as weak techno-junkies who need a

technological crutch to support them. Other times technowizards

are chastised for their not-so-serious attitudes and ridiculous

outfits. But for the most part, they get along well with

other magic-users and this relationship is strengthened by the

fact that TW devices are widely used and accepted by most


The wide availability of users for their devices can occasion


prove to be a drawback as well as an advantage to them.

Bandits, thieves and highwaymen may target techno-wizards because

of their high-priced equipment and magical goodies.

Other mages attract similar attention, but they don't have the

guaranteed payload that techno-wizards have and so are both


less often. Also, many bandits view techno-wizards as

lesser mages and, therefore, easier targets. True, the typical TW

knows less mind controlling magic that subverts the will of others

than Shifters and Ley Line Walkers and their power seems

limited to building little machines. However, a bolt of lightning

fired from a TW lightning blaster is no less devastating than one

summoned from the sky.

Another recent stigma against the techno-wizards originates

with those familiar with the legends of the Palladium world.


Many visitors from that world fear that techno-wizardry is the

first step to the re-discovery of rune magic. With the advent of

the Murder-wraith (undead Juicer) and the Seduced Technowizard

(undead Borg), and other combinations of techno


and Necromancy, the possibility of a re-creation of the

dark days of the Palladium world seems very real. Although,

this is still a long ways away, if it happens at all.

Techno-Wizards: Their Origins

In the beginning of the post-apocalyptic era, when magic was

first rediscovered, more and more men of magic began looking

for ways to maximize its use. New spell incantations were de


and mages began splintering off into specialized areas.

Those who were fascinated by the lines of power that now

crossed the Earth became Ley Line Walkers. The study of the

Rifts and the beings they let into this world became the practice

of the mages known as Shifters. Those blessed with the intui


knowledge of magic became known as Mystics. As elemental

creatures made their presence known, their disciples, the

Warlocks, began to grow in number. Other mages began sal


the relics of their past and began studying the technology

of their ancestors. They studied and repaired the ancient devices

they uncovered and began putting them back together in different

ways. These mages discovered that machines could be re


to emulate magical effects. However, conventional

fuels were not capable of producing the results they desired.

Then they realized that to get the results they wanted, they

needed a power source which was not bound by physical limitations.

Machines, they thought, could be modified to use the

power which now flowed through the Earth, instead of conventional

or nuclear fuels. To them it was simply logical that they,

with their great amount of psychic energy, be the living batteries

for their inventions. They toiled endlessly to perfect their new

craft. New methods and innovations were developed to convert

existing machines to function on magic energy. Later devices

were created which could tap into the endless power of the Ley

Lines themselves. These pioneers were the first techno-wizards.

Most reports claim that techno-wizardry originated in the

once fledgling republic of Lazlo. These reports are backed by

the fact that the city of Lazlo is one of the largest producers of

techno-wizard devices and goods in North America. TW tech


is a commonplace sight of daily life in the city of Lazlo.

These devices are seen in the home, at the workplace, and, especially,

in the military. In fact, the main source of power for

Lazlo city is a Ley Line nexus point tapped by a tremendous

TW generator. Tolkeen and New Lazlo are equally reliant on

techno-wizardry, but neither lay claim to having been its birthplace

(especially true of New Lazlo, which was founded by set


from the first Lazlo). New rumors now circulate that claim

techno-wizardry was actually developed in the Magic Zone and

that early techno-wizards traveled north to Lazlo after they dis


this new craft. Most scholars believe that these rumors

were started by the money-hungry profiteers at Stormspire, the

largest manufacturer of TW weapons and equipment in North

America, to bring in more customers and young techno-wizards

looking for employment. Some supporters of Tolkeen have

started rumors that Techno-wizardry did originate in their nation.

This is a desperate attempt by them to recruit techno


to join their army and weapon factories in preparation

for the upcoming war with the Coalition. Unfortunately for

them, this tactic is not panning out very well, but a handful of

young wild-eyed techno-wizards have been attracted to the possible

chance to be war heroes.

In the years following their early beginnings, some of these

revolutionary mages have branched off and formed new areas of

specialization. Most Techno-wizards still fall into the standard

description listed the

Rifts RPG, but new variants account for

10% of the techno-wizards in North America. Also see the

Ninja TW found in

Rifts Japan. Additionally, techno-wizards

from North America have traveled to other places around the

globe and some of them have taught their craft to students there.


Their Character and Sub-culture

Techno-wizards are as varied in their individual dispositions

as any O.C.C. But as with any career and occupation, they at


certain types of people and personalities. Students of this

craft need a certain mindset. The training itself further molds a

student into a mirror of its forerunners. The mechanics behind

TW devices can escape those who are too rigid in their understanding

of the laws of physics. The skill to make a functioning

magic item from a handful of junk requires patience and imagination.

Hard work is put into the construction of the machine

and the end product is as much the result of blood, sweat and

tears as it is skill and knowledge. That having been said,

techno-wizards are generally characterized as being introverted,

humble, hard-working, and eccentric.

Many of them spend long hours working on their creations

and have little time for social interaction. Others travel the

world with other adventurers and spend most of their time

studying the things they discover and the places they visit. Still

others crave power and devote their lives toward its acquisition.

In all cases, the opportunity for socializing is limited. Most

techno-wizards lack social skills and are somewhat awkward in

group situations. They generally prefer the company of other

techno-wizards, operators, and other mechanics over others. In

these surroundings, they are loose and relaxed. Techno-wizards

who are adventurers are usually much more sociable than their

laboratory brothers and can be the life of the party.

However, among their fellow techno-wizards, they take on a

whole different dynamic. They really open up among other

techno-wizards and enjoy their colleagues' company. They love

to talk shop, give each other helpful hints, and, among close

comrades, even trade building secrets. A few of them seem almost

like Jekyll and Hyde as they are very quiet with others, but

just can't shut up when they're hanging out with their brothers.

Although they usually also get along with other men of magic,

sometimes their differences set them apart. Among scholarly

mages, like Line Walkers and Shifters, a TW may be treated as

an inferior. Set apart due to their unique orientation, many edu


practitioners of magic do not consider techno-wizards to

be true mages. Among intuitive mages, like Mystics and War


techno-wizards have philosophical differences concerning

technology. These factors often lead to their exclusion from

certain guilds. For this reason, techno-wizards prefer to form

their own guilds. TW guilds are strange gatherings that rarely

involve the conspiracy and posturing that plagues other magic


guilds. They have a camaraderie that approaches the brotherhood

that Warlock guilds have. Members trade products and

building designs and can learn new spells. Here techno-wizards

engage in group brainstorming and the development of new de


and gizmos. Together, they have the advantage of different

perspectives and teamwork to over come the obstacles

before them. The techno-wizards of Stormspire are one exam


of a group of techno-wizards who pool their skills and talents

and develop more impressive devices than any one of them

could alone. Unlike other magic guilds, these mages enjoy sharing

their ideas and information and actually function better as a

group. Selfish and evil techno-wizards tend to keep to themselves

in these situations, quietly listening for useful information

and news of discoveries and opportunities. However, most TW

guilds promote teamwork and will eject anyone who is too tightlipped

with their knowledge. Even though a lot of their

achievements are shared between members of the guild, a peck


order is established based on the ingenuity, inventiveness,

creativity, experience, and personal power of the individual

members. Typically the most experienced members are the

leaders of the guild with other factors deciding who the guildmaster


Among some people, the term "humble techno-wizard" may

seem like an oxymoron. How can anyone who can power a machine

with his own personal energy stay humble? Even the

toughest headhunter becomes vulnerable when his E-clips run

out and the strongest Juicer feels a little weak in the knees when

his drug harness runs low. But when the techno-wizard's equipment

runs low, he can power it up with his own potential psychic

energy. Being able to power Mega-damage weaponry with

one's own energy is certainly something to be proud of. But to

other practitioners of magic, being a source of energy is only the

beginning of true power. Manipulating that energy is the secret

to true power. However, it is a secret that techno-wizards aren't

interested in learning. Techno-wizards follow a different path.

Through their devices they can channel their energy into any

number of forms and uses. But ultimately it is the machine that

manipulates the energy, not the TW. This limitation, detrimental

as it may seem, helps to keep them in step with reality. They

say power corrupts, and among archmages this is often proven

true. By contrast, a much lower number of high level techno


succumb to corruption and lose their sanity. In addition,

no matter how brilliant or powerful the TW may be, long

hours and hard work must be put into the construction of his de


and hard work keeps a man humble.

Even among the magic character classes, techno-wizards

stand out as being the strange ones. They build outrageous

looking machines and dress like pre-rifts aviators. The sight of

a TW wearing a gaudy jewel encrusted helmet or clunky oversized

boots is common. Under their shells, TW machines are

often a mess of wires and spare parts that could not function un


other circumstances. Natural gems and crystals are used to

store power and the devices they build do not conform to the

laws of physics as we know it. To fully comprehend them takes

a different perspective. This means that techno-wizards often

do and look at things differently from other people. A TW may

see a bird floating in the sky and think of ways to duplicate its

grace in a wing board. He may see a rainbow and contemplate

ways of containing it in a kaleidoscope. If needed to fix a car,

he may convert the engine to run on telekinetic energy without


asking because that's what he does. He takes different tangents

in philosophical conversations with others, due to his familiarity

with metaphysics, hard science, and the fusion of the two. He

may believe the secrets of life may be discovered by combining

divining magic and a portable stereo. He meditates by focusing

on his heartbeat using a sound amplifier and sleeps on folding

floating cot. This uniqueness is a trait that is valued by their fel


techno-wizards and carried on by each new generation.

In their early days, techno-wizards wore garments similar to

that of other practitioners of magic. A cloak, cape or robe cov


their bodies and concealed their tool belts and gadgets.

However, the robes sometimes got in the way when the TW had

to go for his guns. Also, techno-wizards saw themselves as be


unique among magic users. Robes were seen as common


and boring. They needed something that would set them

apart from other mages. They found it when a well-known TW

explorer discovered the remnants of an aerospace museum and

became infatuated with the garb of early aviators. He took the

outfit home and started wearing it everywhere. It caught on

with the younger techno-wizards in Lazlo. Visiting technowizards

got into it too and soon his discovery spread like wildfire

within the TW community. Goggles, jumpsuits, skullcaps,

jackets, scarves, and leather gloves have become the distinct

trademarks of the techno-wizard. Although it is ridiculed by

some of the more serious-minded practitioners of magic, technowizards

absolutely adore their outfits. They pay top dollar for

authentic pre-rifts aviator gear, which is considered to be high

fashion among techno-wizards. Many armor and clothing

manufacturers take advantage of the techno-wizards aviator fetish

and produce apparel specifically for the TW market.

Understanding the


By Jason Richards

First impressions

When I first started playing Rifts, I found techno-wizardry to

be interesting and at the least really "cool". But, unfortunately

that's where it ended. The O.C.C. never really intrigued me. I

was more interested in the more exciting Cyber-Knights and the

mutants with super abilities. "So what if a lightning rod makes

you Impervious to Energy? It only does 1D6 MD!" It wasn't

until one of my fellow players moved away and the other

shipped off to the Navy that I was left alone with my books and

the Internet. On the Palladium Mailing List, I found a forum

to spew my ideas into.

To have something to contribute, I created some TW

items for fighting Vampires. The ideas grew in my head until I

had a web page and a couple dozen inventions. Now, technowizardry

is my favorite aspect of the game. I ultimately dove

into the life of a techno-wizard and what it must be like. This

was the result.

Some mages are seemingly born with an innate understanding

of rifts and summoning, others live in a sort of harmony

with supernatural forces. Many spend their lives learning vast

numbers of spells while others concentrate on one specialization.

Then there are those who through training, study, and

natural talent can manipulate magic and technology into a com


new genre: techno-wizardry.

The Techno-Wizard as a mage

The definition of a techno-wizard varies with whom you ask.

To the Coalition, it is just another freak in need of pacification.

To most laymen, it is just another bizarre near human that they

both respect and fear at once. The only ones who have a specific

opinion are their fellow masters of the mystic arts.

To a seasoned Ley Line Walker, a techno-wizard is typically

a second-class sorcerer not unlike a stage magician - plenty of

impressive tricks, but nothing more than illusion. They and oth


like them use terms like "magi-techie" and "pseudo-wizard".

Many mages such as Warlocks, Seers, and Mystics consider

themselves, by nature, pure and techno-wizards therefore impure.

A large percentage of these practitioners hold a kind of

grudge against techno-wizards and find their practices and creations

to be abominations. Techno-wizards do, however, find the

occasional ally within the magic community. Temporal Wizards,

Conjurers, Shifters, and other more specialized wizards

don't have the same type of superiority complex that develops

in traditional spell users when they become more experienced

and powerful (though magic in general does tend to lean in that

direction). They don't view the creations of techno-wizards as

mockeries or abominations, but as a legitimate addition to diversify

their magic arsenal. Also, young mages, especially Line

Walkers, tend not to be as high and mighty as their elders and

will readily use TW devices. Many actually will go crazy for

them, much to the disgust of older members of the order.

The Techno-Wizard as an operator

Techno-wizards aren't always crusading adventurers who

roam the wilderness or the 'Burbs looking for excitement. To

some, it is a profession just like being a blacksmith or mechanic.

While some have weapon shops or armories, many others run

simple repair shops, small stores, restaurants, or any other

number of "normal" professions where they use their gifts. One

of the most common jobs is one similar to an Old West blacksmith.

The mage makes simple household repairs, makes tools

and conveniences, and is the technical man or woman of the

town. There have also recently been several TW doctors who,

using their gifts, make lifesaving paramedic equipment.

Though they are in many ways just as adept as Operators,

they are also ostracized by their community. Even those Opera


who have psionic abilities tend to turn a cold shoulder to a

techno-wizard in need of work, viewing them as cheaters or

fakes. Most techno-wizards don't take this rejection as much to

heart as they do from other mages, with whom they most identify


Techno-Wizards as people

What would Freud say about the average techno-wizard?

The stereotypical adventurer wearing outlandish clothing making

weapons of destruction or armor for protection would be an

interesting case study. He would probably find that they were

sexually disturbed, internally angry people who showed their

pent-up emotions through acts of self-glorification. But, what

would the techno-wizard say about himself. He would probably

say that he was independent, but only because he had been cast

out. He would call himself proud, only because the hate of others

had humbled him time and again. He would call himself a

warrior because he secretly longed for inner peace. As a people,

techno-wizards are strong, but defenseless; poor, but rich. In the

end, they are just people. Some are good, some are bad; not un


anyone else. In my guess, if the techno-wizard is ever invited

in by the societies he longs for the most, he will decide not

to stay. He will find he is better off in his own company.

New O.C.C.s


Techno-Wizard O.C.C.

By Jason Richards

Through the past several decades, the magic arts of technowizardry

have developed into many different branches in different

parts of the world or even different regions of North America.

One such tangent was the Combat Techno-Wizard, who

uses his magical and technical abilities to make himself an extremely

capable man-at-arms.

Techno-Wizard Psionic Powers

1. The Combat Techno-Wizard gets the following psionic

abilities: Tele-mechanics, Sixth Sense, Mind Block, and Object


2.1.S.P.: Roll 4D6 plus the character's M.E. number to deter


the base Inner Strength Points. The techno-wizard is con


a minor psionic and gains another 1D4 I.S.P. per each

additional level of experience.

3. Saving throw versus psionic attack: As a minor psionic,

the character needs a 12 or higher to save vs. psionics.


Techno-Wizard Magic Powers

1. Initial Spell Knowledge: In addition to techno-wizard

powers, the character has a solid understanding of spell magic

and how to tap into ley lines and nexus points for additional

P.P.E. The techno-wizard is not the master of spell magic the

Ley Line Walker or Shifter is, but is still pretty capable. It is

not a lack of understanding in magic that limits the techno


spell casting abilities, but his orientation. Consequently,

his spell casting abilities are not the same as other spell

casters. Spell Casting Penalty: All spell ranges, durations,

M.D.C., S.D.C., and damage are half when cast as a spell or ritual

rather than channeled through a TW device.

A combat techno-wizard is primarily interested in those

spells he or she can use in making himself a more formidable

warrior and spends much of his or her time building and modifying

devices to that end.

At level one experience, the character knows the following

spells: Blinding Flash, Fire Bolt, Fire Ball, Call Lightning, En


Bolt, Energy Field, Impervious to Energy, Telekinesis, Armor

of Ithan, Superhuman Strength, and Superhuman Speed.

At third level a total of three additional spells can be selected

from levels 1-4. The combat techno-wizard will be primarily interested

in those spells that will increase his proficiency in combat.

2. Learning new spells. Additional spells may be bought or

learned at any time, regardless of his current level of experience.

The character will never learn summoning or circles.

3. Magic Bonuses. +3 to save versus horror factor. +1 to

save versus magic at levels three, seven, ten, and thirteen. +1 to

spell strength at levels four, eight, and twelve.

4. P.P.E.: Like all men of magic, the combat techno-wizard is

a living battery of mystic energy that he can draw on to create

magic. Permanent Base P.P.E.: 2D4xlO, in addition to the P.E.

attribute number. Add 2D6 P.P.E. per each additional level of

experience. Of course, the mage can also draw P.P.E. from ley

lines, nexus points, and other people when available.

Attribute Requirements:

I.Q. and M.E. of 12 or higher. Other

high physical attributes are suggested, but not required.

O.C.C. Bonuses:

+1D4 to P.P. and P.S., +!D4xlO to S.D.C., +1

strike and parry with TW or other magic weapon (if applicable).

O.C.C. Skills:

Basic Electronics (+10%)

Basic Mechanics (+10%)

Math: Basic (+10%)

Language, 1 additional (+10%)

Read Sensory Equipment (+10%)

Weapon Systems

Pilot, 2 of choice (+10%)

W.P. Energy Pistol

W.P. Energy Rifle

2 other W.P. skills of choice

Hand to Hand: Expert

Hand to Hand: Martial Arts (or Assassin if evil alignment)

can be learned at the cost of one "other" skill.

O.C.C. Related Skills:

Select five other skills. Plus select one

additional at level three, level six, level nine, and level

twelve. Select an additional W.P. at levels four and seven.

All new skills start at level one proficiency.

Communications: Any (+5%)

Domestic: Any

Electrical: Any, but counts as 2 skills

Espionage: Intelligence, Wilderness Survival, and Sniper


Mechanical: Any, but each counts as 2 skills

Medical: First Aid only

Military: Any (+5%)

Physical: Any

Pilot: Any (+5%)

Pilot Related: Any (+5%)

Rogue: Any (+5%)

Science: Math and Chemistry only

Technical: Any (+5%)

W.P.: Any

Wilderness: Any

Secondary Skills:

The character also gets to select five secondary

skills from the list above without the benefit of the bonuses

in parentheses.

Standard Equipment:

work clothes, a set of fatigues, goggles

or sunglasses, multi-optics band, magnifying glass, large and

small flashlight, six signal flares, mini-tool kit, knapsack,

back pack, 1D4 small sacks, one large sack, pocket mirror, a

silver cross, six wooden stakes and a mallet, canteen, binocu


air filter and gas mask, pocket laser distancer, and a

pocket digital disc recorder/player. Current fashion among

combat techno-wizards is military-style fatigues and a few

small tattoos.

Armor can be light or heavy body armor with three magical

enhancements or an exoskeleton with two magical en


The character also starts with a TW vehicle

with two enhancements.

Instead of the above equipment, a combat techno-wizard

may start with a suit of light (less than 300 M.D.C.) power

armor with one techno-wizard enhancement. Please note the

bonuses gained by a psionic using Tele-mechanics in power

armor (see Rifts Sourcebook 1).

Weapons will include a survival knife and three TW



the combat techno-wizard starts with !D4xlOOO in

credit, !D6xlOO in black market items and 2D4xlOOO in

crystals and gems. Combat techno-wizards typically carry

more money than the traditional techno-wizard.


Starts with none and will avoid them at all costs.

Bio-systems will be the priority if prosthetics become necessary.


Texas Slinger O.C.C.

By Mark Sumimoto

The New West is a vast wilderness seen by many Easterners

as the new frontier. Many have traveled to this new land to escape

the tyranny of the Coalition States and the impending conflicts

which will send the East into a turmoil. Others travel west

because of its romantic image and atmosphere of adventure.

The Texas Slingers fall into the latter category.

They started as a small band of adventuring Techno-wizards

who were touring the New West. On their way home to Lazlo,

they stopped to rest in one of the larger frontier towns. There

they witnessed a bank robbery committed by a group of gunslingers.

The local sheriff and deputies rushed to the scene and

pitted their gunfighting skills against these brigands. The

Techno-wizards watched in amazement at the skill and speed of

the gunslingers and the lawmen before they stepped in to aid the

sheriff. The gunslingers were soon rounded up and the sheriff

expressed his gratitude to the travelers by making them honor



After returning home, they talked for days about their experience

and decided that they would form a group of gunfighters.

Although they had the dexterity needed to learn the sharpshooting

skills it would take them years to do so. Instead, they turned

to the skills they already knew and designed equipment that

would enable them to simulate the skills of the gunslinger. After

months of research and testing they were ready. They rode

off to Lone Star and stopped in a known Pecos Raider town.

Once there, they carried themselves like real hardened gunslingers.

It wasn't long before trouble found them. A gang led by a

Wired 'Slinger began hassling the newcomers and threatened

them verbally. Eventually, things got physical. As if by magic,

the visiting techno-wizards sprung into action. The outlaws,

who just seconds earlier saw a group of sissies waiting to be

beaten, were surprised by the display of speed and reflexes before

them. The bandits were run out of town in a matter of minutes

and when the smoke cleared, a young boy asked the men

who they were. They stood silent, still surprised by their own

speed and caught off guard by the question. They needed something

more menacing than TW Slinger. The techno-wizards

looked at each other and began mumbling, "Techno, Tekkie,

Tech-wiz...". Then one of them looked up and said, "Texas".

And so on that day in a small town in Lone Star, the Texas

Slinger was born.

Since then they have taught their skills and designs to a

number of students, whom they have sworn to secrecy so that no

one outside the founders and their students may become Texas

Slingers. Thus, maintaining a level of uniqueness and ensuring

that they be the only true Texas Slingers. Outside of their

equipment, they have only the basic skills with pistols and revolvers.

But using their TW gear, they can fire their guns with

blazing speed and pinpoint accuracy. That coupled with their

other TW equipment makes them as dangerous as the Gunslinger,

Wired Slinger, and even the feared Psi-slinger.

Unlike true gunslingers, Texas Slingers rarely hire themselves

out as hit men. They tend to be adventurers and wellintentioned

bounty hunters. They sometimes become lawmen or

defenders, but are usually wandering nomads in search of adventure

and challenges.

Please note that the Texas Slinger has no sharpshooting skills

or any of the special abilities of the true gunslingers, nor can

they select any. This means that without their gear, they are no

more adept at firing their guns than any other person trained in

standard weapon proficiencies. After a few minutes of fighting,

the Texas Slinger may drain himself of all his P.P.E. and be next

to helpless if his opponents are still standing, especially if those

opponents are professional gunfighters who aren't amused by

the techno-wizards' attempt to replicate their hard earned skills.

See the New

West for more details concerning gunslingers,


gunfighters, and other New West characters, as well as TW revolvers

and weapons.

Texas Slinger Abilities:

1. Psionic Powers:

Same as the standard techno-wizard:

Mind Block, Speed Reading, Total Recall, and Tele-mechanics.

I.S.P is 4D6 plus the M.E. attribute number and an additional

1D4 I.S.P. per each additional level of experience. Considered

to be a minor psionic, the character needs a 12 or higher to save.

2. Magic Powers:

Same limits and penalties as the standard

Techno-wizard, with all spells and rituals cast at half proficiency,

range, duration, damage, etc., unless built into a TW device.

However, their skill in building ley line devices and

adding enchantments to vehicles are not as developed as their

other skills. These conversions require twice the usual P.P.E. if

done by a Texas Slinger. Initial spell knowledge includes:

Globe of Daylight, Energy Bolt, Telekinesis, Teleport: Lesser,

Watchguard, Superhuman Speed, Magical-adrenal Rush, Speed

Weapon and Eyes of the Wolf. No additional spells are gained

at later levels other than new spells which may be learned and/or

purchased as usual. TW Slingers are primarily interested in

spells that may be applied to weapons and speed. Secondary

areas of interests include sensory and camouflage spells.

Special Texas Slinger Equipment:

The Texas Slinger has a

number of items which gives them their unique abilities. The

knowledge of the construction of this equipment is never shared

with anyone outside of their guild, although a competent technowizard

will be able to figure out their devices if he puts his mind

to it.

1. Quick Draw Helmet: This helmet is often designed to

look like a metal cowboy hat with a number of gems and crystals

encrusted in it with a pair of connected goggles and a plate

covering the lower face. It can be charged and will remain in its

passive mode for 24 hours. However, once the wearer enters a

combat situation, the helmet will light up and give it user the reflexes

and speed to simulate a true gunslinger. It activates a

split second before an ambush or surprise attack is sprung, ensuring

that the user has time to react. In addition, the user is

given sharper senses and the ability to use his weapons with

greater speed and accuracy. This device may not be used in ad


to the spell, Magical-adrenal Rush and revolvers and

modern weapons of all sorts cannot be enchanted with the spell,

Speed Weapon.

Initial P.P.E. cost:

250 P.P.E.

Spells needed:

Energy Bolt (5), Eyes of the Wolf (25 P.P.E.),

Watchguard (10), Speed Weapon (100), Superhuman Speed

(10), and Magical-adrenal Rush (45).

Physical Requirements:

A helmet of some sort, usually of

their own design and of Mega-damage construction (25-50

M.D.C.) plus 6 quartz crystals, 1 blue topaz and 1 ruby both

worth 1000 credits each.


4 to 5 pounds, rather hefty.

P.P.E. required to use:

30 P.P.E. to charge the helmet.

Duration of charge:

The helmet will retain its charge for up to

24 hours while in passive mode. Once in its active mode, the

charge will be used up after one minute per level of the user.

Bonuses and Abilities:

+3 to initiative, +1 to strike in hand to

hand combat and with pistols and revolvers of all sorts, +3 to

parry, +4 to dodge, +2 to disarm on a "called" shot, +2 to

save vs. horror factor, two additional attacks per melee while

using pistols and revolvers only, nightvision 120 ft, see the

invisible, and cannot be taken by surprise or ambush as long

as the helmet is charged.

2. Quick Draw Holsters: These holsters allow the Texas

Slinger to draw his weapons without even lifting a finger. The

handguns wait in these holsters until summoned. Upon mental

command and the expenditure of P.P.E., the weapons instantly

appear in the hands of the Texas Slinger. Used in conjunction

with the helmet, the wizard can win any quick draw shoot out.

Initial P.P.E. cost:

60 P.P.E.

Spells Needed:

Teleport: Lesser (15) and energy bolt (5)

Physical Requirements:

A pair of holsters, most prefer leather,

and 2 diamonds worth 500 credits each.

P.P.E. required to use:

10 P.P.E.



Bonuses and Abilities:

Any handgun nestled in the holsters

will instantly appear in the hands of the user with a mental

command and expenditure of P.P.E. When used in the beginning

of the melee round, this gives the user a bonus of +4 on

initiative for that melee only.

Magic Bonuses:

+1 to save vs. horror factor at levels 1, 3, 6 and

10. +1 to save vs. magic at levels 3, 7, 10, and 13. + 1 to

spell strength at levels 4, 8, and 12.

P.P.E.: 2D4xlO plus the P.E. attribute number. Add 2D6 P.P.E.

at each additional level of experience and the mage can draw

additional P.P.E. from other people, ley lines and nexus


Texas Slinger

Also known as:

TW Slinger, Tech-whiz Slinger and Slinger

Wannabees, usually called the latter by real gunslingers and


Alignment Restrictions:

None, but most are good or selfish.

Quite a contrast from their non-magical models, but then

again these mages are more like gunslinger wannabees than

the actual weapon masters.

Attribute Requirements:

I.Q. 12, M.E. 12 and P.P. 12 or

higher. A higher P.P. is suggested, but not really needed

since most of their speed is derived from their equipment.

Race Restrictions:

None, except for races without magical aptitude,

but most (90%) are human. This is a relatively new

O.C.C. and hasn't had much opportunity to spread to a variety

of races.

Player Character Note:

These magic-users are much more

relaxed and fun-loving than their mundane counterparts. Most

enjoy pitting their magical equipment against the skills of the

real deals. These false gunfighters tend to be dramatic and a little

goofy, especially compared to the grizzled veteran killers and

professional assassins. Their thrill-seeking attitude and pre


that they can match hard work and natural aptitude

with fancy gizmos make them the targets of humorless gunslingers

and gunfighters, which oddly enough is welcome by Texas

Slingers eager to test themselves.



Languages: American 90% and two of choice (one is usually

Spanish) at+15%

Literacy: One of choice (+10%)

Radio: Basic (+5%)

Math: Basic (+10%)

Armorer (+15%)


Basic Electronics (+15%)

Computer Operation (+5%)

Land Navigation (+10%)

Horsemanship: General (+5%)

W.P. Energy Pistol

W.P. Revolver

Hand to hand combat: Basic; may be upgraded to expert at

the cost of one "other" skill or to martial arts (or assassin, if

evil) at the cost of two "other" skills

O.C.C. Related Skills:

Select six skills at level one, plus one

additional skill at levels 3, 5, 7, 9, 12 and 15.

Communications: Any (+5%)

Cowboy: None

Domestic: Any

Electrical: Any, but each skill counts as two skill selections

Espionage: Any (+5%)

Mechanical: Any, but each skill counts as two skill selections

Medical: First aid only

Military: Any

Physical: Any, except Boxing, Wrestling and Acrobatics

Piloting: Any

Pilot Related: Any

Rogue: Any (+5%)

Science: Any (+5%)

Technical: Any (+5%)

Weapon Proficiencies: Any

Wilderness: Any (+5%)

Secondary Skills:

Select two secondary skills at level one, plus

one additional at levels, 2, 6, 10, and 14 from those listed excluding

those marked "None". These are additional areas of

knowledge that do not get the advantage of the bonus listed

in parentheses. All secondary skills start at the base skill


Standard Equipment:

Sunglasses, two sets of western style apparel,

cowboy boots and spurs, leather gloves, survival kit,

silver cross, six wooden stakes and mallet, canteen, ah" filter

and gas mask, pocket laser distancer, FDD recorder/player,

and a handheld computer, in addition to the special equipment

listed previously.

Light M.D.C. body armor, usually one of the light styles

listed in the New

West that has two techno-wizard additions,

excluding Invisibility: Superior, Giant, Magical-adrenal

Rush, and Invincible Armor. Impervious to energy, Armor

of Ithan, Armor Bizarre, Invulnerability, and Superhuman

Speed are common selections. Magical-adrenal Rush cannot

be used in addition to the Quick Draw helmet.

Weapons include a survival knife and two TW handguns

of choice. See New

West for TW revolvers and other equipment,

as well as the gunslingers and gunfighters this O.C.C.

is based on.

Starts with one wing board or tree trimmer and one other

vehicle of choice. Available vehicles include living horses,

motorcycles, hovercycles, dune buggies, and other hovercraft.

They covet robot horses, bionic horses and, especially

the majestic Techno-wizard Glittermount, but they are not

available initially.


Starts with !D4xlOO in credits, 1D6 X 1000 in black

market items, and !D6xlOOO in crystals and gems.


Starts with none and will avoid them, except for

medical reasons.


Aviator O.C.C.

By Mark Sumimoto

These variants of the classic Techno-wizard are growing in

popularity at incredible rapidity, due to the Techno-wizards fascination

with aviator gear. The TW Aviator specializes in the

areas of building and piloting aircraft and flying machines.

When they step out of their Ley Line flyers with their scarves

flapping in the wind, they feel a certain pride in knowing that

they are true aviators worthy of the jackets they wear. This

causes some envy and resentment from 'standard' technowizards

who feel that they are no less worthy of the fashionable

gear than some elitist snobs who wouldn't know the difference

between a pickup truck and a tank (this is an exaggeration, but

not far off the mark since most TW aviators don't know auto

mechanics and don't care). But for the most part, regular

techno-wizards and Aviators get along well and rarely engage in

anything more fierce than friendly rivalry and sarcastic exchanges.

Many TW Aviators earn their living by repairing, modifying,

and converting aircraft of all sorts, transporting packages and

parcels for paying customers, especially other mages, perform


in aerial shows for carnivals, and as adventurers or explorers

into uncharted territories. Some leam aircraft fighter skills and

hire themselves out as combat pilots. These TW Aviator fighter

pilots will be in high demand during the Coalition siege on


While they specialize in the building and flying of aircraft,

they are familiar with all the other techno-wizard construction

and conversion processes. Their knowledge of weapon and land

vehicle conversions is the same as the standard conversions

listed in the Rifts RPG but at twice the P.P.E. cost. Where they

excel is in ley line aerial vehicle conversions which they can

perform in half the listed time and at half the P.P.E. cost. All

other abilities are available as normal.

TW Aviator O.C.C. Abilities:

1. Psionic Powers:

Same as the standard techno-wizard:

Mind Block, Speed Reading, Total Recall, and Tele-mechanics.

I.S.P is 4D6 plus the M.E. attribute number and an additional

1D4 I.S.P. per each additional level of experience. Considered

to be a minor psionic, the character needs a 12 or higher to save.

2. Magic Powers:

Same limits and penalties as the standard

techno-wizard, with all spells and rituals cast at half proficiency,

range, duration, damage, etc., unless built into a TW device. In

addition, they perform ley line aircraft conversions at half the

P.P.E. cost and in half the time, but require twice the P.P.E. for

weapon and vehicle conversions. Initial spell knowledge in


Energy Bolt, Energy Field, Fingers of the Wind, Fly, Fly

as the Eagle, Globe of Daylight, Levitation, Telekinesis, and

Wind Rush. Select three additional spells at level three from

magic levels 1-4. New spells may be learned and/or purchased

as usual. TW Aviators are primarily interested in spells that

may be applied to flying machines, such as air, wind, and flying

spells. Secondary areas of interest include spells which can be

added as magical features to vehicles and sensory spells for sen


and navigational equipment.


Special Aviator Training:

Pilot ley line vehicles at 80% + 2%

per level of experience or add 10% to the base skill of any

other ley line flyer or magic aircraft.

Magic Bonuses:

+1 to save vs. horror factor at levels 1, 4, and

9. +1 to save vs. magic at levels 3, 7, 10, and 13. + 1 to spell

strength at levels 5 and 11.

P.P.E.: 2D4xlO + 8 plus the P.E. attribute number. Add 2D6

P.P.E. at each additional level of experience and the mage

can draw additional P.P.E. from other people and especially

ley lines and nexus points.

Techno-Wizard Aviator

Alignment Restrictions:

None, but entertainers, couriers and

adventurers are usually good or selfish. Combat pilots range

from good to evil.

Also known as:

TW Aviator, TW Flyboy, or simply "Aviators".

Attribute Requirements:

I.Q. 12, M.E. 12, P.E. 12 or higher.

A high P.P. is suggested, but not required.

Race Restrictions:

No restrictions, except for those races without

magical aptitude, although most (80%) are human.

Player Character Note:

TW Aviators tend to be wild-eyed

thrill-seekers who love the feel of the wind in their hair and the

sight of the ground far below them. Most love the adventure of

flying over unknown territory and performing dangerous aerial

maneuvers. They enjoy performing death-defying aerial feats

and weaving in between canyon walls, alien forests, and enemy


O.C.C. Skills:

Languages: American 90% and two additional languages at


Literacy: One of choice (usually American, at +10%)

Radio: Basic (+15%)

Carpentry (+15%)

Computer Operation (+5%)

Basic Electronics (+10%)

Aircraft Mechanics (+15%)

Read Sensory Equipment (+10%)

Navigation (+10%)

Weapons Systems (+5%)

Math: Basic (+20%)

Pilot: Aircraft (+20%)

Hand to hand combat may be selected as an "other" skill.

Basic counts as one skill selection, expert counts as two selections,

and martial arts (or assassin, if evil) counts as three.

O.C.C. Related Skills:

Select seven skills at level one, plus one

additional skill at levels 3, 5, 7, 9, 11 and 14.

Communications: Any (+5%)

Cowboy: None

Domestic: Any

Electrical: Any, but each skill counts as two skill selections.

Espionage: Wilderness Survival only

Mechanical: Any, but each skill counts as two skill selections.


Medical: First Aid or Paramedic only

Military: Any

Physical: Any, except Boxing, Wrestling, or Acrobatics

(+10% to the rappelling half of the climb skill)

Piloting: Any (+15% to any aircraft only)

Pilot Related: Any (+10% to Parachuting)

Rogue: Any

Science: Any (+5%, +10% to Astronomy)

Technical: Any (+5%)

Weapon Proficiencies: Any

Wilderness: Any

Secondary Skills:

Select three secondary skills at level one,

plus one additional at levels 4, 8, and 12 from those listed excluding

those marked "None". These are additional areas of

knowledge that do not get the advantage of the bonus listed

in parentheses. All secondary skills start at the base skill


Standard Equipment:

One set of work clothes and one set of

nice clothing, pilot's jumpsuit and flight jacket, work boots,

aviator headgear and goggles, white scarf, sunglasses, minitool

kit, six signal flares, gas mask and air filter, multi-optics

band, FDD recorder/player, and a hand-held computer.

Body armor can be any light style with one techno-wizard

feature, excluding Impervious to Energy, Invisibility: Superior,

Giant, Magical-adrenal Rush, and Invincible Armor.

Most commonly chosen features are breathe without air, levitation,

and impervious to fire.

Weapons will be light and easily stored in a pilot's compartment.

Starts with a survival knife and one TW converted

pistol and rifle or second pistol of choice.

Vehicles include one wing board or tree trimmer and one

TK-flyer or small to medium sky boat with two additional

TW features of choice, excluding impervious to energy.


Starts with 2D4xlOO in credits, 3D6 X 10 in black market

items, and 2D6xlOOO in crystals and gems.


Starts with none and will avoid getting any, except

for medical reasons

Techno-Wizard Gun

became top priority. New spell incantations were developed

and more dangerous monsters were discovered. Likewise, the

techno-wizards tweaked their inventions and increased their

firepower. A small group of these techno-wizards became convinced

that heavy firepower was the means by which they

Bunny O.C.C.

By Mark Sumimoto

If you wish to keep your teeth, never call these Tactical

Weapon Specialists, "Gun Bunnies". However, if there are

none around, go ahead. Everyone else does. The TW Gun

Bunny is a builder and user of heavy artillery. They formed in

the battle zones between Tolkeen and Chi-town. Against power

armor and robot vehicles of the Coalition, Shifters unleashed

their demons and monsters. Line Walkers protected themselves

and their allies with magic force fields and launched counterattacks

using energy spells and mental manipulation. Warlocks

used the forces of nature and raging Elementals to trample en


troops. Mystics tended to the injured and constructed

strategies after foreseeing the enemies movements. Technowizards

fought using their weapons and vehicles. In the small

conflicts surrounding Tolkeen, this was enough to give them the

upper hand. But after the Coalition unveiled its new and improved

military, development of better magic and bigger guns


would defend themselves and defeat the Coalition. They call

themselves TW Tactical Weapon Specialists or TW-TWS for


However, this name was too long and its acronym too strange

for most people. Then as a group of TW TWS were walking

into the battle zones in full battle gear, someone remembered a

pre-rifts slang for people who draped themselves in weapons.

Thus, the term "Gun Bunny" was reintroduced to the world.

The more militant of this group will steam up and deliver a serious

warning to anyone who uses the term, followed by a barrage

of energy blasts, if the offender does not comply. The majority,

for the most part, takes the name in stride. However, they will

raise their weapons if the joke is pushed too far.

These techno-wizards are warriors and weaponsmiths who

believe in the value of walking quietly and carrying a big gun.

Rifles and portable cannons are their weapons of choice, the

bigger the better. For hand to hand combat only swords, hammers,

and maces are big enough. Pistols and knives are seen as

useful back-up weapons only. Hiding is an option only in preparing

an ambush and surrender is never an option at all. These

are gung-ho soldiers who love the feel of a big gun in their arms

and the sound of the enemy running in defeat. A TW Gun

Bunny feels most comfortable in the presence of other warriors,

be they dependant on technology, magic, or brute strength. He

respects Borgs, Juicers, Headhunters, Bounty Hunters, and espe


Glitter Boy pilots. They love Glitter Boy power armor

and most would love to get their hands on one so they can juice

it up with enchantments and have that sonic boom announce

their presence in battle.

Among techno-wizards of other orientations, they act macho

and tough. They point out the power of their guns and talk

down to their wing board flying brothers. In retaliation, the

other techno-wizards use the "G" word and ask if they have read

the works of Sigmund Freud. This leads to brawls and fist

fights, but only rarely have weapons been drawn. However,

these fights are mostly of the harmless bar brawl type and afterwards

both sides recognize the validity of the other and go their

separate ways.

1. Psionic Powers:

Same as the standard Techno-wizard:

Mind Block, Speed Reading, Total Recall, and Tele-mechanics.

I.S.P is 4D6 plus the M.E. attribute number and an additional

1D4 I.S.P. per each additional level of experience. Considered

to be a minor psionic, the character needs a 12 or higher to save.

2. Magic Powers:

Same limits and penalties as the standard

Techno-wizard, with all spells and rituals cast at half proficiency,

range, duration, damage, etc., unless built into a TW device.

Their orientation is towards weapons, armor, and vehicles

which they can build and modify in half the time. All other con


take twice as long. Initial spell knowledge includes

Globe of Daylight, Energy Bolt, Power Bolt, Fire Bolt, Call

Lightning, Fire Gout, Superhuman Strength, Telekinesis, Energy

Field, and Impervious to Energy: Gains the spells: Subparticle

Acceleration, Lightning Arc, and one of choice from

magic levels 1-6 at level three. New spells may be learned

and/or purchased as usual. TW are primarily interested in energy

spells and defensive magic. Secondary areas of interests

include travel and camouflage magic.

Magic Bonuses:

+1 to save vs. horror factor at levels 1, 4,

8,and 12. +1 to save vs. magic at levels 3, 8, and 13. +1 to spell

strength at levels 5 and 11.

P.P.E.: 2D4xlO+8 plus the P.E. attribute number. Add 2D6

P.P.E. at each additional level of experience and the mage can

craw additional P.P.E. from other people and ley lines and

nexus points.

Techno-Wizard Gun Bunny

Also known as:

TW Tactical Weapons Specialist (their chosen

name), TW Gun Nut, and "the walking arsenal"

Alignment Restrictions:

Most are unprincipled or anarchist.

They view the collateral damage caused by their overkill

weapons as a consequence of war and their weapons deliver a

lot of it. Good aligned characters may be constrained in

combat situations when innocent bystanders are around. Aberrant

aligned characters will also be obliged to hold their fire

around bystanders, unless they believe the entire community

to be guilty of a crime. Evil characters may view bystanders

as innocent, but don't care.

Attribute Requirements:

I.Q. 12, M.E. 12, P.P. 10, and P.E.

10 or higher. The higher the better where P.P. and P.E. are

concerned and a high P.S. is recommended, but not required.

Race Restrictions:

None, except for races without magical potential.

Most are human (80%) with some ogres, elves and

other D-Bee races.

Player Character Note:

The typical TW Gun Bunny is a

macho, tough-guy with tendency to spit and use crude language.

Most are eager and willing to jump into battle and prove themselves

and their equipment. The sounds of battle gets his pulse

going and the triumph over an opponent is the greatest of

achievements. However, experienced Gun Bunnies who have

seen the consequences of war know that victory often comes at

great cost. They will be more careful with the use of heavy

weapons and may only use them for heavy combat. Young and

ignorant Gun Bunnies see this as a sign of aging and may consider

the veteran to be past his prime. These young soldiers will

eventually experience for themselves the trials their forerunners

have, if they survive that long.

O.C.C. Skills:

Language: American at 90% plus two of choice at +15%

Literacy: One of choice (+10%)

Radio: Basic (+10%)

Math: Basic (+20%)

Computer Operation (+5%)

Basic Electronics (+15%)

Armorer (+20%)

Weapon Systems (+10%)

W.P. Energy Rifle

W.P. Heavy Energy Weapons

W.P. two of choice

Hand to hand combat: Basic; can be upgraded to Expert at

the cost of one "other" skill selection or Martial Arts at the

cost of two.

O.C.C. Related Skills:

Select six skills at level one, plus one

additional skill at levels 2, 4, 6, 8, 11, and 14.

Communications: Any (+5%)

Cowboy: None

Domestic: Any

Electrical: Any, but each skill counts as two skill selections.

Espionage: Any

Mechanical: Any, but each skill counts as two skill selections.


Medical: First Aid or Paramedic only

Military: Any (+10%)

Physical: Any, except Wrestling and Acrobatics

Piloting: Any (+10%)

Pilot Related: Any (+5%)

Rogue: Any

Science: Any

Technical: Any (+5%)

Weapon Proficiencies: Any

Wilderness: Any (+5%)

Secondary Skills:

Select two secondary skills at level one, plus

one additional at levels 3, 6, and 10 from those listed excluding

those marked "None". These are additional areas of

knowledge that do not get the advantage of the bonus listed

in parentheses. All secondary skills start at the base skill


Standard Equipment:

A set of combat fatigues, a set of casual

clothes, sunglasses, multi-optic band, pocket flashlight, large

flashlight, six signal flares, mini-tool kit, a backpack, four

large sacks, canteen, binoculars, air filter and gas mask,

pocket laser distancer, FDD recorder/player for recording the

war journal, and a hand-held computer.

Medium to heavy M.D.C. armor with two TW features of

choice, excluding Invisibility: Superior, Magical Adrenal

Rush, Giant, and Invincible Armor. Most common features

are Armor of Ithan, Armor Bizarre, Impervious to Energy,

Invulnerability, and Superhuman Strength. Magical-adrenal

Rush and Invincible Armor are often added later.

Weapons include a survival knife, three TW energy weapons

of choice, and one TW ancient style weapon. Remem


the bigger the better.

Starts with one TW converted vehicle of choice with one

magic feature, excluding Invisibility: Superior. Most Gun

Bunnies like heavy ground vehicles like ATVs, tanks, trucks,

hovercraft, etc.


!D6xlOO credits, 1D4 X 1000 in black market items,

and 2D4xlOOO in crystals and gems.


None to start and will avoid getting any, except

for medical reasons.


Thief O.C.C.

By Jason Richards

Through the past several decades, the magic arts of technowizardry

have developed into many different branches in differ


parts of the world or even different regions of North Amer


One such tangent was the Techno-Wizard Thief, who uses

his magical and technical abilities to make himself an extremely

capable rogue, scoundrel, and city rat. He is the scourge of the

magic society and is very proud of it.

Techno-Wizard Psionic Powers

1. The Techno-Wizard Thief gets the following psionic abili


Tele-mechanics, Presence Sense, Mind Block, and Alter


2.1.S.P.: Roll 4D6 plus the character's M.E. number to determine

the base Inner Strength Points. The techno-wizard is considered

a minor psionic and gains another 1D4 I.S.P. per each

additional level of experience.

3. Saving throw versus psionic attack: As a minor psionic,

the character needs a 12 or higher to save vs. psionics.

Techno-Wizard Magic Powers

1. Initial Spell Knowledge: In addition to techno-wizard

powers, the character has a solid understanding of spell magic

and how to tap into ley lines and nexus points for additional

P.P.E. The techno-wizard is not the master of spell magic the

Ley Line Walker and Shifter are, but is still pretty capable. It is

not a lack of understanding in magic that limits the technowizard's

spell casting abilities, but his orientation. Consequently,

his spell casting abilities are not the same as other spell

casters. Spell Casting Penalty: All spell ranges, durations,

M.D.C., S.D.C., and damage are half when cast as a spell or rit


rather than channeled through a TW device.

A techno-wizard thief is primarily interested in those spells

he or she can use in making himself a more formidable thief and

spends much of his or her time building and modifying devices

to that end.

At level one experience, the character knows the following

spells: Blinding Flash, Fire Bolt, Concealment, Call Lightning,

Energy Bolt, Energy Field, Impervious to Energy, Telekinesis,

Invisibility: Simple, Energy Disruption, and Escape.

At third level a total of three additional spells can be selected

from levels 1-4. The techno-wizard thief will be primarily interested

in those spells that will increase his proficiency in stealth

and cunning.

2. Learning new spells. Additional spells may be bought or

learned at any time, regardless of his current level of experience.

The character will never learn summoning or circles.

3. Magic Bonuses. +2 to save versus horror factor. +1 to

save versus magic at levels three, seven, ten, and thirteen. +1 to

spell strength at levels four, eight, and twelve.

4. P.P.E.: Like all men of magic, the techno-wizard thief is a

living battery of mystic energy that he can draw on to create

magic. Permanent Base P.P.E.: 2D4xlO, in addition to the P.E.

attribute number. Add 2D6 P.P.E. per each additional level of

experience. Of course, the mage can also draw P.P.E. from ley

lines, nexus points, and other people when available.

Alignment Restrictions:

Selfish or evil only

Attribute Requirements:

I.Q., M.E. and P.P of 11 or higher

O.C.C. Bonuses:

+1D4 to P.P. and M.A., +10 to S.D.C.

O.C.C. Skills:

Basic Electronics (+5%)

Basic Mechanics (+5%)

Language, 1 additional (+5%)

Pilot, 1 of choice (+10%)

Pick Pockets (+15%)

Pick Locks (+10%)

Concealment (+15%)

Prowl (+10%)

Hand to Hand must be learned as a separate skill. Basic

costs one other skill, Expert two, and Martial Arts or Assas



O.C.C. Related Skills:

Select ten other skills, but at least three

must be espionage or rogue. Plus select one additional at

level three, level six, level nine, and level twelve.


Communications: Any (+5%)

Domestic: Any

Electrical: Any except Robot Electronics, each counts as 2


Espionage: Any except Sniper, (+10%)

Mechanical: Any except Robot Mechanics or Weapons Engineer,

each counts as 2 skills

Medical: First Aid and Criminal Sciences only

Military: Any except Armorer and Nuclear, Biological and

Chemical Warfare

Physical: Any except Acrobatics and Wrestling

Pilot: Any (+5%)

Pilot Related: Any (+5%)

Rogue: Any (+10%)

Science: Math only

Technical: Any

W.P.: Any

Wilderness: Any (+5%)

Secondary Skills:

The character also gets to select five secondary

skills from the list above without the benefit of the bonuses

in parentheses.

Standard Equipment:

work clothes, a set of fatigues, goggles

or sunglasses, multi-optics band, magnifying glass, large and

small flashlights, six signal flares, mini-tool kit, knapsack,

back pack, 1D4 small sacks, one large sack, pocket mirror, a

silver cross, six wooden stakes and a mallet, canteen, binoculars,

air filter and gas mask, pocket laser distancer, a pocket

digital disc recorder/player and both a video and still-frame

camera. Current fashion among techno-wizard thieves is

leather jackets and body piercing, much like the city rat.

Armor can be light with two TW enhancements. The

character also starts with a light TW vehicle (usually a motorcycle

or dune buggy) with two enhancements.

Weapons will include a survival knife and two TW weapons.

The character will also have several TW espionage devices

of his design.


the techno-wizard thief starts with 2D4xlOOO in credit,

!D6xlOO in black market items and !D4xlOOO in crystals

and gems. TW thieves tend to hoard their money.


Starts with none and will avoid them at all costs.

Bio-systems will be the priority if prosthetics become necessary.

Techno-Wizard Vamp

Hunter O.C.C.______

By Mark Sumimoto

Undead monsters roam the plains of Mexico. They are vulnerable

only to a handful of substances. These creatures are

vampires and in the dark of night they dominate the wastelands

of Mexico and the southern plains of North America. Water and

wood are their most common weaknesses. Water and wood are

also two very scarce commodities in the dry arid desert that

these monsters call home. That is their most powerful defense

against the forces of man. Many settlements have drained their

drinking water supply to keep these monsters away from their

homes. Many townsfolk have torn down their homes and left

themselves vulnerable to the elements to make weapons capable

of defending against the vampires. But when all their resources

are depleted, then they are powerless and helpless to stop the encroaching

vampire pestilence. It takes magic to keep the water

and wood from running out. Only supernatural power can summon

a life-giving and undead-killing rainstorm during the dry

season of a desert. This is where the TW Vamp Hunter comes


They originated in the civilized areas of Mexico. Vampire

hunters and resistance fighters struggled to distribute their limited

resources without leaving themselves vulnerable to future

raids. A well can only contain so much water and sometimes

hard choices had to be made between defense against the supernatural

and survival against the elements. Only one thing could

alleviate these concerns and keep them from depleting their

natural resources: Magic. Warlocks and mages of all types are

actively recruited by vampire hunting teams for the express purpose

of magically replenishing used resources as well as lending

their formidable powers in combat. In time, these groups realized

that Techno-wizards were especially useful. Any master of

magic with the right knowledge can create wooden stakes or a

stream of water from thin air, but only the Techno-wizard can

instill these abilities in a device which can be used by others.

TW vampire weapons have long been known to be more effective

and powerful than comparable mundane weapons. Moreover,

these devices can release their payload with every pull of

the trigger, as opposed to a spell which must be recast every

time it is to be used. Techno-wizards affiliated with the vampire

hunting organizations Reid's Rangers and the Children of Quetzalcoatl,

were the first to begin training their students specifically

with the spell knowledge and skills needed to build

vampire killing devices. These students received further training

in vampire lore and hand to hand combat from the seasoned

warriors in the camp. This new breed of techno-wizards was

first named by Doc Reid, the leader of Reid's Rangers, as TW

Vamp Hunters. Now they are counted among Undead Slayers

and Psi-stalkers as the best vampire hunters around.

In the land of Mexico, the TW Vamp Hunter is a blessing.

They have learned that everything there is to know about their

foe and they are familiar with their every weak point. Armed

with water pistols and wood-firing rail guns these courageous

men and women charge headlong into the undying hordes. They

also spend a lot of time building weapons for other brave souls

to use. Although they specialize in fighting vampires, TW

Vamp Hunters must be skilled and armed for dealing with all

types of opponents. Most of the vampire civilizations rely on

allies to handle opponents who are well-prepared for the vampires'

strange invulnerability. This means that the Vamp Hunter

must be ready to handle opponents ranging from supernatural

demons to mind-controlled headhunters. The majority of TW

Vamp Hunters are members of Reid's Rangers or The Children

of Quetzalcoatl, but a number travel in small groups or with

other adventurers throughout Mexico and other parts of North

and South America, especially the latter. A few have even traveled

to other lands in search of other areas of infestation and future

trouble spots. See Rifts

Vampire Kingdoms for details

concerning vampires, their weaknesses, and Reid's Rangers and


Conversion Book Two: Pantheons of the Megaverse for

details concerning the Children of Quetzalcoatl.


1. Psionic Powers:

Same as the standard techno-wizard:

Mind Block, Speed Reading, Total Recall, and Tele-mechanics.

T.S.P is 6D6 plus the M.E. attribute number and an additional

1D4 IJS.P. per each additional level of experience. Considered

to be a minor psionic, the character needs a 12 or higher to save.

They use mind block extensively while fighting vampires to

protect themselves from their hypnotic powers.

2. Magic Powers:

Same limits and penalties as the standard

techno-wizard, with all spells and rituals cast at half proficiency,

range, duration, damage, etc., unless built into a TW device.

Initial spell knowledge includes: Globe of Daylight, Energy

Bolt, Energy Field, Telekinesis, Create Wood, Create Water, Ignite

Fire, Fuel Flame, Lifeblast, Sense Evil, and Sense Magic.

At level three he learns the spells: Repel Animals, Lightblade

and one of choice from magic levels 1-4. New spells may be

learned and/or purchased as usual. TW Vamp Hunters are pri


interested in spells that may be applied to the construction

of vampire slaying weapons, such as Summon Rain,

Summon Storm, Dessicate the Supernatural, etc. Secondary areas

of interests include energy spells and defensive magic.

Magic Bonuses:

+1 to save vs. horror factor at levels 1, 3, 6, 9

and 12. +1 to save vs. magic at levels 3, 7, 10, and 13. + 1

to spell strength at levels 5 and 11.

P.P.E.: 2D4xlO plus the P.E. attribute number. Add 2D6 P.P.E.

at each additional level of experience and the mage can draw

additional P.P.E. from other people and ley lines and nexus


Special Vampire fighting equipment:

The knowledge of

building these devices is widely taught (unlike the equipment of

the TW Slingers, who like to keep their secrets to themselves)

and is available to any TW.

1. The Vampire Cross:

Any cross or holy symbol can be

used as a ward and a weapon against vampires. The TW Vampire

Cross is imbued with magic properties, which allows it to

turn blood red when a vampire conies within 12 feet of it. See

page 31 in Rifts

Vampire Kingdoms for more details.

Initial P.P.E. cost:

120 (cost is relatively high because the

magic is constantly in effect).

Spells needed:

Sense Evil (2) and Sense Magic (4)

Physical Requirements: A medium size silver plated cross is

all that is needed, although more ornate and decorated pieces

will have a stylish design to it or be studded with gems.

Weight: Varies with style and design, usually less than a few



to use: None, constantly in effect


The touch of the cross or its shadow will inflict 2D6

hit point damage to vampires and it will immobilize them for

one melee, if they fail to save vs. horror factor 18.

Time to build:

4D4 hours

Cost: Starts at 10,000 credits and goes up with the detail and

styling of the piece.

2. TW Water Blasters:

These TW weapons are far more

effective than conventional water guns. They have the advan


of greater range (150-600 ft vs. 30-150 ft for conventional

guns), greater payload, lightweight (due to the water appearing

magically, rather than being stored in the weapon reservoir), and

easy to refill (with a thought, rather than filling the reservoir).

See page 31 in Rifts

Vampire Kingdoms for more details.

Initial P.P.E. Cost:

20 for plastic pistols, 25 for metal pistols,

40 for pump pistols or sawed-off shotgun styles, 50 for full


60 for rifles, 75 for rifle and grenade launchers,

100 for bazookas, and 200 for cannons.

Spells needed:

Create Water (15), Telekinesis (8), and Energy

Field (10)

Physical Requirements.

The appropriate style weapon casing,

which may be taken from any modern weapon, including en


weapons, and a quartz crystal large enough to replace

the chamber of the weapon costing anywhere from 100 to

1000 credits.


6 ounces to 11 Ibs., depending on the size and construction

of the weapon.

P.P.E. required to charge:

10 P.P.E. or 201.S.P.


40 blasts for pistols to rifles, 20 blasts for the grenade

launcher, bazooka, and cannon


150 ft for plastic pistols, 200 ft for metal and pump pistols,

300 ft for shotguns and cannons, and 600 ft for rifles,

grenade launchers, and bazookas.


Minimal damage to non-vampires, against vampires

the damage is 2D6 for pistols, 4D6 for pump pistols and ri


5D6 for full shotguns, !D4xlO for grenade launchers,

2D4xlO for bazookas, and 3D6xlO for cannons. Damage

varies against other creatures vulnerable to water.

Time to build:

Varies between 2 hours and 50 hours.

Cost: 6000 credits for plastic pistols, 10,000 for metal pistols,

20,000 for pump pistols, 25,000 for shotguns, 40,000 for ri


60,000 for grenade launchers, 70,000 for bazookas, and

150,000 for cannons.

3. Water Field:

This device is designed in the classic zany

style of the Techno-wizard. It resembles a small backpack that,

when activated, releases an umbrella-like framework of tubes up

from its compartment. From this framework, water sprays

around the user. This water, which also hits the user if the wind

is right or if the user is running quickly, forces vampires at bay

or they suffer the consequences. See page 32 of Rifts



for more details.

Initial P.P.E. Cost:

60 P.P.E.

Spells needed:

Create Water (15), Telekinesis (8), and Energy

Field (10)

Physical Requirements:

A small backpack, the tube framework,

and a quartz crystal

Weight: 5 Ibs.

P.P.E. to use:

10 P.P.E. or 20 I.S.P.


Shower lasts five minutes


2 ft around the user.


None to non-vampires, 3D6 hit point damage to vampires

whenever they touch the field.

Time to build:

3D6 hours


50,000 credits

4. Storm Flares:

A magic flare that when fired into the air

produces a sudden downpour starting from 2000 ft in the air.

See page 31 of Rifts

Vampire Kingdoms for details.

Initial P.P.E. Cost:

300 P.P.E.

Spells needed:

Summon Storm (300) and Energy Field (10)

Physical Requirements:

A quartz crystal and a conventional

flare. Also needs a flare gun or launching mechanism to fire

it into the air.

Weight: 2 Ibs.



1 shot with the storm lasting 1D6 minutes.


Affects a 100 ft diameter below the exploding point of

the flare. May be launched to affect an area 200 ft away.


4D6 X 10 hit point damage to vampires every half

melee round a vampire is exposed to the rains.

Time to build:

6D6 hours

Cost: 10,000 credits per flare

5. Globe of Daylight Flares:

These magic flares burst into

a globe of daylight at 200 ft after being launched into the air,

then floats down to 20 ft. They radiate true sunlight which at

this level is not strong enough to hurt vampires, but is strong

enough to keep them at bay. See page 31 of Rifts



for more details.

Initial P.P.E. Cost:


Spells needed:

Globe of Daylight (2) and Energy Field (10)

Physical Requirements:

One rose quartz crystal and a conventional





1 shot with the Globe of Daylight lasting 3D4 minutes.


Lights up a 60 foot area



Time to build:

1D6 hours


2,000 credits per flare

6. Animal Repellant Flares:

Very useful against the vermin

that vampires are able to command, this flare releases a

minty scent and a magic aura when its cord is pulled. See page

31 of Rifts

Vampire Kingdoms for more details.

Initial P.P.E. Cost:

20 P.P.E.

Spells needed:

Repel Animals (7) and Energy Field (10)

Physical Requirements:

One tourmaline crystal and a conventional


Weight: 2 Ibs.


1 shot with the aura lasting 1D4 minutes.


Affects a five foot area or the flare can be moved

around to affect a wider area, but the duration is halved.



Time to build:

2D4 hours

Cost: 6,000 credits per flare

7. TW Wood Firing Rail Gun:

This weapon combines

high firepower and magic to create a weapon that literally rips

vampires to shreds. The main drawbacks to this weapon are its

great bulk and the fact that its rounds usually punch right

through the vampires without imbedding them in their hearts.

However, firepower fans prefer these weapons over nonconverted

rail guns with wood or silver rounds because TW rail

guns do not require the user to carry around a heavy and bulky

ammo-drum. See page 32 of Rifts

Vampire Kingdoms for

more details.

Initial P.P.E. Cost:

150 P.P.E.

Spells needed:

Create Wood (20), Telekinesis (8), and Energy

Field (10).

Physical Requirements:

Ruby worth 1000 credits or more and

a rail gun to be converted.


Same as the rail gun converted, not counting the

ammo-drum or power source which aren't needed for the


P.P.E. to charge:

20 P.P.E. or 401.S.P.


40 bursts




1D4 M.D. to non-vampires and 3D6 X 10 hit point

damage to vampires. Varies for other creatures vulnerable to


Time to build:

lD4days Cost: 500,000 credits


8. TW Lifeblaster:

This conversion transforms an energy

pistol into a weapon that releases life energy. To most creatures

this energy is invigorating and refreshing. To the undead this

energy is like acid eating at their unnatural flesh.

Initial P.P.E. Cost:

60 P.P.E.

Spells needed:

Lifeblast (15) and Energy Bolt (5)

Physical Requirements:

Diamond worth 1000 credits or more

and an energy pistol to be converted.


The same as the converted pistol.

P.P.E. to charge:

20 P.P.E. or 40 I.S.P.

Pay load:

5 shots




Inflicts 1D6 X 10 hit point damage to vampires (master

vampires can save vs. this attack and suffer only half

damage if successful), total nullification to animated dead,

1D6 damage and horror factor 16 to mummies and zombies,

horror factor 19 to banshees and Grave Ghouls, and 4D6

S.D.C./hit points or 3D6 M.D. and destruction of two addi


appendages to necromancers.

Time to build: 7D4 hours


75,000 credits

9. TW Lightblade Sword:

Similar to the flaming sword,

this weapon resembles a bladeless sword hilt with a diamond

where the blade should be. This weapon is useful against all

mortal or supernatural opponents, as well as vampires. Because

of its versatility, this is usually the main weapon of TW Vamp

Hunters, Undead Slayers, and other vampire hunters.

Initial P.P.E. cost:

120 P.P.E.

Spells needed:

Lightblade (20) and Globe of Daylight (2)

Physical Requirements:

Two Diamonds worth 1000 each and

a sword hilt.

Weight: 3 Ibs.

P.P.E. to use:

20 P.P.E. or 40 I.S.P.


Blade lasts one minute per level of the user


1D4 X 10 + 6 M.D. to non-vampires, double hit point

damage to vampires, or double M.D. to other creatures vulnerable

to light.

Time to build: 8D4 hours


250,000 credits, coveted by Undead Slayers, Cyberknights,

and champions of light.

10. TW Guided Stake Launchers.

This two-handed

weapon is shaped like an over-sized crossbow or an under-sized

bazooka. It sends magically guided stakes flying through the air

which target the heart of the vampire. The drawback to this

weapon is that it always targets the heart, regardless of the desires

of the user. For example, if a vampire is wearing a chest

plate, but his face is exposed, the user is out of luck. Fortu


most vampires are too arrogant (or claustrophobic) to

wear body armor of any kind.

Initial P.P.E. Cost:

50 P.P.E.

Spells needed:

Create Wood (20), Telekinesis (8), Fly as the

Eagle (25), and Sense Evil (2)

Physical Requirements:

Topaz worth 500 credits and the

weapon casing.


10-15 Ibs.

P.P.E. to charge:

15 P.P.E. or 30 I.S.P.


Five stakes




3D6 S.D.C. to non-vampires and 6D6 hit point damage

to vampires plus it immobilizes them on a direct strike in

the heart.

Bonus to strike:

Strikes the heart on a 16 or higher beyond 20

ft or 12 or higher within 20 ft. A roll above 4, but below 16

or 12, strikes the vampire and does damage, but does not immobilize

it. No other bonuses apply. May be dodged as nor


or parried at -3.

Time to build:



60,000 credits

11. TW Holy Water Purifier:

This device purifies and enchants

water to make it the equivalent of holy water blessed by

a priest. Techno-wizards often build this device for the use of

villages and townships. It is a most desired by towns with few

psychics or mages, but a lot of able-bodied defenders.

Initial P.P.E. cost:

150 P.P.E.

Spells needed:

Purification (20), Lifeblast (15), and Energize

Spell (12)

Physical Requirements:

A silver bowl, a diamond worth 1000

credits, and a base for the bowl, often made from a valuable

metal and finely decorated with intricate carvings or gems.

Weight: 5 Ibs.

and up

P.P.E. to use:

10 P.P.E. for every six ounces of water enchanted.


Depends on the size of the bowl, usually between 2

and 10 cups.


Six ounces of holy water will inflicts 3D6 hit point

damage to vampires, none to most other beings, and varies

for other supernatural beings vulnerable to water and holy


Time to build:

6D6 hours


25,000 credits and up, depending on the design.

12. TW Hypnosis Shield:

This incredibly simple device is a

work of genius. Someone realized that vampires require eye

contact to cast their mind controlling gaze upon a victim. They

put that fact together with the fact that vampires recoil at the

sight of a cross and came up with this simple gizmo. It is a little

TW searchlight with a small cross painted over its lens strapped

to the user's forehead. The result is the most effective way to

keep a vampire from staring someone in the eyes and a great

secondary weapon.

Initial P.P.E. Cost: 5 P.P.E.

Spells needed:

Globe of Daylight (2)

Physical Requirements:

A miner's helmet or other small

searchlight with a forehead harness, a quartz crystal, and

paint for the cross.


Varies, usually about a pound.

P.P.E. to use:

2 P.P.E.


3 minutes per level of the user




2D6 hit point damage and horror factor 18 to vampires,

but only if specifically targeted, otherwise the vampires

will stay out of its path.

Time to build:

1D6 hours


3,000 credits


TW Vamp Hunter

Also known as:

Vamp Killer and Vampire Slayer (after Undead

Slayers, whom they greatly admire).

Alignment Restrictions:

None, but usually good or aberrant.

Selfish and evil Vamp Hunters tend to be mercenaries who

will work for anyone who pays the right price, including

Master Vampires who wish to wage war against other kingdoms.

Attribute Requirements:

I.Q. 12, M.E. 12 and P.E. 14 or

higher. A high P.S., P.P., and Spd are strongly recommended,

but not required.

Race Restrictions:

None, except for races with no magical aptitude,

but most (85%) are human.

Player Character Note:

These techno-wizards are much

more serious than their fellows. As hunters of an even deadlier

predator, they must remain focused at all times. During the day,

the majority are grim, stone-faced engineers who work on their

machines. At night, they are skilled warriors who live for the

nobility, challenge, and prestige that comes with their jobs.

Sometimes, after a successful raid, they revert back to the

stereotypical TW adventurer and loosen up and have a good

time. But most of the time, they are stoic determined warriors

and inventors. Most are honorable, dedicated and hard-working.

They know that the vampire menace will probably not be eradicated

during their lifetime and they are patient in their hunt and

in their workrooms. Evil Vamp Hunters, on the other hand, can

be as bad as the vermin they hunt. They can stand and watch a

village get massacred because they couldn't come up with their

fee. Some will even accept jobs helping one vampire kingdom

against another, if their price is met.

O.C.C. Skills:

Languages: American and Spanish at 90%

Literacy: One of choice (+10%)

Radio: Basic (+10%)

Lore: Demons and Monsters (+20% when dealing with vam


+10% all others)

Carpentry (+10%)

Sculpting and Whittling (+10%)

Computer Operation (+5%)

Basic Electronics (+5%)

Armorer (+10%)

Math: Basic (+20%)

Land Navigation (+15%)

Wilderness Survival (+10%)

Detect Ambush (+10%)

W.P.: Two of choice

Hand to Hand Combat: Basic; can be upgraded to Expert at

the cost of one "other" skill or Martial Arts at the cost of two.

O.C.C. Related Skills:

Select five skills at level one, plus one

additional skill at levels 3, 5, 7, 9, 11 and 14.

Communications: Any (+5%)

Cowboy: None

Domestic: Any

Electrical: Any, but each skill counts as two skill selections.

Espionage: Tracking and Intelligence only (+5%)

Mechanical: Any, but each skill counts as two skill selections.

Medical: First Aid and Paramedic only

Military: Any

Physical: Any, except Boxing, Wrestling and Acrobatics

Piloting: Any (+10%)

Pilot Related: Any (+5%)

Rogue: Any (+10% to prowl)

Science: Any (+5%)

Technical: Any (+5%)

Weapon Proficiencies: Any

Wilderness: Any (+10%)

Secondary Skills:

Select three secondary skills at level one,

plus one additional at levels 4, 8, and 13 from those listed excluding

those marked "None". These are additional areas of

knowledge that do not get the advantage of the bonus listed

in parentheses. All secondary skills start at the base skill


Standard Equipment:

A TW Vampire Cross, combat fatigues,

work overalls, one set of nice clothes, multi-optics band, polarized

sunglasses, large flashlight, pocket flashlight, six

flares, mini-tool kit, backpack, several small and large sacks,

canteen, binoculars, pocket laser distancer, FDD recorder/

player, and a hand-held computer.

M.D.C. armor can be any style, light for stealth or heavy

for combat, with two TW features of choice, except Invisibility:

Superior, Impervious to Energy, Giant, Magical-adrenal

Rush, and Invincible Armor. Most commonly selected fea


are Armor of Ithan, Shadow Meld, Superhuman

Strength, and Invulnerability.

Weapons include two TW vampire fighting weapons of

choice, two TW flares, one other TW energy weapon of

choice, and a TW Lightblade sword.

Vehicle can be a wing board or tree trimmer and living

horse or a TW converted land vehicle of choice. Most covet

the TW Glittermount above all others, but it is not available

as part of the initial equipment.


1D4 X 100 in credits, 2D6 X 10 in black market items,

and 3D4 X 1000 in crystals and gems. Most of their money

has been spent on equipment. Also, most of their time is

spent in the wilderness or in towns that welcome and appreciate

the presence of a skilled vampire hunter and builder of

anti-vampire weapons.


None to start and most will avoid them, except

for medical reasons


Seduced Techno-Wizard

O.C.C. (N.P.C. Villain

and Optional O.C.C.)

Not every necromancer in North America is a member of the

Grim Reapers. Many are members of one of the dozens of other

death cults scattered across the Americas and the rest of the

globe. The members of one of these lesser known cults, known

as The Dark Path, were envious of the Grim Reapers ultimate

creation, the undead Juicer known as the Murder-wraith. Lusting

for an undead creation of their own, these death mages began

studying other forms of human augmentation.

M.O.M. conversion, better known as the Crazy process,

seemed to be the most promising option. This conversion enhances

the physical abilities of its subjects, but also degrades

their sanity. Perfect conditions for recruitment into a death cult.

Unfortunately for the necromancers, Crazies proved to be too

erratic and too difficult to keep focused on their tasks. Added to

that was the fact that crazies are less common than Juicers. The

M.O.M. option was dropped quickly.

Bionic conversion was viewed at first to be too difficult an

option. Borgs, due to their mechanical nature, have a high resistance

to magic, very little living tissue, and a nearly non-existent

P.P.E. base. These were three factors which worked against the

possibility of transforming a Borg into a supernatural undead

creature. Moreover, most of their numbers had very little, if any

in-depth knowledge of the technology of bionics. But, after

conducting a ritual of premonition, it was believed that this was

the path to take. With this confirmation, they continued their research.

Cyber-docs were recruited, hired, and coerced to explain the

bionic conversion and its ramifications on the human body.

Borgs were captured, dissected and experimented upon; none

with any progress or success. After months of research, the

leaders of the cult were well-versed in the science of bionics,

but still had no idea how they were to transform these technological

wonders into supernatural creatures. Then, one of them

realized that they were going about it all wrong. He proposed

that they recruit the people who handle tech to mystic conversions

all the time. Quickly, they began recruiting technowizards

to their cult in a campaign that would later be called

The Great Seduction.

Techno-wizards, young and old, were "seduced" by the

promise of great power and even greater discovery. They were

brought into The Dark Path and studied the notes and previous

work of the necromancers and their cultists. Bionic components

were taken apart, modified, and put back together, as only a

techno-wizard can. After more months of research and experimentation,

they had a number a prototype TW converted bionic

bodies. Only one problem remained: the power source. To

power a TW device like the ones they had developed, it would

need a high constant flow of P.P.E. running through it. Conventional

bionic conversion destroyed the mystical potential of the

recipient, so converting people who were already Borgs was impossible.

They thought about keeping the mystic Borg supplied

with a steady amount of human or animal sacrifices, but this

would be very difficult to maintain. Another possibility was to

convert it to a Ley Line feeder, but this would severely limit its

range of travel. Converting men of magic was a possibility and

further research was done along this line. The research indi


that the recipient had to be someone familiar with the

technology involved with the process and a willing and active

participant in its construction. After realizing this, the choice

became obvious.


By this point, most of the recruited techno-wizards were de


believers in the death cult and were eager to volunteer for

the process. Others were still dedicated to the project and

wanted to see through to the end, although they themselves did

not want to be converted. The remaining techno-wizards attempted

to escape, but were caged and imprisoned before they

could flee. After many tireless nights, the conversion process

was plotted and planned out. After helping in the building and

preparing of the TW bionic components, the volunteer must

transfer his or her soul into a TW converted bionic heart, via the

Transfer Life Force necromancy spell. Then his or her body

will be killed and drained of its blood. Slowly and methodi


the other participating techno-wizards and Necromancers

will strip the flesh off the body and replace it with the TW bionic

components, while the other cultists will chant and offer

their P.P.E. for the ritual. As the ritual is completed, the soulcontaining

heart will be placed into the chest cavity, while the

blood is poured back into the body. The undead Borg will then

rise and slay a waiting human sacrifice, energizing the monster

and giving the death cult its new undead creature. The theory

was sound and after five promising failures and slight modifications,

the first successful Undead Borg, as they were first called,

was born (so to speak). The process was further modified and

soon the process was perfected.

Shortly after the procedure was perfected, The Dark Path began

hearing reports that Undead Borgs were appearing among

the ranks of rival death cults, including the Grim Reapers. Unbeknownst

to the other members of The Dark Path, three of its

members were spies affiliated with other death cults. Enraged

and humiliated, the cult of The Dark Path was disbanded and its

members joined and formed other death cults. Now, the Undead

Borg is open technology, free to anyone willing to learn its secrets.

The only things keeping its numbers down is the months

of work that must be put into it and the fact that only technowizards

seduced by necromancy can be converted. So far no

other men of magic have been able to successfully adapt to the

changes this process instills. This exclusive volunteer pool has

given Undead Borgs the name that people outside of the death

cults most commonly know them as: Seduced Techno-wizards.

This conversion has a number of advantages that would be

very appealing to techno-wizards, if not for the fact that most

techno-wizards aren't excited by the prospect of being turned

into a member of the undead. For one, the bionic shell is a creation

of techno-wizardry. Actually being a product of techno


is an experience that many techno-wizards would jump

at. The body is a Mega-damage structure imbued with supernatural

strength and speed, in addition to a number of built-in

weapon systems and magical features. The finished product is a

true undead creature; immortal and very hard to destroy, and

with several unnatural powers. See Rifts

Africa and Juicer Uprising

for more details concerning necromancers, death cults,

the Grim Reapers, Murder-wraiths, and other cool stuff.

The powers of the Seduced Techno-Wizard

1. Mega-damage body and supernatural attributes:

M.D.C. of the main body is 250. The head has 70 M.D.C.

Arms have 100 M.D.C. each. Legs have 120 M.D.C. each. Its

P.S. is 24 + 1D6, P.P. is 18 + 1D6, Spd is 1D6 X 10 + 60. All

attributes are considered supernatural.

2. Invulnerability and regenerative powers:

The Seduced

TW cannot be harmed by most attacks, including those from

technological Mega-damage weapons. Seduced Technowizards

enjoy ambushing well-armed soldiers, by marching

straight towards them and walking into their barrage of energy

blasts and rail gun rounds just to prove their superiority. The

Seduced TW is also immune to all poisons, toxins, and drugs,

and can survive indefinitely without air, water, or conventional

foods. However, against magic, psionics, and the bane of all undead:

silver, his resistance to injury is not as effective.

Mega-damage magic and psionic attacks, as well as the hand

to hand attacks of supernatural creatures and creatures of magic

will inflict their usual damage against Seduced Techno-wizards

and will destroy them if they are reduced to -50 M.D.C. However,

damage from these attacks is restored at the incredible rate

of 6D6 M.D.C. per melee. Silver inflicts Mega-damage equal to

twice its S.D.C. damage and is also healed at the same rate as

magical attacks. Holy water can burn these creatures as if it

were acid. Damage is 3D6 M.D. for every vial/six ounces

splashed on him.

As incredible as their invulnerability is, they have one tremendous

weakness: weapons created by techno-wizardry. For

some reason, the tools of their past life are now the key to ending

their new undead life. Weapons created by a techno-wizard

will inflict double damage to Seduced Techno-wizards and will

be healed at the much slower rate of 2D6 M.D. per minute.

Magic weapons that are not true TW weapons will still hurt the

Seduced TW, but only with the same conditions as listed for

other magic attacks. The reason for their vulnerability to TW

weapons and devices is unknown, but it is believed to be linked

to some factor involved in their creation or it could be psychological

in nature. The latter theory is supported by the fact that

the Seduced TW has a few other drawbacks and quirks that are

clearly psychologically induced.

3. Supernatural Senses:

Instead of standard bionic optics

and sensors, the Seduced TW has the magic abilities of see the

invisible, see aura, nightvision at 300 ft, sense magic, and detect

concealment all at no P.P.E. cost.

4. Built-in Weapon Systems and Magic Powers:


in the hands of Borgs are magic torches that can fire a

stream of flame anywhere from 500 ft away to the touch of a

finger. Damage can be regulated to inflict anything between

1D6 S.D.C. and 3D6 M.D. Alternately, they can add up to

3D6 M.D. to punch attacks.

Seduced Techno-wizards possess an ability similar to the

necromancer's Union with the Dead and Augmentation and Additional

Appendage abilities. By spending 10 P.P.E. and welding

it into place, the Undead Borg can attach an integral weapon

or whole limb from a Borg, Bot or suit of power armor to its

own body. The whole attachment process takes only one melee

round. The weapon or limb can only function for five minutes

before another 10 P.P.E. needs to be expended or the item can

be removed by simply ripping it off. Energy weapons have an

unlimited payload and rail guns and missile launchers can only

fire as long as the ammunition lasts. Damage is equal to what


the weapon inflicted before being incorporated into the

Borg. Up to six additional arms can be attached to the Seduced

TW. Each pair of arms adds one additional attack per melee and

+1 to strike and parry. The M.D.C. of the arms is the same as


before it was removed from its owner and its strength becomes

that of the Seduced TW. The attachment of the arms of giant

robot vehicles or any robot larger than 15 feet is not possible.

Three of the following bionic-style weapon systems and fea


are built into the Borg during its creation. Additional systems

can be built into truly deserving or hard-working disciples,

but can never have more systems added after the process.

Available systems are: 1) Dragon Breath: This system is built

into the mouth and throat and simulates the chemical spray of

conventional Borgs, only with deadlier effects. Each costs

P.P.E. to use. Range is limited to twenty feet with a five foot

width. Bonus to strike is+2. Only one of the following can be

added: Dragon Fire (40 P.P.E. for six melee rounds of use, inflicts

1D4 X 10 M.D.), Blind (6 P.P.E., those struck must save

vs. magic at 12 or higher or be blinded for six minutes, same effect

as the spell), Trance (10 P.P.E., those struck must save vs.

magic at 12 or higher or be affected for thirty minutes, same effect

as the spell), or Extinguish Fire (4 P.P.E., same effect as the

spell at sixth level). 2) Toxic Claws or Fangs: Similar to the

bionic drug dispensing system, these are built into the fingertips

or teeth and can deliver a mystic toxin into the system of its victim.

Each costs P.P.E. to use. Saving throw is 14 or higher.

Only one of the following effects is available: Befuddle (6

P.P.E., duration is 12 minutes, same effects as the spell), Paraly


Lesser (5 P.P.E., duration is six minutes, same effects as the

spell), Words of Truth (15 P.P.E., duration is six minutes, same

effects as the spell), Agony (20 P.P.E., duration is one minute,

same effects as the spell), or Sickness (50 P.P.E., duration is

three days, same effects as the spell). 3) Garrote Wrist Wire:

Fundamentally, the same as the bionic weapon, but is capable of

injuring creatures who would be otherwise invulnerable to this

attack. 4) Language Translator: This is a built-in TW communication

band. P.P.E. to activate is 12. Duration is of the charge

is two hours. 5) Sonic Blaster: Built into the mouth and throat,

this weapon is fundamentally the same as the Sonic Blast spell.

See page 142 of the

Federation of Magic for details. P.P.E. to

use is 25 and affects everyone within a twenty foot radius. 6)

Death Strike: Same as the necromantic spell of the same name.

See page 105 of Rifts Africa for details. Saving throw is 14 or

higher. P.P.E. to use is 25. Duration is six minutes.

Additional built-in magic includes: Consume Power and

Knowledge (20 P.P.E.), Strength of the Dead (60, applies to

M.D.C. creatures only), and Animate and Control Dead (20), all

cast at sixth level proficiency regardless of the Seduced TW's

level of experience. See Rifts

Africa for details concerning

these spells.

5. P.P.E., Magic Knowledge, and Psionics:


the conversion destroys all psionics, spell casting knowledge,

and special abilities of the TW. But the Seduced TW is still

able to use TW devices and has built-in spells at his disposal.

His personal P.P.E. is equal to the amount he had when he was

converted, plus an additional 20 P.P.E. and he is still able to tap

Ley Lines, Nexus Points, and especially other people. His

P.P.E. base is recovered at a rate of 5 per hour or can be restored

by stealing the P.P.E. of living creatures, up to full capacity.

6. Combat and bonuses:

The Seduced TW will have prepared

himself for the power and speed of his new body and will

be quite ready for it. In addition to attribute bonuses, the Seduced

TW has the following bonuses and abilities: Four attacks

per melee plus one additional at levels 5 and 10, +4 to initiative,

+ 2 to strike and parry, +2 to pull punch, +8 to save versus horror

factor, +4 to save versus magic, +2 to save versus psionics

and still saves as though he were a minor psionic with a 12 or


7. Penalties and weaknesses:

In addition to being vulnerable

to TW weapons, magic, psionics, and silver, the Seduced

TW has a several other drawbacks to it. First, the character is

now trapped in an inhuman body that always has a monstrous

appearance to it. P.B. is reduced to 1D4, horror factor is 16, and

the bulky body makes prowling difficult (-40%). The transformation

itself takes its toll on the subject. I.Q. and M.E. are reduced

by 2 and TW will almost always become fascinated and

obsessed with death and Techno-wizardry, even more so than

when they agreed to the transformation. The Seduced TW must

now feed on the P.P.E. of living creatures. The P.P.E. can be

drained from it victim without killing it in the same method as

the Psi-Stalker, but he will always prefer to take it by killing his

victim. Likewise, the P.P.E. of animals can be consumed, but

the taste of the P.P.E. from a sentient creature is nearly intoxicating

to them. A minimum of 50 P.P.E. a week is needed to

sustain him, but he can go without feeding for a month without

ill effect. After a month or so, he will begin feeding on his own

P.P.E. at the rate of 10 per day. During this period, his speed,

attacks per melee, combat and saving throw bonuses are reduced

by half and strength drops by 2 points for every day without

feeding beyond a month. This consumed energy cannot be recovered

unless he feeds on 50 P.P.E. in addition to the amount

he has used from his base within a week's time. If the Seduced

TW's P.P.E. is reduced to zero, he will fall into a coma and

slowly fall apart and discorporate within a day. The Seduced

TW has an aversion to sunlight. Although he can physically

function normally during the day, he prefers to lay low and hide

until nightfall. This is believed to be connected to his own be


that he is a creature of the night. The oddest weakness that

Seduced Techno-wizards have is an apprehension towards flying.

If a Seduced TW is forced to get on a plane, he'll go kicking

and screaming. Furthermore, while in the air, he will be

paranoid and skittish. All his combat bonuses will be halved

and he will actually try to avoid conflict if possible. It is theorized

that this is connected to his aversion to sunlight, but even

at night he dislikes flying. Another theory is that this is some

sort of rejection of or rebellion against his past life.

Seduced Techno-Wizard

Also known as:

Undead Borg, Sadist Techno-wizard, Corrupt

Techno-wizard, and TW Borg

Alignment Restrictions:

Must be diabolic and sadistic; no

other alignments or sane people will even consider this transformation.

Definitely not recommended as player character.

However, after the transformation, a few Seduced Technowizards

realize the severity of their situation and become Repentant

Techno-wizards. These sad beings will be principled

or scrupulous and will either attempt suicide or go forth and

try to regain their humanity by helping others and trying to

make up for their sins.

Attribute Requirements:

Must have been a Techno-wizard.

Race Restrictions:

No supernatural creatures or creatures of

magic at all! Most are humans or S.D.C. D-bees, with few

non-supernatural M.D.C. creatures.


Player Character Note:

These are power-hungry murderers

who have exchanged their humanity for potential immortality

and existence as a member of the undead. They are monsters

who are capable of feeding on animal life, but instead choose to

feed on sentient beings. Any Techno-wizard who succumbs to

the "seduction" undoubtedly had a few screws loose to begin

with. After being introduced to the cult, the TW is subjected to

a number of conversion techniques and after the transformation

becomes a ruthless, insane creature who take what he wants and

kills any who stand in its way. Although not bound by magic to

the cultists who created it, he almost always remain with them.

Thanks to their "indoctrination", the Seduced TW almost always

shares the same purpose and motives as the murderous cult that

created it. The Seduced TW prefers to use brute strength in deference

to stealth and guile and likes to announce his intentions

before attacking to demonstrate his invincibility. Any Seduced

TW who is allowed as a player character will be a Repentant

TW, a rare renegade who is shocked back to the reality of his

situation after completing the transformation. He will be incredibly

repentant and ashamed by his past choices and present

situation. He will not use his necro-magic abilities, except under

the most dire of situations and will do his best to make up

for his former evil ways.

O.C.C. Skills:

They retain all of their past knowledge, except

hand to hand combat which is replaced by their new supernatural

abilities. Skill proficiency is locked at the level that

the TW had at the time of the conversion. The TW starts his

new O.C.C. at level one. One new skill can be learned at levels

3, 6, 9, and 12 after being converted (no bonuses). Available

areas of knowledge are limited to espionage, military,

physical (any that still apply, except hand to hand combat),

rogue, WP, and wilderness.

Standard Equipment:

Most start with very little because they

need very little. Starts with a large cloak or robe, one or two

TW weapons of choice, and a few personal items. Typically

does not wear body armor of any sort, although they can use

any type of Borg armor if desired. Most believe in their own

M.D.C. bodies, regenerative abilities, and apparent immortality.


Typically starts with none. They don't need conventional

goods. The cult usually supplies them with whatever

items they might need, otherwise they take what they want

without concern for laws and morals.


Only their own TW bionic bodies. Due to their

regenerative powers, they cannot receive any new implants,

except by using their attachment powers.


Construction Guidelines

By Jason Richards

Techno-Wizardry is some players' favorite aspect of the

game, others their least favorite. When talking to other players I

frequently hear, "All TW items are over-powered!" or "techno


is just boring." I think part of the problem is that no

clear guidelines have been set down for players and Game Masters

to follow in creating these diverse and fun items. Also, one

has to be able to appreciate that with techno-wizards come great

gaming opportunities. Think about it... those emeralds and ru


aren't that easy to come by. They have to come from

somewhere and the techno-wizard has to get his hands on them

somehow. Sounds like an adventure to me.

What follows are some guidelines I use in creating my items.

They're not laws, just guidelines. Even I deviate from them frequently.

Spells needed for creation-

any spells relevant to the item

(Fire Bolt for flame sword, etc.) plus a trigger spell. The trigger

spell is just what it sounds like and no different from the trigger

of the gun. It is the specific spell that must be activated to make

the item work. The most commonly used are Globe of Daylight,

Energy Bolt, and Energy Field. Note: For most items, Blinding

Flash is inadequate. Which spell is used differs with the power

level of the object and what specific results will occur.

PPE needed for creation-

one of the many judgement calls

in TW, a good basis is the PPE for the combined spells times 5,

give or take 20. There will always be exceptions to this rule.

PPE and ISP requirements-

the PPE required to use the object

is the amount of PPE needed to activate the trigger. So, if

you were using Energy Bolt as your trigger it would cost 5 PPE.

The ISP cost is always double. So, 5 PPE requires 10 ISP.

Physical requirements-

this is something in which all

techno-wizards will vary. Usually the actual object of what the

TW is emulating is required, though it need not be in working

condition (a radio to make a magic communicator or an energy

pistol to make a lightning gun for example). Also there is one

or more gems involved. The type of gem used differs with the

objects and usually has some quality in common with the object,

especially color. For example, rubies are used in devices using

fire and I use aquamarines in my water weapons. Good guides

are the tables found with the Stone Masters in Rifts Atlantis or

the Gem Powers table in Villains Unlimited. They give good

possibilities for the uses of different gems. When in doubt,

quartz is used quite often and is very general-purpose. Wires,

strange attachments, dials, etc. are also used for reasons unfathomable

to non-techno-wizards.

Creation time-

unless you play a techno-wizard, this will

never affect you. If you do, however, then you know that sometimes

in crunch-time you have to make something. Only, how

long does it take? For small objects like most weapons, communications,

medical and other devices, I suggest the principal

spells' total PPE in hours. For vehicles and other large items, I

suggest principal spell PPE in days. Game Masters might want

to allow for a rush job in half the time with some decreased

chances of success. Also, multiple Techno-Wizards working on

the same item could decrease the time needed. I suggest that

each additional TW working on an item decreases the initial

time by 10% down to as low as half of the original time.

Black Market Cost-

the most radical of issues. I recommend

5,000 credits times the PPE cost of the primary spell (e.g. the

Tongues spell in the magic translator). This cost can be two

or three times for a weapon, armor enhancement, or specialty



Damage, Range, Duration, and Effects should be consistent

with the primary spell. Various Palladium writers have

had different opinions on whether these variables are deter


by the creator or the user. In my campaigns and items,

I say that it is the creator, because that seems logical to me. I


usually put my items on the fifth level for game purposes, but

have lowered that if I though it would disrupt game balance.

A note on PPE batteries:

Palladium mentions PPE batteries

quite extensively, but never really tells what they are and

how they work with the exception of Talismans. I allow TW

characters to make PPE batteries using emeralds of different

sizes for different PPE amounts. I also feel that PPE batteries

for vehicles or weapons could be made by converting traditional

batteries. As always, these suggestions should be used

at Game Master discretion and should never be allowed to

disrupt game balance.

New TW Conversions

By Mark Sumimoto

As technology has progressed, so has techno-wizardry.

Heavier weapons means new obstacles must be overcome to

convert them without losing performance. Heavier armor means

new enhancements must be developed to even the odds.

Techno-wizards have met these challenges and can successfully

convert the newer weapons that have hit the market.

Converting Heavy Weapons to Magic

1. Particle Weapons CAN be converted!:

Using the spell,

Sub-particle Acceleration, particle beam weapons can be

converted to operate on magic energy.

Initial P.P.E. cost: 30 for pistols and light rifles, 60 for heavy


Spells needed: Sub-particle Acceleration (20), and Energy Bolt

(5) for light weapons or Power Bolt (20) for heavy weapons.

Physical Requirements: Topaz worth 1000 credits or 2500 credits

or more for heavy weapons.

Damage: 1D4 X 10 M.D. for light weapons or 1D6 X 10 M.D.

for heavy weapons.

Payload: Three blasts regardless of size.

Range: Unchanged from the weapon converted.

P.P.E. to recharge: 25 for light weapons or 40 for heavy.

Time to build: 8D4 hours for light or 6D6 hours for heavy.

Market cost: 180,000 credits for light weapons or 250,000 credits

for heavy weapons.

2. Heavy Laser Weapons:

Any heavy laser rifle or cannon

can be converted to run on magic energy.

Initial P.P.E. cost: 20

Spells needed: Globe of Daylight (2), and Power Bolt (20).

Physical Requirements: Rose Quartz crystal worth 1000 credits

or more.

Damage: 4D6M.D.

Payload: Ten blasts

Range: Unchanged from the weapon converted.

P.P.E. to recharge: 22 P.P.E.

Time to build: 3D4 hours

Market cost: 60,000 credits

3. Heavy Ion Weapons:

Thanks to new developments in

magic, medium ion rifles and heavy pistols have become

available for low level techno-wizards to convert into light


blasters. In addition, heavy ion rifles and cannons can

be converted into heavy lightning blasters.

Initial P.P.E. cost: 15 for medium weapons or 30 for heavy.

Spells needed: Lightning Arc (30) and Energy Bolt (5) for me


or Power Bolt (20) for heavy.

Physical Requirements: Violet Amethyst worth 500 credits for

medium or 1000 credits or more for heavy.

Damage: 5D6 M.D. for medium or 1D4 X 10 + 8 M.D. for


Payload: Five blasts regardless of size.

Range: Unchanged from the weapon converted.

P.P.E. to recharge: 35 for medium or 50 for heavy.

Time to build: 6D4 hours for medium or 9D4 hours for heavy.

Market cost: 80,000 credits for medium or 200,000 credits for


4. Heavy Plasma Weapons:

Any plasma ejector or cannon

can be converted to run on magic energy.

Initial P.P.E. cost: 20 for light plasma ejectors, 40 for heavy

plasma cannons.

Spells needed: Fire Gout (20) and Energy Bolt (5) for light or

Power Bolt (20) for heavy.

Physical Requirements: Diamond worth 2000 credits for light

or 3000 credits or more for heavy.

Damage: 6D6 M.D. for light or 1D6 X 10 M.D. for heavy.

Payload: Three blasts regardless of size.

Range: Unchanged from the weapon converted.

P.P.E. to recharge: 25 for light weapons or 40 for heavy.

Time to build: 4D6 hours for light or 6D6 hours for heavy.

Market cost: 150,000 credits for light or 220,000 for heavy.

5. TK-Rail Guns:

Rail Guns are very difficult and time consuming

to convert to magic energy, but it has become easier

with the development of new spell incantations.

Initial P.P.E. cost: 120

Spells needed: Telekinesis (8) and Power Bolt (20).

Physical Requirements: Rose Quartz crystal worth 3000 credits

or more.

Damage: 6D6 M.D.

Payload: Two bursts per charge, but can hold up to 20 bursts.

Range: 4000 feet

P.P.E. to recharge: 8 P.P.E. or 20 I.S.P.

Time to build: lD4days

Market cost: 160,000 credits

New Features That Can

Be Added to Technology

Body and Power Armor:

Armor Bizarre:

Same effects as the spell found on page 135 in

the Federation of Magic book.

Initial P.P.E. cost: 350

Duration is subject to the level of the creator

Cost to use: 15 P.P.E. or 30 I.S.P.

Market cost: 80,000 credits for every 15 M.D.C. of protection

Cloak of Darkness:

Same effects as the spell found on page

131 in the

Federation of Magic book.

Initial P.P.E. cost: 120

Duration is subject to the level of the creator

Cost to use: 6 P.P.E. or 12 I.S.P.

Market cost: 40,000 credits per level of the creator


Same effects as the spell found on page 150 in the Federation

of Magic

book, except the armor magically disappears

until the end of the magic and is not destroyed by the

growth of the user.


Initial P.P.E. cost: 1600

Duration is subject to the level of the creator

Cost to use: 80 P.P.E. or 1601.S.P.

Market cost: 1,000,000 credits plus an additional 200,000 credits

per level of the creator

Invincible Armor:

Same effects as the spell found on page 144

in the

Federation of Magic book.

Initial P.P.E. cost: 800

Duration is subject to the level of the creator

Cost to use: 30 P.P.E. or 60 I.S.P.

Market cost: 200,000 credits plus an additional 150,000 credits

per 30 M.D.C. of protection

Magical-Adrenal Rush:

Same effects as the spell found on

page 144 in the

Federation of Magic book.

Initial P.P.E. cost: 1000

Duration is subject to the level of the creator

Cost to use: 45 P.P.E. or 90 I.S.P.

Market cost: 400,000 credits plus an additional 100,000 credits

per level of the creator

Sheltering Force:

Same effects as the spell found on page 141

in the

Federation of Magic book.

Initial P.P.E. cost: 400

Duration is subject to the level of the creator

Cost to use: 20 P.P.E. or 40 I.S.P.

Market cost: 20,000 credits per level of the enchantment, very

useful for wilderness travelers

Superhuman Endurance:

Same effects as the spell found on

page 138 in the

Federation of Magic book.

Initial P.P.E. cost: 300

Duration is two hours

Cost to use: 12 P.P.E. or 24 I.S.P.

Market cost: 60,000 credits, very useful for wilderness travelers


Same effects as the spell found on page 138 in the

Federation of Magic


Initial P.P.E. cost: 600

Duration is subject to the level of the creator

Cost to use: 12 P.P.E. or 24 I.S.P.

Market cost: 100,000 credits per level of the enchantment, very

useful for explorers, especially Shifters.

Giant Robots and Other Vehicles:

Cloak of Darkness:

Same effects as the spell found on page

131 in the

Federation of Magic book. It affects the vehicle

and a five foot radius around it. Only those within the vehicle

can see through the darkness.

Initial P.P.E. cost: 200

Duration is subject to the level of the creator

Cost to use: 6 P.P.E. or 12 I.S.P.

Market cost: 120,000 credits plus 20,000 credits per level of the


Chromatic Protection:

Same effects as the spell found on

page 132 in the

Federation of Magic book.

Initial P.P.E. cost: 400

Duration is subject to the level of the creator

Cost to use: 10 P.P.E. or 20 I.S.P.

Market cost: 200,000 credits plus 25,000 credits per level of the


Sheltering Force:

Same effects as the spell found on page 141

in the

Federation of Magic book. Surrounds the vehicle

only. Anyone who exits the vehicle is instantly removed

from its effects. Can only be used while the vehicle is immobile.

Travel will automatically break the spell.

Initial P.P.E. cost: 600

Duration is subject to the level of the creator

Cost to use: 20 P.P.E. or 40 I.S.P.

Market cost: 120,000 credits plus 50,000 credits per level of the



Same effects as the spell found on page 138 in the

Federation of Magic

book. Only affects those within the

vehicle. Anyone who exits the vehicle will immediately be

removed from its effects.

Initial P.P.E. cost: 1200

Duration is subject to the level of the creator

Cost to use: 12 P.P.E. or 24 I.S.P.

Market cost: 500,000 credits per level of the creator


Same effects as the spell found on page 134 in


Federation of Magic book. The vehicle enchanted must

remain immobile for the magic to work. Travel will automatically

break the spell.

Initial P.P.E. cost: 400

Duration is subject to the level of the creator

Cost to use: 10 P.P.E. or 20 I.S.P.

Market cost: 150,000 credits plus 50,000 credits per level of the


Techno- Wizard

Body Armor

By Mark Sumimoto

It is well known that techno-wizards love pre-rifts aviator

gear and apparel. Several weapon manufacturers, including

Northern Gun, the Manistique Imperium and the Black Market,

have taken advantage of this and manufacture a line of body ar


designed for the techno-wizard fetish. They use M.D.C.

animal and monster leather and high-tech M.D.C. mesh and

plates in their construction and resemble the pilot outfits that

techno-wizards so adore. Most are light-style suits that have

small modules into which techno-wizards can install their magic

enhancements. However, the prices for these suits are a bit on

high side, due to their light, but sturdy materials and their small

target client base. But this small, but well-to-do market has provided

very good profits because despite the higher prices for

these suits because many techno-wizards are quite willing to pay

a bit more to look "cool".

The Coalition States consider these suits to be unfavorable,

but have not outlawed them. Besides, if a TW wants to walk

around wearing this outfit, let him. It just makes him all the easier

to recognize. None of the following suits are full environmental

because full metal body armor can interfere with magic

and P.P.E. flow. However, most of them will be enchanted by

their purchasers to make them equal or superior to full models.

Note that Northern Gun and the Manistique Imperium do not

provide TW enhancements, but suits that are resold by

Stormspire, the Black Market, techno-wizards, or other inde


dealers may come equipped with them at an added cost.

Four enhancements are the maximum number that can be built

into any one suit, although additional separate devices may be



NG-TW Jumpsuit Armor

By Mark Sumimoto

This is the lightest of the M.D.C. suits available. It resembles

a pilot-style jumpsuit and is quite comfortable. It is com


primarily of light mesh with light pads strategically

positioned around the torso, joints, and groin. It zips in the front

and has a leather vest area for adornments. It comes with dinosaur

leather and ceramic plate reinforced boots and gloves. Standard

head protection is a skullcap and goggles reinforced with a

light polycarbonate plate, but can be substituted with a helmet

from another suit later. Most techno-wizards wear this suit under

the NG-TW Armored Jacket listed below.


Light personal body armor


Human or equivalent, but can be ordered in larger sizes

for a small fee (10-15%)


8 Ibs., not counting any likely TW modifications


Excellent mobility, no movement penalties.

M.D.C. by location:

Head/cap - 10 M.D.C. or another helmet can be substituted,

usually 30 M.D.C.

Arms-10 each

Legs-12 each

Main Body - 25 M.D.C.

Market Price:

20,000 credits, rather pricey, but one is paying

for style and comfort, not function and the demand for them

is high, but limited. Excellent availability in most magicfriendly

communities, but fair to poor elsewhere.


Flyboy Armor

By Mark Sumimoto

This body armor is similar to the jumpsuit model, but is

heavier and more armored. It has heavier plates and pads built

into the mesh suit and is used as a light combat armor. It uses

the same gloves and boots as the NG-TW Jumpsuit, but has extra

padding in the skullcap and larger visor-style eye protection.

This suit is also commonly used in conjunction with the TW Armored



Light personal body armor


Human or equivalent, but can be ordered in larger sizes

for a small fee (10-15%)


10 Ibs., not counting any likely TW modifications


Good mobility, -5% to prowl, swim, climb and other

physical skills

M.D.C. by location:

Head/cap - 20 M.D.C. or another helmet can be substituted,

usually 30 M.D.C. or more

Arms-12 each

Legs-15 each

Main Body - 40 M.D.C.

Market Price:

30,000 credits, very pricey, but one is paying

for style and comfort, not function and the demand for them

is high, but limited. Excellent availability in most magicfriendly

communities, but fair to poor elsewhere.

NG-TW Fighter Pilot Armor

By Mark Sumimoto

TW Aviator combat pilots love this armor. It is designed to

look like the suits of 20th century fighter pilots, but is bulkier

and has heavier protection. Its composition is primarily M.D.C.

mesh and heavy padding. It comes with heavy boots, elbow and

knee pads, and a reinforced ceramic helmet, which can be sealed

to provide protection against gas attacks. The helmet comes

equipped with a multi-optic system (which usually gets replaced

by the magic optic system) and an air mask (which usually get

modified with the breathe without air spell). Really "cool"

techno-wizards get their name or, more often, nickname painted

on the front of the helmet. This can cause some problems, if

two or more techno-wizards with the same nickname, run into

each other. For some reason, the nickname "Maverick" seems

to pop up a lot and causes the most conflict. The suit is also

growing in popularity among non-TW pilots, although most

think its silly to paint their name on the helmet.


Medium body armor with some environmental features


Human or equivalent, but can be ordered in larger sizes

for an additional cost (usually 15-25%)


15 Ibs., not counting any likely TW modifications


Good mobility, -10% to prowl, -15% to swim, climb,

and other physical skills

M.D.C. by location:

Head/helmet - 40 M.D.C.

Arms - 25 each

Legs - 30 each

Main Body - 60 M.D.C.

Market Price:

40,000 credits, good availability in magicfriendly

communities, fair availability elsewhere. The Manistique

Imperium makes a comparable suit for the same cost.


NG-TW Armored Jacket

By Mark Sumimoto

When techno-wizards want to look their best during combat,

this is the jacket they wear. The Armored Jacket uses the finest

dinosaur hides and light ceramic plates to create the ultimate in

stylish protection. They have areas along the shoulders and

chest where the buyer can sew or iron-on patches and the back

can have any number of designs added to it by professional artist/

armorers at additional cost, anywhere between 50 to 500

credits depending on the design. They are designed to be worn

over another light suit, usually the NG-TW Jumpsuit listed previously,

and come with additional shin guards. Also, due to its

limited area, only two TW enhancements can be built into this

suit. This limitation, however, is seen as an advantage by

techno-wizards who use this jacket in addition to another light

suit, which can also hold enchantments.


Augmenting torso and arm suit with light shin guards


Human or equivalent, but can be ordered in larger sizes

for a small fee (10-15%)


10 Ibs., not counting any likely TW modifications


Excellent mobility, no movement penalties when

worn separately, but adds a penalty of -5% to prowl and -

10% climb, swim and other physical skills when worn over

another suit.

M.D.C. by location:

Head - None, unless other body armor is worn

Arms - 8 each, plus any body armor worn under the jacket

Legs - 10 each, plus any body armor worn under the shin


Main Body - 20 M.D.C.

Market Price:

35,000 credits, very expensive because the materials

are somewhat difficult to obtain and it is in high de


by Techno-wizards. Good availability in magic


communities, but poor elsewhere.

Imitator Armor

By Jason Richards

The imitator is a unique and rare suit of armor capable of enhancing

the wearer's abilities. Very stylish, customizable, and

popular with Techno-Wizards or any character that likes having

a certain "zing". This is one of several models of body armor

made by Arzno Weapons Manufacturing in pre-Rifts Arizona,

and used by the company's defense force, the Arzno Mercenary

Corps. Many officers of the A.M.C. use this suit of armor in


Model: Arzno TWA-1250

MDC: 40

Prowl Penalty:

None; lightweight and extremely maneuverable


1,000,000 credits; high cost is for customizing and difficulty

of creating these versatile suits.


This armor uses a unique combination of spells at conception

to allow it to give its user certain abilities. This armor is made

in five styles: Eagle, Rhino, Cheetah, Serpent, and Skeleton.

Each has its own set of powers/spells and resembles the animal/

creature in emulates. (GM note: As you can see, any combination

of spells are possible. These are just the five most

popular models. The characters, at your discretion, may "build

their own armor" for an additional 50%. What spells are available

are totally at your discretion.)

Features of Eagle Armor:

1. Fly as the Eagle

Effect: flyatSOmph

PPE to Activate: 25

Duration: 2 hours

2. Wind Rush

Effect: Possible knockdown, disarm, etc. See spell.

PPE to Activate: 20



Savings Throw:

A roll of 18 to 20 saves from losing balance

and/or some items.

Rate of Fire:

Once per melee

3. Thunderclap


HF of 8, gives user bonuses of+5 initiative, +1 strike,

parry, dodge.

PPE to Activate: 4


Directly 30 ft, can be heard one mile away.

4. Armor of Ithan



PPE to Activate:



24 melees

Features of the Rhino Armor:

1. Superhuman Strength


Gives the user a PS of 30 and PE of 24.


PPE to Activate:



12 melees

2. Invulnerability


Impervious to Energy, +10 save (see spell), and +35


PPE to Activate:



6 melees

3. Power Ram


4D6 MD (plus punch damage if supernatural)

PPE to Activate:



6 melees

Range: touch

Rate of Fire:

counts as two attacks

Savings Throw:


4. Armor of Ithan



PPE to Activate:



24 melees

Features of Cheetah Armor:

1. Superhuman Speed


Grants the user a speed of 44, +2 parry, and +6 initiative.

PPE to Activate:



6 minutes

2. Roar


Identical to Thunderclap spell; HF of 8, gives user bonuses

of+5 initiative, +1 strike, parry, dodge.

PPE to Activate: 4

3. Invisibility (Simple)


User can turn invisible.

PPE to Activate: 6


18 minutes

4. Armor of Ithan



PPE to Activate:



24 melees

Features of Serpent Armor:

1. Chameleon


User can blend in with his surroundings (see spell).

PPE to Activate: 6


27 minutes

2. Climb


User can climb any surface at 60% proficiency.

PPE to Activate: 3


30 minutes

3. Breath Fire


4D6 MD or !D6xlO SDC

PPE to Activate: 7



4. Armor of Ithan

MDC: 60

PPE to Activate: 10

Duration: 24 melees

Features of Skeleton Armor

1. Fear



PPE to Activate: 5


6 minutes

2. Life Drain


Reduces SDC and HP by half, speed by half, attacks by

one, and skills by 10%.

PPE to Activate:



30 ft. and a 15 ft. area


12 melees

3. Shadow Meld


Wearer of the armor is completely invisible in shadow.

PPE to Activate:



12 minutes

4. Armor of Ithan



PPE to Activate:



24 melees

Exterminator Armor

By Jason Richards

This formidable armor is standard issue for the Arzno Mercenary

Corps artillery. It increases strength to allow for the use of

rail guns and other heavy weapons.


Arzno TWA-1600

MDC: 60 + forcefield

Prowl penalty:


Cost: 950,000 credits; available only in Arzno.


Globe of Daylight

Range: 30 ft radius

Effect: Illumination of said radius and keeps vampires at bay.

PPE to Activate: 2

Duration: 18 minutes


Armor of Ithan

Range: self

MDC: 60

PPE to Activate: 10

Duration: 24 melees


Range: self

Effect: 35 MDC, impervious to energy same as spell, +10 save

vs. everything (see spell).

PPE to Activate: 25

Duration: 6 melees

Superhuman Strength

Range: self

Effect: Increases the user's strength to 28.

PPE to Activate: 15

Duration: 12 minutes

Blades and Spikes

Range: touch

Damage: The armor is covered in silver spikes and has large

blades on the shins, shoulders, and forearms. This gives the armor

an AR of 12. In hand-to-hand, a missed AR roll means that

the attacker hits a spike or blade and takes 3D6 SDC or HP to

Vampires. This same damage is done when parrying an attack

or attacking.

Light/Scout Armor

By Jason Richards

This armor is standard issue for the Arzno Mercenary Corps recon

squad. It's powers of stealth are quite formidable.


Arzno TWA-900


30 + forcefield

Prowl penalty:


b: 500,000 credits; available only in Arzno.


Globe of Daylight

Range: 30 ft radius

Effect: Illumination of said radius and keeps vampires at bay.

PPE to Activate: 2

Duration: 18 minutes

Armor of Ithan

Range: self

MDC: 30

PPE to Activate: 10

Duration: 24 melees

Invisibility: Superior

Range: self

Effect: Superior and total invisibility and 85% prowl.

PPE to Activate: 25

Duration: 6 minutes

Blades and Spikes

Range: touch

Damage: The armor is covered in silver spikes and has large

blades on the shins, shoulders, and forearms. This gives the armor

an AR of 12. In hand-to-hand, a missed AR roll means that

the attacker hits a spike or blade and takes 3D6 SDC or HP to

Vampires. This same damage is done when parrying an attack

or attacking.

Other Equipment

and Weapons

TW Storm Staff

By Mark Sumimoto

This is an advanced TW Lightning Staff capable of firing

bolts of electricity and making its user impervious to energy and

the added ability to summon thunder and lightning from the sky.

It is similar in appearance to the Lightning Staff and has an emerald

mounted on the top of the ornament.

Initial P.P.E. cost: 1200

Spells needed: Call Lighning (15), Lightning Arc (30), Thunderclap

(4), Impervious to Energy (20), and

Ironwood (50).

Physical Requirements: Wooden staff, silver or copper plating,

and an emerald worth 2000 credits.

Damage: Lightning bolts inflict 6D6 M.D. and summoned

lightning and thunder inflicts 6D6 M.D has a horror factor of 8.

Both lightning bolts fired from the staff and summoned from the

sky are +2 to strike.

Duration: One melee per level of the user.

Range: 1000 feet to fire lightning bolts, 500 feet to summon

thunder and lightning, self only for immunity for energy.

Cost to recharge: 30 P.P.E. or 60 I.S.P. plus 10 P.P.E. or 20

I.S.P. for each bolt summoned.

Time to build: 8D6 hours

Market cost: 250,000 credits

Ice Sword

By Mark Sumimoto

A counterpoint for the flaming sword, this is a sword hilt

with one diamond located where the blade should be and another

located in the bottom of the handle with a silver bracket

connecting the two. When activated a blade of ice extends from

the hilt and is capable of inflicting Mega-damage.

Initial P.P.E. cost: 75

Spells needed: Frostblade (15) or Ice (15)

Physical Requirements: Two diamonds worth 1000 credits or

more, a metal or wood sword hilt, and silver for the bracket.

Damage: 4D6M.D.

Duration: Two minutes per level of the user.

P.P.E. to use: 10 P.P.E. or 20 I.S.P.

Time to build: 4D6 hours

Market cost: 70,000 credits


TW Firedemon

By Mark Sumimoto

Spells needed: Call Lighning (15), Lightning Arc (30), and

Ironwood (50).

Physical Requirements: Wooden staff and silver or copper plating.

Damage: 6D6 M.D. at+2 to strike

Duration: One melee per level of the user.

Range: 1000 feet to fire lightning bolts, self only for immunity

for energy.

Cost to recharge: 30 P.P.E. or 601.S.P.

Time to build: 6D6 hours

Market cost: 125,000 credits

TW Earthshaker

By Mark Sumimoto

This weapon really packs a punch. Built into a mace or hammer,

it releases a wave of force whenever it strikes an opponent.

Its effects are identical to that of the spell, Shockwave. Unlike

the spell, its effects are limited to a specific target. Although

called the Earthshaker, if the weapon is struck on the ground,

the shockwave generated only affects a radius often feet.

Initial P.P.E. cost: 140

Spells needed: Shockwave (35) and Power Weapon (35)

Physical Requirements: A metal or stone hammer or mace and

a large quartz crystal to be placed at the top of the weapon.

Damage: 1D4 X 10 M.D. plus knockdown penalties or knockdown

penalties only if struck on the ground. See page 144 of

Federation of Magic for details.

Duration: One melee per level of the user.

P.P.E. to use: 35 P.P.E. or 701.S.P.

Time to build: 6D6 hours Market cost: 150,000 credits

TW Mirrorshield

By Mark Sumimoto

The best defense is said to be a good offense. But in the case

of the Mirrorshield, the best defense is a good counter-offense.

The user can use the shield to parry physical hand to hand attacks

with the shield as usual, but long range attacks are de


off of it and energy attacks are reflected back to its

source. The Mirrorshield is popular among Cyber-knights, who

like its defensive power, and Crazies, who think its cool to see

someone shoot himself in the face. The shield has a magical

M.D.C. of 40 and when the deflection power is activated, the

shield gains an additional 60 M.D.C. and only takes one quarter

damage from attacks.

Initial P.P.E. cost: 150

Spells needed: Magic Shield (6), Deflect (10), Targeted Deflection

(15), and Power Weapon (35).

Physical Requirements: A highly polished silver plated shield.

Damage: Varies with the attack deflected or can inflict 2D4

M.D. with physical strikes while energized or 3D6 S.D.C. normally.

Duration: One minute per level of the user.

Range: Deflected energy blasts have a range of 500 feet.

Bonuses: +3 to parry, plus parries of 5 or higher deflects longrange

attacks away and 13 or higher reflects energy attacks back

to its source.

Cost to use: 20 P.P.E. or 401.S.P.

Time to build: 8D6 hours

Market cost: 220,000 credits

TW Enforcer Gauntlet

By Mark Sumimoto

This is a tough-guy weapon like the brass knuckles of the

20th century. It looks like an ordinary gauntlet with quartz crys


set in the knuckles. It allows its user to inflict damage with

punches as if he had supernatural strength and to parry M.D. at


Advanced models use the combat gauntlets from Juicer

Uprising and convert them to magic with more powerful results.

Initial P.P.E. cost: 20 for the basic and 30 for the advanced.

Spells needed: Fist of Fury (10) for the basic model and Fist of



Fury (10) and Superhuman Strength (10) for the advanced


Physical Requirements: A metal gauntlet and four quartz crystals

for the basic model and the Combat Gauntlet, four quartz

crystals, and an additional large quartz crystal placed in the battery

slot for the advanced model.

Damage: Varies with the strength of the user, plus the advanced

model inflicts an additional 2D6 M.D. and can perform a crushing

attack that inflicts 3D6 M.D. per squeeze.

Duration: One minute per level of the user.

Range: Hand to hand only

Cost to recharge: 10 P.P.E. or 20 I.S.P. for the basic model and

20 P.P.E. or 40 I.S.P. for the advanced.

Time to build: 4D6 hours for the basic model and 6D6 hours for

the advanced.

Market cost: 30,000 credits for the basic model and 45,000 for


TWW-1000 Water Sword

By Jason Richards

A Vampire-fighting weapon designed by the Techno-

Wizards at Arzno Weapons Manufacturing. The weapon is

merely a pipe made into a hilt (hand-guard optional), often with

grip or tape rapped around it. Three aquamarines are placed

around the diameter of the hilt. When activated, water pours out

of the handle and is telekinetically held into the shape of a blade

or pole. Regardless of the surface hit, the blade remains solid.

Range: hand held, two feet long.

Duration: typically 10 minutes, two minutes per level of creator.

Damage: 1D4 SDC or 4D6 HP to vampires

Energy Requirements: 10 PPE or 20 ISP

To Create: 100 PPE, a metal pipe and three aquamarines worth

100 credits each.

Creation Spells: Telekinesis and Create Water

Cost: 25000 credits, typically twice as much on the black market

in the West.

TWW-1050 Water Dagger

By Jason Richards

A smaller version of the Water Sword above, from Arzno

Weapons Manufacturing. The weapon is merely a small pipe

made into a hilt (hand-guard optional), often with grip or tape

rapped around it. One aquamarine is placed in the butt of the

hilt. When activated, water pours out of the handle and is tele


held into the shape of a blade or pole. Regardless of

the surface hit, the blade remains solid. It is frequently chosen

over its larger companion due to its size makes it easy to conceal.

Range: hand held, six inches long (one foot with handle)

Duration: typically 10 minutes, two minutes per level of creator

Damage: 1 point of SDC or 2D6 HP to Vampires

Energy Requirements: 10 PPE or 20 ISP

To Create: 100 PPE, a metal pipe and one aquamarine worth

100 credits.

Creation Spells: Telekinesis and Create Water

Cost: 21000 credits, typically twice as much on the black market

in the West

TWW-1300 Lightning Mace

By Jason Richards

A mace (homemade or commercial) with an amethyst in the

top of the head. The striking surface has roughly a dozen holes

drilled through it, through which twines about four feet of

heavy-duty copper wire. Arzno offers the addition of silver

spikes for an additional 150 credits. This weapon is becoming

extremely popular with renegade Dog Boys or those who work

with very little "supervision".

Range: hand held, two feet long on average. Can fire a blast

that goes 100 ft.

Duration: until charges extinguished

Damage: as a normal weapon, IDS SDC or HP to Vampires if

silver spikes are used.

While activated the weapon does 5D6 MD for a blast or hit.

Blasts are +2 strike.

Energy Requirements: 10 PPE or 20 ISP for 5 charges (misses

do not count as charges, but parries do.)

To Create: 80 PPE, a mace or club, one small amethyst worth 60

credits, and about four feet of copper wire.

Creation Spells: Call Lightning and Energy Bolt

Cost: 40,000 credits, typically twice as much on the black market..

Notes: A similar model, the TWW-1350 is identical to the

above except that it is a staff. Stats are identical except physical

requirements are doubled (effectively two maces joined at the

handle.) There are still only five charges and the retail cost is

50,000 credits. A TWB-900 sheath is available for the club

model, but not the staff.

TWW-150 Steam Grenades

By Jason Richards

A Vampire-fighting weapon designed by the Techno-

Wizards at Arzno Weapons Manufacturing. The grenade does

little damage and is used basically as a riot-control style tear

gas. It is used to flush Vampires out of their hiding places and

make them vulnerable to larger scale attack. It is a round grenade,

most frequently painted blue, with one small aquamarine

that serves as the trigger button.

Range: thrown, usually about 120 feet; 10 foot radius.

Duration: 2 melees

Damage: None, or 2D6 HP to Vampires per melee and causes

great burning pain. Causes 2D6 SDC to exposed skin and hurts

like the dickens! Double any possible pain penalties. The fog

slightly distorts visibility, -1 on all combat rolls.

Energy Requirements: 5 PPE or 10 ISP; 15 PPE or 30 ISP to recharge.

To Create: 60 PPE, one small aquamarine (40 credits), and conventional

a grenade.


Creation Spells: Create Water, Ignite Fire, and Fuel Flame

Cost: 200 credits, easily twice as much

on the biack market in

the West; recharges at Arzno cost 50 credits.

Vamp-Killer 2000

By Jason Richards

What can we say? If you want to kill vampires, this will do

the job. It's a must have for any serious vampire hunter.


Arzno TWW-2000




200,000 credits. Only available in Arzno

Weapon Systems

1. Silver-bladed chain saw

Damage: !D6xlO SDC or 5D6 HP to Vampires

Range: armlength+2 feet

To Activate: Ignite Fire (5 PPE) for 5 rounds of use and Fuel

Flame (5 PPE) for each additional 5 rounds.

2. Cross spotlight (mounted over chain saw)

Damage: none, 3D6 HP to Vampires

Range: 100ft

Payload: Battery powered; effectively unlimited.

3. Grenade Launcher (mounted to right of chain


Damage: varies, wood fragmentation do 4D6 MD or 8D6 HP to

Vampires plus a 10% chance of hitting the heart of any given

Vamp in the radius.

Range: 150ft

Radius: 10ft

Rate of Fire: holds 5 grenades per clip.

TWW-500 Power Glove

By Jason Richards

A weapon designed to add a little power to your punch (no

pun intended). It bestows upon its user the ability to punch with

the strength of a supernatural being, even if an SDC creature.

Perhaps the best quality of this item is its compatibility with

other TW modifications or armor. It can be added to the gauntlet

of a suit of armor or to the TWE-900 Climbing Claws. In

any form, it is very formidable.

Range: hand to hand only

Duration: typically 5th level, 5 melees

Damage: users P.S. increased to supernatural (can't increase already

supernatural punch).

Energy Requirements: 5 PPE or 10ISP per charge, per glove

To Create: 120 PPE, a glove, gauntlet, or some other hand covering

and a large ruby (200 cr.)

Creation Spells: Energy Bolt and Fist of Fury

Cost: 40,000 per glove

TWW-950 Fire Dagger

By Jason Richards

Yet another Arzno innovation that has been reproduced by

many Techno-Wizards, the fire dagger is another modification

of a larger weapon. One small ruby is placed in the butt of a

sword hilt. It is frequently chosen over its larger companion due

to the fact that its size makes it easy to conceal.

Range: hand held, six inches long (one foot with handle)

Duration: typically 10 minutes, two minutes per level of creator

Damage: 2D6 MD

Energy Requirements: 7 PPE or 14 ISP


Create: 70 PPE, a sword hilt, and a ruby worth 100 credits.

Creation Spells: Fire Bolt or Circle of Flame

Cost: 43,000 credits, possibly twice as much on the black market.

TWB-1000 Jewelry

By Jason Richards

For a reason yet unexplained, emeralds seem to have the almost

unique ability to store PPE. Though this is inconsequential

to the average person, it is very helpful to mages. Many

Techno-Wizards have taken to designing jewelry as PPE reserves.

Typical Large Medallion: 20 PPE, Cost: 2500 credits

Typical Anklet or Bracelet: 15 PPE, Cost 2250 credits

Typical Ring: 10 PPE, Cost 2000 credits

To Create: The jewelry required and an emerald worth 1000,

750, or 500 for medallions, bracelets, and rings, respectively.

The PPE requirement is just twice what is needed to initially

charge the battery.

TWW-1100 Magical Sheath

By Jason Richards

Originated by Arzno, but now in common use in other places,

this sheath automatically activates Techno-Wizard blades and

other melee weapons. It is made in proportion to the blade (or

size it would be if it were activated) and is lined with several

emeralds that serve as PPE batteries. Each emerald can hold 20

PPE and is worth 1000 credits, minimum. Any number can be

used, but five is typically the most. Whenever a TW melee

weapon is drawn, the PPE needed to activate it is taken from the

PPE reserve. Power is regenerated 2 per hour normally or 10

per melee on a ley line.

To Create: 40 PPE per emerald to initially charge the batteries

(initial charge cost more than actual PPE reserve), emeralds

worth 1000 credits each, and a sheath.

Cost: 1000 plus 2000 per emerald

TWC-100 Receiver/Translator

By Jason Richards

The device is made of a walkie-talkie or small radio transmitter

and receiver with one large quartz and three small garnets in

the center or each the transmitter and receiver. The translator

can be hand-held or attached to a strap around the neck, and the

receiver is placed on an earpiece of some sort, usually a large set

of headphones. When the transmitter is placed over your

Adam's Apple it translates what you say into another language,

via the spell "Tongues". Likewise, the receiver translates any


said into the base language of the user, provided it is set to

translate that language. Up to five languages can be installed at

the base price, 60 extra credits per additional.

Requirements: Two large quartz worth roughly 150 credits each

and six garnets worth 50 each. Also needed is an old radio or

walkie-talkie. It requires the Tongues spell and an Energy Bolt.

Total PPE to make: 300.

PPE to use: 10 per 10 minutes.

Cost: 3000 credits



Reading Glasses

By Jason Richards

A pair of glasses (no lenses necessary) with several small topaz

stones lining the earpieces. Worn like normal glasses, but

let the user read any language.

Requirements: Ten small topaz totaling about 300 dollars. An

old set of frames is the only other physical requirement. The

spells required are Eyes of Thoth and an Energy Bolt and an initial

375 PPE.

PPE to use: 10 per 10 minutes

Cost: 800 credits. Can also be installed in equipment (armor,

etc.) for an additional 30%.

TWM-1000 Respirator

By Jason Richards

A breathing apparatus that helps a severely injured person

breathe. It is made of a breath mask or filter with two medium

quartz at the top where the bridge of the nose fits. An

accordion-looking tube is attached at about the chin and moves

in and out when the mask is active.

Duration: 15 minutes

Effect: Temporarily breathes for a patient. It offers a +40% to

save versus coma or death is the trauma is respiratory related. It

also offers a +2 save against smoke or toxin inhalation. It can

also function as a breath mask, making the wearer impervious to

inhaled toxins.

Energy Requirements: 5 PPE or 10 ISP

To Create: 80 PPE, a breath mask or filter and two clear quartz

worth 50 credits each.

Creation Spells: Energy Bolt, Breathe Without Air, and Wind


Cost: 300 credits, easily three times as much on the black market

throughout the world. TW Medical devices are a rare commodity.

TW Flight Pack

By Jason Richards

Used as an attachment for both TW armor and traditional armor

or by light recon troops, this flight pack has a magical propulsion

system for quiet movement and versatility. It is simply

a traditional style jet pack with a large rose quartz and a clear

quartz imbedded in the back and copper wires running between

them and the hand-held control.


Arzno TWV-1000


1 pilot

MDC by Location:

  • Main Body: 30 MDC

  • depleting the main body makes the vehicle useless and

the flight pack is also difficult to hit, possible only on a

called shot and even then at -3.


50 MPH or 100 MPH on a ley line

Creation: 150 PPE, Energy Field and Fly as the Eagle spells, a

large rose quartz (200 cr.), large clear quartz (500 cr.), a jet

pack, and 3 feet of copper wire.

Statistical Data:

Dimensions: 2' x 8" x 3'


roughly 20 Ibs



Power System:

Techno-Wizardry; 10 PPE or 20 ISP will last

for two hours. The pack can fly indefinitely on a ley line.

PPE Battery:

holds 20 PPE (4 hours) for. Recharges at ley

lines at 10 per melee or elsewhere 2 per hour.


60,000 credits in Arzno; easily 150,000 on the black market

Weapon Systems:


TW Scout Cycle

By Jason Richards

Used for reconnaissance and quick-strike missions, the scout

cycle has become an asset. Four typically escort a troop transport

or assault vehicle.


Arzno TWV-2500


1 pilot

MDC by Location:

Wheels (2): 10 ea.

  • Front Mounted Shotgun: 10

""Headlight: 5

""Side-Mounted mini-missile launchers (2): 20 ea.

    • Main Body: 90

Magic Forcefield: 100

  • a small and difficult target to hit (-3 strike on a called shot).

    • depleting the main body makes the vehicle useless.


210 mph max if on flat, well-kept roads. Considerably

less (half) on not-so-good terrain. Cruising considered to be

100-120 MPH.

Statistical Data:


7 feet


400 Ibs fully loaded


Minimal. One cubic foot, maximum.

Power System:

Techno-Wizardry; telekinesis spell (8 PPE)

gives a range of 50 miles.

PPE Battery:

holds 80 PPE (500 miles) for engine and an additional

100 for TW and weapon functions. Recharges at ley

lines at 10 per melee or elsewhere 2 per hour.

Cost: 800,000 credits. Available only in Arzno.

Weapon Systems:

Multi-Function Shotgun

Primary Purpose: Assault (Anti-Vampire)

Secondary Purpose: Defense

Weapon Options:

a) Conventional Rounds

Damage: 5D6 SDC

b) Silver Rounds

Damage: 4D6 SDC or 8D6 HP to Vampires

Rate of Fire: Equal to hand-to-hand of the pilot

Effective Range: 200 ft

Payload: 6 shots

Mini-Missile Launchers (2): These launchers are located

each side of the vehicle. One of the few non-magic features, the

manufacturers at Arzno found it more efficient to use conventional

means to fire the missiles. Typically, wood or silver frag


missiles are used as anti-Vampire artillery. *Note:

These launchers are totally capable of firing conventional missiles.


Primary Purpose: Anti Personnel (Anti-Vampire)

Secondary Purpose: Defense

Damage: Varies. Wood Fragmentation dolD4 MD or 2D4xlO

HP to Vampires. Silver do 4D6 MD or !D6xlO to Vampires.

The radius on each is 10 ft.

Rate of Fire: can fire up to its entire payload in one volley.

Effective Range: About 1 mile.

Payload: 4; two per launcher


This high-powered headlight has a cross over it to

do damage to Vampires.

Primary Purpose: Anti-Vampire

Secondary Purpose: Illumination

Damage: 4D6 to Vampires

Rate of Fire: Standard

Range: 300ft.

Payioad: Draw from PPE battery; Effectively Unlimited

Techno-Wizard features:

1. Armor of Ithan

MDC: 100

PPE to Activate: 10

Duration: 40 melees

3. Globe of Silence

Radius: 10 ft.

PPE to Activate: 20

Duration: 15 minutes

2. Globe of Daylight

Radius: 120ft

PPE to Activate: 2

Duration: 30 minutes

4. Invisibility: Superior

Range: Vehicle and rider

PPE to Activate: 20

Duration: 30 minutes

Effects: The bike and rider are invisible to all forms of detection

except the ability to see the invisible. Prowl is 84% or 98% if

globe of silence is also active. The user can take no hostile action

or the invisibility will cancel.

"Demon Beetle" Troop Transport

By Jason Richards

The transport vehicle used by the Arzno Mercenary Corp is a

large, rectangular shape covered with spikes of varying size.

The railgun turret is located in the back part of the vehicle and is

accessible from inside only. In the front section, there is the

mini-missile launcher. A large sliding door on each side of the

transport facilitates the entrance and exit of troops. It is painted

a pitch-black color, which increases its usefulness in nighttime

operations and accents the silver spikes quite nicely.


Arzno TWV-2900


1 pilot, 1 copilot/gunner, 1 gunner, and 1 communications

Troop Transport:

20 troops plus crew. An additional 5 can be

squeezed in and another 10 could ride on the roof if necessary.

MDC by Location:

Railgun Turret: 50

Top mini-missile launcher: 50

Turret spotlights (2): 10 ea.

  • Front Headlights (2): 5 ea.

    • Wheels (6): 50 ea.

      • Main Body: 200

Magic Forcefield: 200

  • A small and difficult target to hit (-3 strike on a called


    • The vehicle suffers no movement penalties with as few as

4 wheels. Losing half results in speed as -50%.

      • Depleting the main body makes the vehicle useless.



210 mph maximum if on flat, well-kept roads. Considerably

less (half) on not-so-good terrain. Cruising considered

80-90 MPH. TK Engine.

Statistical Data:


12 feet


8 feet


30 feet


15 tons fully loaded.


Aside from communications and personal equipment,

25 cubic feet is used for storage.

Power System:

Techno-Wizardry; telekinesis spell (8 PPE)

gives a range of 50 miles.

PPE Battery:

Holds 80 PPE (500 miles) and recharges at ley

lines at 10 per melee or elsewhere 2 per hour.

Cost: 18 million credits; available only in Arzno.

eapon Systems:

1. Arzno Multi-function rail run

Primary Purpose: Infantry support (Anti-Vampire)

Secondary Purpose: Defense

Weapon Options:

a) Conventional Rounds

Damage: !D6xlO

Range: 4000 ft.

b) Silver Rounds

Damage: 5D4 MD or !D6xlO to Vampires (10% chance of

piercing heart)

Range: 4000 ft.

c) Wooden Rounds

Damage: 1D4 MD or 3D6xlO to Vampires (10% chance of

piercing heart)

Range: 2000 ft.

Rate of Fire: Standard

Payload: 100 bursts of conventional or silver rounds. PPE bat


allows 100 bursts of wooden rounds.

2. Mini-Missile Launcher:

This launchers is located on top of

the vehicle. One of the few non-magic features, the manu


at Arzno found it more efficient to use conventional

means to fire the missiles. Typically, wood or silver frag


are used as anti-Vampire artillery. *Note: These

launchers are totally capable of firing conventional missiles.

Primary Purpose: Anti-Personnel (Anti-Vampire)

Secondary Purpose: Defense

Damage: Varies. Wood Fragmentation do 1 or 2 MD or

2D4xlO HP to Vampires. Silver does 4D6 MD or !D6xlO

Vampires. The radius on each is 10 ft.

Rate of Fire: can fire up to half of its entire payload in one volley

Effective Range: About 1 mile.

Payload: 40 missiles

Spotlights and Headlights (4 total): These high-powered spot


have crosses over them to do damage to Vampires.

They are located two in the front, one on the missile launcher

(swivels separately) and one on the weapon turret.

Primary Purpose: Anti-Vampire

Secondary Purpose: Illumination

Damage: !D4xlO to Vampires

Rate of Fire: Standard

Range: 300ft.

Payload: Draw from PPE battery; Effectively Unlimited

Techno-Wizard features:

1. Armor of Ithan

MDC: 200

PPE to Activate: 20

Duration: 40 melees

2. Globe of Daylight

Radius: 120ft

PPE to Activate: 2

Duration: 30 minutes

3. Invulnerability

Effect: Impervious to Energy, +10 save (see spell), and +35


PPE to Activate: 25

Duration: 10 melees

Annihilator Assault Vehicle

By Jason Richards

A Vampire killing

machine*. Lots of fun. A retro-fitted prerifts

fire engine.

Model: Arzno TWV-3200

Crew: 1 pilot, 1 copilot/gunner, 3 turret gunners, 4 passengers

MDC by Location:

Water Cannon Turrets (2): 60

Cab Railgun Turret: 40

Side Mini-Missile Launchers (2): 50

Side Medium-Range Missile Launchers (2): 60

    • Flare Launcher: 5

Spot lights (2 front, 3 turret): 5

  • Wheels: 5

      • Main Body: 120

Magic Forcefield: 500

  • a small and difficult target to hit (-3 strike on a called shot)

    • the flare launcher is extremely hard to hit (-5 strike on a

called shot)

      • depleting the main body makes the vehicle useless

Speed: 210 mph max if on flat, well-kept roads. Considerably

less (half) on not-so-good terrain.

Statistical Data:


15 feet


10 feet


35 feet


Minimal. About 10 cubic feet of interior storage.

Other storage is achieved by attaching items on hooks, straps,

etc. outside the vehicle.

Power System:

Magic; telekinesis spell (8 PPE) gives a range

of 50 miles.

PPE Battery:

holds 80 PPE (500 miles) and recharges at ley

lines at 10 per melee or elsewhere 2 per hour.


22 million credits. Available only in Arzno.

Weapon Systems:

Water Cannons: These high-pressure water cannons are fed

from the truck's magical supply of water.

Primary Purpose: Anti-Vampire

Secondary Purpose: Fire Extinguishing

Damage: 2D4 SDC or !D6xlO to Vampires

Rate of Fire: Equal to hand-to-hand of the pilot

Effective Range: 200 ft

Payload: 100 shots each are provided by PPE batteries. They

can be recharged with 40 more shots for 10 PPE.


Mini-Missile Launchers

(2): These launchers are located each

side of the vehicle. One of the few non-magic features, the

manufacturers at Arzno found it more efficient to use conventional

means to fire the missiles. Typically, wood fragmentation

or TW water missiles are used as anti-Vampire

artillery. *Note: These launchers are totally capable of firing

conventional missiles.

Primary Purpose: Anti-Vampire

Secondary Purpose: Anti-Personnel

Damage: Varies. Wood Fragmentation do 1D4 MD or 2D4x 10

HP to Vampires. Water do !D6xlO to Vampires. The radius on

each is 10 ft.

Rate of Fire: can fire up to its entire payload in one volley

Effective Range: About 1 mile.

Payload: 16; eight per launcher

Medium-Range Missile Launchers

(2): These are the other

non-magical components of the offensive capabilities of the

vehicle. However, like the mini-missile launchers, TW missiles

make up the normal payload. *Note: These launchers

are totally capable of firing conventional missiles.

Primary Purpose: Anti-Vampire

Secondary Purpose: Anti-Personnel

Damage: Varies. Wood Fragmentation do 2D4 MD or 3D6x 10

HP to Vampires plus a 10% chance of impaling the heart of any

given Vamp in the radius. Water do 2D4xlO to Vampires. The

radius of both is about 30 ft.

Rate of Fire: can fire up to its entire payload in one volley

Effective Range: About 30 miles.

Payload: 12; six per launcher

Cab Railgun:

This devastating weapon fires wooden rounds

and is capable of mowing down vampires left and right.

Primary Purpose: Anti-Vampire

Secondary Purpose: Anti-Personnel

Damage: 1D4 MD or 2D4x 10 SDC to Vampires

Rate of Fire: Standard; can only fire bursts

Effective Range: 4000 ft

Payload: 30 bursts

Flare Launcher:

This seemingly simple feature is actually capable

of doing more damage to an army of vampires than any

other feature on the vehicle.

Primary Purpose: Anti-Vampire

Secondary Purpose: Emergency Signaling

Effect: Any kind of signal or illumination flare can be launched

skyward from this launcher. As a weapon, it can fire TW Call

Lightning flares, Thunderclap flares, or its most lethal ordinance...

Summon Storm flares! All do damage as per spell.

Rate of Fire: Once per melee

Range: 2000 ft straight up

Payload: One; takes one round to reload


(5): These high-powered spotlights have crosses

over them to do damage to Vampires. They are located two

in the front and three on the weapon turrets.

Primary Purpose: Anti-Vampire

Secondary Purpose: Illumination

Damage: 1 D4x 10 to Vampires

Rate of Fire: Standard

Range: 300ft.

Payload: Draw from PPE battery; Effectively Unlimited

Techno-Wizard features:

1. Armor of Ithan 2. Globe of Daylight

MDC: 500 Radius: 120ft

PPE to Activate: 50 PPE to Activate: 2

Duration: 40 melees Duration: 30 minutes

3. Invulnerability

Effect: Impervious to Energy, +10 save (see spell), and +35


PPE to Activate: 25

Duration: 10 melees


By Jason Richards

All of the firing mechanisms on these missiles are nonmagic.

The warheads, however, are TW in design. This allows

them to be compatible with any missile launching system.

Missile Type: Water-Mini

Speed: 200 MPH

  • Damage: None / !D6xlO

Range/Radius: 1/2 mile /10 ft.

Cost: 2000 credits ea.

Missile Type: Water-Short

Speed: 300 MPH

  • Damage: None / !D6xlO

Range/Radius: 1 mile / 20 ft.

Cost: 2500 credits ea.

Missile Type: Water-Medium

Speed: 800 MPH

  • Damage: None / 2D4xlO

Range/Radius: 30 miles / 20 ft.

Cost: 3500 credits ea.

Missile Type: Water-Long

Speed: 1100 MPH

  • Damage: None / 2D6xlO

Range/Radius: 500 miles / 25 ft.

Cost: 4000 credits ea.

Missile Type: **Wood Fragmentation-Mini

Speed: 400 MPH

  • Damage: !D4xlO/2D4xlO

Range/Radius: 1/2 mile / 20 ft.

Cost: 3500 credits ea.

Missile Type: **Wood Fragmentation-Short

Speed: 500 MPH

  • Damage: 1 D4x 10 / 2D4x 10

Range/Radius: 2 miles / 20 ft.

Cost: 3800 credits ea.

Missile Type: **Wood Fragmentation-Medium

Speed: 1000 MPH

  • Damage: !D6xlO/2D6xlO

Range/Radius: 40 miles / 40 ft.

Cost: 4000 credits ea.

  • Damages are listed: Normal Damage / Damage to Vampires

    • Wood Fragmentation do only SDC damage. Each vampire

in the radius (unarmored) has a 10% chance of being impaled.





Robotech* mania is back with the release of the toy line by


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12455 Universal Drive

Taylor, MI 48180


The Siege Against Tolkeen

Chapter 9

The man sat in a hard plastic chair, which was wet with a

strange, sticky stuff he prayed was merely water. He inserted a

large coin into a slot in the wall in front of him, causing a metal

plate to slide up. It exposed a window of thick bulletproof glass,

and showed the man what lay behind the wall.

Half a dozen strange, tentacled creatures writhed and gyrated

for his viewing pleasure, totally devoid of any clothing. They

pressed their bodies up to the glass, showing him their strange,

grey-green sexual organs. A piping, monotonous flute solo began

to play over cheap loudspeakers in the room.

"The human's back," one of the D-Bee women whispered to

the others, in a dialect of Dragonese.

"Weirdo," said one of the others in the same language, while

shaking her tentacles towards the window of a customer of her

species. The women were all aliens known as Gergelleg, and the

club tended to attract Gergelleg men. The only non-Gergellegs

who had ever come in were a couple of dwarves who had

thought that the place was a bar and promptly left, and the human,

who came in about once a month.

The human began to move his lips, but no sound came out.

He looked up at the women with a strange type of hunger and


They dance with the devil, he thought to himself. Satan

lives inside their hideous heads, and tells them what they want.

He tells them to destroy God's Chosen.

"You want some of this, honey?" one of the Gergellegs said,

writhing in front of the human's window. He stared at her, at her

hypnotic movements and rhythm, while the maddening flute

played in the background. Then, his time expired, and the metal

plate slid down.

The human walked out of the club and into the filth-ridden

streets outside, where a dirty rain was falling. He reached inside

a pocket of his baggy raincoat, and closed his hand around the

handle of a vibro-knife. Adjusting his hood and sunglasses, he

walked around into a side alley, and stood by the back entrance.

The door was locked, but the human easily pulled the flimsy

doorknob off.


must rid Earth of Satan, the man thought, as he stepped inside.

He yanked the shiv out of its holster, feeling it shake in his


This is my duty, he thought.

An oversexed Gergelleg male walked into the club about two

hours later. He took a moment of brush the rain off of his cloak,

and then sat down in one of the chairs. It was dark, so he didn't

notice the blood stains on the walls, or the shattered glass and

tiny gobbets of gray-green flesh on the floor. He merely inserted

his coin and watched the metal plate glide up, as he had done

dozens of times.

But inside, behind the wall, he saw a scene of horror previously

unimaginable to him. Blood lay in puddles on the floor,

and the dancers lay strewn about the room, in unidentifiable

chunks and pieces of flesh and bone. And the man found himself

unable to do anything but scream.

Hearing distant screams, Perrin strode among the ruins of

Chi-Town. Corpses of women and children were everywhere,

strewn over chunks or rubble, their poor bodies broken and shattered.

An eclipse devoured the sun, and billowing gray clouds of

mist absorbed all warmth. Perrin found himself trapped in a

cold, dark wasteland.

"Oh, God, please help us!" shrieked a familiar female voice.

Jack turned and saw his wife, alive again! She and Kerner and

all his friends from the old mechanized squad were there, but

something was not right. They were running. They were afraid.

"What is it, honey?" Perrin asked, sprinting towards his wife,

with something in his gut telling him that something was terribly

wrong and evil. Then, he saw them. Demons. There were

about sixteen of them, but it was hard to count them. Jack's

brain seemed to be filled with a strange mental static, making it

impossible to remember much or think much.

The hideous monsters swooped in on black wings of horrific,

rotting leather, hairy arms outstretched, claws dripping with

venom. Their faces were the worst of all, horrid parodies of human

faces, with blackened, rotting skin barely covering twisted

and gnarled skulls. Two of Perrin's fleeing friends were caught,

pulled up into the air, and pulled apart.

Dozens more of the monsters began swooping in, screaming

harsh, grating war-cries. They surrounded Perrin and his friends,

circling in the air, or walking towards them on the ground, leering

and laughing.

"Stay away!" screamed Perrin. But the monsters did not heed

his cry. They attacked, a mad horde of evil and magic. The air

was filled with their bestial screams of triumph as they tore

apart Jack's friends, claws rending flesh or pulling off limbs.

Strangely enough, none of them went after Perrin.

"Get the hell away from me!" howled Perrin, running back

and forth and gesturing madly at the demons, trying to chase

them away. This time, the creatures obliged him, leaping back


away from him. They stared at him confidently, laughing

and screaming, as jack stared at his dying friends. He cradled his

disemboweled wife in his hands as the creatures began moving

in again to finish their grisly work.

Suddenly, the air was filled with lasers. The demons were

caught in beams of red laser and atomized, their molecules scat


to the wind. Mini-missiles began bursting in the air, taking

out dozens of flying demons. And a horde of spindly, ebony

skeletons began to move in, eyes glowing red. Their toothy

mouths grinned with malicious pleasure as they attacked.

A grid of laser beams cut through the air, some of them finding

demons, some of them finding Perrin's friends, and some of

them finding nothing. Humans and demons alike were slain by

the gunfire. Elizabeth Perrin was knocked out of her husband's

arms by a rail gun burst.

"What are you doing?" yelped Perrin as the skeleton warriors

swooped over the demons, killing man and beast alike with


vibro-swords and laser pistols. Before Jack even knew what was

happening, he was the only one left. One of the skeleton raiders

knocked him to the ground, and held a humming vibro-knife to

his throat. The killer pulled off his helmet, to reveal the man beneath.

And Perrin found himself staring into his own maddened


He woke up screaming, bathed in his own sweat.

Perrin realized that he was in a clean bed with sheets and a

fluffy pillow, instead of in the torture chamber he thought that

he would be in. His head was bound tightly with a bandage, and

a network of IV lines slowly pumped murky fluids into his right

forearm. His vision was much better, although he was still a little


A few men stood by his bedside. They were clearly not his

doctors, though. One of them was an extremely large man, over

seven feet in height, and as bulky as a football player. One of his

arms was bionic, and a handful of wires and plugs were interspersed

around his head, like a crown of thorns. He stood by the

door with a bulky particle beam rifle cradled in his arms.

Another was a slim, diminutive man with crazed eyes and a

shaved head. He wore a tight white T-shirt and baggy blue jeans

with a pair of shoulder holsters. "The guy's up," grunted the


"Yeah," agreed a third man, a slim, bespectacled fellow with

a wild mane of blond hair. This man had no weapon save for a

throwing knife holstered on his belt. He wore a suit and carried

a leather briefcase, and seemed like an oddity next to two headhunters.

Suddenly, a hand came up from the side to adjust the IV line.

Perrin turned his head and saw an elderly, balding man in a

white lab coat crouched at the bedside, using one hand to adjust

the tubing and another to hold a soda can. He interrupted his

work for a moment to take a drink.

"Did I say you could drink, you old fart!" thundered the skin


kicking the soda out of the old man's hand. The punk

pulled out one of his holstered automatic pistols, and held it to

the doctor's forehead. "Next time you stop working on this guy,

I'm going to blow your brains out."

Perrin looked up at the other two men, hoping that they

would say or do something to stop the maniac. Instead, they

laughed. Perrin felt his blood boiling, and for a moment pondered

the irrational action of trying to grab the skinhead's other


"Where the hell am I?" asked Perrin, as the whimpering old

man got back to work. "Who are you guys?"

"We're members of the Human Freedom Association," explained

the man in glasses. "It's basically the local resistance

movement. We were VERY excited when we heard about

your...arrival in Tolkeen."

"Why?" asked Perrin, utterly bewildered.

"You're with the Coalition, of course! You can be our liaison

with them, tell us what Emperor Prosek wishes for us to do."

"You're out of luck, buddy. I don't even know how I can con


those bozos anymore, let alone get orders from them."

The skinhead leaned over Jack, fury beginning to cloud the

young punk's face. "Wrong answer," he growled, his warm,


fetid breath crawling into Perriris nostrils. "Because if you can't

help us, then we've no reason to let you live."

The other two suddenly aimed their weapons at the thug.

"Back off, Tommy," said the large man, in a voice like glass be


crushed. "Freedom's the only one who can make that decision,

and you know it." The skinhead realized that he was

outgunned, and grudgingly walked to the other side of the small

hospital room.

"Now, what about the burster?" asked Perrin. "He's the one

who saved me."

Chapter 10

Tucson crawled over to the open door, using one hand to pull

himself along, and the other to try to keep his intestines in place.

His clothing was covered in blood, both his own and that of the

Kittani doctor who had been chained up beside him. The doctor

they had shot in the head. Tucson wasn't quite so lucky. The

bastards bestowed a lingering death upon him.

"Damn skinheads," he muttered, his gaze fixed on the open

door, his mind swimming with pain and confusion. He could

hear sirens in the distance, although his ears were still ringing

with the harsh barks of the gun. He knew that soon the police

would come back, and would either put him on life support to

ensure an even slower death, or would put him out of his misery

instantly. The elf fancied neither choice. He wanted to die outside,

where at least he could breathe fresh air instead of the rank

prison odors.

"Almost there," he muttered, pulling himself to the door.

"Going to get out."

Suddenly, one of the crimson-suited military police burst in

through the open door. "Freeze, scumbag!" he screamed, holding

his techno-wizard laser pistol to Tucson's head.

Tucson looked up at the soldier. The man's face was muucn

behind a gas mask, his body was hidden behind a jumpsuit of

enchanted red cloth. In fact, he reminded the elf a little bit of the

grim reaper in a crimson cloak. The elf looked into the man's

face, and smiled eerily.

The soldier began convulsing, as the scent of pungent smoke

filled the corridor. He dropped his gun, and began flopping

around on the floor, screaming wildly. As his gas mask began to

melt, his suit began to gradually fade to black. As the flames

which burnt his body finally exploded out of the suit, his struggles

ceased. Tucson crawled over the burning corpse, in a mad

rush to get outside.

"Is the corridor cleared, Delta 4?" squawked the dead man's

melting headset. "Come in, Delta 4! Do you read me?"

Tucson finally pulled himself outside. It was night out, and

the stars in the sky were burning brightly. The elf smelled the

crisp, autumn night air. He then looked around, and was not sur


in the least to see dozens of police cruisers parked all

around the prison, just outside of the rows of barbed wire. An

enormous combat helicopter hovered above the prison, its silenced

blades making a strange, throbbing noise.

The chopper suddenly began to move towards Tucson. It

flew right over him, then turned to face the dying elf and swiveled

its massive guns in his direction. Something which looked

very much like a chaingun let loose with a burst of mystical

hellfire, which wrapped itself around the elf, doing no damage.

Tucson looked up at the chopper wearily. The windows suddenly

lit up with a bright red light, and then shattered, as the

cockpit exploded. Vomiting gouts of inky black smoke and

showering sparks in every direction, the helicopter spiraled into

the ground, where it shattered and burnt into a husk.

Red-suited soldiers began to close in from the sides, having

slipped past the wire or come out of the prison to neutralize this

threat. Tucson realized that he didn't have much strength or time

left to him. But, he wanted to take a few more of those bastards

out with him.

"Kick a guy out of his home, will you?" grunted Tucson, as a

pair of incoming soldiers exploded from the inside. "Toss a guy

in jail for having his friend patched up, will you?" sneered Tucson

as a nearby police cruiser caught fire. "Try to kill an un


wounded guy, will you?" yelled Tucson, as a sniper's

gun melted, covering the sniper's arms with white-hot liquid


Tucson suddenly saw a little metal tube roll to his feet,

doubtless tossed there by a soldier hiding in the shadows. "Oh

no," sighed the elf, as his short but eventful life flashed before

his eyes. "I at least wanted to be buried."

The grenade exploded into a dimensional anomaly. A rift

more like a black hole than anything else came into being, enveloping

the elf and pulling him into a thousand directions at

once, atomizing him and spreading the molecules into a billion

different dimensions. When the soldiers arrived on the scene, all

that they found was a steaming crater and a round hole in the


"You...what?" growled Perrin, barely able to keep himself

from tearing the skinhead's throat out.

"We shot the guys in the cells adjacent to yours," the punk

explained, with a hint of pride in his voice. "They were all DBee

punks, and we didn't want them identifying us. My idea."


"One of those punks saved my life, you idiot!" yelled Perrin.

"He got caught by the cops because he was trying to save my

life! I oughta break your neck!"

The skinhead leaned over the bed, and sneered at Jack. "Shut

your mouth," he growled. "We saved you, and I think we deserve

a little respect because of it! Besides, why are you so

grateful? The guy was a D-Bee!"

"How in the hell was I supposed to know! I couldn't even see


"Calm down, Lou," said the man wearing glasses. "Maybe he

does have a..."

"I saved this guy from a death sentence, and he's treating me

like crap!" interrupted the skinhead. "This guy isn't worth so

much trouble! I say we get rid of him!"

"That's for Freedom to decide," said the headhunter by the

door. "It's his choice, not yours."

"It's your life that we decide what to do with," snarled Perrin,

snatching the skinhead's throat and squeezing the windpipe.

Jack clutched it a little bit harder, liking the feel of the neck as it

constricted in his hands, liking the expression on the skinhead's

face as he gasped for air. The punk was trying to reach back for

his pistols, but a quick squeeze persuaded him not to.

"Now listen," Perrin said, sitting up so that he was right in

his victim's face. "I'm going to let you go now. But from now on

I will ask that you behave in a dignified manner. And if you

don't, then I will snap your scrawny neck in half. Got that?" And

Jack let go.

The skinhead immediately began gasping for air. Once his

lungs were again filled with oxygen and his head had stopped

spinning, he sneered down at Jack. "You bastard!" he screamed,

reaching for a gun. "I've had enough of your disrespect!"

As the skinhead pressed down on the trigger, a vibro-knife

shot across the room from the now-open door, knocking the pistol

from the punk's hand. The gun shattered, and the knife

imbedded in the wall behind. Rick Freedom walked in through

the open doorway, his M.O.M. implants twitching violently.

"What were you doing, Louis?" he barked, pulling his knife

out from the wall and turning it off. "It looked to me like you

were about to kill our new leader. Were you going to shoot the

man who is going to save humanity?"

"Sir, it was just an argument between Lou and..." interrupted

the man with glasses, trying to extinguish the fuse of an explosive


"I am talking to Lou," said Freedom calmly and politely. "I

want to find out what Louis has to say about this." Then, the facade

of politeness was dropped, and the Crazy began vibrating

with rage, droplets of spittle shooting out from his mouth.

"What in the hell were you doing, Louis?!" he screamed.

"The guy'd been consorting with D-Bees and nearly choked

me to death when I asked him about it!" protested Lou.

"A D-Bee burster saved my life, apparently," said Perrin. "I

thought that the guy was human. And then when baldy here

boasted that he had killed him, I understandably went berserk.

I'm still not sure that I should have let him live."

Freedom thought it over for a moment. "Mr. Perrin," he said.

"From now on, I hope that you will avoid associating with de


of all sorts, as is your duty. I am sure that normally you

exercise superb judgement in the matter. And Louis, from now

on, you will respect authority. I am not going to discipline you

this time, but if such an incident ever happens again, well..."

With that, the Crazy took out his vibro-knife, and waved it un


Lou's nose. The skinhead promptly ran from the room.

"You are dismissed, good sir," said Freedom to the doctor,

who had been cowering in the corner during the entire argument.

"Remember, someday soon, Tolkeen shall be free. Have a

nice day, and remember not to discuss this with anyone." The

elderly man got to his feet, brushed himself off, and walked out

of the room.

The Crazy then knelt by Perrin's bed. "Dear Mr. Perrin," he

said, gazing straight into Jack's eyes. "I recognize you as one of

humanity's greatest champions. As such, you deserve leadership

of the Human Freedom Association, which I now grant to you,


Perrin was about to politely refuse. These weirdoes were beginning

to seriously scare him, and he didn't want to be the

leader of some strange terrorist group. But suddenly, he remembered

the pyramid which Tucson had shown him. The Council's

mega-weapon. The thing which was in such urgent need of destruction.

"I only hope that I can be as good a leader as you were, Mr.

Freedom," said Perrin, grinning like a cat.

Chapter 11

Donald Hartman, clad in his power armor, struck out at one

of the crumbling concrete golems attacking him, putting his fist

straight through the thing's chest. Feeling an strange lump in


he clamped his fingers down upon it, and pulled the

strange chunk out of the golem. It turned out to be a beating


heart of stone and silver, vomiting blue-tinted energy out of its

valves. The golem crumbled, and Hartman crashed the heart

into dust.

The surviving members of the Black Dog squadron had been

attacked by a platoon of nearly 40 golems, although that number

had quickly been whittled away. The magical constructs were a

step up from the standard model, and boasted shoulder-mounted

net guns and vibro-blade forearms. Waves of such automated,

mindless foes had been attacking every day, trying to push the

Coalition's forces back, even as legions of Skelebots and mechanized

infantry strode inwards to penetrate deeper into the heart

of Tolkeen.

A member of the Black Dogs was snared in a magical net,

and surrounded by half a dozen golems who began hacking

away at him with their knives. "Help me!" he shrieked, as his

armor was stripped away from him slice by slice.

The golems suddenly melted into slag as a thick gout of

plasma flame wrapped around them. The magical net evaporated,

and the wounded SAMAS soldier rose to his feet, giving a

thumbs up to the trooper who had saved him.

The last few golems ganged up around Hartman, and tried to

hold him still to administer a beating. The leader of the Black

Dogs grinned, although his smile was hidden by the skull-like

faceplate. He reached into the chests of the two golems flanking

him, pulling out their hearts, and then melted the third's head

with a quick laser blast.

Suddenly, there was a crackling of magical energy, and over

200 of the golems appeared in the forest nearby. Several of them

trudged off to face the Black Dogs, but the others seemed to be

heading in a different direction.

"Firestorm I, we've got a whole lot of golems at coordinates

05-92-31," announced Hartman over his radio. "Think you

could swing a couple of bombers down this way?"

"They're on their way," replied a female voice. "Can you

hold your position for about 5 minutes, or do you need to fall


"The majority aren't after us," said Hartman as he atomized

an antagonist with a plasma blast. "There are just a few who are

covering the main squad's flanks that we have to worry about.

Most of the golems are going to the southeast."

"Roger that. We've got a supply line there that's been under

fire for days. Looks like you boys have identified the latest at


Good job, and wait a few minutes for the fireworks."

The Black Dogs had already fallen upon the flankers, and

had destroyed most of them with a barrage of plasma. The few

survivors were blown to bits by fusion grenades just as the sleek

black bombers headed in from the skies.

Each of the warplanes dropped what seemed like a pellet, a

small black dot which was lost in the sun and smoke. The pellets

dropped below the canopy, into the ranks of the golems. There

was a brief moment of silence, and then a tremendous roar as

pillars of flame burst into existence, slowly widening until the

entire golem unit had been engulfed. The planes flew off to

bomb another target, their work here done.

"Now that," laughed one of the Black Dogs, "Was a damn

fine show. Sometimes I'm sorry that I'm a ground-pounder 'stead

of a bomber pilot."

"Speaking of that," said another pilot, sitting down on a

smoking golem corpse to pull out the heart, "Has anyone else

heard the rumor that we're going to be reassigned? I hear that

there are some bomber wings scheduled which need escorts, and

that the Black Dogs are the current favorite for the job."

"Sorta makes sense," replied Hartman. "After all, we're only

holding back the line here. Nothing that couldn't be done by a

good platoon of infantry and a few well-placed minefields. But

don't get your hopes up too high. Rumors go flying during a

war. Remember that one about the big super-weapon that everyone

thought the sorcerers had created?"

Perrin gazed apprehensively through a shattered window,

looking at the pyramid, his feverish mind full of thoughts of

what it might do. He was in the secret meeting place of the Human

Freedom Association, the back room of a sleazy beer hall.

The floor of the place was covered in litter and dust, and the few

tables lying around here and there were cracked and dirty.

The place was full of raucous street scum as well. Most

looked like city rat posers, dirty, numerous punks who tried to

get away with acting like headhunters. They congregated in the

corners, gossiping loudly with each other while drinking flat

beer and smoking cigarettes or reefers. One of them had hooked

an electric guitar up, and was playing a strange, trippy type of

music. His T-shirt under the thick leather overcoat he wore

boasted a skeleton playing a guitar over a tie-dyed background,

with the words "Grateful Dead" printed below.

There were a few true warriors around, but they looked to be

an undisciplined bunch. Men in bulky armor with large rifles sat

around at the tables, talking loudly and drinking or smoking.

There were a few guys who looked like Juicers as well. A jumpy

man with bags under his eyes and a bio-comp harness covering

his otherwise bare chest sat alone, polishing an ion pistol. A

large, very muscular man wearing Juicer armor was arm-


wrestling a partial conversion 'borg. And a tall, blonde woman

who just seemed to look like a typical Juicer was lifting 100

pound barbells with one hand.

Smoke and noise filled the barren room. The odor of beer and

tobacco and marijuana wafted through Perrin's nostrils. He

could see a cooler in one corner, which was filled with pill bottles,

six-packs, and thick, opaque plastic bags full of different

substances. "This is supposed to be my great army?" he muttered

under his breath.

"Warriors of the Human Freedom Association!" he then bellowed

at the top of his lungs. "I am your new leader, Jack Perrin.

And I come before you with an urgent mission!"

Nobody paid attention.

"I am your leader!" Perrin yelled, visibly upset. "I need your


"Shut up," grunted the arm wrestling Juicer, as he pinned his

opponent's metal wrist to the table. "Nobody cares, moron."

"Why don't you shut your mouth?" snapped Perrin. "Rick

Freedom gave me this job, so you should show me the same respect

you showed him."

"You want respect from me, you pale little squishie?" asked

the Juicer softly. The noise level in the room suddenly dropped

to nothing, as the man got out of his chair. "Look, you punk, I

don't think you're very smart, so I'm going to let you walk out of

here. Get out of my sight, before I lose my self control."

"I am your leader, and demand to be treated as such."

"You're going to be treated as fist-scrape in a moment,

squish-boy!" laughed the Juicer. And with that, he swung one of

his massive fists right into Perrin's gut, with the force of a


Jack cried out in pain, and was thrown back several feet. As

he crawled to his feet, he could see the Juicer walking towards

him, a big grin on his face. "Oh look, a little bug," laughed the

man. "I do believe I'll squash it." With that, he raised one of his

sneaker-clad feet, and brought it down hard at Perrin's spine.

The foot never reached its target. Perrin had reached up and

caught the calf of the leg a mere moment before the blow would

have crippled him. Quickly, he shifted his grip down to the ankle,

getting a good firm hold. With his other hand, he latched

onto the foot and twisted until he felt something in the Juicer


"Ow!" yelled the Juicer. "You broke my ankle! I'm going to

kill you cold for that, squish!"

"I don't think you'll be in any position to do that," growled

Perrin, as he pushed the Juicer down, and grabbed hold of the

other ankle. Before the Juicer could pull the foot away, Jack

snapped the bone, leaving the fallen warrior helpless to rise.

Perrin got up, and walked to the nearest table. He overturned

it, and yanked off one of its wooden legs.'"This is where the fun

begins, buddy," he laughed, walking over to the fallen Juicer.

Fifteen minutes later, Perrin threw down a cracked and

bloody table leg. "I am your leader!" he yelled to the horrified

rabble. "I demand respect and obedience!"

All of the members of the Human Freedom Association paid

very close attention, except for one who was in no condition to.


The Hammer

of the Forge

By James M.G. Cannon

Chapter 2

Surrounded by the Void

The seven rings that circle the great gas giant Garouk-9 are

mainly composed of particles of ice and rock. "Particles " is a

word that gives only the vaguest sense of the rings, though, as

the objects vary in size from the tiniest of pebbles to massive asteroids

several miles in diameter. Garouk-9 itself possesses no

native sentient life, though giant amoebae-like creatures known

as Tuscuns navigate through the chlorine rich atmosphere of the

planet, floating on wind currents and deriving sustenance from

the. clouds themselves. It is within the rings circling the globe

that a world-hopper will find the people of Garouk-9. The ices-


teroids and asteroids that circle the planet are rich in minerals,

particularly titanium, nickel, and durnium. Mining interests

from within the Juktos System maintain stations near Garouk-9,

and send agents into the rings to plunder their resources. A

number of independent prospectors have also made the rings

their home, and many derive a comfortable living from the or


mines. Life here can be dangerous, however, because the

rings also provide excellent hiding places for smugglers and


— excerpt from Travelogues of a Journeyman,

by Fraktyn Quint

A black and gray tub of steel slowly navigated its way

through the maze of twirling rock that served as the sixth ring of

Garouk-9. The ship bore no distinguishing markings, and to all

appearances seemed to be unremarkable save for a few blaster

burns across its dorsal surface. A casual observer would have

^assumed the ship to be just another prospecting vessel, most

likely one of the independent operators in the ring, unaffiliated

with Drasco Inc., Bhudrin, or any of the other mining conglom


A casual observer would be in error.

A thousand meters away from the ship, keeping a careful

watch on the vessel's progress, stood a single humanoid, perch


upon a large icesteroid. The figure was physically impres


standing half again as tall as a human being, he was

sheathed in a skin tight suit of metallic green armor that reflected

brightly off the ice beneath his feet. Green eyes glittered

beneath a great helm molded to fit his wolfish face, and in his

claw-like hands he cradled a great battle-axe made of the same

peculiar metal as his armor. His name among humans was

Lothar, a close approximation of his birth name. He was a

Wolfen, one of those canine-like humanoids who had spread

throughout the Three Galaxies. More than that, however, Lothar

was a Knight of the Cosmic Forge.

He watched as the black and gray ship weaved through the

ring. The ship was shaped like a bird of prey, with wings outstretched

and large ion cannons mounted on the belly, where a

bird's talons might have been. Those cannons, Lothar knew, had

sent at least a dozen merchant vessels spinning into the void,

and the captain of that ship was a blackguard notorious throughout

the Juktos system and its closest neighbors. His name was

Elias Harkonnen, an elven pirate as adept with a blaster or a

blade as he was behind the controls of his starship, the


Harkonnen's raids caused the deaths of three thousand and

sixty-four sentients to date. Lothar had been unable to halt the

last attack, against a Titanian supply ship named

Regis, and the


made its escape while Lothar surveyed the damage to the


Using the esoteric skills of his order, Lothar was able to

trail the

Raptor through the trackless void of space to the Juktos

system, and the gas giant Garouk-9. The rings created a net of

cosmic "static" that fouled Lothar's enhanced senses, and he

lost the

Raptor within the maze of rock and ice. Two days of

careful searching and prudent use of his tracking ability had

eventually led him to the icesteroid upon which Lothar now

stood, observing the

Raptor as it approached one of the larger

asteroids, knotted and pitted by mines strung out decades ago,

that filled several cubic kilometers of space.


Raptor slowly drew closer to the asteroid, and Lothar

watched, unsurprised, as a doorway set within the rock of the asteroid

scissored open, and the marauder slipped within the stony

bosom of the asteroid.

Lothar nodded to himself, his suspicions confirmed. When he

had first lost the ship within the confines of the rings, Lothar assumed

that the pirates possessed some sort of hidden base inside

the circle of asteroids. He was slightly surprised at the size of

the facility, but its existence merely confirmed his suspicions.

Lothar stepped off the icesteroid and glided through space in

the direction of the hidden base, holding the axe out before him.

The same cosmic "static" that interfered with Lothar's ability to

track the starship through the rings obscured his own presence

in the void. He did not doubt that the pirate stronghold pos


a powerful sensor array, probably equipped to sniff out

CCW law-dogs and hunter ships, but entirely unsuited to separating

the debris from the ring apart from human or humanoid

figures hovering outside their front door.

In a matter of moments, Lothar crossed the distance to the

massive asteroid, ducking past an errant icesteroid that nearly

cleaved through his helm. Lothar was all too aware of the limitations

of the Cosmic Forge's blessings. His body was rendered

immune to even the intense heat of the stars, making him invul


to the common energy weapons most civilizations of the

Three Galaxies used for warfare and defense. But a bullet from

a grav rifle or rail gun could penetrate even the fabled armor of

the cosmo-knights, and an icesteroid that massed several thousand

kilos could squash him like a bug.

Lothar skimmed the surface of the huge asteroid concealing


Raptor and her crew. His unerring sense of direction guided

him to massive door incised into the asteroid's surface. Lothar

smiled to himself, forced to admire the ingenuity of the pirates.

Their hideaway was well concealed; even knowing where to

look and what to look for, Lothar found it difficult to locate the

edges of the door. The surface of the portal was plated with the

skin of the asteroid itself, while the perimeters were cunningly

hidden beneath the natural protuberances and projections of the

asteroid. When he finally located it, he measured its dimensions

with his eyes. The door stood twenty meters tall and twenty meters

wide, roughly square shaped, and was large enough to allow

entry or exit to two ships at a time, with millimeters to spare.

Lothar pressed one metal-skinned hand against the surface of

the door. Even through several centimeters of rock and the green

metal of his gauntlet, he felt the quiet hum of machinery. Again

he smiled to himself, and pulled back from the door. Taking his

double-bladed axe in a two handed grip, he summoned up the

cosmic fire within his breast and cut loose with a titanic blow,

splitting open the camouflaged exterior of the door and revealing

the dull metallic surface of the door itself. Lothar quickly

unleashed a second shattering attack, slicing through the metal

with an explosion of green sparks. He stepped back to admire

his handiwork, and, satisfied, extended the axe before him. A

flash of emerald energy flared from the head of the axe and connected

with the door, burning through the weakened section in a

heartbeat. Lothar brushed past it into the base, his eyes flashing

green beneath his helm, his axe held ready to attack.

Beyond the door lay a gigantic, airless, hollowed out pocket,

carved from the middle of the asteroid to provide the marauders

with a docking bay impossible to find through normal means.

Lothar was momentarily impressed with Harkonnen's ingenuity

and ambition, but he reasoned that it was more likely that the pi-


rate had stumbled across the hiding place than that he fashioned

it himself.

Three hundred meters inside the chamber, the

Raptor had attached

itself to the inner wall, connected by snaking umbilicals

and at least three airlock tunnels that extended from the asteroid

wall to fasten on to the

Raptor. Though the chamber held more

than enough space for a dozen ships, the only facilities Lothar

could discern were those servicing the


As Lothar surveyed the scene, two dull black metal spheres

detached from the walls of the chamber and glided through the

emptiness towards him. Lothar hefted his axe in his hands and

watched them come. He recognized their make, if not their type.

Naruni war-drones: automated machines better armored than

most starships, and packing enough firepower to level a small


Business must have been very good for Harkonnen. Naruni

weaponry was never cheap.

Several plates opened up on each of the drones, revealing the

plasma projectors, mini-missile launchers, grav guns, laser cannons,

and whatever else the Naruni techno-engineers could pack

into the spheres. Lothar grinned beneath his helm. He loved a


As energy lanced towards him from the spheres, Lothar

dropped thirty meters and threw his axe at the drone to his left.

The axe ripped through the plates of the drone, tearing through

its ventral hemisphere and hopefully shredding something critical.

At the same time, Lothar summoned up the energy of the

Forge within him, and sent emerald beams of light from his eyes

to slam into the second drone.

The second drone exploded in a shower of fire, spectacularly

and silently, extinguished almost as soon as it erupted.

The axe boomeranged back to Lothar's hand. Simultaneously,

the first drone, damaged but still functioning, reoriented

its weapon systems, and launched a dozen missiles at Lothar.

Lothar ducked past the volley, and flew across the chamber to


where the

Raptor clung to the side of the asteroid, venting

gases into space. He didn't need to check to know the missiles


The lead missiles reached Lothar just as he drew close to the


They slammed into him and detonated, sending him

tumbling through the void to smash against the

Raptor's hull.

Lothar grunted in surprise and pain, but his armor held. In another

moment, the rest of the volley exploded around him, and

Lothar instinctively curled up into a ball as the silent explosions

rocked him and the side of the

Raptor where he stood.

Smoke and debris hung in a cloud around Lothar, but his

green eyes pierced the haze and assessed the damage. His armor

was burnt and scarred by the attack, but the brunt of the damage

had been inflicted on the

Raptor. Lothar's gamble paid off; the

size of the

Raptor served to confuse the missiles and enabled

Lothar to escape a fiery and brutal death.

He could see the war-drone limp towards the

Raptor, trailing

smoke and lit up with warning lights. Its weapon systems homed

in on Lothar and prepared to fire. Lothar allowed himself a

brief, rueful grin. He had hoped Harkonnen would have pro


the drones not to fire upon the

Raptor, but it seemed

that the marauder either had not anticipated the possibility, or

was more ruthless than Lothar at first assumed.

Once more Lothar summoned up the fires of the Cosmic

Forge, and unleashed them in a devastating beam from his eyes.

The energy sliced through the drone, destroying it in an instant.

Lothar turned away and flew towards the airlocks that led into

the station proper. As he did, he noticed the

Raptor's running

lights suddenly ignited. Lothar drew to a halt, and again channeled

the fires of the Forge into a destructive beam that spiraled

towards the

Raptor's engines, and connected with a soundless



Raptor would not be going anywhere for quite some


However, Lothar's energy reserves were seriously depleted,

and he would not be able to summon up another energy blast of

such magnitude in the near future. If Harkonnen, by some miracle,

managed to get his ship underway, Lothar would be hard

pressed to stop him.

With two swipes of his axe, Lothar opened up one of the air


and surged into the base. Behind him, the automatic sys


sealed the tear he had carved through the door, while

before him stretched a cargo hold stacked high with crates of

booty. The ceiling was ten meters overhead, though a catwalk

was bolted to the wall about halfway up it. Lothar spotted three

exits in his first glance, but had little time to explore further.

Three of the pirates stood five meters away; a trio of Naterreris

clad in patchwork suits of battle armor decorated with clan tat


They had popped open one of the crates, and two of them

were lugging out short, four-barreled rifles with heavy box

magazines situated in front of the triggers. The third pirate covered

them with his plasma rifle, full knowing that the weapon

was useless against the cosmo-knight. Lothar didn't recognize

the hardware the pirates had just produced, but he was certain he

didn't want to find out what they could do.

"Stand down and surrender," Lothar barked. "I am authorized

to use lethal force against you. Do not force me to kill you."

The shark-like aliens ignored him, and the duo with the

heavy weapons opened fire on Lothar. The weapons coughed,

and two volleys of micro-missiles blasted towards Lothar. The

Wolfen heaved his axe with a smooth snap of his shoulder, and

leapt into the air at the same moment. The micro-missiles hurtled

harmlessly beneath him, only to connect with the far wall of

the hold with a terrific boom that shook the entire room.

Lothar's axe decapitated one of the pirates as it passed them,

and the one with the plasma rifle dropped to the ground with a

scream. His one surviving companion reoriented his heavy rifle,

but was knocked off his feet by Lothar's eyebeams, weaker than

the ones he used on the drones, but more than enough to incapacitate

the pirate.

Lothar dropped to the ground beside the Naterreri who lay on

the floor, holding his head and shuddering in fear. Lothar

grabbed his shoulder in one hand and lifted the alien easily. The

axe flew back to his hand and Lothar caught it automatically.

His eyes glowed balefully from beneath his helm. "Where is

Harkonnen?" he demanded. The fish-eyes blinked vapidly in

Lothar's face. The poor fool was too frightened to talk. Lothar

threw him to the ground in disgust.

"Hello!" a voice from above called out. "Looking for me?"

Lothar stepped back and raised his head. Above him, standing

on the catwalk that circled the room, stood Elias Harkonnen.

The Elf was tall, angular, and thin, clad in a form-fitting, black


and red suit of Imperial Legionnaire's armor, with a crimson

skullcap on his head. A carefully trimmed black goatee hid his

sharp chin, and his eyes were an opaque white that seemed almost

to glow.

Lothar stood aghast.

"Surprised?" Elias asked rhetorically. "Didn't know I was in

the Legion, did you? Then I'll wager you're unaware that I

served with the Invincible Guard."

"That won't stop me from bringing you in, Harkonnen,"

Lothar growled. Privately, he was not so sure. The Transgalactic

Empire was a blight upon the Three Galaxies, an expansive and

vicious nation founded by a bloodthirsty race of beings known

as Kreeghor, and dedicated to the subjugation of all the sentients

in the galaxy. The Kreeghor had once served as slaves to the

masters of bio-wizardry, the Splugorth, and they had learned

enough secrets from their former masters to create soldiers of

frightening power and abilities. Dubbed the "Invincible Guardsmen,"

these superhumanly powerful warriors were the elite of

the Empire's vast armies. Supposedly, they were treated lavishly,

rewarded for their service with wealth and power unimaginable

in civilized space. There were deserters, of course, but

those who left the bosom of the Empire willingly often did so

because the Empire itself did not give them enough opportuni


to exercise their martial prowess, and to satisfy their sadistic


If Elias Harkonnen was one of those creatures, then Lothar

had to destroy him. Quickly and cleanly, if possible.

If possible.

"That is what the last of your kind said to me, before I

handed him his lungs." The Elf smiled, and brandished a small,

oblong object in his right hand. Lothar instinctively tensed, but

no attack came. "I recognize you, Lothar of Motherhome.

You're fairly well known in this sector of space. In fact, I've

been expecting you for some time now. What kept you?"

Lothar eyed Harkonnen carefully. What game was he play


Did the Elf hope to distract him with senseless chatter?

"I had to deal with a Manarr serial killer on Torshin," Lothar

said. He hefted the axe in his hands. "I'm afraid he took priority.

.. although now I'm beginning to think I should have taken care

of you first."

"I think so, too," Harkonnen laughed. He brandished the oblong

object in his hand again. "Normally, I would stay and kill

you personally, but to tell you the truth, I've had something of a

bad day. So, I'm going to leave early." He pressed a button on

the device, and the lights in the cargo hold immediately


"Self-destruct activated," a mechanical voice droned from a

hidden PA system. "Seven minutes until detonation." The voice

then began to count down the minutes, one second at a time.

Lothar ignored it, and took a step forward. "Seven minutes is

more than enough time for me to deal with you," he said, taking

the axe in both hands.

Elias shrugged. "Perhaps. You seem able enough; and we

both know the detonation of the nuclear core of this station

won't harm you in the least bit. And I'll survive as well. But as

for my men. . . they do not share our gifts. And you Knights of

the Forge prefer to capture criminals alive, do you not? Particularly

when in CCW space?"

Lothar tightened his grip on his axe. He desperately wanted

to wipe the smug grin off the Elf s face. But he knew Harkonnen

was right. Lothar couldn't stand by and let the pirates die

needlessly; death in battle was one thing, but they needed to

stand trial for their crimes in a CCW court. To just let them perish

would be a violation of CCW law, and his own code.

"Where are they?" Lothar demanded through gritted teeth.

Elias laughed again, and juggled the self-destruct device in

one hand as the countdown continued. "Most of them fled to the

ship when you destroyed the drones. Those three fools at your

feet stayed behind, knowing you would cripple the ship."

Lothar nodded. "We'll meet again, Harkonnen," he said.

"Oh, I'm sure we will," the Elf laughed. "I'm sure we will."

Lothar turned to the two surviving Naterreri and sent the axe

away, to that hidden place between the dimensions where it

would remain until he needed it again. Lothar dragged the conscious

Naterreri to his feet. "Grab your friend. We're getting on

the ship before this place goes up." The pirate looked at Lothar

blankly for a moment, but then lurched to where his companion

lay, his armor scorched and blasted. With a grunt, the Naterreri

lifted his ally, and followed Lothar to the airlock door.

The airlock cycled open, and the two pirates stumbled

through to the door towards the ship. Lothar spared a glance in

the direction of the catwalk, but Harkonnen had disappeared.

Lothar almost went after the elf; his anger at being outmaneu


combined with his zeal for justice, nearly made him

abandon the pirate crew to oblivion. But Lothar mastered himself,

and followed the shark-faced humanoids onto the


As the opposite side of the airlock slid open, an energy blast

flashed into the compartment. Lothar brushed past the Naterreris

and deflected the beam with his fist, and then exploded through

the airlock door to bodyslam the pirate who had fired upon

them. The attacker crashed to the ground with a groan.

Lothar ignored him and the other pirates, and immediately

rushed to the bridge. More guns greeted him there, but Lothar

could tell that the pirates, normally ruthless and remorseless

men, were frightened. Frightened of the impending destruction,

and frightened of the snarling cosmo-knight in their midst.

"Put your weapons away," Lothar barked. A few nervous pirates

complied with the demand, almost certainly surprising

themselves, but a large, cybernetically enhanced human kept

his grav gun trained on Lothar's head. "We have very little

time," Lothar continued, eyeing each of the men in turn. "Less

than four minutes by my calculation. Now, you can cooperate,

and live, or you can be stupid, and die."

Lothar counted to ten, rapidly losing patience. He was about

to explain the situation one more time when the cyborg pulled

the trigger on his pistol. The gravitonically propelled projectile

whined through the air, and slammed into Lothar's shoulder

with a crack. Lothar grunted, pushed back a few inches, and his

eyes flashed once. The cyborg flew backwards, knocked off his

feet by the blast of emerald energy that fried his chest.

The other pirates stood motionless. A few covered Lothar

with their weapons, while those who had bolstered them a moment

ago seemed about to draw them again.

"Getting closer to three minutes," Lothar said.

"What do you want us to do?" a Catyr asked. She was tall,

red skinned and copper haired, and she looked like the type of


person willing to jettison her own mother for a few credits.

"You tracked up the engines, and now we don't have enough

thrust to get off this ball of rock."

"Disengage from the wall," Lothar ordered. "Fire up the ma


jets. Get the ship in position to head through the gate,

and get that opened. Position the ship perfectly. Directly before

the gate."

"What are you going to do?" the Catyr asked.

"I'm going outside. I'm going to push you all to safety."

There were cries of incredulity, as well as a few curses lobbed in

Lothar's direction, but he ignored them all and left the bridge,

moving quickly through the ship to the airlock door. On the

way, he felt the ship lurch beneath his feet as the

Raptor separated

from the base. Lothar stepped over the body in the middle

of the corridor, and opened the inner door of the airlock. He

jumped into the airlock and opened the outer door almost before

the inner door cycled closed. A heartbeat later, Lothar stepped

out into the void once more, into the empty silence.

Lothar flew up onto the dorsal side of the

Raptor, and landed

lightly on the hull. Beneath him, the pirates brought the maneuvering

jets to life, and the

Raptor began to come about. Slowly.

Lothar frowned beneath his helm. Time was rapidly running

out; he had spent most of the seven minutes dealing with the

ship's crew. Harkonnen had most likely already made good his

escape. But Lothar still needed to push the 270 metric ton ship

through 300 meters of airless space to reach the portal that led

out of the station.

Lothar uttered a silent prayer. He would need the strength of

the Forge itself to move get the ship away before the station


He had a plan. It was a desperate one, but this situation called

for such measures. Normally, Lothar could summon up the fire

of the Forge within him to create a number of effects. With the

power of the Forge, he could augment the energy beams he produced,

enabling them to damage even starships. This he had already

done, three times in the past fifteen minutes, depleting his

reserves. But he could also use that energy to supercharge his

flight ability, enabling him to reach FTL speeds in the vastness

of the void. Lothar's energy bank still possessed enough power

to get him free and clear, but he wasn't about to desert the fools

on the

Raptor now.

He might be able, for a few seconds at least, to extend his

FTL ability to encompass the

Raptor. Just long enough to get

the ship through the doorway and out of immediate danger.

Lothar wasn't certain his plan was entirely possible, but he

knew if it worked it would be extremely painful. Having expended

so much energy on the drones and the ship's engines, he

didn't have enough left to move the ship. But in extreme circumstances,

a cosmo-knight could convert his own flesh and

blood into energy to supplement cosmic power of the Forge that

resided within him. In essence, Lothar could cannibalize his

own body to provide the power he needed to move the ship.

But it would cost him. The pain would be excruciating.

Better get started. The ship was almost aligned perfectly.

Lothar knelt on the ship, and placed his palms flat against the

cold metal. He closed his eyes and summoned up the energy that

flared at the core of his being. As the power flooded through

him, and out through his hands to crackle across the hull of the


Lothar dug deep, dredging the energy up through him,

spending it all hastily and messily. When he reached the bottom

of his reserves, he went deeper, transforming his own mass into


The energy flashed from his palms in a great emerald web

that spread, meter by meter, across the surface of the


The web flashed and crackled silently, enveloping the ship.

Lothar screamed silently, a howl of rage and pain, as his body

bled out of him, fingers of light that swallowed up the 270 metric

ton block of metal and ceramics beneath him.

At last, the web of energy caressed the entirety of the vessel,

and it lurched forward, compelled by Lothar's will. At the same

moment, the countdown inside the station approached its nadir,

and deep within the bowels of the hideaway, its nuclear reactor

reached critical mass. A moment later, the reactor detonated, exploding

in a wave of destructive energy that consumed the asteroid

in seconds.


Raptor rode the wave, guided by the cosmo-knight who

stood upon its hull. As it was, the

Raptor was nearly shredded to

pieces, managing to maintain its integrity by the barest of margins.

The explosion, and the debris from the explosion, shattered

the wings of the ship, and tore nearly a dozen holes in the hull.

Lothar was almost knocked from his perch, but he held his post

through sheer determination.

When the excitement was over, and the asteroid was nothing

more than powder, the

Raptor was left spinning lazily in the

void, quiet and dark, its running lights dimmed. Lothar lay

spread-eagled upon the surface of the ship, barely conscious. He

had converted nearly half of his mass into the energy needed to

carry the

Raptor seven hundred meters to safety. He was emaciated,

almost skeletal, and his normally skintight armor hung

upon his body like robes.

Lothar slowly dragged himself to his feet. In a little while,

the energy within him would replenish itself, his body would

heal, and he could leave the

Raptor here to wait until the

authorities arrived.


Lothar started, surprised at the voice that sounded within his

mind. He recognized the lilting growl of the Cosmic Forge, but

the Forge only rarely spoke to its knights.


What would you have of me? "' Lothar thought, answering

the Forge's call.

"We have need of your services again, Son of Motherhome.

We have created a new knight, a human from the planet Earth.

He lacks direction, and needs help understanding his new role

and the Three Galaxies. You will provide that direction "

Lothar stifled a sigh. Another child knight to train.


what of Harkonnen? 1 cannot let him simply escape. He must be

brought to justice."

"Patience, my child. Proceed to the desert world of Koola in

the Haring System" the Forge ordered.

"Seek out Caleb Vulcan.

Teach him the ways of the Forge. You will face Harkonnen in

due time."

Lothar felt the Forge recede from his mind, and he slumped

to the hull of the ship. It seemed his destiny did not lie with

Harkonnen after all. Then again, Harkonnen's capture might be

more expediently accomplished with two knights following his



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