TEXT: The RIFTER #0
  Palladium Books®  Presents:
  ®
  ®
  Your Digital Guide to the Megaverse
  Splicers® Adventure
  Megaversal   Culture Tables
  Splicers® Weapons
  Rifts  Santa Claus
  Ludicrous Magic
  Sunaj   Revisited
  Rifts  Geology
  and Much More
  ®
  ®
  ™
  ™
  ™
  
  Warning!
  Violence and the Supernatural
  	
  The	fictional	worlds	of	Palladium	Books®	are	violent,	deadly	and	filled	with	supernatural	
  monsters.	Other-dimensional	beings,	often	referred	to	as	“demons,”	torment,	stalk	and	prey	on	
  humans.	Other	alien	life	forms,	monsters,	gods	and	demigods,	as	well	as	magic,	insanity,	and	
  war	are	all	elements	in	these	books.
  	
  Some	parents	may	find	the	violence,	magic	and	supernatural	elements	of	the	games	
  inappropriate for young readers/players. We suggest parental discretion.
  	
  Please	note	that	none	of	us	at	Palladium	Books®	condone	or	encourage	the	occult,	the	
  practice	of	magic,	the	use	of	drugs,	or	violence.
  The Rifter® Number 0
  Your Digital Guide to the Palladium 
  Megaverse®!
  1
  
  First	Printing	–	May,	2008
  Copyright	2008	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	in	whole,	in	any	form	or	by	any	means,	without	permission	from	the	publisher,	except	brief	quotes	for	use	in	reviews.	All	incidents,	
  situations,	institutions,	governments	and	people	are	fictional	and	any	similarity,	without	satiric	intent,	of	characters	or	persons	living	
  or	dead,	is	strictly	coincidental.
  	
  Palladium	Books®,	Rifts®,	Coalition	Wars®,	RECON®,	Nightbane®,	The	Palladium	Fantasy	Role-Playing	Game®,	The	
  Mechanoids®,	The	Mechanoids	Invasion®,	After	the	Bomb®,	Phase	World®,	and	Megaverse®	are	registered	trademarks	owned	and	
  licensed	by	Kevin	Siembieda	and	Palladium	Books	Inc.
  	
  Beyond	the	Supernatural	2,	Chaos	Earth,	NEMA,	MercTown,	Dimension	Builder,	Splicers,	Naruni,	United	Worlds	of	
  Warlock,	Chaos	Wizard,	Lord	of	the	Deep,	Mechanoid	Space,	Dinosaur	Swamp,	Arzno,	Lazlo,	Victor	Lazlo,	Lazlo	Agency,	Michael	
  Mach,	Heroes	Unlimited,	HU2,	Powers	Unlimited,	Ninjas	&	Superspies,	Aliens	Unlimited,	Mutant	Underground,	The	Nursery,	
  Hardware	Unlimited,	Gadgets	Unlimited,	Beyond	the	Supernatural,	BTS-2,	Three	Galaxies,	Void	Runners,	Gramercy	Island,	
  Skraypers,	Atorian	Empire,	Wormwood,	Land	of	the	Damned,	The	Citadel,	Wolfen	Wars,	Wolfen,	Cosmo-Knights,	Cyber-Knight,	
  Dragonlands,	Triax,	Gargoyle	Empire,	Free	Quebec,	Xiticix	Invasion,	Fadetown,	Hammer	of	the	Forge,	Siege	on	Tolkeen,	Psyscape,	
  Dweomer,	ARCHIE-3,	Northern	Gun,	Coalition	States,	Erin	Tarn,	Emperor	Prosek,	Splugorth,	Splynncryth,	Mega-Damage,	Skelebot,	
  SAMAS,	Glitter	Boy,	Dog	Boys,	Dog	Pack,	Techno-Wizard,	Ley	Line	Walker,	Shifter,	Bio-Wizardry,	Psi-Stalker,	Brodkil,	Juicer,	
  Crazy,	‘Burbs,	‘Borg,	‘Bot,	D-Bee,	Chi-Town,	Triax,	NGR,	and	other	names,	titles	and	likenesses	of	characters	are	trademarks	owned	
  by	Kevin	Siembieda	and	Palladium	Books	Inc.
  Palladium Online www.palladiumbooks.com
  The	Rifter	0	RPG	sourcebook	series	is	published	by	Palladium	Books	Inc.,	39074	Webb	Court,	Westland,	MI	48185.	
  2
  
  The RIFTER #0
  Palladium Books® Presents:
  ®
  Digital Sourcebook and guide to the Palladium  Megaverse ®
  Credits
  Coordinator	&	Volunteer	Editor:	Matthew Daye
  Supervisors: Kevin Siembieda & Wayne Smith
  Contributing Writers:
   
   
  Matthew Daye
  Michael G Totton Jr 
  Nathan Bingham
  Robert Batkovic
  Joshua T. Hilden
  Chris Kluge
  Linwood Foster
  Robert Alan Wilkison
  Cover	Illustration: Adam Kass
  Interior	Artists:
   
   
  Adam Kass
   
   
  Phillip Hollecker
   
   
  Based	on	the	RPG	rules,	characters,	concepts	
  and Megaverse® created by Kevin Siembieda.
  Special Thanks to	all	the	volunteers	who	made	this	fan	issue	possible	and	their	support	for	Palladium	Books® 
  in their time of need.
  3
    
  
  4
  
  Contents – The Rifter
  ® 0
  Page 4 - Full Page Art by Adam Kass
  Page 7 - From the Keyboard of Matthew Daye
  The	organizer	and	editor	of	Rifter®	0	explains	the	
  context	of	the	project	and	what	went	into	the	first	
  online edition of the Rifter®
  Page 8 - Culture and Tradition
  Nate	Bingham	offers	us	some	new	tables	to	further	
  flesh	out	your	character’s	background,	or	help	GMs	
  add	some	quick	color	to	their	N.P.C.s
  Page 13 - Seven Years on Cerebus
  Robert	Lionheart	donated	one	amazing,	huge	cross-	
  over	adventure	for	use	with	both	Splicers® and Rifts®. 
  This	one	isn’t	just	for	a	one	shot	mission	and	can	be	
  the basis for an entire campaign!
  Page 36 - Handheld Weapon Bio-Enhancements
  Chris	Kluge	sent	in	some	new	options	for	customizing	
  your Splicers®	gear.	Options	and	customization	are	a	
  player’s	best	friend.
  Page 48 - Full Page Art by Adam Kass
  Page 49 - A Megaverse® of Skills at your Fingertips
  Michael	G	Totton	Jr.	must	have	spent	hours	compiling	
  this handy list of skills used all over the Palladium 
  Megaverse®,	complete	with	base	percentages	and	
  the	books	they	were	printed	in.	A	handy	tool	for	any	
  Palladium Books© game and completely printable.
  Page 63 - Full Page Art by Adam Kass
  Page 64 - Known Worlds of the Megaverse®
  Linwood	Foster	compiled	his	own	list	of	all	the	
  planets in the Megaverse®,	complete	with	the	species	
  on each planet. A pseudo-phone book for all your 
  Megaverse® spanning adventurers!
  Page 75 - Santa Claus
  Josh	Hilden	has	finally	statted	out	the	Jolly	Fat	Man	
  that	everyone	loves	to	get	gifts	from.	He	did	a	great	
  job	stylizing	him	and	his	home	while	keeping	with	
  Palladium Books©	flavor.
  Page 75 - Ludicrous Magic™ III
  Nate	Bingham	was	a	busy	guy	and	sent	in	the	third	
  installment	of	spells	for	those	crazy,	crazy	mages	we	
  all	know	and	love	from	the	Infamous	Rifter®	9½.
  Page 86 - Full Page Art by Adam Kass
  Page 87 - Spells of the Arch-Mage
  Matthew	Daye	submitted	this	collection	of	new	
  spells	for	magic	users	who	have	a	much	keener	
  understanding of the arcane arts.
  Page 95 - Sunaj™ Revisited
  Rob	Wilkison	fleshes	out	those	evil	Atlanteans	and	
  their	evil	schemes,	complete	with	their	own	weaponry	
  and background tables. 
  Page 101 - There’s Gold in them thar Hills!
  Matthew	Daye	submitted	a	second	helping	in	his	
  spare	time,	in	his	attempt	to	explain	where	the	
  Coalition States™ and other nations are getting all their 
  resources.
  Page 105 - Full Page Art by Adam Kass
  The Cover
  The	cover	is	by	Adam	Kass	and	features	a	Glitter	
  Boy™	wandering	the	ruins	of	an	old	city	as	the	sun	
  sets.	This	was	the	first	picture	submitted	by	Adam	and	
  was	accepted	(after	some	little	tweaks)	and	ended	up	
  being	the	reason	he	was	recruited	to	supply	most	of	
  the art for the online issue of the Rifter® 0.	His	use	
  of full color computer generated art seemed only too 
  fitting	for	the	first	digital	issue.
  Optional and Unofficial Rules & Source Material
  Unlike	some	of	The	Rifters®,	which	can	feature	
  official	rules	and	content,	Rifter®	0	is	100%	unofficial	
  and	optional.	In	fact,	every	bit	of	this	digital	magazine	
  was	donated	by	the	original	creators	free	of	charge!	
  This edition of the Rifter®	was	made	to	help	Palladium	
  out	in	its	time	of	need	and	many	artists	and	writers	
  were	very	eager	to	help	out.	
  What	does	this	mean	to	you,	the	reader?	Well,	none	
  of	this	stuff	is	official	so	use	it	in	your	games	and	
  other	material	as	you	see	fit,	or	take	it	with	a	grain	
  of salt. That is really up to the individual player and 
  GM.	However,	keep	in	mind	that	all	of	this	material	
  was	made	purely	from	the	contributors’	kind	hearts	
  so	treat	the	material	with	an	open	mind.	There’s	some	
  really	special	stuff	in	here	and	I	hope	you	get	hours	of	
  enjoyment out of it.
  5
  
  Coming Next Issue
  The Rifter® 0.1?
  That	is	always	the	danger	when	trying	to	copy	the	
  normal	Rifter’s® format. Will there be another one of 
  these?	Maybe.	I	don’t	know.	It	will	largely	depend	on	
  how	well	this	one	does,	the	availability	of	material	
  and the say so of Palladium. Rifter®	0.1,	or	Rifter® -1,	
  or any other number of possible names may not even 
  follow	this	format	and	could	end	up	as	any	number	
  of	things,	including	a	collection	of	short	stories.	Who	
  knows?	Only	time	will	tell.
  Palladium Books® role-
  playing games … infinite 
  possibilities, limited only by your 
  imagination™
  www.palladiumbooks.com – Palladium Books® Online
  If	you	obtained	this	Rifter	from	anywhere	other	than	
  the	Palladium	Books	Online	store,	please	contact	
  Matthew	Daye	at	rifter0issues@gmail.com
  Palladium Books® games are 
  found in stores everywhere
  6
  
  	
  First	off,	I	would	like	to	say	thank	you	to	everyone	
  involved	in	this	endeavor.	Kevin	and	Wayne	for	giving	
  me	the	go	ahead	to	do	this	project,	the	writers	and	
  artists	who	donated	their	contributions	to	this	endeavor	
  seeking	no	reward,	and	finally	to	you,	the	one	that	
  bought	this	first	PDF	file	from	Palladium	and	made	it	
  all	worthwhile.	
  	
  Let	me	tell	you,	this	Rifter® 0 shall not disappoint. 
  Contained	within	this	digital	edition	is	material	that	
  can come in handy for players and GMs alike. All 
  the	work	in	this	project	was	volunteered	without	
  any	promise	of	any	reward	except	a	finished	copy	of	
  this	file.	Don’t	let	that	fool	you,	there	are	some	truly	
  amazing	entries	here,	including	some	from	established	
  free-lancers.
  	
  This	project	started	when	the	crisis	of	treachery	was	
  originally announced. Many members of the Forums 
  of the Megaverse® spent several days spit-balling 
  ideas	for	how	we	the	fans	could	possibly	help	out	
  Palladium.	I	was	not	the	one	that	suggested	fan	made	
  PDF	content,	and	sadly	I	can’t	recall	who	it	actually	
  was.	However,	as	the	weeks	went	by,	it	became	clear	
  that	while	people	came	up	with	ideas,	few	were	able	
  or	willing	to	act.	
  	
  However,	the	seeds	were	planted	and	many	of	us	
  did	get	involved.	I	was	learning	the	ins	and	outs	of	
  desktop publishing from my journalism program and 
  decided	to	toss	my	hat	into	the	ring.	I	messaged,	e-
  mailed	and	chatted	with	Kevin	and	Wayne	and	got	
  the	go	ahead	to	do	the	project.	Once	I	had	that,	it	was	
  a simple announcement to the people on the message 
  boards	and	the	entries,	or	promises	of	entries	came	in	
  over	the	following	two	months.	
  	
  That	was	two	years	ago.	I	apologize	for	the	delay,	
  but	there	were	just	some	things	that	couldn’t	be	
  helped.	I	had	seven	artists	that	signed	up	for	this	
  project.	If	you	noticed	by	the	credits	page	that	there	
  are	only	two	in	the	book.	This	is	because	while	many	
  signed	up,	they	didn’t	actually	follow	through,	though	
  there	was	one	that	tried	but	the	material	just	wasn’t	
  usable	in	this	article.	Life	(as	well	as	other	four	letter	
  words)	happens	and	I	really	don’t	hold	it	against	the	
  people	who	couldn’t	follow	through.	
  	
  I	think	a	special	thanks	should	be	made	to	Adam	
  Kass,	who	was	a	workhorse	for	me.	He’s	the	guy	that	
  has	offered	all	the	wonderful	color	digital	art	found	
  in this online edition of The Rifter®	0.	He	continued	
  to	fill	in	every	request	I	had	for	art	to	keep	this	from	
  becoming	one	giant	block	of	text	and	I	couldn’t	thank	
  him enough. The use of color digital art really hits 
  home	the	idea	that	this	is	the	first	digital	edition	of	The	
  Rifter® series. 
  	
  After	the	artist	delay	there	was	the	delay	time	in	
  me	getting	the	submission	forms,	delay	in	Palladium	
  Books®	getting	them,	and	then	dealing	with	the	official	
  contracts.	The	mail	service	only	works	so	fast	after	all.	
  	
  These	are	not	complaints	or	excuses,	but	an	
  explanation	that	this	was	an	involved	effort	by	
  everyone involved and not a slapped together book to 
  be	thrown	to	the	masses.	A	lot	of	work,	creativity,	and	
  spirit	(but	thankfully,	no	blood	or	tears	that	I’m	aware	
  of)	has	been	put	into	this	book	and	I	truly	hope	that	
  you enjoy reading it as much as the rest of us enjoyed 
  being a part of it.
  	
  Oh,	for	those	out	there	that	are	curious	about	this	
  kind of thing Rifter®	0	was	put	together	using	Adobe	
  InDesign	CS2©.
  Gateway to the 
  Megaverse®
  	
  I	know,	I	know.	I’m	a	shameless	self	promoter.	But	
  the	truth	is,	if	you	read	the	official	Rifter®	you’d	know	
  that	this	is	where	announcements	are	made	and	since	
  this	is	the	only	thing	I	can	actually	announce	I	might	
  as	well.	
  	
  I’m	the	host	of	a	talk-cast	called	Gateway	to	the	
  Megaverse®.	It’s	a	fan	production	to	let	fans	better	
  know	and	understand	Palladium,	it’s	staff,	it’s	free-
  lancers	as	well	as	allow	the	fans	to	make	an	open	
  connection	with	them	that	is	usually	only	available	at	
  conventions. 
  	
  I	encourage	everyone	to	participate.	Shows	happen	
  Monday at 6:00 p.m. Palladium Books® Standard 
  Time	(that’s	Eastern	Standard	Time	by	the	way).	Fans	
  can	participate	in	the	chat	room,	call	in,	or	use	the	
  new	shoe	phone	feature	to	talk	with	me	and	my	guests	
  using any computer headset. All the information you 
  need can be found at:
  http://www.talkshoe.com/talkshoe/web/talkCast.jsp?m
  asterId=50867&cmd=tc
  From the Keyboard of Matthew Daye
  7
  
  Culture and Tradition
  By Nate Bingham
   
   
  Culture	has	so	many	different	definitions	that	it’s	
  hard	to	determine	what	actually	makes	a	culture;	
  is	it	religion,	the	clothes,	the	family	values?	In	a	
  role-playing game it appears as an element that 
  encompasses	all	of	it,	but	to	make	things	simple	I	am	
  going	to	focus	on	how	to	make	a	game	unique	and	
  memorable.	I	have	discovered	through	experience	
  that it takes a little spice to make a great meal and 
  that’s	what	it	takes	to	make	memorable	role-playing	
  games.	The	trick	is	to	emphasize	one	single	element	
  that stands out that separates one group of people from 
  another. 
   
  	
  I	wanted	to	create	a	table	that	suited	the	needs	
  of	all	Palladium	fans	and	was	truly	Megaversal.	My	
  dilemma	was	only	that	there	was	such	diversity	that	
  perhaps	I	should	create	it	only	for	Phase	World	and	
  Rifts	which	is	a	culture	epicenter.	The	following	table	
  has	been	created	to	enhance	your	experience.	Please	
  note that this is optional. Also note that this article 
  does	not	include	the	power	of	religious	differences	
  and	traditions	and	that	I	leave	it	to	any	and	all	G.M.s	
  to	enhance	those	traditions	as	well	with	the	following	
  table.
  01	–	07	Crests	and	Flags	
  08	–	14	Tattoos	
  15	–	21	Hair	fashion	
  22	–	28	Body	Piercing	
  29	–	35	Clothes	(style,	pattern	and	color)	
  36	–	42	Medals	and	Badges	
  43	–	49	Scars	and	Body	markings	
  50	–	56	Excision
  57	–	63	Plastic	surgery
  64	–	70	Implants	
  71	–	77	Titles	or	Gestures
  78	–	84	Gestures
  85	–	95	Combination	(roll	twice)
  96	–	00	Combination	(roll	thrice)
  	
  To	give	a	better	experience	for	the	G.M.	to	
  understand	what	they	are	about	to	embark,	I	am	going	
  to go through a brief description of each category to 
  start	the	juices	flowing.
  	
  I	want	to	tell	you	that	these	various	forms	of	
  standing out may represent a number of things and to 
  that	nation	or	world	this	is	part	of	their	government,	
  religion,	or	tradition	and	is	hard	to	break	away,	
  especially	when	attempting	to	go	back	home.	
  Traditions	are	what	make	a	nation	unique	and	original.	
  That	are	what	sets	us	apart	from	others.	Everything	
  from	what	we	do,	to	what	we	wear,	to	what	we	do	not	
  do.	The	following	table	is	for	your	convenience	as	to	
  what	purpose	the	tradition	is	followed.	Choose	or	roll	
  1D6	to	determine	the	reason	for	their	personal/cultural	
  distinction.
  1.	 Religion
  2.	 Race
  3.	 Position
  4.	 Tribe/Family/House/Clan/Nation/Sect
  5.	 Marriage
  6.	 Job/Career
  Crests and Flags
   
  From countries and kings to clans and tribes 
  (and	in	Phase	World,	even	worlds),	people	have	
  distinguished themselves though the use of a symbol 
  that	reflected	where	they	were	from	and	what	they	
  represented. These symbols sometime become the 
  epitome	of	our	standpoint	and	are	easily	recognized	
  (have	your	players	roll	their	Galactic	Lore	or	lore	that	
  is	most	appropriate).	
   
  	
  For	the	larger	governments	and	kingdoms	(such	
  as	a	large	sect	in	the	United	Worlds	of	Warlocks),	the	
  character	will	have	a	+15%	to	+20%	to	recognize	the	
  crest,	for	a	medium	kingdom	or	sect	give	the	bonus	of	
  +10%,	and	finally	for	a	culture	that	has	small	or	little	
  influence,	a	+5%	or	nothing	at	all.	If	there	is	a	great	
  bonus	then	it	should	show	in	the	control	that	they	have	
  in their little piece of space/earth.
   
   
  Some crests are a combination of family crests and 
  so	it	becomes	hard	to	recognize	right	off,	especially	
  if	there	are	a	lot	of	families,	clans,	or	tribes.	In	this	
  case	where	its	harder	to	recognize	a	people	or	culture	
  there	is	usually	a	penalty	anywhere	from	-5%	to	-20%	
  to	their	roll;	the	greater	the	penalty,	the	smaller	the	
  influence	that	they	have.
  8
  
  Tattoos 
   
  Tattoos appear in the Megaverse in so many 
  different	forms.	Some	cultures	paint	their	skin	with	
  dyes because needles cannot piece their skin and 
  create the desired effect. Other cultures manipulate 
  the hard to pierce skin though magic and magic inks. 
  Yet others still go around it by manipulating the aura 
  of that person to create a decoration that is invisible to 
  the	eye	but	clearly	able	to	be	seen	by	those	who	can	
  see auras.
   
   
  The process of applying the tattoo is different 
  from culture to culture but systematically the same. 
  Some	cultures	apply	a	tattoo	as	a	badge	of	honor	(like	
  a	sailor/pirate).	Some	use	it	as	a	way	of	identifying	
  prisoners or slaves. 
  	
  While	some	cultures	will	see	tattoos	as	disgusting	
  and	repulsive,	others	will	find	it	pleasant,	a	rite	of	
  passage and symbols of their heritage. 
  	
  The	following	table	will	help	you	determine	the	
  nature of application and the reason for its use. For 
  those predetermined cultures this table can be ignored. 
  Roll	1D8	to	determine	the	application.
  1.	 Paint	(something	that	is	temporary)
  2.	 Dyes	(something	a	little	more	permanent)
  3.	 Injection
  4.	 Magic
  5.	 Psionic
  6. Branding
  7.	 Combination	(roll	again;	ignore	duplication	and	
  numbers	7	and	8)
  8.	 Combination	(roll	three	times;	ignore	duplication	
  and	numbers	7	and	8)
  This	table	will	determine	why	the	culture	uses	tattoos.	
  Roll	1D10.
  1.	 Decoration
  2.	 Cultural	Status
  3.	 Prisoner	or	Slave
  4.	 Rite	of	passage
  5.	 Name	tags	(Hey,	some	cultures	have	long	names	
  and	with	each	new	event	are	given	a	new	one;	it’s	
  just	a	mater	of	keeping	track)	and	with	unusual	
  writings	(text	or	hieroglyphic),	it	could	lead	to	
  cool	designs	(at	least	by	other	alien	nations).
  Hair Fashion 
   
  In	a	culture	there	is	a	ton	of	different	ways	to	style	
  a	person’s	“hair”	if	you	have	any	at	all.	While	some	
  cultures	braided	their	hair,	others	leave	it	long	as	a	
  symbol	of	power	or	of	beauty.	Other	cultures	are	full	
  of savages and have no purpose or means of cutting 
  their hair.
  	
  To	enhance	the	experience	some	hair	is	decorated	
  by	dying	it	in	places	or	completely,	and/or	dressing	
  it	with	items	such	as	feathers,	beads,	ribbons	and	the	
  like. 
  	
  The	following	table	is	for	decoration	and	style	of	
  hair.
  1.	 Dyed
  2.	 Braided/Dreadlock	(hair	is	braided	into	a	ponytail,	
  pigtails	(two	on	the	side	of	the	head)	or	into	a	
  bunch of little braids across the scalp.
  3.	 Cut	very	short
  4.	 Shaved	completely
  5.	 Mohawk	(all	the	hair	is	cut/shaved	away	to	leave	
  only	a	strip	across	the	top	of	the	head).
  6.	 Half	shaved
  7.	 Bald	save	a	patch	or	patches	of	hair	are	saved.
  8.	 Afro
  9.	 Flat	top
  9
  
  10.	Spike	(hair	is	made	stiff	and	placed	in	spiked	
  bundles	on	the	head).
  11.	Cinnamon	buns	(hair	is	braided	and	rolled	to	rest	
  on	the	sides	of	the	head).
  12.	Corn	rows	(bundles	of	hair	on	the	head	put	in	a	
  pattern).
  13.	Beehive	(all	the	hair	is	place.	On	the	head	in	a	
  stacked	format.)
  14.	Curled
  15.	Feathered	(hair	is	curled	to	point	away	from	the	
  head	and	face).
  16.	Mushroom
  17.	Bowl	Cut	(all	the	hair	is	cut	under	the	“ears”	and	
  left	bald	or	shaved).
  18.	Logo		(text	is	shaved	into	the	hair)
  19.	Demented	combination	of	two	hair	styles
  20.	Demented	combination	of	three	hair	styles	(re-roll	
  ignoring	19	and	20).
   
  There is a need to discuss the bald or nations that 
  cannot	grow	hair	(insectoids,	creatures	of	stone	or	
  ore,	and	reptiloids	crestationiod	etc.).	These	nations	
  find	alternate	means	of	decorating	and	distinguishing	
  themselves.	Some	tie	ribbons	on	their	ears	or	antennae,	
  pulling it back or at least decorating it in some form or 
  fashion. Some people distinguish themselves by their 
  gender,	allowing	one	gender	to	decorate	their	baldness	
  and	the	other	to	not	(70%	are	female).
  Body Piercing
  Piercing	one’s	body	is	a	bit	of	a	controversy.	Some	
  cultures	think	that	it’s	barbaric	and	repulsive	where	
  others say that it is a sign of enhanced beauty and 
  charm.	Those	cultures	that	find	it	ugly	will	use	it	for	
  tagging	(like	cattle)	to	keep	track	of	slaves,	prisoners	
  and	indentured	servants	(servants	that	owe	a	large	
  debt).	Other	cultures	that	find	it	beautiful	will	use	it	to	
  adorn their bodies. Some cultures count the number 
  of	body	piercings	to	see	how	important	they	are.	In	all	
  and	all,	some	cultures	find	that	decorating	themselves	
  is	important	and	appealing	(Roll	1D10	to	determine	
  place).
  1.	 Ears
  2.	 Mouth
  3.	 Nose
  4.	 Loose	pieces	of	skin	(webbing)
  5.	 Navel
  6.	 Eyebrow	
  7.	 Nails	and/or	Teeth
  8.	 Multiple	piercing	(re-roll	to	determine	place	on	the	
  body;	ignore	8,	9,	and	10).	
  9.	 Multiple	places;	roll	twice
  10.	Multiple	places;	roll	thrice
  Clothing
   
  In	the	Megaverse	style	is	everything;	from	the	
  fashion	the	Ley	Line	Walker,	to	the	Borg,	to	the	
  peasant.	All	want	to	look	good	but	when	it	comes	to	
  cultures,	there	is	a	bit	of	uniform	to	it.	Color,	texture,	
  fabrics,	patterns	all	mean	something,	whether	it’s	
  status	or	position,	race	or	nation,	one	way	or	another	
  it has symbolism. Torn clothes may signify that they 
  have been abandoned by their nation or removed from 
  their position. Stitched clothes may mean that their 
  position has been restored and they are on probation 
  or their nation has accepted them back in the fold and 
  they have regained all their rights again. These kinds 
  of changes may also hint that the person has changed 
  places	or	status,	moved	or	married	into	a	new	tradition	
  or family. 
   
  	
  All	these	may	show	in	the	form	of	a	crest	or	
  symbol and later represented by their colors. They 
  may	wear	a	shawl	or	tassel	of	that	color	or	a	colored	
  stone	of	sorts.	In	some	nations,	wearing	a	color	might	
  be	taboo	because	it	belongs	to	a	certain	club	or	group,	
  clan	or	nation	or	even	a	position	of	power.	Some	
  nations	may	have	a	punishment	for	wearing	a	pattern	
  or	texture	because	by	wearing	it,	they	mock	those	that	
  hold	it	sacred	or	in	reserve.	Roll	1D4	to	determine	
  10
  
  what	is	important	about	clothing.
  1.	 Texture	(Roll	1D4)
  1.	 Leather/Fur/Armor	(cloth	produced	by	the	
  death	of	a	creature).
  2.	 Silk	(cloth	produced	by	an	insect)
  3.	 Wool	(cloth	produced	by	an	animal)
  4.	 Cotton	(cloth	produced	by	a	plant)
  2.	 Pattern	(Roll	1D10)
  1.	 	Stripes	
  2.	 	Spots
  3.	 	Checkers
  4.	 	Plaid
  5.	 	Zigzag
  3.	 Style	(this	denotes	where	it	is	placed	on	the	body)	
  (Roll	1D10)
  1	 Shoulder
  2	 Hip
  3	 Head
  4	 Neck
  5	 Hands
  6 Feet
  7	 Legs
  8	 Chest/	Stomach
  9	 Back
  10	 Face	(in	the	form	of	a	mask/transparency)
  4.	 Color	(Roll	1D12)
  1.	 Blue
  2.	 Red
  3.	 Yellow
  4.	 Tan
  5.	 Purple
  6.	 Brown
  7.	 Gold
  8.	 Silver
  9.	 Pink
  10.	Orange
  11.	Green
  12.	Black/White
  Medals, Trophies, Ribbons and Badges (rewards)
   
  Among the more popular governments is a system 
  that	shows	appreciation.	These	governments	reward	
  with	property,	wealth	and	goods,	but	more	importantly	
  is	the	outward	rewards	that	can	be	seen	by	others	
  when	they	walk	down	the	street.	These	people	have	
  fancy hats or apparel but more than that they have a 
  small	symbol	of	wealth	and	power	to	show	exactly	
  where	they	stand.	These	symbols	are	not	usually	given	
  as	a	punishment	(they	would	take	it	off	if	it	were).	
   
  The more classes and ranks that there are in the 
  government	the	more	awards	there	are	available.	In	
  some cases even the class or rank has a badge or pin. 
  Militant governments are the biggest benefactors of 
  this	type	of	system	because	they	are	able	to	show	
  (outwardly)	the	rewards	and	benefits	and	the	shiny	
  trinkets	that	come	with	it.	Because	there	is	a	wide	
  variety	of	reasons	for	rewarding	people	I	am	not	going	
  to	put	a	table	for	a	general	means	of	reward.
  	
  On	some	worlds,	famous	people	or	the	general	
  public	use	jewelry	and	trinkets	to	show	their	position	
  in	society.	Either	it’s	in	the	design	or	the	shape	or	size;	
  something	defines	who	they	are	and	why	they	wear	
  the	jewels.	Generally	there	is	a	trinket	or	jewel	that	
  depicts their origin or heritage that they have. Another 
  point	would	be	where	the	object	of	their	definition	is	
  placed	on	their	body.	Perhaps	they	have	to	deal	with	
  the	possibility	of	not	having	one	and	what	happens	to	
  those	that	do	not	have	their	symbol	of	power,	position	
  or	prestige.	The	G.M.	will	want	to	know	if	it	will	
  affect	foreigners	and	if	so,	how.	Generally,	there	is	a	
  title	with	the	reward.
  Scars
  Some	people	have	a	sick	way	of	showing	
  appreciation but to some this is a common and 
  welcome	occurrence.	Scars	are	appreciated	and	used	
  to	denote	power,	honor	and	valor.	They	may	receive	
  them	in	war,	as	part	of	a	ritual	or	trial	and	the	more	
  the	merrier.	On	the	alternative,	scarring	may	be	used	
  to make people unattractive or to punish them. These 
  people	will	be	shunned	by	society	or	outcast.
  1.	 Decoration	or	reward
  2.	 Counting	(victims,	victories,	almost	anything)
  3.	 Punishment
  4.	 Branding	of	slaves	or	prisoners
  Excision
  This	is	the	process	of	removing	excess	skin	for	
  decoration	purposes.	Examples	of	this	would	be	
  trimming	back	a	dorsal	fin	or	trimming	bone	tissue	
  to appear less threatening. All sorts of trimming and 
  filing	may	occur	to	appear	more	civil	or	intimidating.	
  Roll	1D4	to	determine	why	the	excision	is	occurring.
  1.	 The	characters	want	to	appear	more	intimidating
  2.	 The	characters	want	to	appear	friendlier
  3.	 It’s	socially	acceptable
  11
  
  4.	 It’s	taboo	not	to
  Plastic Surgery
  People	are	not	satisfied	with	their	appearance	so	
  they alter their faces and/or bodies to look like the 
  social	norm.	Either	their	bodies	are	altered	to	look	
  larger	then	normal	or	smaller	than	normal.	Humans	
  are	popular	with	doing	this	just	to	look	like	the	
  perfect	specimen.	This	includes,	but	is	not	limited	
  to,	hair	implants,	fin	implants,	hair	extensions,	mild	
  nip	and	tucks,	bone	or	cartilage	prosthesis	to	either	
  appear	longer	or	shorter	or	to	put	it	there	in	the	first	
  place	when	a	mutant	does	not	develop	it	during	their	
  gestation.	For	the	most	part,	however,	the	society	on	
  a	whole	in	their	effort	to	find	perfection	will	have	this	
  area	altered	to	fit	what	is	socially	acceptable.		Roll	
  1D12	to	determine	where	the	surgery	occurs.	
  1.	 Head/Scalp
  2.	 Neck
  3.	 Face
  4.	 Shoulders
  5.	 Arms	
  6.	 Hands
  7.	 Fingers
  8.	 Chest	
  9.	 Abdomen
  10.	Loins/Hips
  11.	Legs
  12.	Feet/Toes
  Implants
  The people have a desperate need to improve 
  beyond just plastic surgery to make themselves more 
  versatile and useful or to restore lost body parts 
  because it is either socially acceptable to look normal 
  and	taboo	to	look	otherwise	or	that	this	is	an	in	thing	
  and	only	the	popular	and	wealthy	do	it.	The	last	
  alternative is to keep track of the villains of the solar 
  community	by	replacing	limbs	and	tagging	them	with	
  obviously	altered	limbs;	roll	1D4	to	determine	what	
  the popular implant/prosthesis is.
  1.	 Bionic
  2.	 Cybernetic
  3.	 Synthetic	(complex	plastics)
  4.	 Bio-systems	(grown,	artificial)
  Titles 
   
  Everyone	has	a	title	and	those	that	do	not	are	not	
  easily	respected.	They	use	titles	to	show	their	talent,	
  strength,	leadership	etc.;	the	longer	the	title	the	more	
  the	respect.	Long	titles	would	be	like	Head	Lord	
  Master	X,	Keeper	of	the	Faith,	Regent	of	X,	Weilder	
  of	the	X	and	Savior	of	X.	Words	that	would	be	used	
  are descriptive nouns and adjectives that describe their 
  exploits,	weapons,	trinkets,	jewels	and	adventures.	A	
  little bit of their family origin or history may also be 
  included such as the name of their family and position 
  in their family. 
   
  Another thing about these types of people is that 
  they	will	want	to	know	about	the	foreigner’s	position;	
  the	smaller	the	title,	the	less	respect	that	they	will	
  receive unless they have a famous name that has its 
  own	reputation.	
  	
  The	best	way	that	you	will	be	able	to	tell	their	
  position	is	though	a	suffix	or	prefix	that	is	attached	to	
  their	name.	This	can	be	used	to	show	their	number	and	
  some	cultures	use	a	number	while	other	cultures	use	a	
  letter or sound. 
  Roll	1D12	to	determine	their	position	in	their	house	or	
  family.
  1.	 First	born
  2.	 Second	born
  3.	 Third	born
  4.	 Fourth	born
  5.	 Fifth	born
  6.	 Sixth	born
  7.	 Seventh	born
  8.	 Last	of	8	+	1D4	children
  9.	 Twin	among	2	+	1D6	children
  10.	Triplet	among	4	+	1D4	children
  11.	Quadruplet	among	6	+	1D4	children
  12.	Bastard/Orphan/Ward
  Gestures
  When it comes to gestures it can be something 
  as	complex	as	sign	language	to	something	that	is	
  culturally small such as a touch to the face or some 
  other body part. These touches or gestures could mean 
  anything	from	a	challenge,	act	of	war,	or	even	to	just	
  have	them	relax	or	a	gesture	of	peace.		Roll	on	the	
  Plastic	Surgery	table	to	determine	where	on	the	body	
  is	the	touch	or	gesture	directed	toward.
  	
  So	there	you	have	it,	a	table	to	add	additional	
  color to your campaign and make your aliens more 
  unique	and	exciting.	Enjoy!	Remember	to	not	make	
  it	so	weird	that	your	characters	cannot	relate	but	just	
  enough that it is memorable.
  12
  
  A Rifts® / Splicers® Campaign                 
  written	by	Robert	Lionheart
  “Let me get this straight,” said the dragon.  “We are 
  trapped on a planet dying of leprosy.  A living planet 
  possessed by a schizophrenic goddess.  And our 
  fearless leader is a Coalition accountant.  Yeah baby, I 
  can work with this.” 
  Introduction
  	
  Operation	Alpha	Beacon	was	a	Coalition	convoy	
  transferring	3000	Dog	Boys	from	Lone	Star	to	a	
  staging area near Tolkeen during the last days of the 
  siege.		The	convoy	was	ambushed	in	a	valley	north	
  of	Chillicothe	by	an	insurgent	cadre	of	volunteers,	
  renegades	and	misfits	called	the	Tolkeen	Irregulars.		A	
  warbling	Rift	opened	during	their	battle,	sending	the	
  entire	valley	across	three	galaxies	to	a	very	strange	
  moon.	That	is	where	our	story	starts!		The	campaign	
  begins	as	the	Irregulars	are	spared	execution	and	
  imprisoned	in	an	abandoned	Xiticix	hive	network	
  that	is	now	the	base	camp	for	Alpha	Beacon.		I	have	
  detailed	over	30	events	that	may	occur	in	the	first	
  seven	years	as	springboards	for	your	own	adventures.	
  SEVEN YEARS ON CEREBUS                                                                        
  The Books You Need
   
  The Seven Years on Cerebus campaign is 
  designed so players and Game Masters only need 
  the core books for Rifts and Splicers to play the 
  entire campaign.  Additional Palladium books 
  will	be	referenced	to	add	to	the	fun.		At	the	GM’s	
  discretion,	the	players	may	access	resources	from	
  Rifts	Sourcebook	One,	Coalition	War	Campaign™,	
  Federation of Magic™,	Lone	Star	and	any	Coalition	
  Wars® book.   
  Player Characters
  	
  The	GM	is	encouraged	to	have	players	create	two	
  characters	and	run	two	simultaneous	campaigns	that	
  deal	with	issues	facing	the	CS	Alpha	Beacon	and	the	
  Tolkeen	Irregulars.		This	gives	the	GM	the	option	to	
  flip	between	sides	of	the	conflict	and	sometimes	have	
  a	mixed	group	when	appropriate.	I	hope	this	creates	
  many	exciting	role-play	opportunities,	action	and	
  drama for you and your players. 
  The Strange New Moon
   
  “Another story!” begged the upright canine.  
  Dozens of yelps and barks sounded in agreement.  
  13
  
  The Rogue Scholar smiled, “Have you ever heard of 
  Cerebus, the Dog Boy who guards the gates of hell?” 
  History
  	
  Cerebus	is	a	living	world	created	by	evil	space	
  mages	deep	within	the	Thundercloud	Galaxy.			The	
  dark	coven	was	trying	to	recreate	Wormwood	and	may	
  have used genetic material from that famous sentient 
  planet	for	this	experiment.		The	coven	grew	a	single	
  organism	across	the	entire	rocky	surface	of	an	existing	
  ice	moon.		It	is	a	supernatural	S.D.C.	creature	and	
  each	cubic	foot	has	100	Hit	Points.		The	organism	
  fed	off	the	moon’s	minerals,	basked	in	the	sun’s	
  warmth	and	converted	the	ice	into	surface	water	and	
  a breathable atmosphere.  The dark coven summoned 
  the	Ahaugr,	a	docile	slave	race	useful	for	sacrifices,	
  to	sculpt	the	surface	of	the	world.		The	Ahaugr	are	
  unusually artistic and they designed terrain and 
  structures	of	exquisite	beauty	over	the	next	century.		
  	
  Meanwhile,	the	coven	used	the	planet	as	a	
  massive	P.P.E.	battery	for	thousands	of	vile	and	
  wicked	spell	castings,	including	incursions	into	
  the	infernal	dimensions	of	Hades	and	Dyval.			The	
  evil	mages	burned	through	the	moon’s	P.P.E.	at	
  an	alarming	rate.	It	was	decided	that	binding	a	
  subservient	god	into	the	organism	was	the	best	
  solution for their energy needs.   The coven avoided 
  the	major	pantheons,	searching	the	Megaverse	for	an	
  intelligence	without	allies.	They	found	an	amazingly	
  powerful	technological	entity	which	had	recently	
  gained	sentience	on	a	human	world	(the	Machine	from	
  Splicers).		The	power	mad	warlocks	ripped	away	the	
  entity’s	astral	soul	and	bound	the	spirit	into	the	living	
  moon.  Then their insane plan completely unraveled 
  before their eyes!
   
  The binding of the immortal being caused the 
  breathing	world	to	convulse	with	untold	magical	
  power.			Ley	lines	and	Rifts	exploded	across	the	
  surface.		This	was	a	technological	intelligence	created	
  by	science	not	sorcery.		The	newborn	being	instantly	
  had	to	deal	with	its	own	sentience,	its	sudden	bonding	
  to a living creature and the reality of magic and 
  supernatural	issues	that	completely	wiped	its	original	
  programming.			The	entity’s	mind	went	insane,	
  splitting	into	seven	warring	goddess	personalities,	
  none	able	to	accept	or	grasp	what	had	occurred.			The	
  birth	rage	flung	the	ley	lines	across	the	moon	and	into	
  space,	causing	a	dangerous	chain	of	solar	flares.		
   
  Rifts originating from Cerebus have an interesting 
  characteristic	best	described	as	warbling.		These	Rifts	
  do	not	just	create	portals,	but	instead	roll	across	an	
  area	and	absorb	everything	in	a	wide	radius.		On	the	
  surface	and	in	orbit,	Rifts	to	infernal	realms	gave	
  vengeful demons the opportunity to slaughter the dark 
  covens.  Dyvals dragged screaming mages into hell 
  dimensions for payback after generations of torturous 
  summonings.		Warlocks	in	orbiting	spacecraft	fled	
  the	galaxy,	deeply	fearing	the	wrath	of	their	creation.			
  The	rush	of	magic	quickly	receded	after	the	initial	
  eruption,	stranding	some	demons	and	trapping	many	
  inside	the	ley	lines	of	the	moon.		How	such	powerful	
  imprisoning	magic	was	cast	is	unknown.		This	event	
  took	place	37	years	ago.	
  	
  The	goddesses	quickly	gained	their	own	powerful	
  individual	consciousness,	but	each	personality	was	
  riddled	with	disorders.	So	thus	the	immortal	Eve,	
  Freya,	Gaia,	Hecate,	Ishtar,	Kali	and	Lilith	were	
  born onto Cerebus.  They are nearly identical to the 
  Machine personalities as presented in Splicers. 
   
  The surviving Ahaugr retreated into beautiful 
  palaces	built	for	their	dread	warlock	masters	and	held	
  against the remaining demons.  Some Ahaugr cried 
  for	help	and	the	goddesses	listened,	utterly	entranced	
  by	the	concept	of	devoted	worshippers.			Thus	began	
  the unfortunate symbiosis of the Ahaugr and the 
  various	immortal	personas.		This	quickly	led	to	the	
  development	of	War	Mounts,	Host	Armor	and	other	
  bio-technological marvels as the artistry of the Ahaugr 
  combined	with	the	goddesses’	supernatural	mastery	of	
  the	bio-energy	gene	pools	scattered	across	the	world.		
  The	immortals	guard	these	pools	with	terrible	jealousy.	
  These sacred places are used to create the bio-monster 
  avatars	which	manifest	their	will	upon	the	world.		In	
  the	end,	the	Ahaugr	never	became	good	worshippers.		
  Most feel betrayed because the goddesses altered the 
  Ahaugr genetic pattern to serve in their never-ending 
  crusades	between	the	split	personalities.			
  	
  One	of	the	goddesses	created	a	flesh	eating	
  bacteria,	a	blend	between	leprosy	and	Ebola,	
  sometime	during	their	race	for	greater	bio-weaponry.		
  It	is	unknown	if	this	development	was	accidental	or	
  purposeful.  All the personas blame their sisters and 
  escalated	their	wars	against	each	other.		Meanwhile,	
  the	bacterium	spreads,	infecting	hundreds	of	square	
  miles	of	the	world	with	diseased	foulness.		Cerebus	is	
  rotting and dying.
  14
  
  Planetary Data
   
  Cerebus is a large moon orbiting a stormy green 
  gas	giant	located	in	the	habitable	zone	of	a	yellow	
  main	sequence	star.			The	moon’s	gravity	is	half	that	
  of	Earth.	The	gas	giant	has	two	dozen	more	planetoids	
  and	Cerebus	rests	in	the	far	outer	orbit.			There	are	six	
  other	planets	outside	the	habitable	zone.		There	are	no	
  other settlements in the system.   A day on the moon 
  lasts	only	12	hours	and	one	year	passes	in	only	32	
  weeks	(about	8	weeks	per	season).		
  	
  The	equatorial	area	of	Cerebus	is	prone	to	D-
  shifting.		Wide	swaths	of	land	(D20	square	miles)	
  appear as infernal dimensions or other strange areas 
  for	D6	hours.		Weather	in	healthy	areas	is	dry,	except	
  for	seasonal	snow	at	the	poles	and	rainstorms	along	
  the	equator.			Volatile	thunderclouds	follow	the	ley	
  lines and Rift activity results in local climate changes.  
  Solar	flares	often	result	in	unstable	pressure	zones,	
  causing	windstorms	and	tornados.	
  	
  Cerebus	does	not	have	oceans,	but	the	Ahaugr	
  crafted	many	ponds,	lakes	and	streams.			Most	are	
  shallow	and	near	settlements.		There	are	hills	but	no	
  mountains.			Spiraling	pillars	and	high	towers	dot	the	
  landscape.	Often,	an	artistic	landscape	design	can	only	
  be seen properly from these heights.  Some hills are 
  piles	of	rocks,	leftovers	from	the	many	asteroids	used	
  in the construction of the planet.  The healthy surface 
  of	the	planet	resembles	hardened	clay	or	adobe,	rough	
  with	highlights	of	color	and	smooth	ceramic.		
  	
  Two	common	surface	features	are	piccolo reeds 
  and melon trees and neither is a plant.  Piccolo reeds 
  are	the	main	food	source	for	most	creatures,	originally	
  intended to nourish the Ahaugr as they moved along 
  designing	one	terrain	to	the	next.	The	reeds	grow	in	
  huge	clusters	of	thin,	rubbery	tubes,	2	to	4	feet	(0.6-
  1.2m)	high,	formed	from	the	same	protein	as	the	rest	
  of	the	planetary	organism,	but	easier	to	chew	and	
  digest.		If	vegan	burgers	are	supposed	to	taste	like	
  beef,	then	piccolo	reeds	taste	like	calamari	pretending	
  it’s	celery.		Melon	Trees	are	actually	an	organic	
  pumping	mechanism.		The	“trunk”	slowly	draws	Bio-
  E	fluid	to	the	surface	from	the	deep	tissue	of	the	living	
  organism.		The	life	juices	spread	across	the	“branches”	
  and	drips	into	sacks.			These	infused	sacks	grow	into	
  large,	teardrop	shaped	fruit	with	a	thick	rind.		The	
  melon	meat	is	extremely	nutritious,	very	sweet	and	
  holds the secret of Splicer biotechnology.   The dark 
  covens never developed biotechnology.  The evil space 
  mages	knew	the	secret	of	using	the	melon	fluid	to	
  increase	their	own	P.P.E.	and	enhance	the	P.P.E	of	their	
  sacrifices.	Groves	of	melon	trees	are	commonly	found	
  near	palaces.	True	plant	life	only	exists	in	the	Rifted	
  terrains,	algae	in	the	waterways	and	within	the	pristine	
  gardens of the Ahaugr. 
   
  The diseased areas of Cerebus are starkly 
  opposite	the	rest	of	the	world.		The	GM	is	encouraged	
  to present the curiously sculpted alien beauty of the 
  living	moon	and	contrast	this	with	the	nightmare	
  epidemic	that	is	eating	the	world.	Tracts	of	land	in	
  the	early	stage	of	the	disease	are	discolored,	soggy	
  and	may	sweat	noxious	pus.			Later,	these	expanses	
  begin	to	rot.			Massive	pressure	sores	form	where	the	
  planetary	skin	peeled	away,	revealing	bloody	infected	
  striations.		The	stench	from	these	wounds	carries	
  during	windy	days,	drawing	demonic	scavengers.			
  The	final	stage	of	the	sickness	withers	away	the	
  connective	tissues,	leaving	growing	ponds	of	putrid,	
  stinking	filth.			These	ponds	act	as	breeding	grounds	
  for the disease.  
  	
  The	affliction	is	propagated	by	a	phenomenon	
  called Meat Tornadoes.		The	volatile	solar	flare	
  activity causes atmospheric temperature and 
  pressure	disturbances.		The	side	effect	is	the	swirling	
  windstorms	that	plague	the	moon.		A	tornado	that	
  cuts	through	an	infected	wound	pond	will	travel	for	
  miles,	spreading	the	plague	and	flinging	the	contagion	
  into	the	high	atmosphere.		The	pestilence	rains	down	
  hundreds	of	miles	away	in	a	bloody	splatter	of	chunky	
  pus,	leading	to	new	infection.		So	far,	the	Goddesses	
  have	little	understanding	of	the	sickness.	13%	of	the	
  surface	area	has	been	infected,	primarily	north	of	the	
  equator.		Worse,	Kali	actively	spreads	the	disease	and	
  disrupts any attempt to discover a cure.
  Seasons on Cerebus
   
  	
  Cerebus	has	significant	seasonal	changes,	
  especially	in	regards	to	weather,	temperature	and	
  sunlight.		Each	season	lasts	D4+5	weeks.		Spring	is	
  warm	and	bright,	summer	is	the	time	of	windstorms	
  and	fall	has	long,	dreary	shadows.	Winter	is	spent	
  behind the gas giant and there is barely any sunlight 
  or	heat	reflected,	dropping	the	climate	to	sub-zero	
  temperatures.
  15
  
  Places of Adventure
   
  There are many destinations for adventure across 
  Cerebus.		The	GM	is	encouraged	to	design	their	own	
  world	maps	and	allow	the	players	to	slowly	learn	
  about	the	moon	through	exploration	by	their	heroes.		
  Gene Pools
   
  	
  There	are	only	17	gene	pools	left	on	Cerebus	
  and	one	will	be	lost	each	year	as	the	disease	ravages	
  the	world.			While	melon	trees	leech	small	amounts	
  of	Bio-E	from	the	lower	layers	of	Cerebus,	the	rare	
  gene pools are directly connected to the vital life 
  nodes	of	the	living	world	organism.		Every	goddess	
  considers	a	new	gene	pool	the	ultimate	prize	because	
  they increase the rate of development for her War 
  Mounts	and	Splicer	technology	for	her	warriors.			
  Gene pool productivity is enhanced by the creation of 
  an	Engineer.		On	Cerebus,	an	Engineer	is	an	Ahaugr	
  who	has	been	sacrificed	into	a	gene	pool.		They	are	
  bonded	to	both	the	pool	and	a	goddess.			The	Engineer	
  can	draw	upon	the	nearly	unlimited	P.P.E	of	the	living	
  moon to fuel his Sculpt Bio-Mass spells and he can 
  organize	teams	of	Ahaugr	Artisans	for	the	creation	
  of	War	Mounts.		In	mechanical	terms,	assume	that	
  the	presence	of	a	Engineer	can	effectively	double	the	
  productivity	of	up	to	100	Artisans.		If	an	Engineer	
  is	slain,	the	gene	pool	can	be	claimed	by	another	
  goddess. 
   
   
  Most goddesses have a gene pool at their Great 
  House	and	another	hidden	elsewhere	guarded	by	War	
  Mounts	and	her	most	trustworthy	Ahaugr.		Life	for	
  CS	Alpha	Beacon	will	be	even	more	dangerous	when	
  any	goddess	learns	that	two	gene	pools	are	hidden	
  within	the	Xiticix	Hive.			Eve	and	Lilith	suspect	the	
  gene	pools	exist.		Once	either	understands	the	division	
  between	the	Coalition	and	the	Irregulars,	they	will	
  lead	each	side	in	a	search	for	a	gene	pool.			Eve	will	be	
  interested	in	seeing	how	science	vs.	magic	results	in	
  new	biotechnology.		Lilith	will	just	enjoy	arming	both	
  sides	and	throwing	them	into	the	fray.		
  Great	Houses
  	
  There	are	six	Great	Houses	of	the	Ahaugr	across	
  Cerebus	and	all	began	as	a	mighty	palace.		Each	is	
  devoted to a particular Goddess and the architecture 
  reflects	the	reigning	persona.		All	have	their	own	gene	
  pool.		Unlike	the	private	palaces	of	the	vile	mages,	the	
  Great	Houses	were	built	to	house	thousands	of	Ahaugr.	
  They	are	fortress	towns	built	to	withstand	never-
  ending	warfare.			Still,	each	is	an	amazing	work	of	bio-
  technical art and stunning design.   An average Great 
  House	of	Ahaugr	will	have	D100	x	10	Artisans	and	
  D20	x10	Berserkers	and	D6-3	Engineers	(minimum	
  1)	plus	an	additional	D100	War	Mounts	beyond	the	
  common	riding	animals.		Another	D100	Berserkers	
  allied	to	the	House	goddess	may	be	wandering	the	
  moon	at	any	time,	mostly	alone	but	sometimes	in	
  larger forces for missions. 
  	
  The	quality	of	life	in	a	Great	House	depends	on	
  the patron goddess.  The Ahaugr consider themselves 
  slaves	more	than	worshipers.			In	general,	the	Artisans	
  are independent and rarely obey unless their home is 
  threatened.		It	is	the	unhappy	Berserkers	who	kowtow	
  to	the	insane	immortals.	Even	they	have	nothing	but	
  hate	for	the	goddesses.		Sadly,	the	twisted	insanities	
  of each particular goddess become ingrained in her 
  Ahaugr,	both	young	and	old.		There	are	only	six	
  because	the	Great	House	of	Eve	was	destroyed	by	
  the combined effort of several sisters.   The result of 
  their cooperation further incensed their paranoia as 
  everyone	is	sure	they	are	the	next	target	of	a	mass	
  assault.		Without	a	Great	House,	Eve	instead	tries	to	
  infiltrate	the	six	others	to	thwart	her	sisters	and	ally	an	
  Ahaugr resistance. 
  Necropolis	Configuration
  	
  A	towering	green	structure	shaped	as	a	writhing,	
  coiled	snake	sits	two	miles	east	of	the	Witching	
  Sprawl.		The	serpent	edifice	is	wrapped	around	itself	
  and no head is obvious.  The entire structure takes up 
  most	of	a	square	mile	and	some	coils	rise	up	over	30	
  feet	high.		The	outer	wall	is	pure	jade	with	rivers	of	
  molten	silver	coursing	through	the	stonework.		There	
  is	no	entrance	anywhere	on	the	surface.		The	walls	
  are	very	thick	(100	M.D.C.)	and	regenerate	1D6x10	
  M.D.C.	per	melee.		Every	inch	pulses	with	deranged	
  evil. 
  	
  The	nefarious	and	ignoble	wizards	of	the	
  dark coven conducted many dangerously failed 
  experiments.		The	Necropolis	Configuration	was	
  summoned	as	a	prison	for	whatever	went	wrong	that	
  16
  
  could	not	be	easily	destroyed.			Sometimes	a	walking	
  atrocity	was	kept	in	the	Necropolis	for	later	use.		An	
  infernal chant causes the serpent superstructure to 
  uncoil,	revealing	the	massive	head	which	would	
  snatch	and	swallow	whatever	it	was	told	to	devour.		
  Once	inside,	the	mistake	would	never	escape	to	bother	
  its	creator.			Any	mortal	monsters	trapped	within	
  would	be	long	dead,	but	ghosts	and	vampiric	entities	
  remain	in	torment.		The	Necropolis	Configuration	
  could	be	a	campaign	destroyer,	so	be	careful	what	you	
  place	inside	this	place	because	they	will	get	out.		Eve,	
  Gaia	and	Hecate	want	it	destroyed.		Freya	treats	the	
  entire	area	as	a	holy	shrine.		Kali	and	Lilith	would	
  love	to	open	the	Necropolis.		No	Ahaugr	will	go	near	
  the place. 
  Nexus	and	Ley	Lines
   
  Both the southern and northern poles of the planet 
  are	nexus	points	and	ley	line	activity	is	also	active	
  at	the	equator.			The	GM	is	encouraged	to	create	a	
  calendar	for	the	planet	to	track	the	equinoxes	and	
  other	P.P.E.	flux.		If	the	GM	wants	to	open	a	Rift	to	
  Earth,	he	is	encouraged	to	make	the	earth	location	
  seem	as	alien	as	another	world	and	try	not	to	give	the	
  player	characters’s	any	idea	they	are	back	home.		Such	
  revelation	should	be	the	result	of	their	own	actions.		A	
  Rift	deep	within	Madhaven,	the	Dinosaur	Swamps	or	
  the	Vampire	Kingdoms	would	all	be	excellent	choices.		
  	
  A	bizarre	phenomenon	possibly	unique	to	
  Cerebus	is	the	demons	trapped	within	the	ley	lines.		
  If	the	ley	line	is	tapped	for	P.P.E,	there	is	a	chance	
  one	of	the	creatures	will	escape	their	energy	prison.			
  Roll	D100	under	the	amount	of	P.P.E.	tapped	from	a	
  ley line to determine if something breaks free. Blue 
  Zone	Demons	from	Chaos	Earth	or	monsters	from	
  the	Hades	or	Dyval	dimension	books	would	be	great	
  choices for trapped demons.  
  Palaces
  	
  Almost	every	Mystic,	Shifter	and	Techno-Wizard	
  in	the	dark	coven	was	an	arrogant,	self-aggrandizing	
  egomaniac	with	an	inferiority	complex.		The	enslaved	
  Ahaugr did not build simple homes for these villains.  
  They	built	palaces	of	untold	grandeur.			Every	palace	
  is	unique	and	represents	the	ambitions,	the	fears	and	
  the	insanities	of	their	owners.	
   
  The organic palaces usually rise several stories 
  out	of	the	surface,	sprawl	for	hundreds	of	feet	and	
  often	have	private	lakes	and	gardens	within	high	walls.	
  Freya	defends	the	sanctity	of	these	places	with	her	
  War	Mounts	and	Berserkers	of	her	Great	House.	This	
  leads	to	bloody	conflict	when	the	palace	lies	within	the	
  perceived territory of another goddess. 
  	
  Palaces	will	contain	some	magical	lore	and	TW	
  items and mundane technological goods.  Any oddity 
  from Phase World could be gaining dust in some 
  palace.		A	few	may	hold	monstrous	surprises.		Many	
  palaces	are	adorned	with	skull	motifs,	sometimes	
  identical to the Coalition death head.  Surely this is a 
  coincidence!
  Rifted Terrains
  	
  The	warbling	Rifts	from	Cerebus	have	brought	
  some strange terrains to the moon.  These terrains 
  have	a	radius	of	1D1000	x	1D1000	feet	and	usually	
  no	more	than	1D100	feet	in	depth	/	height	worth	of	
  material	is	brought	along.		This	feature	allows	the	
  GM to put interesting and maybe surprising resources 
  in	front	of	the	players.		Examples	include	big	piles	
  of	dirt,	a	chunk	of	alien	forest,	ten	million	gallons	of	
  water,	and	the	basement	of	a	Splugorth	warehouse.		
  The Ahaugr Artisans have great interest in Rifted 
  terrains. They provide unusual resources and artistic 
  inspiration.		Most	goddesses	view	the	terrains	as	a	
  nuisance,	except	Lilith.			She	understands	the	concepts	
  of	trade,	greed	and	bribery	better	than	her	sisters.		
  Her	Great	House	searches	the	world	for	new	and	
  interesting arrivals.
  Thunder Bug Storms
  	
  Cerebus	is	prone	to	wild,	tumultuous	lightning	
  storms. A colony of Bugs from Systems Failure 
  survives	by	following	and	riding	these	thunderstorms.			
  There	is	only	one	Lightning	Bug	(Tier	3)	on	Cerebus	
  and	no	more	than	800	Tier	One	Bugs	and	200	Tier	
  Two	Bugs	broken	into	colonies	of	40-200	creatures.		
  If	you	do	not	have	Systems Failure,	any	army	of	
  giant	flying	insect	monsters	will	suffice,	such	as	the	
  parasites	from	Wormwood.		Another	option	is	to	use	
  the	Archangel	O.C.C.	and	the	Zephyr	war	mount	as	
  your bug template.   A bug storm should head for 
  the Alpha Beacon base at least once during your 
  campaign! 
  The	Witching	Sprawl	
  	
  In	Splicers,	Freya	is	murderously	obsessed	with	
  17
  
  Ghost	Towns.		On	Cerebus,	her	town	is	the	Witching	
  Sprawl.			Her	bio-abominations	guard	the	city	with	
  unheralded	ferocity.		This	was	the	first	community	
  created	by	the	dark	covens	on	Cerebus.		There	are	69	
  unique	buildings	in	a	two	mile	radius.	The	Witching	
  Sprawl	was	the	primary	outpost	while	the	Ahaugr	
  moved	out	across	the	primordial	plains	of	the	world	
  organism.	It	was	the	center	of	their	unholy	society	
  and	the	site	of	constant	power	struggles.	Most	mages	
  built	their	personal	palaces	far	away	from	the	cutthroat	
  competition	as	new	regions	of	the	world	were	
  completed. 
  	
  The	Witching	Sprawl	is	a	treasure	trove	of	
  magical	knowledge	and	TW	devices	ten	times	more	
  than	any	palace.			It	is	a	Coalition	officer’s	worst	
  nightmare	and	a	bounty	for	any	user	of	magic.		In	
  the	center	of	the	sprawl	is	a	TW	Starport.		There	are	
  several short-range teleporters to move cargo from 
  orbiting vessels and a landing circle for TW aircraft.  
  If	any	spacecraft	are	still	in	orbit,	they	are	probably	
  airless	mausoleums	still	stalked	by	fiends.		A	Techno-
  Wizard	may	be	able	to	reprogram	these	teleporters	
  to	target	any	place	on	the	planet.			It	is	doubtful	that	
  any	dark	wizards	survive	in	the	Witching	Sprawl,	
  but	hideous	things	hide	in	the	shadows.		A	few	of	the	
  eldritch	cabal’s	monstrous	slaves	still	endure.		These	
  remainders understand they are safe inside buildings 
  and	know	how	to	avoid	Freya’s	patrols.	Nightbane	
  would	make	unique	menaces	and	interesting	NPCs	to	
  meet	within	the	city.		Horrors	from	Rifts	Madhaven,	
  such	as	Caterpillar	Men	and	Toothback	Wallcrawlers,	
  would	also	be	at	home	in	the	Witching	Sprawl.		
  Xiticix	Hive	Network
   
  The most important location at the start of the 
  campaign	is	the	vast	abandoned	Xiticix	hive	network.		
  The insectoids chose this solitary location south of 
  the	equator	because	it	was	far	from	any	diseased	area	
  or	other	place	of	interest.		The	Xiticix	swarm	left	in	a	
  mass	migration	just	a	few	days	ago.		Their	queen	grew	
  tired	of	the	goddesses’	infighting	and	refused	to	ally	
  with	Eve	as	well.		
  	
  The	hive	network	consists	of	one	hundred	
  mushroom	towers	connected	by	hollow	bridges	
  spread	across	two	miles.		Each	tower	stands	between	
  four	to	eight	stories	tall.		The	entrances	to	the	towers	
  are located near the top of the structure.  The entire 
  city	is	formed	from	solidified	resins	secreted	by	the	
  Xiticix	and	represents	one	of	the	very	few	structures	
  on	Cerebus	that	was	not	built	by	the	Ahaugr.		Most	
  towers	can	withstand	100	M.D.C.	before	collapsing.		
  Rifts World Book 23: Xiticix Invasion has maps of a 
  hive and more background on the species.  There are 
  plenty of surprises still left inside the empty hive.  The 
  queen	was	fascinated	by	torturing	demons	and	she	had	
  many	encased	in	a	stasis	jelly.			Unbeknownst	to	the	
  Goddesses,	the	Xiticix	were	able	to	create	their	own	
  gene-pools using the nearby melon trees.  The strange 
  insect	race	was	experimenting	with	the	gene-pools,	
  and	the	incomplete	results	may	still	stalk	some	towers.		
  A	great	monster	would	be	a	very	strange	Host	Armor	
  without	a	pilot.	
  CONVERTING SPLICERS
   
  The Seven Years on Cerebus campaign represents 
  my	thoughts	on	how	to	bring	the	absolute	coolness	
  of	Carmen	Bellaire’s	terrific	Splicers	RPG	into	the	
  awesome	world	of	Rifts.			My	main	goal	was	for	GMs	
  to	get	maximum	usage	out	of	their	game	books	with	
  minimum	conversions.			However,	some	concepts	have	
  been	altered	to	fit	our	campaign.		Most	importantly,	
  the	nano-plague	does	not	exist	on	Cerebus.
  THE	MACHINE
   
  The Machine from Splicers has been transformed 
  into	an	immortal	being	bound	within	the	moon	
  Cerebus.		This	entity	has	no	memory	of	its	existence	
  on	the	Splicers	world	and	it	has	no	skills	whatsoever	
  involving	high	technology.		Instead,	it	has	the	abilities	
  of	a	Librarian	to	create	biotechnology.			It	now	
  believes	that	it	is	not	one,	but	seven	separate	immortal	
  goddesses.  The Machine does not have any robots on 
  Cerebus.		Instead,	the	goddesses	create	War	Mounts	
  and	interfaces	with	them	in	the	same	way	as	robots	
  are	used	in	Splicers.		Also,	the	goddesses	each	have	a	
  Great	House	of	Ahaugr	to	do	their	bidding.	
  EVE,	the	Caregiver
  	
  Eve	is	still	the	most	sane	and	supportive	of	
  the personalities.   She is very concerned about the 
  spreading	disease	and	the	fate	of	the	Ahaugr.		Eve’s	
  own	Great	House	was	destroyed	and	her	surviving	
  Ahaugr have scattered.  Some became spies for her 
  within	other	Great	Houses,	but	most	are	just	one	
  mistake	from	a	painful	death.		Eve	tried	to	ally	with	
  the	Xiticix,	but	the	insect	queen	chose	to	flee	the	moon	
  18
  
  instead.		Eve	will	be	fascinated	with	the	new	arrivals	
  from	Rifts	Earth	and	seek	them	as	allies	to	her	cause.		
  FREYA,	Mistress	of	Order
   
  Freya is obsessive-compulsive about maintaining 
  the	Witching	Sprawl	and	the	Palaces.			She	refuses	
  to	believe	the	“good	and	noble	mages”	are	dead	
  and	gone.		Instead,	Freya	assumes	they	are	inside	
  the	various	buildings	going	about	their	“fine	and	
  honorable	studies“	and	she	is	devoted	to	protecting	
  them.			Thus,	she	is	fanatical	about	murdering	
  anything	that	approaches	these	places,	but	she	will	not	
  bother	anyone	who	is	inside these structures.  Freya 
  would	not	be	a	major	problem	except	she	considers	
  every	Great	House	and	any	new	creation	by	the	
  Ahaugr	to	be	“homes	of	the	wondrous	magi.”			Freya	
  does	not	care	about	the	Xiticix	Hive	or	any	Rifted	
  terrain.			However,	a	human	capable	of	magic	may	be	
  received	as	“one	of	the	chosen.”	
  GAIA,	Mother	Nature
   
  Gaia is the sentient embodiment of the Cerebus 
  organism.  She feels the disease acutely and she is the 
  most	active	in	trying	to	minimize	the	damage.		Gaia	
  is	obsessed	with	breeding.		She	wants	to	grow	and	
  expand	her	organism	to	the	other	moons	of	the	gas	
  giant.  The key to her reproduction are the seedlings 
  created at her gene pools.  Gaia is fanatical about 
  controlling more gene pools to increase the speed of 
  her	fertility.			Just	like	in	Splicers,	Gaia	has	nature	
  preserves	on	Cerebus.			Her	Ahaugr	have	sculpted	
  forests	of	highly	productive	melon	trees	which	look	
  like	fields	of	bobbing	oil	rigs	to	siphon	additional	Bio-
  Energy	from	the	moon.		These	preserves	would	make	
  great plunder for anyone and thus Gaia must defend 
  them viciously.  
  HECATE,	the	Crafter
  	
  Hecate	only	seeks	to	bring	perfection	to	her	
  world.		She	feels	that	every	square	inch	of	the	living	
  moon	was	made	incorrectly	and	needs	to	be	fixed.		Her	
  benchmark	for	perfection	is	“any	creation	overseen	
  by	Hecate.”		She	is	the	only	goddess	to	have	a	major	
  use	for	the	Ahaugr	Artisans.			Hecate	considers	Rifted	
  terrains to be annoying litter purposefully brought to 
  Cerebus	to	deface	her	glorious	perfection.	The	Xiticix	
  Hive	is	on	her	list	to	be	destroyed,	but	Hecate	has	four	
  years	worth	of	priority	projects	to	complete	until	that	
  task comes due. 
  ISHTAR,	the	Warrior
  	
  Ishtar	has	one	goal:	destroy	her	sisters.		Her	first	
  victory	was	against	Eve	and	she	is	gunning	for	Gaia	
  next.		The	way	to	kill	a	goddess	is	to	crush	her	Great	
  House	and	steal	her	gene	pools.		Ishtar	is	convinced	
  she can cure the disease once she is the last goddess 
  standing.		She	knows	Eve	is	seeking	new	allies.		She	
  has	not	decided	whether	to	launch	a	pre-emptive	
  strike	to	prevent	the	humans	from	choosing	poorly;	or	
  whether	to	make	the	newcomers	into	allies	for	herself.			
  Only	your	campaign	will	answer	that	question!
  KALI,	the	Bringer	of	Death
  	
  Kali	is	an	insane	murderess	and	she	has	corrupted	
  the	spirit	of	the	Ahaugr	of	her	Great	House	more	than	
  any	other	goddess.		She	is	also	suicidal,	rejoicing	
  in the disease spreading across the moon even as 
  she suffers from the agony as part of the living 
  organism.  Caravans of Ahaugr carrying tons of the 
  sickness	travel	about	Cerebus	like	demented	Johnny	
  Appleseeds	planting	death	and	decay.	Kali	will	be	very	
  interested	to	hear	how	humans	scream,	bleed	and	die.	
  LILITH,	the	Great	Deceiver	
  	
  Lilith	has	a	plan	known	only	to	herself	and	it	does	
  not	involve	the	survival	of	her	sisters.		Unlike	Ishtar,	
  she	has	no	interest	in	direct	confrontation.		Every	
  creature	on	Cerebus	is	a	pawn	in	her	game.	Lilith	
  can	be	found	helping	and	thwarting	her	sisters.		She	
  greatly enjoys impersonating the other goddesses to 
  sew	confusion	and	poison	any	alliances.			She	rarely	
  uses	heavy	War	Mounts	like	Behemoths,	preferring	
  Striders,	Zephyrs	and	Gorehounds.		Lilith	favors	
  Host	Armors	built	for	stealth,	intimidation	and	
  assassination. 
  Splicers Technology
   
  The human resistance in Splicers has been 
  perfecting their bio-technology for centuries.  The 
  goddesses	on	Cerebus	have	only	been	working	for	
  37	years.		The	Host	Armors	of	the	Ahaugr	are	less	
  developed and their culture has not developed the 
  specialized	O.C.C.s	such	as	Archangels,	Outriders	
  and	Dreadguards.		If	the	GM	feels	that	the	Splicer	
  technology	is	too	powerful,	here	is	an	option.		Lower	
  all	dice	by	one	die	type	for	bio-weapons,	armor	
  19
  
  and enhancements. All MDC bonuses in regards to 
  armor	or	durability	could	be	reduced.		Examples:	
  1D10	becomes	1D8,	1D6	x10	becomes	1D4	x10,	and	
  3D8+20	becomes	3D6+10	instead.			Dragon	Scale	
  armor	on	Cerebus	would	have	main	body	MDC	equal	
  to	2D4x10+40	instead	of	the	normal	2D6x10+80.		
  	
  The	CS	Alpha	Beacon	and	the	Tolkeen	Irregulars	
  will	learn	to	develop	some	biotechnology	over	the	
  years.		However,	the	Host	Armors	and	most	War	
  Mounts	can	only	be	created	by	a	Goddess	with	her	
  Ahaugrs.		The	humans’	developments	will	be	limited	
  to	living	body	armors,	portable	bio-weapons	and	later	
  Biotics	and	Scarecrows.		If	the	humans	re-establish	
  Eve’s	Great	House	with	a	gene	pool,	your	player	
  characters	may	be	able	to	get	their	own	Host	Armors!	
  Or	maybe	they	will	ally	with	another	goddess?
  THE AHAUGR
   
  The Ahaugr are a race of emotional and artistic 
  humanoids	not	native	to	Cerebus,	but	summoned	here	
  as	slaves	to	shape	the	world.				Their	culture	has	been	
  led	astray	by	the	goddesses	and	now	each	Great	House	
  is devoted to a separate sister.  The young Ahaugr 
  build	their	weapons	and	the	old	ones	fight	their	wars.			
  The Ahaugrs have mastered all the biotechnology 
  found in the Splicers core book.   A middle-aged 
  Ahaugr	will	spend	time	crafting	his	Host	Armor	
  for	the	day	he	becomes	a	Berserker.		This	is	a	sad,	
  mournful	task.			The	young	artisans	are	not	fighters	
  and generally fear violence.   
  Appearance:		The	Ahaugr	are	tall,	stocky	humanoids.		
  The head slightly protrudes over the shoulders and the 
  long face is almost entirely part of the chest.   They 
  have	a	wide	nose	and	a	broad,	expressive	mouth.			
  They	have	large	multifaceted	eyes,	six	of	them	in	fact,	
  located	on	their	shoulders,	back	and	two	on	their	head.			
  Many	have	very	long,	pointed	graceful	ears,	often	
  more	than	a	foot	in	height.	The	Ahaugr’s	physique	
  changes	through	life.			A	young	Ahaugr	will	be	thin	
  and	nimble	becoming	much	stronger	and	squatter	
  as they age.  They have no gender and they can not 
  reproduce. 
  Culture:  Ahaugr culture revolves around artistic 
  creation.			Ahaugrs	delight	in	music,	painting,	poetry	
  and sculpture.  Their devotion to art is apparent 
  in	all	their	accomplishments	from	clothing,	food	
  and	architecture.			Sadly,	all	this	is	lost	as	they	age.	
  Ahaugrs	lose	their	hearing	as	they	age,	becoming	
  completely deaf.  Their remarkable vision dulls until 
  they can only see in the infrared.  Their bodies bulk 
  out,	leaving	them	with	fingers	that	can	no	longer	play	
  instruments and legs incapable of dance. Their once 
  lovely voices are choked and raspy. A middle-aged 
  Ahaugr	often	suffers	from	melancholy	and	depression,	
  still	able	to	take	some	joy	out	of	his	life,	but	deeply	
  fearing the inevitable that lies ahead.  An old Ahaugr 
  is	a	psychopath	who	is	driven	by	anger	and	madness	to	
  destroy everything he once loved. The Ahaugr psyche 
  does	not	allow	them	to	commit	suicide,	but	self-abuse	
  is	common	as	they	grow	older.			Ahaugr	society	inside	
  the	Great	Houses	is	completely	divided.		The	young	
  Artisans	live	within	the	center,	usually	divorced	from	
  the goings-on of the older Berserkers.   
  AHAUGR ARTISAN R.C.C. 
   
  The young Ahaugr Artisans are terrible 
  worshippers.		Most	disdain	the	goddesses	as	much	
  as they fear them.   Many feel the goddesses have 
  shortened	their	lifespan,	causing	them	to	age	quickly	
  and enjoy less of their artisan years.  The Artisans 
  would	rally	around	someone	who	would	show	the	
  Ahaugr	how	to	lengthen	their	youth.
  Alignment: Any,	but	most	Ahaugr	Artisans	are	
  Unprincipled	(55%)	or	Anarchist	(30%).		Few	are	
  Aberrant	(10%)	or	other	evil	(5%).
  Attributes:  I.Q.	2D6+7,	M.E.	2D6+1,	M.A.	3D6+5,	
  P.S.	2D6+3,	P.P.	2D6+6,	P.E.	2D6+10,	P.B.	2D6,	Spd	
  2D6+3
  MDC: 1D6	x10	M.D.	plus	P.E.	attribute	number.		Add	
  an	additional	1D6	M.D.C.	per	level	of	experience.	
  P.P.E.: 2D6x10	+	P.E.	attribute	number.		The	Ahaugr	
  have	no	idea	their	kind	was	originally	bred	for	
  sacrifice	on	a	now	dead	world	somewhere	in	another	
  galaxy.		
  I.S.P.:  M.E.	attribute	number	+1D6	per	level	of	
  experience.		
  Horror Factor: None
  Size: Height	7-8	feet	(2.1	to	2.4	m);	Weight:	300	to	
  400	lbs	(135	-	180	kg).	
  Life Span: Should	live	to	200,	but	the	current	aging	
  issues	put	the	average	life	expectancy	at	2D6+64.		
  Average Level of Experience: 1D6+2.	Player	
  characters	start	at	level	one	or	two.	
  20
  
  Natural Abilities:
  1.	 Ahaugr Artisans are Mega-Damage beings. They 
  recover	lost	M.D.C	at	a	rate	of	1D6	points	per	hour.	
  2.	Ahaugr Artisans are Minor Psychics.  They may 
  choose	two	psi-powers	from	either	the	Healing,	
  Physical or Sensitive lists. 
  3.	Ahaugr Artisans have instinctive Magic. Their 
  species	was	enchanted	to	be	the	sculptors	of	this	
  world.	They	can	innately	cast	the	spells	Flesh of 
  Cerebus and Sculpt Bio-Mass.		A	few	Ahaugr	Artisan	
  may	be	fascinated	to	learn	additional	magic,	but	most	
  fear magic to be the great evil that corrupted their 
  masters.  
  4.	Ahaugr Artisans can not reproduce. The Ahaugr 
  were	created	for	sacrifices	and	do	not	have	a	way	to	
  breed	among	their	own	kind.			
  Attacks per Melee Round: Hand	to	Hand:	Basic	
  Bonuses (in addition to attribute bonuses): +2	to	
  save	vs	Horror	Factor,	+4	to	save	vs	mind	control,	+2	
  save	vs	magic,	+2	to	save	vs	possession,	and	+4	to	
  save vs poison.
  R.C.C. Skills: All Ahaugr Artisans are devoted to 
  artistic	and	creative	developments	with	the	following	
  skills:
  Art	(+20%)
  Astronomy 
  Bio-Comms
  Cook	(+5%)
  Dance 
  Identify	Plants	&	Fruits
  Language:	Dragonese	(native)
  Literacy	(+20%)
  Lore	-	Goddess	(same	as	Machine	Lore)
  Operate	Bio-Equipment
  Play	Musical	Instrument	(+15%)
  Public	Speaking	(+5%)
  Sing	(+10%)
  Secondary Skills: Select	six	Secondary	Skills	from	
  Domestic,	Medical,	Science	or	Wilderness	skill	sets	
  plus	one	additional	Secondary	Skill	at	levels	2,	4,	
  6,	8,	10,	12	and	14.		These	are	additional	areas	of	
  knowledge	and	do	not	get	the	advantage	of	the	bonus	
  listed in the parentheses.  All Secondary Skills start at 
  the base skill level. 
  Technology & Gear: Ahaugr Artisans may be found 
  wearing	Leatherback	Armor	and	carry	a	Bore	Pistol	
  and	a	Concussion	Staff	for	defense	or	when	traveling.		
  Most	will	have	a	Bio-Comm,	Face	Wrap	and	1D4	Slap	
  Patches	when	venturing	far	from	their	House.			They	
  will	almost	always	have	a	musical	instrument,	paints	
  or	colored	chalk	with	them	as	well.	They	could	use	
  TW	weapons,	but	most	Ahaugr	will	not	touch	anything	
  that once belonged to their slave masters. 
  Allies: Ahaugr	Artisans	are	generally	friendly	with	
  others	artisans.		They	are	allied	with	Berserkers	from	
  their	own	House,	but	rarely	have	anything	to	do	with	
  them. 
  Enemies: Ahaugr Artisans are hunted by Berserkers 
  and	War	Mounts	sworn	to	another	goddess.
  Habitat: Ahaugr Artisans live in gorgeous organic 
  castles	with	majestic	spires	and	dozens	of	towers.		
  Most	of	these	Houses	are	near	either	the	southern	or	
  northern magnetic pole of the planet.  
  Money: 2D6	x100	in	tradable	goods	that	may	include	
  artwork,	handcrafted	jewelry,	musical	instruments	and	
  pearls. 
  Experience Table:	Us	the	Rifts	Rogue	Scholar	
  AHAUGR BERSERKER R.C.C. 
  	
  Ahaugr	Berserkers	are	miserable,	unhappy	beings	
  doomed	by	madness.	They	wander	the	planet	seeking	
  out	the	Ahaugr	and	war	mounts	of	other	goddesses	
  and	killing	them.		Unless	instructed	otherwise	by	their	
  own	goddess,	a	berserker	will	have	no	curiosity	about	
  newcomers	to	the	world.			If	attacked,	the	berserker	
  will	fight	to	the	death	with	no	chance	of	surrender	or	
  retreat.			A	goddess	can	not	take	control	of	an	Ahaugr,	
  but	she	can	take	control	of	his	host	armor,	leaving	
  the	Ahaugr	inside	to	simply	watch.		Very	few	Ahaugr	
  know	anything	about	the	worlds	beyond	their	own.		
  Ahaugr	Berserkers	probably	have	wandered	into	rifts,	
  but none have returned. 
  Alignment: Any,	but	most	Ahaugr	Berserkers	are	
  Diabolic	(50%)	or	Anarchist	(35%).		Very	few	are	
  Scrupulous	(10%)	or	other	good	(5%).
  Attributes:  I.Q.	2D6+7,	M.E.	3D6+1,	M.A.	1D6+5,	
  P.S.	2D6+13,	P.P.	1D6+6,	P.E.	3D6+12,	P.B.	2D6,	Spd	
  2D6
  M.D.C.: 1D6	x10	+30	M.D.	plus	P.E.	attribute	
  number.		Add	an	additional	1D6	M.D.C.	per	level	of	
  experience.	
  P.P.E.: 1D6x10	+	P.E.	attribute	number.		The	Ahaugr	
  have	no	idea	their	kind	was	originally	bred	for	
  21
  
  sacrifice	on	a	now	dead	world	somewhere	in	the	
  Thundercloud	Galaxy.		
  I.S.P.:  M.E.	attribute	number	+1D6	per	level	of	
  experience.		
  Horror Factor: None
  Size: Height	6	to	7	feet	(1.8	to	2.1	m);	Weight:	350	to	
  500	lbs	(158-225	kg).		The	Ahaugr	become	stockier	
  and more compact as they age. 
  Life Span: Should	live	to	200,	but	the	current	aging	
  issues	put	the	average	life	expectancy	at	2D6+64.		
  Average Level of Experience: 1D6+2.	Player	
  characters start at level one. 
  Natural Abilities:
  1.	Ahaugr Berserkers are Mega-Damage beings. They 
  recover	lost	M.D.C	at	a	rate	of	1D6	points	per	hour.	
  2.	Ahaugr Berserkers are Minor Psychics. They may 
  choose	two	psi-powers	from	either	the	Healing,	
  Physical or Sensitive lists. 
  3.	Ahaugr Berserkers have no Magic. Oddly,	they	
  suffer	from	Power	by	Association	and	they	are	
  convinced that the elderly can not cast magic used in 
  their youth.  
  4.	Ahaugr	Berserkers	suffer	from	Insanity. Most suffer 
  from	manic	depressive	disorder.		All	start	with	one	
  insanity	at	first	level.		Berserkers	gain	an	additional	
  insanity	at	levels	4th,	8th	and	12th.	
  5.	Ahaugr Berserkers have diminished senses. Most 
  are	completely	deaf	and	nearly	blind	with	little	sense	
  of	smell,	taste	or	touch.		However,	they	have	sharp	
  infravision and can track by radiant heat plus their 
  Host	Armor	has	a	variety	of	senses	as	well.	
  Attacks per Melee Round: Hand	to	Hand:	Basic	
  but	may	upgrade	to	Hand	to	Hand:	Expert	for	one	
  Secondary	Skill	and	if	evil,	may	upgrade	to	Hand	to	
  Hand:	Assassin	for	two	secondary	skills.	
  Bonuses (in addition to attribute bonuses): Two	
  additional	attacks	per	melee,	+1D6	M.D.C.	damage	in	
  melee,	+6	to	save	vs	Horror	Factor,	+2	save	vs	magic,	
  and	+6	to	save	vs	poison.
  R.C.C. Skills: All	Ahaugr	Berserkers	live	to	inflict	
  their anger and melancholy.  They have developed 
  the	following	skills	to	survive	and	murder	their	many	
  enemies:
  Bio-Comms
  Blind	Fighting	(+20%)
  Host	Armor	Combat
  Language: Dragonese 
  Lore	-	Goddess	(+15%)
  Prowl	(+5%)
  Wilderness Survival 
  W.P. Any Melee    
  W.P. Bio-Weapons: Light
  W.P.	Bio-Weapons:	Heavy
  Secondary Skills: Select	six	Secondary	Skills	from	
  Domestic,	Medical,	Science	or	Weapon	Proficiencies	
  plus	one	additional	Secondary	Skill	at	levels	4,	8,	
  and	12.		These	are	additional	areas	of	knowledge	and	
  do not get the advantage of the bonus listed in the 
  parentheses.  All Secondary Skills start at the base 
  skill level. 
  Technology & Gear: Every	Ahaugr	Berserker	has	a	
  Host	Armor.		Many	have	an	additional	bio-tech	melee	
  or	ranged	weapon.		Some	have	a	personal	War	Mount	
  or	Gorehound.		They	could	use	TW	weapons,	but	
  Ahaugr	will	not	touch	anything	that	once	belonged	to	
  their	slave	masters.			Almost	all	have	a	Mega-Horse	
  unless they have another War Mount. 
  Host Armor: The Ahaugr Berserker is genetically 
  bonded	to	his	own	Host	Armor.		No	one	else	can	
  use	his	armor.		It	can	have	any	metabolism,	except	
  Herbivore	or	Lithovore.		The	Bio-Energy	points	
  available	to	build	the	Host	Armor	are	equal	to	M.E.	
  attribute	plus	the	P.E.	attribute	number	+1D6x10	
  in	addition	to	any	bonus	Bio-E	gained	by	the	
  metabolism.		Each	level	of	advancement,	starting	with	
  level	two,	gets	the	Ahaugr	Berserker	an	additional	2D6	
  Bio-E	to	add	to	the	capabilities	of	his	Host	Armor.			
  Allies: Ahaugr Berserkers have no friends anymore.  
  They	are	allied	with	berserkers	from	their	own	House,	
  but	rarely	have	anything	to	do	with	them	unless	under	
  command from his goddess. 
  Enemies: Ahaugr Berserkers are hunted by those 
  Berserkers	sworn	to	another	goddess	along	with	most	
  predators and demons. 
  Habitat: Ahaugr Berserkers are generally found 
  wandering	the	moon	on	some	quest	for	their	Goddess	
  or	defending	their	Great	House.		
  Money: None.  Ahaugr Berserkers could not care less 
  for trinkets. 
  Experience Table: Use	the Splicers Roughneck  
  AHAUGR ENGINEER R.C.C. 
  22
  
  Appearance: Ahaugr	Engineers	were	Artisans	who	
  either	sacrificed	themselves	or	were	forcibly	drowned	
  in	a	gene	pool.		Then	the	Ahaugr	was	reworked	into	
  a multi-tentacled monstrosity connected to the gene 
  pool.		Engineers	do	not	have	legs,	instead	their	lower	
  limbs	travel	downward	into	the	heart	of	the	gene	pool	
  and Cerebus itself.  
  Disposition: Ahaugr	Engineers	are	often	paranoid	
  megalomaniacs	whose	hubris	results	in	the	eventual	
  betrayal of their goddess or slaughter at the hands of 
  their subordinates. 
  Alignment: Ahaugr	Engineers	mimic	the	alignment	
  of	the	goddess	bonded	to	their	gene	pool.		Eve’s	
  engineer	is	(mostly)	Scrupluous.		Freya	and	Gaia	
  have	Anarchists.	Hecate’s	and	Ishtar’s	engineers	are	
  Miscreants.		Kali’s	twisted	bio-architects	are	Diabolic	
  and	Lilith’s	own	share	her	Aberrant	behavior.		
  Attributes:  I.Q.	2D6+7,	M.E.	2D6+8,	M.A.	1D6+5,	
  P.S.	3D6+3,	P.P.	2D6+6,	P.E.	2D6+10,	P.B.	1D4,	Spd	
  zero
  MDC: 3D6	x10	plus	P.E.	attribute	number.		Add	an	
  additional	1D6	M.D.C.	per	level	of	experience.		Each	
  tentacle	will	have	1D4	x10	MDC	as	well.	
  P.P.E.: 2D6x10	+	P.E.	attribute	number.		The	Ahaugr	
  have	no	idea	their	kind	was	originally	bred	for	
  sacrifice	on	a	now	dead	world	somewhere	in	another	
  galaxy.		Ahaugr	Engineers	can	tap	into	the	unlimited	
  P.P.E	of	their	gene	pools	when	casting	Sculpt	Bio-
  Mass. 
  They	gain	an	additional	1D6	P.P.E	per	level.	
  I.S.P.:  M.E.	attribute	number	+	2D4	per	level	of	
  experience.		
  Horror Factor: 14
  Bio-Energy Enhancements: Advanced	Eyes,	
  Enhanced	Sight,	Extra	Eyes,	Eye	Stalks,	Macro-
  Vision,	Bio-Comms,	three	pairs	of	Tentacles	(with	no	
  penalties)	plus	a	number	of	Bio-E	points	equal	to	their	
  P.E.	attribute	plus	1D6	Bio-E	per	level.	
  Size: Height:	14-15	feet	(4.3	-	4.6	m)	plus	tentacles;	
  Weight:	850	to	1150	lbs	(383	-	518	kg).	
  Life Span: Unknown.		Ahaugr	Engineers	do	not	age	
  because they are completely immersed in the bio-
  regenerating gene pools.  
  Average Level of Experience: 1D6+2.		Ahaugr	
  Engineers	are	only	NPCs	because	they	are	attached	to	
  their gene pools. 
  Natural Abilities:
  1.	Ahaugr	Engineers	are	Mega-Damage	beings. They 
  recover	lost	M.D.C	at	a	rate	of	4D6	points	per	melee.		
  Additionally,	they	have	Splicer	P.S.	due	to	their	union	
  with	the	gene	pool.	
  2.	Ahaugr	Engineers	Minor	Psychics. They may 
  choose	two	psi-powers	from	either	the	Healing,	
  Physical	or	Sensitive	lists.		Unlike	other	Ahaugr,	
  Engineers	often	develop	additional	psionic	abilities.		
  They	gain	an	additional	minor	power	with	each	new	
  insanity.  
  3.	Ahaugr	Engineers	have	instinctive	Magic. They can 
  innately cast the spells Flesh of Cerebus and Sculpt 
  Bio-Mass.   
  4.	Ahaugr	Engineers	suffer	from	Insanity. They 
  start	with	D3	rolls	on	the	random	insanity	tables.		
  Engineers	gain	an	additional	insanity	at	levels	3rd,	6th,	
  9th,	12th	and	15th.	
  5.	Ahaugr	Engineers	can	not	reproduce. The Ahaugr 
  were	created	for	sacrifices	and	do	not	have	a	way	to	
  breed	among	their	own	kind.			
  Attacks per Melee Round: Hand	to	Hand:	Basic	
  Bonuses (in addition to attribute bonuses and bio-
  enhancements): +6	to	save	vs	Horror	Factor,	+4	to	
  save	vs	mind	control,	+4	save	vs	magic,	+4	to	save	vs	
  possession,	and	+4	to	save	vs	poison,	+3	to	entangle,	
  +2	to	roll	with	punch.
  R.C.C. Skills: All	Ahaugr	Engineers	are	bio-warlocks,	
  genetic	researchers	and	assembly	line	foremen	with	
  the	following	skills:
  Art
  Bio-Comms
  Biology	(+10%)
  Chemistry	(+10%)
  Language:	Dragonese	(native)
  Literacy	(+10%)
  Lore	-	Goddess	(+20%)
  Operate	Bio-Equipment	(+20%)
  Public Speaking
  Research
  Toxicology
  Secondary Skills: Select	six	Secondary	Skills	from	
  Domestic,	Medical,	Science	or	Technical	skill	sets	
  plus	one	additional	Secondary	Skill	at	levels	4,	8,	
  and	12.		These	are	additional	areas	of	knowledge	and	
  do not get the advantage of the bonus listed in the 
  parentheses.  All Secondary Skills start at the base 
  skill level. 
  23
  
  Technology & Gear: Ahaugr	Engineers	live	in	their	
  gene	pools	and	usually	have	no	gear	of	their	own.		
  However,	they	have	access	to	anything	imaginable	
  given	the	time.			If	cornered,	an	engineer	will	use	any	
  bio-weapon	at	their	disposable,	probably	one	in	each	
  tentacle! 
  Allies: Ahaugr	Engineers	are	often	too	insane	to	have	
  true allies.  Most are too self-important to treat their 
  Artisans	as	equals.		Many	deeply	hate	their	forced	
  subservience to their goddess. 
  Enemies: Ahaugr	Engineers	hate	all	other	Engineers,	
  especially if they are forced to share their gene pool 
  with	another.	
  Habitat: Ahaugr	Engineers	live	in	the	murky,	
  bubbling	bio-regenerating	gene	pools,	surrounded	by	
  Ahaugr Artisans to do their bidding and War Mounts 
  to guard them from danger. 
  Money: none
  Experience Table: Use	the	Splicers	Saint	O.C.C.	
  Ahaugr Magic Spells
  FLESH	OF	CEREBUS
  Range:	Five	feet	(1.5	m)
  Duration: Permanent 
  Time	Required:	One	minute	of	concentration	per	one	
  cubic foot. 
  Saving	Throw:	None	on	Cerebus
  P.P.E:	10	points	per	one	cubic	foot	transformed.
    
  The character can rearrange any structure created 
  from	the	living	flesh	of	the	world.		This	does	not	
  include	War	Mounts	or	biotechnology,	just	the	inert	
  surface of the living moon.  This ability enables the 
  spell	caster	to	create	new	roads,	palaces,	melon	trees,	
  piccolo	weeds	or	any	other	structure	imagined.		
  SCULPT	BIO-MASS
  Range:	Five	feet	(1.5	m)
  Duration: Permanent 
  Time	Required:	One	hour	of	work	per	1	Bio-E.	
  Saving	Throw:	None	on	Cerebus
  P.P.E:	10	points	per	1	Bio-E.
    
  The character must use an active gene pool to 
  cast	this	spell.		The	caster	can	create	1	Bio-E	worth	
  of	material	or	200	credits	worth	of	Splicers	bio-
  technology	in	an	hour.		An	Ahaugr	may	spend	weeks	
  creating	a	War	Mount	or	Host	Armor.	
  THE	ALPHA	BEACON
  	
  In	the	final	weeks	of	the	Siege	of	Tolkeen,	a	CS	
  convoy	was	attacked	by	a	magical	strike	force	near	
  the	intersection	of	two	ley	lines.		The	P.P.E.	eruption	
  during	the	battle	opened	a	Rift	which	engulfed	the	
  valley,	swallowing	both	the	CS	forces	and	the	Tolkeen	
  Irregulars.		What	happens	next	is	the	meat	of	your	
  campaign.		Let	us	look	at	both	sides,	their	history	and	
  their heroes. 
  Convoy Alpha Beacon 
  	
  The	Colonel’s	orders	were	simple.		Lead	a	re-
  supply and personnel convoy from Lone Star City 
  to the rear guard of the Tolkeen staging area.   The 
  convoy	was	well-guarded,	but	mostly	consisted	of	
  trucks	carrying	Dog	Boys	and	MRE	crates.				There	
  was	a	total	of	3,800	individuals	when	the	convoy	left.		
  They	were	attacked	by	620	Tolkeen	Irregulars	just	
  north	of	Chillicothe.			Alpha	Beacon	included	3000	
  Dog	Boys	and	800	humans	of	a	full	CS	battalion.		
  Only	1/3	of	the	CS	human	force	are	combat	troops.		
  The	rest	were	drivers,	cargo	handlers,	maintenance	
  staff and some medical specialists. The main CS force 
  was	newly	commissioned,	untested	recruits	escorting	
  very	young	Dog	Boys	coming	from	a	questionable	
  breeding	project.		The	project	was	derisively	referred	
  to	as	Operation	Puppymill	because	Lone	Star‘s	normal	
  quality	controls	were	abandoned	to	speed	up	the	
  growth	process.			
  	
  2,630	CS	and	479	Irregulars	survived	through	the	
  Rift.			About	15%	of	these	sustained	some	injury	in	the	
  firefight	and	the	aftermath.			The	remaining	CS	forces	
  include	two	thousand	Dog	Boys	who	desperately	look	
  to	any	human	for	leadership.		Overall,	the	humans	are	
  70%	male	and	30%	female	which	will	eventually	lead	
  to	problems	of	its	own.		The	Dog	Boys	are	roughly	
  60%	male.		
  	
  All	Dog	Boys	(except	player	character	heroes)	
  from	Operation	Puppymill	suffer	-1	per	die	to	
  all	ability	rolls	and	-10%	from	all	skills	due	to	
  the	accelerated	breeding	techniques	used	in	their	
  gestation.    These Dog Packs did not fully complete 
  their	basic	training	and	only	went	through	half	of	
  their indoctrination cycle.   These Dog Boys are less 
  skilled,	less	disciplined	and	more	feral	than	what	most	
  commanders	will	expect.		The	master	plan	was	to	use	
  them as disposable front-line fodder in a mass assault 
  24
  
  on Tolkeen. 
  Lieutenant Colonel Melvin Arthur 
  Alignment: Principled
  O.C.C.: Coalition	Technical	Officer,	6th level
  Appearance: The Colonel is meticulously groomed 
  with	a	starched	uniform	and	polished	Dead	Boy	armor.		
  He	has	tightly	curled	blonde	hair,	large	dark	eyes,	and	
  pronounced	facial	bones	from	his	mixed	ancestry.		
  He	has	no	bionics	and	no	scars.		When	in	the	field,	
  the Colonel prefers to ride a Sky Cycle and trusts the 
  moment	to	moment	operations	to	his	trusted	officers.		
  Description: Lieutenant Colonel Melvin Arthur is 
  a	principled	man.		He	believes	the	Coalition	States	
  defend	humanity	against	impossible	nightmares.			He	
  is	generally	referred	to	as	“The	Colonel”	by	the	rank	
  and	file.	He	does	not	hate	or	automatically	distrust	
  humans	with	magical	powers	or	psionics	or	D-Bees.		
  Arthur	supports	a	“separate	but	respected”	status	for	
  the inhuman.
  	
  The	Colonel	may	be	the	wrong	man	to	be	in	
  command	because	he	is	a	logistics	and	support	person,	
  not	a	charismatic	leader.	He	is	meticulous,	exact,	
  concerned	about	systems	and	quality	controls,	but	he	
  has	never	lived	without	a	higher	chain	of	command	
  and operations support. 
  	
  His	superior	officers	saw	his	potential	and	
  weaknesses	early	in	his	career.		Arthur	was	notoriously	
  hesitant	when	commanding	seek	and	destroy	missions.		
  It	was	not	cowardice.	His	mind	constantly	weighs	
  cost	vs	benefit	for	every	action	and	he	showed	none	
  of	the	battle	lust	of	most	field	commanders.	As	the	
  Emperor’s	son	noted,	“If	the	situation	were	reversed	
  and	we	were	fighting	the	siege	on	Chi-Town	against	
  Tolkeen	attackers,	I	would	want	Melvin	Arthur	in	
  command	of	our	defense.		Nobody	would	go	without	
  a	meal,	a	bunk	and	a	fresh	E-Clip	on	Arthur’s	watch.”		
  Lieutenant	Colonel	Arthur	was	assigned	as	a	convoy	
  leader	for	major	supply	movements.		He	quickly	
  earned	a	sterling	reputation	for	getting	whatever	was	
  needed	to	exactly	where	it	was	needed	just	when	it	
  was	needed	most.	Arthur	was	not	a	heroic	commander,	
  but	he	was	respected	for	his	efficiency	and	fairness.		
  The	Colonel	&	the	Irregulars
  	
  The	Colonel	has	no	real	hate	for	his	enemy.	He	
  firmly	believes	that	the	Coalition	is	North	America’s	
  best	hope	for	the	survival	of	the	human	race.	He	
  believes that psychics and mages are actually just 
  human	looking	D-Bees	and	not	part	of	his	own	
  species.	He	thinks	the	future	is	best	served	if	the	D-
  Bees	and	humans	were	to	live	separate	and	uninvolved	
  lives.	This	will	be	his	long-term	solution	for	the	crisis	
  on Cerebus and this decision may result in a horrifying 
  disaster. 
  	
  The	Colonel	will	not	agree	to	any	slaughter	or	
  pardon	of	the	Irregulars.	However,	he	recognizes	
  their	worth	as	powerful	tools	and	creatures	who	want	
  to	survive	just	as	much	as	true	humans.	He	views	
  them	as	resources	and	the	Colonel	does	not	squander	
  resources. The problem is that Arthur has never 
  operated	independently.	His	entire	life	has	been	a	
  string	of	commands	sent	down	by	his	superiors.	His	
  lack of personal initiative has kept him at Lieutenant 
  Colonel	rank	and	he	has	always	been	content	to	be	a	
  cog	in	the	greater	machine.	On	Cerebus,	only	a	firm	
  decision	maker	will	be	the	key	to	survival	and	our	
  poor Colonel lacks the DNA of a successful tyrant. 
  THE	TOLKEEN	IRREGULARS
  25
  
  	
  Gareth	Bleobaris,	a	Ley	Line	Walker,	vehemently		
  disagreed	with	the	leadership	of	Tolkeen	over	their	
  tactics	against	the	Coalition.	He	set	out	into	the	
  countryside and raised a small army from people 
  abused	by	Prosek‘s	decrees.	His	goal	was	to	strike	
  supply	routes	and	convoys	with	quick	hit	and	run	
  tactics.	Bleobaris	knew	wars	were	often	won	by	
  logistics	and	an	army	deprived	of	supplies,	rations	
  and	reinforcements	would	retreat.	He	named	his	cadre	
  “The	Tolkeen	Irregulars”	even	though	only	40%	were	
  Tolkeen	citizens.		
  	
  Bleobaris	had	no	clue	how	to	command	an	
  army and the arbitrary assigning of ranks did little 
  to	help	morale.	The	Tolkeen	Irregulars	drew	all	sorts	
  of	malcontents:	D-Bees,	Juicers,	Crazies,	escaped	
  slave	Borgs,	rogue	psychics,	power	mad	mages	and	a	
  few	demons.	Every	recruit	would	undergo	see aura,	
  telepathy and an object reading of a personal item to 
  weed	out	(most)	Coalition	spies.	The	large	number	of	
  telepaths	should	have	made	coordinating	easier,	but	
  the absurd number of egos and glory hounds negated 
  this advantage.    
   
  Bleobaris kept the battle goals simple: disrupt the 
  convoy.	He	knew	that	direct	confrontation	with	CS	
  forces	would	get	his	cadre	slaughtered	so	he	contented	
  himself	with	destroyed	trucks	and	imposing	lengthy	
  delays	on	the	CS	convoys.	The	Irregulars	retreated	
  into	the	wilds	after	a	battle	and	never	struck	the	same	
  route	twice.	
  	
  After	an	attack,	the	CS	would	Bunker	down,	
  quickly	salvage	what	they	could	and	press	onward	-	
  usually	into	additional	road	traps	set	by	the	Irregulars.	
  Most	convoys,	afraid	of	a	full	assault,	left	damaged	
  vehicles	behind	and	fled	the	area.	Sometimes	drivers	
  would	panic,	allowing	the	Irregulars	to	pick	off	
  additional vehicles in the ensuing confusion and 
  retreat.	Although	the	Irregulars	always	achieved	their	
  goals,	casualties	were	as	high	as	20%.	This	death	rate	
  meant	that	new	recruits	would	receive	little	training,	
  except	trial	by	live	fire	during	their	next	raid.	Also,	the	
  noble and egalitarian principles of the Tolkeen founder 
  were	tested	when	Bleobaris	was	forced	to	deal	with	
  dangerous antics of his cadre.   
  	
  Worst	among	the	Irregulars	were	a	contingent	of	
  200	from	the	Federation	of	Magic.	These	mages	had	
  exceptional	talents	and	deep	hatred	of	the	Coalition,	
  along	with	a	disturbing	penchant	for	human	sacrifice.			
  They	offered	the	newborn	dragon	Mabonagrain	and	
  Bleobaris accepted them against his better judgment.  
  He	silenced	his	own	conscience	with	a	hope	that	the	
  end	would	justify	the	means.		
  	
  The	Irregulars	would	pick	through	whatever	
  was	left	behind	after	a	battle	and	sell	what	they	could	
  to	nearby	small	towns	in	exchange	for	food	and	
  supplies.	Most	towns	were	thankful	for	the	trade,	but	
  as	the	cadre	grew,	Bleobaris	lost	control	of	their	bad	
  behavior.	Drunken	bar	fights	between	local	farmers	
  and psychic Bursters resulted in torched homesteads.   
  There	was	looting	even	when	villages	welcomed	the	
  Irregulars.		
  	
  A	few	months	ago,	two	children	were	accidentally	
  killed	in	a	village	in	the	outskirts	of	Kingsdale	and	
  Bleobaris	dragged	his	army	away	in	anger	and	disgust.		
  	
  Two	weeks	ago,	things	got	much	worse.	Their	
  camp	was	surprised	by	a	CS	heavy	mechanized	recon	
  platoon.	A	brutal,	deadly	firefight	left	the	CS	forces	
  broken	and	a	dozen	grunts	and	Dog	Pack	captured,	but	
  37	Irregulars	were	killed	and	110	injured.	Bleobaris	
  quickly	broke	the	camp	and	rushed	his	cadre	into	the	
  nearest	village.	Unfortunately,	that	village	was	the	
  base	camp	of	the	CS	recon	platoon.	The	Irregulars	
  swarmed	the	area	and	Bleobaris	met	with	the	local	
  elders	to	trade	for	temporary	sanctuary.	His	honor	
  guard	entered	the	elders’	council	and	Bleobaris	
  accepted	the	kindly	embrace	of	an	old	robed	woman.		
  Then she pulled the pin on her plasma grenade 
  bandolier.		Everyone	and	everything	for	30	feet	was	
  instantly	vaporized	in	a	flash	of	screams.	
  	
  In	a	vengeful	panic,	the	Irregulars	razed	the	
  village.	Guan	Hamara,	one	of	the	last	surviving	
  officers,	desperately	tried	to	restore	order	amidst	the	
  chaos. Finally she begged Mabonagrain to assume 
  command.	The	young	dragon	was	delighted	and	by	
  dawn,	the	Irregulars	were	marching	onward.	It	was	
  whispered	that	the	Federation	of	Magic	rogue	mages	
  sacrificed	the	CS	prisoners	during	the	confusion.		
  The	Irregulars	changed	after	that	night	for	better	and	
  worse.	
  	
  The	internal	power	struggles	faded	quickly	
  as	even	Juicer	egos	were	tempered	by	one	glance	
  from the imposing Fire Dragon. Many assumed 
  Mabonagrain	would	promote	his	old	Federation	
  comrades	into	roles	of	power.		Instead,	the	dragon’s	
  inner	circle	were	Tolkeen	citizens	and	he	listened	with	
  great intensity to tales about a city he has never seen. 
  However,	the	dark	mages	became	his	battle	leaders	
  26
  
  and their tactics often included taking prisoners 
  for purposes best not discussed.   Mabonagrain 
  was	not	interested	in	trading	with	villages.			Towns	
  were	chosen	for	their	strategic	advantage	and	then	
  looted,	but	not	slaughtered.		Generally,	these	were	
  CS refueling outposts so only the most scrupulous 
  Irregulars	voiced	any	concerns	for	the	locals.			The	
  dragon	shrugged	off	criticism,	always	promising	that	
  things	would	be	different	after	the	war.			Yesterday’s	
  battle	plan	to	assault	the	Alpha	Beacon	convoy	was	
  flawless	and	the	Irregulars	were	excited.		However,	
  many	ill	omens	showed	by	that	dawn	with	nervous	
  warnings	from	the	psychics	that	something	was	
  dreadfully wrong.			The	dragon,	as	usual,	ignored	
  them.
  IMPORTANT	NPCS
   
  There are four major NPCs on each side of the 
  conflict	in	addition	to	the	Colonel.		Each	NPC	should	
  gain a level each year of the campaign to represent 
  their	own	growth	and	experiences.		The	GM	is	
  encouraged to create game statistics as necessary. 
  Major Isabella Belakane
  Alignment: Aberrant
  O.C.C.:	Coalition	Military	Specialist,	4th level.  
  Isabella	Belakane	is	a	tall,	beautiful	and	athletic	
  woman.		She	adores	Emperor	Prosek	with	a	fanatic’s	
  glee.		Belakane	is	a	very	effective	at	S&D	missions	
  and famed for her killer instinct. She is shocked by 
  the	Colonel’s	refusal	to	execute	the	Irregulars	and	
  being	away	from	her	beloved	Coalition	has	made	her	
  numb.		Belakane	has	no	leadership	skills,	charisma	or	
  common	sense.		She	is	a	combat	monster	who	needs	
  orders to obey.  
  Captain Peter Dagonet 
  Alignment:	Unprincipled
  O.C.C.:	Coalition	Grunt,	3rd level.
  Peter	Dagonet	(pronounced	“dag-oh-nay”)	is	a	traitor	
  to	the	Coalition.		He	is	a	D-Bee	sympathizer	and	
  he is absolutely fascinated by magic.  Dagonet has 
  moved	up	the	ranks	by	feeding	into	Major	Belakane’s	
  Coalition	fanaticism.		He	pretends	to	be	her	co-
  conspirator,	but	he	actually	uses	her	as	a	marionette.		
  An	internal	security	officer	found	his	stash	of	
  forbidden books just before the convoy left Lone Star.  
  Dagonet shot the snoop and locked the corpse in his 
  room.		His	plans	were	to	use	the	confusion	at	Tolkeen	
  to	make	his	break	for	the	Manistique	Imperium.			
  Thus,	he	is	quite	glad	to	be	away	from	Earth.		Dagonet	
  will	be	given	charge	over	the	Irregulars	and	he	hopes	
  to use his position to learn more about becoming a 
  wizard.	
  Lieutenant Rion Morgan 
  Alignment: Diabolic
  O.C.C.:	Psi-Stalker,	3rd level. 
  Rion	Morgan	leads	a	veteran	search	&	destroy	Dog	
  Pack	platoon,	but	he	really	dreams	of	becoming	
  the	ultimate	power	behind	the	throne.		He	is	utterly	
  disgusted	by	the	Colonel’s	mercy	upon	their	enemies.		
  Morgan	will	carefully	and	quietly	work	to	undermine	
  the Colonel and rally other CS hardliners to supporting 
  a	coup	to	instate	Belakane	as	the	new	leader.		Morgan	
  plans to use her as his puppet to slaughter every 
  Irregular	and	D-Bee	on	Cerebus.	
  Sergeant Arrock Grevaunt
  Alignment: Scrupulous
  O.C.C.:	Partial	Conversion	Coalition	‘Borg,	4th level. 
  Sergeant	Arrock	Grevaunt	is	the	chief	petty	officer	
  for	Alpha	Beacon.		He	was	a	patriotic	cripple	from	
  Iron	Heart	who	volunteered	for	a	new	pair	of	legs	and	
  purpose.		Arrock	will	be	found	at	the	front	of	almost	
  every	assault	and	behind	every	retreat.		He	is	afraid	
  of	what	may	exist	on	Cerebus.		He	does	not	trust	the	
  dragon,	but	he	is	relieved	that	mercy	was	offered	to	
  the	Irregulars.		Arrock	has	enormous	admiration	for	
  the	Colonel	and	a	burning	flame	for	Major	Belakane.		
  The	inevitable	coup	will	be	extremely	difficult	for	
  him.  
  Mabonagrain
  Alignment: Anarchist
  O.C.C.:	Fire	Dragon	Hatchling,	2nd level.
  Mabonagrain is learning to become patient and 
  dangerous.		He	plans	to	live	several	thousand	years,	
  not die in a hail of bullets.  The dragon has been 
  catapulted	into	the	leadership	of	the	Irregulars	and	he	
  will	be	greatly	humbled	by	their	defeat…for	a	short	
  time. Mabonagrain has no political savvy because 
  he	was	so	used	to	being	adored	and	feared	by	the	
  Irregulars.		The	dragon	is	fascinated	by	stories	of	
  Tolkeen and has sincerely promised to lead his people 
  home one day. 
  27
  
  Gauvain Lot
  Alignment: Miscreant
  O.C.C.:	Shifter,	5th level. 
  Gauvain	Lot	is	a	power	hungry	psychopath.	He	is	a	
  dangerous	fellow	from	the	Magic	Zone	who	believes	
  he	is	smarter	than	the	Alien	Intelligences	he	summons.		
  He	is	less	interested	in	escape	and	more	in	revenge.		
  Gauvain	is	a	political	animal	who	can	instigate	
  trouble,	vanish	from	responsibility	and	steal	the	
  spotlight	of	success.	However,	Lot	is	a	dangerous	fool	
  and	he	will	easily	be	played	by	any	Goddess.			
  Eric Drystan 
  Alignment:	Unprincipled
  O.C.C.:	Rogue	Scholar,	4th level. 
  Description:	Eric	Drystan	looks	like	a	movie	star	
  who	is	playing	a	homeless	bum.		Always	rumpled,	
  unkempt	and	charming.		Drystan	is	impetuous,	tactless	
  and	values	the	quest	of	knowledge	over	the	safety	of	
  people	around	him.			He	doesn’t	know	a	tenth	of	what	
  he	thinks	he	knows	and	he	is	prone	to	logic	leaps,	
  conjecture	and	outright	falsifications.		Drystan	is	the	
  voice	of	the	Irregulars.		He	brings	the	complaints	of	
  the troops to the leadership and keeps up the morale.  
  Also,	the	leaders	of	the	Irregulars	use	Drystan	to	
  represent	them	in	negotiations.	He	has	been	dubbed	
  “the	Dragon’s	Tongue.”			Drystan	has	no	interest	in	
  escape.		He	is	enjoying	the	lack	of	work	and	the	steady	
  meals.		Prison	agrees	with	him!		
  Guan Hamara 
  Alignment: Scrupulous
  O.C.C.:	Full	Conversion	Slave	‘Borg,	3rd level. 
  Appearance:		Guan	Hamara	stands	seven	feet	tall,	
  1000	lbs.	
  Guan	Hamara	was	an	idealistic	D-Bee	rights	activist	
  in	Chi-Town	until	she	was	chopped	up	and	slapped	
  together	into	a	Slave	‘borg	for	contractors	at	Lone	
  Star.			As	a	result,	she	suffers	from	a	manic-depressive	
  psychosis and a fear of darkness neurosis.  As the 
  second	in	command	to	Bleobaris,	Guan	tried	to	
  counsel the young dragon to not emulate his Magic 
  Zone	comrades,	but	she	has	grown	tired	of	the	
  pompous,	self-righteous	Irregulars.		Her	original	
  idealism	to	save	Tolkeen	is	long	gone,	replaced	
  by a driving need to restart her life.   She is most 
  interested	in	creating	her	own	cadre	and	escaping	
  both	the	Irregulars	and	the	Coalition	to	restart	her	
  life	on	whatever	planet	this	may	be.			Guan	still	has	
  her	human	face	and	genitals,	cruel	reminders	of	her	
  previous life.  
  LOGISTIC	ISSUES
  	
  The	main	problem	for	the	CS	officers	is	their	
  convoy	was	carrying	mainly	personnel	and	rations.		
  They	do	not	have	a	significant	store	of	additional	
  weapons,	especially	large	support	weapons.		Every	
  10	E-Clips	used	up	means	one	less	weapon	has	any	
  ammo.			Convoy	Alpha	Beacon	was	a	low	grade	
  priority	deep	in	the	worst	days	of	the	Siege	on	
  Tolkeen.			Although	the	convoy	was	traveling	a	long	
  way,	it	was	assumed	that	it	would	meet	little	organized	
  resistance.			The	Alpha	Beacon	was	mostly	comprised	
  of Mountaineer ATVs and similar trucks that either 
  carried personnel or supplies.  Many Mountaineers 
  had converted cargo areas to carry additional 
  passengers	and	their	personal	equipment.		Some	added	
  a top turret gunner and a rear door gunner.  Both 
  gunners	will	generally	be	armed	with	a	C-27	Heavy	
  Plasma	Cannon	or	equivalent	and	gain	partial	cover	
  when	attacked.	
  28
  
  	
  The	players	are	encouraged	to	spend	200	million	
  credits	on	vehicles,	power	armors	and	robotic	vehicles	
  like	SAMAS,	Sky	Cycles,	Spider	Skull	Walkers	and	
  UAR-1s.			The	players	may	also	spend	50	million	on	
  robots	like	Skelebots.		Each	vehicle	or	robot	with	a	
  limited	lifespan	are	not	brand	new,	but	all	D6	years	
  old	by	the	time	the	campaign	begins.			The	exception	
  is	Skelebots	which	are	fresh	off	the	assembly	line.			
  THROUGH THE RIFT
  	
  One	moment	everyone	was	fighting	without	
  mercy	in	a	Chillicothe	valley.	The	next	second,	
  crackling	blue	energy	swept	them	across	three	
  galaxies	to	a	chill	spring	morning	under	a	green	gas	
  giant	looming	across	the	sky.	The	Tolkeen	Irregulars	
  were	outnumbered	5	to	1.	The	Colonel	gave	the	order	
  to	stand	down	and	offered	survival	to	anyone	who	
  surrendered.	Most	Shifters	fled	back	to	Rifts	Earth.		
  Out	of	options,	Mabonagrain	called	for	the	Irregulars	
  to	lay	down	their		weapons	and	obey	the	enemy.	
  	
  The	Rifted	terrain	from	Chillicothe	was	splattered	
  with	the	blood	and	the	dying	from	Alpha	Beacon.		The	
  dragon offered his psychics and mages as healers in 
  appreciation	for	the	chance	to	surrender.		In	a	move	
  that	shocked	everyone	and	angered	many,	the	Colonel	
  ordered his medics to deliver the most grievously 
  wounded	Coalition	to	the	care	of	the	Irregulars.	The	
  mystic	healers	performed	their	rites	with	dozens	of	
  laser	rifles	nervously	aimed	at	their	heads.		So	much	
  P.P.E.	was	expended	that	the	healers	were	too	drained	
  to	attend	to	the	Irregulars’	own	wounded,	resulting	in	
  the	deaths	of	sixteen	D-Bees	and	human	spell	casters.			
  	
  Life	in	those	first	few	days	was	a	strange	blur.		
  The Coalition took shelter in the nearby abandoned 
  Xiticix	hive	and	turned	a	cluster	of	mushroom	towers	
  into	a	prison	for	the	Irregulars.	With	no	way	to	get	
  back	to	Earth,	the	Dead	Boys	dubbed	their	new	home	
  “Coalition	State	Alpha	Beacon”	and	dug	in	for	the	
  long	haul.	Oddly,	the	Tolkeen	psychics	will	begin	
  to	refer	to	the	moon	as	“Cerebus”	and	the	name	will	
  catch	on	surprisingly	quickly.		After	a	few	Rogue	
  Scholars	tell	their	own	Cerebus	myths,	the	name	
  will	race	through	the	Dog	Packs	and	within	days,	it	
  will	become	the	accepted	name	of	their	new	home.	
  There	may	be	some	queasiness	when	they	discover	
  the original dark coven also called this place Cerebus.  
  Here	is	where	history	ends	and	your	campaign	takes	
  over.	The	following	section	details	possible	events	that	
  may	occur	in	the	next	seven	years.
  YEAR ONE: Settling In 
  	
  The	first	year	is	all	about	setting	up	the	systems	
  for	survival	on	Cerebus	and	exploring	the	vast,	
  dangerous	and	secret	Xiticix	hive.	The	Coalition	
  appears	to	be	in	full	control	and	the	Irregulars	
  are	heavily	guarded,	deeply	mistrusted	prisoners.		
  Sporadic violence against D-Bees may occur in the 
  prison	conditions.	The	Xiticix	specially	chose	the	
  location of the hive far from anything interesting.  
  There	will	probably	be	minimal,	if	any,	contact	with	
  the	Ahaugr	or	any	Goddess.	Eve	and	maybe	Lilith	will	
  be	watching	and	learning	about	the	newcomers	from	
  the	shadows.		
  Spring
   
  “You will obey your orders!”
  	
  The	Colonel	will	fight	his	first	insubordination	
  battle	over	his	decision	to	let	the	Irregulars	live	as	
  prisoners instead of getting their richly deserved 
  and	immediate	execution.	His	decision	has	rippled	
  across	all	ranks	and	will	become	a	point	of	division	
  among the troops. The GM is encouraged to have 
  the	Coalition	player	characters	involved	in	the	power	
  struggles as Major Belakane and other hardliners seek 
  to	gain	support	against	the	Colonel.	The	Colonel	will	
  also order all the TW and magic items captured from 
  the	Tolkeen	Irregulars	be	saved	and	placed	in	a	sealed	
  vault	which	remains	under	heavy	guard	at	all	times.		
  The	players	are	encouraged	to	name	20-50	items	in	the	
  vault	with	a	total	value	of	500,000	credits.		
  Spring
   
  “A need to know basis.”
  	
  SAMAS	and	Sky	Cycle	teams	will	recon	
  the	100	mile	radius	area	from	Alpha	Beacon	and	
  report	directly	to	the	Colonel.	Oddly,	Arthur	will	
  immediately	classify	these	reports	and	swear	the	
  officers	to	silence.	The	official	announcement	is	the	
  immediate	area	is	just	empty	wastelands.		However,	
  rumors	will	spread	about	strange	and	beautiful	
  structures and roaming demons. 
  Spring
   
  “Anywhere but here at any cost.”
  	
  The	alien	architecture	of	the	Xiticix	will	allow	
  for	some	subterfuge	by	the	imprisoned	Irregulars.		
  29
  
  Several	mages	will	join	together	in	a	plot	to	open	a	
  random Rift. The Tolkeen player characters may be 
  co-conspirators or may stand against the attempt. The 
  plot	will	either	fail	due	to	insufficient	P.P.E.	or	succeed	
  in	opening	a	Rift	to	somewhere	deeply	unpleasant.			
  Either	way,	the	CS	grunts	will	kill	anyone	they	see	
  performing	magic.	In	fact,	the	CS	player	characters	
  may	even	be	the	ones	sent	to	deal	with	the	problem.	
  Summer 
   
  “We will never be slaves again!”
  	
  Major	Belakane	declares	that	all	Tolkeen	‘Borgs	
  must	submit	to	the	slave	‘Borg	program	and	be	refitted	
  for service. Before the Colonel can countermand her 
  order,	there	will	be	an	attempted	escape	by	a	team	
  of	D-Bees,	‘Borgs	and	Juicers.	Guan	Hamara	will	
  probably	be	involved	in	the	escape.	This	will	go	badly	
  for	everyone	involved	on	all	sides.	Belakane	will	
  try to force the Colonel to impose punishment and 
  restrictions	on	the	Irregulars.	CS	hardliners	will	renew	
  calls	for	mass	executions.	Instead,	the	Colonel	will	
  promote	Captain	Dagonet	to	senior	officer	in	charge	of	
  the	Irregulars.	
  Fall
   
  “Everyone gets a puppy.”
  	
  The	Colonel	will	announce	the	Dog	Pack	
  Reassignment Program to place one Dog Boy as a 
  guardian for every human in Alpha Beacon and one 
  for	each	prisoner.	The	remaining	Dog	Boys	will	be	
  assigned	to	Psi-Stalkers	and	infantry	squads.	This	is	a	
  happy	day	for	the	Dog	Packs	who	have	been	suffering	
  from increasingly feral misbehavior. The reaction 
  among	the	Irregulars	is	mixed.	Players	should	roll	up	a	
  guardian Dog Boy for each of their player characters. 
  Winter
   
  “The Colonel has an unusual proposal.”
  	
  The	Colonel	will	ask	Mabonagrain	to	choose	a	
  few	Irregulars	to	join	a	CS	recon	force	as	“non-human	
  advisors“	in	exchange	for	extra	food	rations.	The	
  Irregulars	will	not	be	permitted	any	weapons,	but	they	
  will	be	given	light	riot	armor	(30	MDC)	as	protection.		
  Their	Dog	Boy	guardians	will	act	as	bodyguards	
  against	any	encountered	threats,	but	also	prevent	any	
  escape.	The	prime	focus	of	this	mission	will	be	for	
  the	CS	officers	to	determine	the	capabilities	of	the	
  most	capable	Irregulars	and	determine	their	usefulness	
  quotient	vs	their	threat	factor.	Early	recon	missions	
  will	be	to	scope	out	the	entire	Xiticix	city,	but	there	
  may	be	some	minor	exploration	in	the	immediate	
  vicinity.	The	two	gene	pools	will	be	discovered	at	
  nearly	opposite	ends	of	the	hive	network.	The	Colonel	
  will	immediately	set	up	a	research	team	to	learn	more	
  about	the	pools.	This	team	will	be	led	by	technicians	
  with	some	experience	with	the	genetic	programs	at	
  Lone Star.  
  YEAR TWO: Stepping Out
  	
  After	one	year,	the	CS	forces	will	feel	secure	
  about	their	new	home.	
  	
  The	second	year	is	about	exploration	of	the	rest	of	
  the	planet,	seeking	out	other	Rifts	and	learning	about	
  what	else	this	planet	has	to	offer.		As	they	explore,	the	
  rest	of	Cerebus	will	become	more	interested	in	Alpha	
  Beacon. The hardliners from both the Tolkeen and 
  the	CS	will	be	sidestepped	for	the	moment	and	begin	
  to	plot	in	secret.	Later	in	the	year,	the	hardliners	may	
  even	plot	together,	each	believing	they	can	use	the	
  other	faction	to	further	their	own	goals.			
  Spring
   
  “Bring back some souvenirs.” 
  	
  The	Colonel	will	have	his	advisors	assemble	six	
  wilderness	squads	combined	with	a	Dog	Pack.	They	
  will	be	traveling	on	foot	and	may	have	a	SAMAS	or	
  Sky	Cycle	for	recon.	Each	team	will	go	in	a	different	
  direction	for	1,000	miles	to	explore	Cerebus.	If	
  Mabonagrain	hears	about	the	mission,	he	will	petition	
  to	send	Irregulars	with	each	squad.	
  Spring
   
  “Greetings, will you bow to my will?”
  	
  Eve,	Lilith	and	maybe	another	Goddess	will	begin	
  sending	avatars.	These	will	be	Ahaugr	Berserkers	
  under	their	direct	control	to	speak	with	persons	of	
  interest	within	Alpha	Beacon.	Some	conversations	
  will	go	better	than	others.	Regardless,	the	promise	of	
  biotechnology	will	spark	activity	among	the	Colonel’s	
  inner circle.  
  Summer
   
  “Perimeter breach!  I repeat, we have a breach.”
  	
  A	solar	event	will	unleash	a	host	of	demons	in	
  the southern hemisphere. GMs are encouraged to 
  use	a	few	significantly	powerful	monsters	from	any	
  30
  
  Rifts	book,	Chaos	Earth,	Beyond	the	Supernatural	or	
  Nightbane	(just	change	SDC	to	MDC).	These	should	
  not	be	cannon	fodder	demons,	but	horrifying	threats.			
  Some	will	hunt	the	Irregulars,	forcing	the	unarmed	and	
  unarmored prisoners to fend off these terrible threats. 
  Fall 
   
  “I can take you home for a small price.”
  	
  A	group	of	CS	forces,	mostly	non-combat	and	
  ancillary	individuals,	will	quietly	investigate	if	there	
  are any mages capable of opening a Rift back to 
  Earth.	They	will	be	fooled	by	a	necromancer	who	
  will	convince	them	they	must	sacrifice	as	many	Dog	
  Boys	as	possible.	If	this	vile	plot	is	not	discovered,	the	
  necromancer	will	have	a	zombie	army.	Gauvain	Lot	
  will	help	maneuver	this	plan	toward	success,	but	he	
  will	have	plenty	of	alibis	if	anything	goes	wrong.	
  Fall 
   
  “Us humans gotta stick together.”
  	
  Non-psychic,	non-magical	humans	in	the	Tolkeen	
  Irregulars	will	be	offered	citizenship	in	Alpha	Beacon	
  and	after	a	probationary	90	days	of	observation,	
  they	will	be	able	to	live	a	“normal”	life	with	the	CS	
  population. This decision is strictly pragmatic in order 
  to	gain	greater	use	from	the	Headhunters,	‘Borgs	
  and	Juicers.	It	may	prove	to	be	a	popular	decision	
  with	many	CS	grunts	who	feel	their	fellow	humans	
  could	be	“rehabilitated”	once	away	from	the	damning	
  influence	of	magic.	Behind	the	scenes,	the	Colonel	
  will	achieve	his	goal	of	gaining	any	Rogue	Scholars,	
  Rogue	Scientists	and	Chop	Docs	among	the	Irregulars	
  and assigning them to the biotechnology research 
  projects. 
  	
  Those	Irregulars	deemed	too	squeamish	will	be	
  assigned	to	advancing	food	production	instead.	Eric	
  Drystan	will	accept	this	offer,	but	he	will	probably	be	
  returned	to	the	prison	within	a	season	or	two.	
  Winter 
   
  “No one can know about this project.”
  	
  The	Colonel	will	reluctantly	approve	the	secret	
  Necrobot	project	where	the	dead	are	combined	with	
  damaged	Skelebots	and	spare	parts.	This	will	be	
  the	CS’s	first	bio-tech	project	using	the	gene	pools.		
  The	Necrobots	will	be	hidden	away	until	needed,	or	
  until they become possessed and start a murderous 
  rampage.  
  Winter  
   
  “Bark out thy prayers to me.”
   
  Lilith discovers that many Dog Boys have 
  become fascinated by the concept of Cerebus 
  because such mythology has been forbidden by CS 
  indoctrination.			Lilith	will	build	Gorehounds	to	
  interact	with	the	Dog	Pack	and	speak	through	them,	
  assuring them that Cerebus is indeed real and this is 
  indeed	his	world	that	they	must	save…by	obeying	the	
  voice	of	Cerebus.		The	humans	may	not	know	what	is	
  going	on	with	the	Dog	Packs	for	a	long	time	because	
  no	one	really	pays	attention	to	what	the	pets	are	doing	
  when	they	are	not	needed.		If	left	unchecked,	whole	
  platoons	of	Dog	Boys	may	leave	to	follow	their	new	
  god.		If	dealt	with	too	harshly,	some	of	the	Dog	Pack	
  may turn on their CS masters.   During long periods 
  of	inactivity,	the	Dog	Boys	may	start	developing	their	
  own	Cerebus	myths	and	even	deeper	ingrain	their	
  faith.  
  YEAR THREE: Rise of the Dragon
  	
  The	third	year	will	bring	great	upheaval	as	
  malcontents	take	action	against	the	Colonel’s	rule	of	
  law.			The	CS	resources	have	been	stretched	thin	and	
  soon	they	will	not	be	able	to	defend	themselves	and	
  play	prison	guard	at	the	same	time.			It	is	a	glorious	
  year	for	the	Tolkeen	Irregulars	as	they	achieve	their	
  freedom,	blind	to	the	terrible	future	cost	of	their	
  actions.			As	always,	the	disease	spreads	and	soon	the	
  southern	hemisphere	of	Cerebus	will	begin	to	suffer.		
  Unknown	to	everyone,	Kali	has	established	a	putrid	
  lake	of	filth	south	of	the	equator	and	initiates	her	plan	
  to move the disease further across the moon.  
  Spring
   
  “The Colonel is pleased with your progress.”
  	
  The	Coalition	scientists	will	start	having	great	
  success	with	their	biotechnology	program	with	their	
  gene	pool.		Assume	they	can	make	5,000	credits	worth	
  of	bio-tech	weapons	or	armor	per	week.		This	weekly	
  output	will	increase	by	5,000	credits	each	season.		By	
  spring	of	year	four,	they	will	be	able	to	create	25,000	
  credits	worth	of	bio-tech	items	each	week.		If	Alpha	
  Beacon	survives	to	the	spring	of	year	six,	they	will	be	
  creating	65,000	credits	of	materials	per	week.	
  31
  
  Spring
  	
  “Suffering	flavors	the	meat.”
  	
  Kali	will	swoop	in	with	several	Dracos	
  determined to capture as many Dog Boys as possible.  
  Her	Ahaugr	Berserkers	will	be	armed	with	nets	in	
  addition	to	their	Host	Armors	and	bio-weapons.		Kali	
  will	experiment	on	the	victims	to	determine	pain	
  thresholds	and	their	nutritional	value.		If	not	stopped,	
  the	raids	will	keep	coming	with	cunning	and	ferocity.			
  Also,	if	the	humans	do	not	protect	the	Dog	Boys	
  fast	enough,	the	cult	of	Cerebus	will	petition	their	
  “god”	and	Lilith	will	make	Kali	back	off.			This	will	
  probably double the Cerebus cult overnight and Lilith 
  will	probably	ask	them	to	desert	Alpha	Beacon	for	her	
  Great	House.		
  Summer 
   
  “Finders keepers, losers weepers.”
  	
  The	Xiticix	swarm	made	several	poor	choices	in	
  their	quest	to	return	to	their	homeworld.		The	queen	
  has	been	terribly	wounded	and	half	their	number	are	
  dead.		The	insectoids	have	decided	to	accept	Eve’s	
  offer	and	now	return	back	to	Cerebus.			I’m	sure	
  the	Xiticix	won’t	mind	sharing	their	old	home	with	
  the	humans!			The	CS	forces	will	be	overwhelmed	
  and	only	with	the	combined	strength	of	the	Tolkeen	
  Irregulars	will	they	keep	their	new	home	against	the	
  Xiticix.			What	will	Eve	do?	
  Summer 
   
  “Everything is going according to our plan.”
  	
  In	the	aftermath	of	the	Xiticix	attack,	
  Mabonagrain	will	forment	revolt	among	the	Tolkeen	
  Irregulars	who	leave	en-masse,	about	320	of	them.		
  Almost	200	of	the	Dog	Boys	assigned	as	guards	will	
  go	with	them,	now	bonded	to	their	new	masters	as	
  canines	are	apt	to	do.			They	will	quietly	flee	their	
  towers	peacefully	and	unarmed,	leaving	behind	many	
  questions.			The	dragon	will	set	up	“New	Tolkeen”	at	
  the	other	end	of	the	Xiticix	hive	and	begin	an	earnest	
  development	of	biotechnology	with	the	second	gene	
  pool.     
  	
  	
  The	Colonel	will	not	be	informed	until	it	is	
  too late because Major Belakane and Captain Dagonet 
  will	have	made	sure	everything	happens	very	swiftly.		
  The	CS	Alpha	Beacon,	having	suffered	greatly	for	two	
  years,	will	redirect	their	efforts	at	securing	their	side	
  of	the	hive	network.		
  Fall 
   
  “Never forgotten, never forgiven.”
  	
  Remember	that	first	day	on	Cerebus	when	
  Mabonagrain	ordered	the	Tolkeen	healers	to	expend	
  their energy on the Coalition soldiers and let over a 
  dozen	of	his	own	die?		One	family	never	forgave	him.		
  Without	warning,	a	suicidal	pact	of	D-Bee	psychics	
  from	within	the	dragon’s	own	inner	circle	will	strike	
  to	kill	him.			Will	they	succeed?		Whether	the	vengeful	
  brothers	win	or	lose,	Gauvain	Lot	will	rise	in	power.			
  How	does	Gauvain	feel	about	your	heroes?	
  Fall 
   
  “What does an ambassador do again?”
  	
  Captain	Dagonet	will	resign	his	commission	
  to	become	the	official	ambassador	from	CS	Alpha	
  Beacon	to	New	Tolkeen.		At	this	point,	he	is	
  essentially	a	triple	agent.			His	real	loyalty	has	shifted	
  to	Mabonagrain,	but	Major	Belakane	thinks	she	
  is using him as a plant among the inhumans.  The 
  Colonel is oblivious and he is happy to have an 
  ambassador respected by both factions.   Gauvain Lot 
  will	begin	teaching	Dagonet	the	basics	of	magic	and	
  try	to	twist	the	CS	officer	into	his	own	apprentice.			
  Eric	Drystan	will	reluctantly	become	the	ambassador	
  to	Alpha	Beacon	to	give	a	non-psychic,	non-magical	
  face	to	meet	with	the	Coalition.			Eric’s	loyalty	is	
  wavering	as	he	has	gained	a	deep	admiration	for	the	
  Colonel. 
  Winter
   
  “Separate, but equal.”
  	
  Creating	a	new	nation,	even	a	small	one,	
  requires	hundreds	of	meetings	and	stacks	of	busy	
  work.		The	player	characters	from	both	sides	find	
  themselves	as	central	figures	as	both	factions	deal	
  with	the	new	realities	of	their	relationship.		Thanks	
  to	many	concessions	by	the	Colonel,	New	Tolkeen	
  will	formalize	their	“separate,	but	equal”	status	of	
  mutual	respect	and	support	with	CS	Alpha	Beacon.			
  Everything	looks	great	on	paper.		
  YEAR FOUR: An Uneasy Existence  
  	
  The	Xiticix	invasion	and	the	Tolkeen	revolt	were	
  mighty	blows	against	the	infrastructure	and	psyche	of	
  Alpha	Beacon.		The	fourth	year	will	be	spent	regaining	
  their	strength	and	learning	to	share	the	hive	network	
  with	the	Irregulars.		Xiticix	stragglers	will	continue	to	
  32
  
  be	a	nuisance.		This	year	will	bring	massive	biotech	
  advances,	adding	new	options	to	the	battlefield.		It	is	
  also	the	year	when	hardliners	of	both	factions	become	
  the most popular voices.  
  Spring
   
  “Is my armor supposed to be burping?”
  	
  The	spell	casters	of	New	Tolkeen	quickly	
  discover that the gene pools are easier to manipulate 
  via magic than science.  They make remarkable 
  progress	very	quickly.		The	Tolkeen	gene	pool	team	
  lacks	the	military	expertise	of	the	Coalition	team	so	
  weapon	development	will	be	much	slower	(assume	
  half	the	credits	per	week	compared	to	the	Coalition).		
  However,	the	mages	have	a	far	greater	ability	to	
  enhance living body armors.  Their custom armors 
  include free enhancements tailored to the needs of 
  the	warrior.			Light	body	armor	comes	with	15	Bio-E,	
  medium	armor	has	20	Bio-E	and	heavy	armor	has	25	
  Bio-E	to	spend	on	customized	enhancements.		
  Spring
   
  “Let no secret stay hidden from our reach.”
   
  Rumors of the true history of Cerebus have set 
  New	Tolkeen	ablaze	with	a	determination	to	increase	
  their	own	magical	power.		The	Tolkeen	Irregulars	will	
  send	several	teams	to	explore	the	Witching	Sprawl	
  and several palaces.  Will they accidentally open the 
  Necropolis	Configuration?			Will	the	Irregulars	make	
  deals	with	Kali	or	Ishtar	to	strike	at	the	CS	troops?	
  Summer
   
  “Are you sure there are no side effects?”
   
  A secret project by several evil mages leads to the 
  development	of	the	Scarecrow	O.C.C.		and	they	distill	
  an Elixir of Life from the gene pool.   
  	
  At	first,	the	mages	will	be	able	to	create	one	
  Scarecrow	per	week.		Each	season,	this	number	
  will	increase	by	one	per	week.		There	will	be	
  D6	x10	immediate	volunteers	for	the	Scarecrow	
  transformation	from	among	the	Irregulars.	
  Mabonagrain	and	others	will	argue	against	such	
  rashness	to	no	avail.		The	detox	and	addiction	issues	
  will	not	be	realized	for	at	least	until	it	is	too	late.		
  Summer
   
  “Seek and destroy.”
  	
  Rion	Morgan	will	discover	that	the	Tolkeen	
  Irregulars	have	been	gathering	magic	items	from	
  several palaces and he may even discover the truth of 
  the	Witching	Sprawl.			He	will	use	this	knowledge	to	
  have	Major	Belakane	authorize	seek	and	destroy	teams	
  to	ambush	Irregulars	who	approach	any	palace.		Will	
  this	lead	to	a	Coalition	alliance	with	Freya?	
  Fall 
   
  “What am I? Are you my father?”
   
  The severe casualties among CS Alpha Beacon 
  leads to increased development of the Necrobots.  
  However,	the	successful	use	of	the	gene	pool	
  accidentally	leads	to	experimentation	with	the	Biotic	
  transformation. The project is a shocking success. The 
  Biotic	O.C.C.	is	now	available	to	CS	Alpha	Beacon	
  characters.		At	first,	the	scientists	will	be	able	to	create	
  one	Biotic	per	week.	Each	season,	this	number	will	
  increase	by	one	per	week.	Like	the	Scarecrows,	these	
  Biotics	are	the	first	of	their	kind	on	Cerebus	and	the	
  goddesses	will	be	fascinated	once	they	are	discovered.	
  The	Colonel	will	urge	tremendous	caution	and	secrecy,	
  but he can not deny that this program is the best option 
  for	recycling	wounded	Dog	Boys.	Rion	Morgan	will	
  be more interested in the mind-blanking aspect of the 
  transformation and urge its use for all malcontents.  
  For	reasons	unknown,	the	Ahaugr	cannot	be	made	into	
  Biotics,	but	humans	and	Dog	Boys	against	their	will	
  make perfect candidates...  
  Fall
   
  “They deserved to die!”
  	
  Not	every	Tolkeen	Irregular	left	their	prison.		
  Some	stayed	behind,	including	16	D-Bees	and	their	
  Dog	Boy	guardians.			Instead	of	having	their	loyalty	
  respected,	they	will	suffer	an	ever	increasing	hatred	
  throughout	the	year.			It	culminates	when	all	will	
  be brutally murdered by CS hardliners in a single 
  night.		The	envoys	of	New	Tolkeen	will	respond	
  with	outrage.			The	Colonel	promises	a	complete	
  investigation	and	punishment,	but	he	is	thwarted	at	
  every	turn.		In	fact,	the	propaganda	machine	among	
  the CS grunts celebrates the killings as long overdue.  
  Within	a	month,	New	Tolkeen	will	cut	off	any	
  assistance to Alpha Beacon. 
  Winter
   
  “A measured response.”
  	
  The	inner	circle	of	New	Tolkeen	assembles	a	
  33
  
  commando	team	to	execute	16	Coalition	soldiers	
  in	retaliation.		Guilt	is	assumed,	but	these	could	be	
  random	targets.		Will	this	revenge	involve	our	heroes?		
  Does	anyone	inform	the	dragon	in	advance?		The	final	
  result	will	be	that	the	CS	hardliners	now	have	the	full	
  support of their populace. 
  Winter 
   
  “You are not alone my dearest children.”
  	
  The	presence	of	Biotics	and	Scarecrows	on	
  Cerebus has been discovered by every goddess 
  because	these	beings	are	all	half-human	(or	Dog	Boy)	
  and	half-biotechnical	beings	spawned	from	the	very	
  flesh	of	Cerebus.		
  YEAR FIVE: The Foul Winds of War
  	
  The	fifth	year	on	Cerebus	marks	the	beginning	
  of the horrible repeat of history as the Coalition looks 
  upon their Tolkeen neighbors and decides they must 
  be	crushed.				The	actual	war	may	be	a	year	away,	but	
  the	clouds	of	conflict	brew	dark	in	the	skies.			Both	
  factions	will	begin	to	look	outward	for	allies	for	the	
  coming	slaughter.		Also,	most	Juicers	will	be	dying	
  this year as the end of their life cycle approaches.   
  Thus,	there	will	be	many	volunteers	for	impossible	
  suicide missions. 
  	
  Rion	Morgan	knows	the	Coalition	has	a	few	years	
  left	to	quickly	kill	their	enemy	before	the	hard	tech	is	
  completely	lost	or	runs	out	of	power.		Years	of	conflict	
  has forced Alpha Beacon to rely on more and more 
  biotech	and	the	Irregulars	are	quickly	mastering	their	
  gene pool.  Major Belakane is eager to kill everyone 
  not	sworn	to	her	Emperor	Prosek.		She	will	surprise	
  everyone as she becomes a dynamic public speaker.   
  Spring
   
  “And they all fall down.” 
  	
  Hecate’s	remodeling	schedule	for	this	spring	
  includes	the	destruction	of	the	Xiticix	hive	network.		
  She	has	little	interest	in	the	humans,	but	she	will	not	
  stop	until	every	mushroom	tower	lies	in	ruins.		Her	
  Behemoth’s	casting	guns	have	a	range	of	2	miles	and	
  a	single	volley	will	collapse	a	tower.		She	could	not	
  care	about	either	side	of	the	human	conflict.			The	
  alien	eyesore	is	coming	down	to	make	room	for	a	
  vast	amphitheater	with	perfect	acoustics	that	she	has	
  promised her Ahaugr Artisans. 
  Spring
   
  “Friends, soldiers, countrymen, lend me your 
  ears.” 
  	
  Regardless	of	the	outcome	of	Hecate‘s	assault,	
  Rion	Morgan	will	have	Major	Belakane	proclaimed	
  as	the	“Hero	of	the	Coalition”	and	downplay	any	
  involvement	by	the	Colonel.			Belakane	will	deliver	
  a	great	and	moving	speech	(actually	one	of	Karl	
  Prosek’s	best	monologues)	that	becomes	the	sensation	
  of	Alpha	Beacon.		The	CS	hardliners	will	be	very	
  observant	of	who	praises	the	Major	and	who	speaks	
  out for the Colonel. 
  Summer
   
  “We regret to inform you.”
  	
  Unlike	Host	Armors	or	War	Mounts,	the	living	
  organism	senses	these	creatures	as	part	of	itself.			In	
  fact,	any	goddess	can	attempt	to	possess	any	Biotic	or	
  Scarecrow	within	range	of	a	gene	pool	she	controls.		
  Each	goddess	will	savor	this	secret	in	their	own	way.			
  A	Biotic	taken	over	by	a	goddess	will	have	no	memory	
  of	this	“lost	time.”		The	Scarecrows	have	a	much	
  deeper	sense	of	the	connection	and	will	understand	
  that they have become slaves to this alien intelligence.   
  Everyone	will	come	to	deeply	regret	accessing	this	
  bio-magic	and	trading	their	humanity	for	power.		
  Remember,	if	a	goddess	could	take	control	of	the	New	
  Tolkeen	gene	pool,	then	every	Scarecrow	would	either	
  obey	that	goddess	or	never	get	a	drop	of	their	elixir	
  again!
  34
  
  	
  The	Colonel	will	be	taken	hostage	by	Rion	
  Morgan,	but	it	is	reported	by	Major	Belakane	that	the	
  Colonel	was	killed	by	Tolkeen	terrorists.			
  	
  The	CS	hardliners	will	assume	full	control	of	
  Alpha	Beacon	and	any	moderates	will	find	themselves	
  quite	powerless.		Any	player	character	who	crossed	
  Belakane	or	Morgan	will	be	demoted	in	rank	and	
  responsibility.		Any	who	curried	their	favor	will	be	
  rewarded	with	generous	promotions.	
  Summer 
   
  “How can I help you?”
  	
  Eve	will	be	forced	to	take	a	human	side	at	the	
  Xiticix	hive	network	and	Ishtar	will	offer	an	army	to	
  the	opposing	side	in	exchange	for	significant	violence	
  against	some	of	her	sisters.		In	response,	some	of	the	
  other	sisters	may	come	forth	with	offers.		Gaia	would	
  trade	War	Mounts	in	exchange	for	raw	Bio-E	from	
  a	gene	pool.		And	Lilith	will	ensure	that	everyone	
  suffers	for	whatever	deals	are	made.	
  Fall
   
  “At last, justice will be done!” 
  	
  Major	Belakane	will	decree	that	all	Tolkeen	
  Irregulars	in	the	Alpha	Beacon	are	traitors	to	the	
  Coalition	and	sentenced	to	be	executed.		Any	non-
  psionic	and	non-magical	Irregular	who	accepted	the	
  Colonel’s	previous	amnesty	program	will	be	pardoned	
  if	they	have	been	good	citizens.	There	are	only	
  about	60	Irregulars	who	will	be	named	for	the	death	
  sentence.		Actually,	they	will	not	be	executed,	just	
  used for Biotic transformation.   
  Fall 
   
  “Ready or not, here we come.”
  	
  New	Tolkeen	will	immediately	respond	with	
  commando	raids	to	rescue	as	many	of	their	fellows	as	
  possible.		This	will	probably	be	the	first	time	anyone	
  among	the	Coalition	sees	a	Scarecrow.		Of	course,	the	
  CS	will	unleash	their	Biotics	and	Necrobots	to	defend	
  their	gene	pool,	but	try	to	keep	the	normal	grunts	from	
  seeing these abominations.  
  Winter
   
  “You don’t see that every day.”
  	
  A	warbling	Rift	opens	in	the	middle	of	the	Xiticix	
  hive	network,	disintegrating	almost	a	dozen	towers.		
  In	its	wake,	the	basement	of	a	massive	Slugorth	
  warehouse	suddenly	materializes	in	its	place.		It	is	not	
  a	normal	warehouse,	but	a	treasure	trove	of	weapons,	
  vehicles,	powered	armors,	robots	and	other	toys	of	
  war	collected	over	a	massive	war	campaign.			The	GM	
  should	spend	1	billion	credits	across	whatever	books	
  he	owns	to	populate	the	warehouse	full	of	goodies.		
  YEAR SIX: the Siege of New Tolkeen 
  	
  You	always	talked	about	what	brilliant	tactics	you	
  would	use	to	fight	the	Siege	on	Tolkeen.		The	sixth	
  year on Cerebus is your chance to play both sides on 
  a	smaller	scale.			The	Colonel	will	either	return	to	
  power,	be	slain	in	prison	or	return	to	power	and	be	
  quickly	assassinated.		The	war	goes	by	the	actions	of	
  the	players	characters.			Whatever	happens,	do	not	
  expect	the	goddesses	to	sit	idle!		Regardless	of	the	
  short-sightedness	of	the	major	players,	this	war	will	
  drag	the	entire	world	of	Cerebus	into	its	bloodshed.	
  	
  No	events	are	pre-planned	for	Year	Six	because	
  everything	that	happens	next	completely	depends	on	
  the	outcome	of	the	Siege	of	New	Tolkeen.		Good	luck!
  YEAR SEVEN: Aftermath and Escape
  	
  Any	survivors	will	forge	their	new	existence	from	
  the	aftermath	of	the	war.			Which	goddesses	survived?		
  Does	Mabonagrain	live?		Who	controls	the	gene	
  pools?		What	about	the	Biotics,	the	Scarecrows	and	
  the	Cerebus	worshipping	Dog	Boys?		Only	one	event	
  is	scheduled	for	the	seventh	year,	but	it	will	change	
  everything for everyone forever. 
  Spring
   
  “Earth?  Never heard of it.”
  	
  Humans	and	alien	vessels	from	across	the	Three	
  Galaxies	will	reach	Cerebus	with	multiple	factions	
  declaring	ownership	of	the	planet.		Some	come	to	
  loot,	some	to	land	grab	and	the	original	dark	coven	
  will	return	to	take	back	their	legacy.		Will	our	heroes	
  escape	the	living	moon,	take	sides	among	the	aliens	or	
  defend	their	adopted		home	world?			The	Rifts Phase 
  World dimension	books	will	be	essential	for	extending	
  the Cerebus campaign. 
  35
  
  real reason is because they do not like the idea that a 
  lowly	Roughneck	could	possibly	build	up	a	better	rifle	
  than	a	Dreadguard.		Some	Great	Houses	have	more	
  underlying class tension than others.  These types of 
  Resistance	cells	just	tend	to	stick	to	the	Bio-E	system.
  Available Bio-E Points:		The	chart	below	lists	the	
  total	amount	of	Bio-E	points	assigned	to	each	O.C.C.	
  that they can use to enhance their personal armories.  
  Some	warriors	pour	all	their	enhancement	points	
  into	one	favorite	weapon,	while	others	spread	out	
  their upgrades across all their armaments in order to 
  mitigate the risk of losing all their enhancements if 
  that	custom	weapon	is	ever	lost	or	destroyed.		Custom	
  weapons	that	are	lost	in	battle	will	only	be	replaced	
  with	a	stock	weapon.
  •	 Archangel:		5D6	Bio-E	at	level	one	plus	10	
  Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Biotic:		1D4x10+10	total.		Any	further	
  enhancements	can	only	be	purchased	with	
  credits	or	received	as	a	reward	for	excellent	
  service.
  •	 Bombardier:		8D6	Bio-E	at	level	one	plus	10	
  Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Butcher:		2D4x10	Bio-E	at	level	one	plus	14	
  Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Deliveryman:		1D6x10	Bio-E	at	level	one	plus	
  14	Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Dreadguard:		1D4x10	Bio-E	at	level	one	plus	
  10	Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Falconer:		5D6	Bio-E	at	level	one	plus	7	Bio-E	
  at	each	additional	level	of	experience	starting	
  at	level	2.
  •	 Harvester:	5D4	Bio-E	at	level	one	plus	5	Bio-E	
  at	each	additional	level	of	experience	starting	
  at	level	2.
  •	 Outrider:		5D6	Bio-E	at	level	one	plus	10	Bio-
  E	at	each	additional	level	of	experience	starting	
  at	level	2.
  •	 Marshal:	5D4	Bio-E	at	level	one	plus	5	Bio-E	
  at	each	additional	level	of	experience	starting	
  by	Chris	Kluge
   
  One of the greatest strengths of Bio-Technology is 
  how	easily	it	can	be	customized	to	the	specifications	
  of	each	individual	warrior.		Splicers	can	alter	their	
  weapons	and	armor	to	play	off	their	personal	strengths	
  or	compensate	for	their	weaknesses.		Warriors	can	
  enhance	their	Host	Armor,	Living	Armor,	or	War	
  Mounts	in	nearly	any	way	imaginable,	but	until	
  only	recently,	they	still	had	to	rely	on	stock	pistols,	
  rifles,	and	melee	weapons.		Warlords	across	the	
  planet	have	realized	that	they	were	not	truly	taking	
  advantage	of	all	that	Bio-Technology	had	to	offer,	so	
  they	authorized	their	Engineers	to	allow	warriors	to	
  customize	their	handheld	armaments	as	well.
  Purchasing Upgrades:  Unlike	Bio-Enhancements	for	
  armor,	Wing	Packs,	and	War	Mounts,	enhancements	
  for	handheld	weapons	do	not	tax	the	physical	and	
  mental	endurance	of	the	wielder.		Users	do	have	to	
  form	a	neurological	connection	with	their	weapons	
  in	order	to	operate	them,	but	this	is	mainly	done	just	
  to	issue	mental	firing	commands	(it	is	not	nearly	
  as strenuous to the nervous system as operating 
  Host	Armor).		In	theory,	any	weapon	could	receive	
  all	available	types	of	Bio-Enhancements,	but	the	
  Resistance	just	does	not	have	the	resources	to	equip	all	
  their	warriors	with	fully	customized	weapons.		Instead,	
  each	Splicer	is	issued	a	specific	amount	of	Bio-Energy	
  based	on	their	occupational	class	or	as	a	reward	for	
  excellent	service	(typically	1D4x10	Bio-E).		This	
  method of distributing enhancements helps manage 
  the	limited	resources	available	to	each	Great	House,	
  it	encourages	young	warriors	to	work	hard	to	join	
  the	elite	classes,	and	most	importantly,	it	reinforces	
  heroism,	loyalty,	and	bravery	in	the	face	of	the	enemy.		
  Some	Great	Houses	even	let	their	warriors	
  purchase	upgrades	with	credits	(this	is	up	to	the	GM).		
  They	figure	that	since	there	is	no	danger	of	overtaxing	
  their nervous systems by enhancing handheld 
  weapons,	they	might	as	well	let	their	warriors	spend	
  their hard-earned money improving their combat 
  effectiveness	if	that	is	what	they	want	(it	is	not	like	
  they	have	to	save	for	retirement).		Some	Splicers	do	
  not like this type of arrangement at all.  They say 
  they	oppose	it	because	it	encourages	greed,	but	the	
  Handheld Weapon Bio-Enhancements
  36
  
  Prerequisite:  None.
  Trade Value:  500	credits.
  •	 Improved Balance:  Weight,	venting,	and	the	
  general	shape	of	the	weapon	can	be	altered	
  to	match	the	body	type	and	firing	style	of	
  the	wielder.		Melee	weapons	can	also	be	
  rebalanced	to	match	the	fighting	style	of	the	
  wielder.
  Bonuses:		+1	to	strike.		Melee	weapons	receive	
  an	additional	bonus	of	+1	to	parry.
  Bio-E Cost:		5	points.
  Prerequisite:  None.
  Trade Value:  500	credits.
  Form Adjustments
   
  These enhancements also alter the shape of stock 
  weapons.		However,	they	are	not	customized	to	any	
  specific	person,	so	anyone	can	use	the	weapon	without	
  penalty. 
  •	 Folding Stock:  This enhancement is usually 
  applied	to	rifles,	but	it	can	also	be	added	to	
  pistols.  Splicers that chose this enhancement 
  generally	do	so	because	it	allows	for	easy	
  concealment.		The	wielder	can	extend	or	retract	
  the	stock	with	a	simple	mental	command	
  (counts	as	one	melee	attack).
  Bonuses:		+1	to	strike	on	an	aimed	shot	when	
  added	to	a	pistol.		+15%	to	the	Concealment	
  skill	when	applied	to	a	rifle.
  Bio-E Cost:		4	points.
  Prerequisite:  None.
  Trade Value:  400	credits.
  •	 Extra Grip:  An additional handle can be 
  added underneath the barrel or on the side 
  of	the	weapon	for	additional	support.		It	is	
  mainly	just	a	cosmetic	change,	but	it	does	help	
  stabilize	burst	firing	weapons.
  Bonus:  +1	to	strike	on	a	burst.		This	bonus	
  only	applies	to	burst	firing	weapons,	but	it	does	
  not	apply	if	the	weapon	already	had	two	grips.
  Bio-E Cost:		4	points.
  Prerequisite:  None.
  Trade Value:  400	credits.
  •	 Folding Bipod:  This enhancement is usually 
  applied	to	rifles.		Two	retractable	legs	are	
  mounted beneath the barrel.  They help the 
  shooter	quickly	brace	his	weapon	in	order	to	
  make	aimed	shots.		The	wielder	swivels	the	
  at	level	2.
  •	 Militiaman:		None.		Stock	weapons	only.		The	
  only	way	to	gain	enhancements	is	as	a	reward	
  for	excellent	service	or	by	purchasing	them	
  with	credits.
  •	 Packmaster:	5D6	Bio-E	at	level	one	plus	7	
  Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Roughneck:	5D4	Bio-E	at	level	one	plus	5	Bio-
  E	at	each	additional	level	of	experience	starting	
  at	level	2.
  •	 Saint:		They	already	hate	using	firearms	and	
  have	no	desire	to	seek	customizable	upgrades.
  •	 Scarecrow:		1D6x10	Bio-E	at	level	one	plus	
  14	Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Skinjob:		2D4x10	Bio-E	at	level	one	plus	14	
  Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Swarm	Lord:		5D6	Bio-E	at	level	one	plus	7	
  Bio-E	at	each	additional	level	of	experience	
  starting	at	level	2.
  •	 Sweeper:		5D4	Bio-E	at	level	one	plus	5	Bio-E	
  at	each	additional	level	of	experience	starting	
  at	level	2.
  Note Concerning the M.D.C. of Bio-Weapons:  
  Since the Splicers RPG does not list the M.D.C. of 
  any	of	the	ranged	weapons,	just	use	1D6x10+20	
  M.D.C.	for	pistols,	2D4x10+20	M.D.C.	for	rifles,	and	
  3D4x10+30	M.D.C.	for	super	heavy	weapons	like	the	
  Bio-Rocket	Slinger.	All	weapons	regenerate	at	a	rate	
  of	1D8	M.D.C.	every	hour.
  Custom Shaping
   
  The	shape	and	weight	of	any	pistol,	rifle,	or	melee	
  weapon	can	be	customized	to	fit	the	wielder	so	that	he	
  or she may use it more effectively.  Anyone attempting 
  to	use	a	weapon	that	has	been	customized	for	another	
  wielder	will	receive	penalties	equal	to	the	bonuses	
  normally given to the proper user.
  •	 Custom Grip:  The	grip	on	pistols	and	rifles	
  can	be	modified	to	perfectly	fit	the	hand	of	
  the	owner,	which	helps	the	wielder	counteract	
  recoil.		Melee	weapons	can	also	be	fitted	with	a	
  custom	grip	to	allow	for	better	handling.
  Bonuses:		+1	to	strike.		Melee	weapons	receive	
  an	additional	bonus	of	+1	to	parry.
  Bio-E Cost:		5	points.
  37
  
  legs	of	the	bipod	open	or	closed	with	a	mental	
  command	(counts	as	one	melee	attack).
  Bonus:		+1	to	strike	on	an	aimed	shot	only.
  Bio-E Cost:		4	points.
  Prerequisite:  None.
  Trade Value:  400	credits.
  •	 Extendable Tripod:  Heavy	support	weapons	
  like	Bio-Rocket	Slingers	and	Quill	Storm	
  Cannons are usually too large to be effectively 
  wielded	by	normal	humans	or	even	some	suits	
  of	Host	Armor.		However,	this	enhancement	
  allows	anyone	to	fire	one	of	these	massive	
  weapons	without	penalty	(although	they	still	
  may	have	trouble	hauling	it	around).		A	large	
  retractable tripod is mounted to the bottom of 
  the	weapon.		These	strong	organic	legs	hold	
  the	weight	of	the	weapon	so	that	it	can	be	
  fired	by	anyone	no	matter	how	strong	they	are.		
  The	wielder	can	extend	or	retract	the	legs	of	
  the	tripod	with	a	mental	command	(counts	as	
  one	melee	attack).  While	retracted,	the	tripod	
  looks	like	a	small	clawed	hand,	but	it	can	
  instantly	be	extended	to	a	length	of	up	to	five	
  feet long.    
  Bonus:		+1	to	strike	on	an	aimed	shot	only.
  Bio-E Cost:		8	points.
  Prerequisite:		Heavy	Bio-Weapons	only.
  Trade Value:  800	credits.
  •	 Sniper Barrel:  This enhancement can only 
  be	applied	to	projectile	firing	rifles	like	Bore	
  Rifles	and	Demon	Seed	Cannons.		The	barrel	
  is lengthened to help increase range and 
  accuracy,	but	it	does	make	the	rifle	a	bit	more	
  difficult	to	conceal	(-15%	to	Concealment).
  Bonuses:		+1	to	strike	and	increases	maximum	
  effective	range	by	25%.
  Bio-E Cost:		10	points.
  Prerequisite:		Projectile	firing	rifles	only.
  Trade Value:  1000	credits.
  Optical Enhancements
   
  Ranged	weapons	can	be	fitted	with	a	special	Bio-
  Tech	eye	that	acts	like	a	rifle	scope.		The	eye	can	be	
  mounted	anywhere	on	the	top,	bottom,	or	sides	of	the	
  weapon.		It	is	locked	forward	in	a	fixed	position	and	
  is	perfectly	calibrated	to	the	weapon’s	trajectory	(even	
  heavy	damage	will	not	misalign	the	sight).		Once	the	
  wielder	takes	hold	of	the	grip,	he	can	see	through	this	
  eye	as	if	it	were	his	own.		This	design	actually	makes	
  it	even	more	useful	than	a	high-tech	rifle	scope.		The	
  wielder	can	fire	from	the	hip,	over	his	shoulder,	stick	
  his	weapon	around	corners	and	over	obstacles	while	
  remaining	protected,	and	still	fire	with	complete	
  accuracy.  There are multiple visual enhancements 
  available	for	a	Targeting	Eye,	but	each	eye	can	only	
  receive	one	type	of	enhancement.		In	order	to	modify	
  a	weapon	with	multiple	types	of	optics,	it	must	be	
  equipped	with	multiple	eyes.		Each	eye	possesses	an	
  eyelid,	so	the	wielder	can	close	the	other	eyes	with	
  a	simple	mental	command	when	he	wants	to	use	a	
  specific	type	of	vision.
  •	 Targeting Sight:  This is the basic Bio-Tech 
  optical	enhancement.		The	Targeting	Eye	is	
  similar	to	an	Advanced	Eye.		It	can	recognize	a	
  face	or	read	a	small	sign	up	to	one	mile	away,	
  and	it	also	possesses	passive	nightvision	with	
  a	range	of	2000	feet	(600	m),	and	a	polarized	
  filter.		The	eye	has	a	tighter	peripheral	field	of	
  vision than a normal eye in order to help the 
  shooter	focus	on	a	specific	target,	plus	the	eye	
  superimposes a small red dot in the center of 
  the image that acts as the crosshair.  This is one 
  of	the	most	popular	upgrades	for	firearms	since	
  it drastically enhances the marksmanship skills 
  of	the	wielder	and	it	allows	anyone	to	perform	
  some impressive trick shooting.
  Bonuses:		+3	to	strike	on	an	aimed	shot.		+2	to	
  strike	when	shooting	wild.
  Bio-E Cost:		20	points,	but	only	10	points	for	
  each	additional	Targeting	Eye.
  Prerequisite:  None.
  Trade Value:  2000	credits.
  •	 Telescopic Vision:  A	Targeting	Eye	can	be	
  enhanced	to	allow	it	to	zoom	in	on	its	target.		
  This does not actually increase the range of 
  the	organic	scope,	but	it	does	transmit	a	larger,	
  more detailed image to the shooter.  This helps 
  the	wielder	make	more	accurate	sniper	shots	
  against smaller targets.
  Bonuses:		+3	to	strike	on	a	“called	shot,”	
  in addition to the standard bonuses for the 
  Targeting Sight.
  Bio-E Cost:		10	points.
  Prerequisite:  Targeting Sight.
  Trade Value:  1000	credits.
  •	 Infrared Vision:  The Targeting Sight can 
  38
  
  be enhanced to see into the infrared range.  
  Infrared	light	is	used	in	the	targeting	and	
  combat	systems	of	the	Machine’s	robots.		This	
  allows	the	shooter	to	spot	these	normally	
  invisible	beams	of	light	as	if	they	were	coming	
  from	ordinary	flashlights.		Smoke	blocks	
  infrared sight.
  Bio-E Cost:		5	points.
  Prerequisite:  Targeting Sight.
  Trade Value:  500	credits.
  •	 Thermal Vision:  This enhancement enables 
  the Targeting Sight to see the heat released by 
  living creatures and machines.  The eye can 
  see	through	smoke,	in	total	darkness,	and	can	
  even	see	through	walls.		However,	the	range	is	
  reduced	to	only	2000	feet	(610	m).
  Bio-E Cost:  6 points.
  Prerequisite:  Targeting Sight.
  Trade Value:  600 credits.
  •	 Nightvision:  The range of the passive 
  nightvision	can	be	increased	to	5000	feet	(1524	
  m)	plus	the	eye	can	see	in	total	darkness	with	a	
  range	of	100	feet	(30.5	m).
  Bio-E Cost:		4	points.
  Prerequisite:  Targeting Sight.
  Trade Value:  400	credits.
  Security Enhancements
  Security	Enhancements	have	become	increasingly	
  popular among Splicers that operate in areas 
  dominated	by	Waste	Crawlers.		These	predatory	
  humans stalk Splicers to relieve them of their Bio-
  Tech	weapons,	so	special	care	must	be	taken	to	
  make sure that these vile humans can never turn the 
  Resistance’s	own	weapons	against	them.		Security	
  Enhancements	prevent	anyone	but	the	owner	from	
  using	the	weapon.		Some	Security	Enhancements	
  will	even	injure	or	kill	anyone	that	attempts	to	steal	
  a	protected	weapon.		These	enhancements	can	be	
  applied	to	any	type	of	handheld	weapon.		
  •	 Signature Weapon:  The	weapon	is	linked	
  to	the	genetic	code	of	the	owner,	so	that	only	
  he	or	she	can	effectively	wield	the	weapon.		
  Ranged	weapons	will	not	fire,	and	melee	
  weapon	effects	like	acid	or	high	frequency	
  energy	fields	will	not	function	in	the	hands	
  of	a	stranger.		Since	Host	Armor	is	bonded	to	
  its	wearer	on	a	genetic	level,	this	means	that	
  someone	with	a	Signature	Weapon	can	use	
  it	barehanded	or	while	piloting	Host	Armor.		
  Living	Armor	is	not	bonded	to	any	specific	
  wearer,	but	it	already	has	openings	to	allow	
  a user to attach the necessary neurological 
  connections	required	to	operate	handheld	
  Bio-Weapons.		However,	small	holes	must	be	
  added to the palms of Living Armor to make 
  sure any Signature Melee Weapons can read 
  the	wielder’s	DNA.
  Bio-E Cost:		20	points.
  Prerequisite:  None.
  Trade Value:  2000	credits.
  •	 Razor Grip Defense:  For	some	Splicers,	it	is	
  not	enough	to	just	render	their	weapons	useless	
  in	the	hands	of	an	enemy;	they	want	to	punish	
  anyone	that	tries	to	turn	their	own	guns	against	
  them.		Once	a	pistol,	rifle,	or	melee	weapon	
  has	been	turned	into	a	Signature	Weapon,	the	
  grip	can	be	further	enhanced	so	that	it	will	
  actually attack any stranger that tries to use 
  it.		When	an	unrecognized	person	tries	to	use	
  a	weapon	enhanced	with	a	Razor	Grip,	dozens	
  of spikes and blades spring from the grip and 
  tear	apart	the	thief’s	hand.		This	attack	inflicts	
  4D6	M.D.	or	S.D.C.	(based	on	the	nature	of	
  the	target),	and	the	damage	is	done	directly	
  to	the	target’s	hand.		If	the	weapon	is	held	in	
  one	hand,	then	it	is	guaranteed	that	the	thief	
  will	drop	the	stolen	item.		If	it	is	held	in	both	
  hands,	then	there	is	only	a	01-70%	chance	that	
  the	thief	will	drop	the	weapon.		The	Razor	
  Grip	activates	when	the	person	attempts	to	
  fire	a	ranged	weapon,	or	in	the	case	of	melee	
  weapons,	it	activates	after	being	held	by	a	
  stranger for three melee actions.
  Bio-E Cost:		10	points.
  Prerequisite:  Signature Weapon.
  Trade Value:  1000	credits.
  •	 Electro-Shock Defense (Stun):  This 
  defensive system is preferred by Splicers that 
  like	a	little	insurance	that	they	will	never	have	
  to	stare	down	the	barrel	of	their	own	gun,	
  but do not feel comfortable injuring other 
  humans.		It	delivers	a	non-lethal	electric	charge	
  that stuns the thief instead of harming him.  
  Unarmored	humans	lose	two	attacks	per	melee	
  and	are	-4	to	strike,	parry,	and	dodge	for	1D4	
  39
  
  melee rounds.  Armored humans are partially 
  shielded	from	the	effect,	but	still	lose	one	
  attack	per	melee	and	suffer	penalties	of	-2	to	
  strike,	parry,	and	dodge	for	1D4	melee	rounds.		
  In	addition	to	the	stun	effects,	it	is	very	likely	
  (01-70%)	that	the	electric	shock	will	cause	the	
  thief	to	drop	the	weapon.		Like	the	Razor	Grip,	
  the	Electro-Shock	Defense	is	activated	when	
  a	stranger	attempts	to	fire	a	ranged	weapon	
  or	holds	onto	a	melee	weapon	for	three	melee	
  actions.
  Bio-E Cost:		15	points.
  Prerequisite:  Signature Weapon.
  Trade Value:  1500	credits.
  •	 Electro-Shock Defense (Lethal):  The 
  Electro-Shock	Defense	can	be	strengthened	so	
  that	it	delivers	a	much	more	powerful	charge.		
  Unarmored	humans	are	instantly	killed,	and	
  even	armored	humans	take	significant	damage	
  from	the	attack.		The	attack	inflicts	6D6	M.D.	
  to	the	target’s	armor	and	4D6	S.D.C.	to	the	
  human	inside.		In	addition,	the	target	is	stunned	
  for	1D4	melee	rounds,	loses	one	attack	per	
  melee,	and	suffers	penalties	of	-2	to	strike,	
  parry,	and	dodge.
  Bio-E Cost:		20	points.
  Prerequisite:		Electro-Shock	Defense	(Stun).
  Trade Value:  2000	credits.
  Weapon Attachments
   
  Pistols,	Rifles,	and	other	Heavy	Bio-Weapons	can	
  have a secondary armament grafted to it in order to 
  create	a	more	versatile	weapon.		A	pistol	can	only	have	
  one	melee	weapon	or	one	ranged	weapon	attached,	
  but	a	rifle	can	be	equipped	with	a	ranged	weapon	and	
  a	melee	weapon.		These	attachments	count	as	separate	
  weapons	when	it	comes	to	additional	enhancements.		
  For	instance,	a	Dreadguard	wants	to	give	his	Bore	
  Rifle	the	Mega	weapon	upgrade.		The	rifle	already	has	
  an	attached	Chig	Launcher,	but	the	Mega	upgrade	will	
  only	apply	to	the	Bore	Rifle.		If	the	Dreadguard	wants	
  the	Chig	Launcher	to	also	inflict	double	damage,	then	
  he	will	have	to	purchase	the	Mega	upgrade	for	that	
  separately.  The only enhancements that apply to the 
  entire	weapon	are	Custom	Shaping	Enhancements,	
  Form	Adjustments,	Security	Enhancements,	and	
  Feeding	Enhancements.		
  •	 High-Frequency Bayonet:		A	high-frequency	
  dagger can be permanently attached to the end 
  of	the	weapon’s	barrel.		Detachable	bayonets	
  have	a	tendency	to	decrease	a	rifle’s	accuracy,	
  but	this	is	not	a	problem	with	the	integrated	
  bayonet	since	it	is	actually	part	of	the	weapon.
  M.D.C. of the Bayonet:		40	M.D.C.
  Mega-Damage:  2D6	M.D.
  Bio-E Cost:		4	points.
  Prerequisite:  None.
  Trade Value:  400	credits.
  •	 Acid-Edged Bayonet:  The	high-frequency	
  blade can be enhanced so that it secretes a 
  deadly acid that is highly corrosive to metal 
  but relatively harmless to humans.  The blade 
  generates a continuous supply of acid as 
  needed.
  M.D.C. of the Bayonet:		40	M.D.C.
  Mega-Damage:  2D6	M.D.	plus	the	acid	
  inflicts	an	additional	1D6	M.D.	for	1D4	melee	
  rounds	or	until	washed	off.
  Bio-E Cost:		5	points.
  Prerequisite:		High-Frequency	Bayonet.
  Trade Value:  500	credits.
  •	 Retractable Bayonet:  A	High-Frequency	
  Bayonet	or	Acid-Edged	Bayonet	can	be	
  enhanced	to	allow	it	to	instantly	retract	or	
  extend	with	a	simple	mental	command	from	
  the	wielder	(does	not	count	as	a	melee	attack).		
  This enhancement is mainly used to make the 
  weapon	easier	to	conceal.
  Bio-E Cost:		2	points.
  Prerequisite:		High-Frequency	Bayonet	or	
  Acid-Edged	Bayonet.
  Trade Value:  200	credits.
  •	 Ripper Bayonet:  This is the ultimate bayonet 
  enhancement.		The	organic	blade	grows	into	
  a	thick	mass	of	bone,	muscle,	and	sinew	with	
  multiple	rows	of	two-inch	long	shark	teeth	
  lining	the	edge.		Powerful	muscle	contractions	
  rapidly	move	these	teeth	back	and	forth,	which	
  creates	the	Bio-Tech	equivalent	of	a	chainsaw.		
  Unlike	a	high-tech	chainsaw,	a	Ripper	Bayonet	
  is	almost	completely	silent	(at	least	until	it	
  starts	tearing	its	prey	apart).		This	deadly	blade	
  shreds	its	target	on	contact,	leaving	a	wicked	
  looking	two-inch	wide	wound	that	is	very	slow	
  to	heal	(heals	at	one	quarter	the	normal	rate).		
  40
  
  Note:  This bayonet is too large to receive the 
  Retractable	Bayonet	Enhancement.
  M.D.C. of the Bayonet:		80	M.D.C.
  Mega-Damage:  5D8	M.D.
  Bio-E Cost:		10	points.
  Prerequisite:		Acid-Edged	Bayonet.
  Trade Value:  1000	credits.
  •	 Targeting Light Cell:  A small Light Cell 
  can	be	mounted	on	any	standard	pistol,	rifle	
  or	heavy	weapon.		This	low	profile	device	can	
  project	a	beam	of	white	light	like	an	organic	
  flashlight,	or	it	can	focus	its	beam	into	a	small	
  pinpoint that can be used as a laser sight.  The 
  wielder	can	switch	back	and	forth	between	
  the	two	types	of	beams	instantly	with	a	simple	
  mental	command.		The	flashlight	beam	has	a	
  range	of	300	feet	(91.4	m),	and	the	laser	sight	
  has	a	range	of	1000	feet	(	305	m).		The	Light	
  Cell does not count against the total number 
  of	Weapon	Attachments	that	a	firearm	can	
  possess,	which	means	a	rifle	could	have	one	
  ranged	weapon,	one	melee	weapon,	and	a	
  Targeting	Light	Cell,	but	any	weapon	can	only	
  contain one Light Cell.  
  Bonus:		+2	to	strike.
  Bio-E Cost:		10	points.
  Prerequisite:  None.
  Trade Value:  1000	credits.
  •	 Super Light Cell:  A Targeting Light Cell 
  can	be	further	enhanced	to	allow	it	to	fire	
  a	powerful	laser	blast,	but	it	still	retains	its	
  ability	to	project	a	flashlight	beam	or	a	laser	
  targeting	sight.		In	fact,	the	shooter	can	use	the	
  laser sight to help aim the laser blast before it 
  is	fired.		A	Super	Light	Cell	has	an	effectively	
  unlimited	payload,	so	this	enhancement	is	an	
  excellent	back	up	when	the	primary	weapon	
  exhausts	its	payload.		As	another	bonus,	the	
  Super	Light	Cell	can	fire	in	conjunction	with	
  the	primary	weapon	for	a	more	powerful	
  double attack.
  Mega-Damage:  1D10	M.D.
  Maximum Effective Range:		1000	feet	(305	
  m).		
  Rate of Fire:		Each	blast	counts	as	one	melee	
  attack.  A dual attack from the Super Light Cell 
  and	the	primary	weapon	also	counts	as	one	
  melee attack.
  Payload:  Effectively	unlimited.
  Bonus:		+2	to	strike	from	the	Targeting	Light	
  Cell.
  Bio-E Cost:		15	points.
  Prerequisite:  Targeting Light Cell.
  Trade Value:  1500	credits.
  •	 Lightning Arc Blaster:  A small cylindrical 
  barrel	is	grafted	under	the	weapon’s	main	
  barrel	along	with	special	musculature	that	runs	
  throughout	the	weapon.		This	special	tissue	
  is	capable	of	generating	a	powerful	electric	
  charge similar to that of an electric eel.  This 
  buildup	can	then	be	released	as	a	powerful	
  lightning blast.  The barrel of the Lightning 
  Arc	Blaster	is	designed	to	allow	someone	to	
  grip	it	without	suffering	any	damage	from	the	
  electrical	discharge	(as	long	as	they	do	not	
  touch	the	front	of	the	barrel	when	it	fires).		
  The	extra	tissue	throughout	the	weapon	also	
  increases	its	overall	M.D.C.	by	10	percent.		As	
  another	bonus,	the	Lightning	Arc	Blaster	can	
  fire	in	conjunction	with	the	primary	weapon	
  for	a	more	powerful	double	attack.
  Mega-Damage:  3D12	M.D.
  Maximum Effective Range:		75	feet	(23	m).		
  Rate of Fire:		Each	blast	counts	as	one	melee	
  attack.  A dual attack from the Lightning Arc 
  Blaster	and	the	primary	weapon	also	counts	as	
  one melee attack.
  Payload:  Effectively	unlimited.
  Bonus:		+2	to	strike	on	an	aimed	shot	only.
  Bio-E Cost:		40	points.
  Prerequisite:  None.
  Trade Value:  4000	credits.
  •	 Plasma Flamethrower:  This	powerful	
  flamethrower	can	only	be	attached	to	a	rifle,	
  and it must be mounted underneath the barrel 
  to	make	room	for	the	weapon’s	fuel	tank.		It	
  has	two	side-by-side	storage	tanks	that	each	
  contains	a	separate	chemical.		When	fired,	
  these	two	chemicals	mix	together	with	the	
  air to form a devastating plasma spray.  This 
  short-range	weapon	is	ideal	for	dealing	with	
  large	concentrations	of	opponents.		However,	
  the	flamethrower	does	make	the	rifle	a	bit	
  front-heavy,	which	imposes	a	penalty	of	-
  1	to	strike	for	the	rifle	itself.		This	problem	
  can	be	corrected	with	the	Improved	Balance	
  41
  
  Enhancement	(no	penalty,	plus	the	weapon	
  receives	the	standard	bonus	of	+1	to	strike).		
  If	the	rifle	already	had	the	Improved	Balance	
  Enhancement,	then	it	must	be	taken	again	since	
  the	weight	from	the	new	flame	thrower	will	
  negate the previous bonus.
  M.D.C. of the Flamethrower:		2D4x10+20	
  M.D.C.
  Mega-Damage:  5D10	M.D.
  Maximum Effective Range:		75	feet	(23	m).		
  The	blast	has	a	width	of	6	feet	(1.8	m).
  Rate of Fire:		Each	blast	counts	as	one	melee	
  attack.
  Payload:  20	blasts.		Automatically	regenerates	
  one blast every hour.
  Bonus:		+3	to	strike,	but	this	is	the	only	bonus	
  that	applies	to	the	Plasma	Flamethrower.
  Bio-E Cost:		25	points.
  Prerequisite:		Can	only	be	grafted	to	a	rifle	or	
  other	Heavy	Bio-Weapon.
  Trade Value:  2500	credits.
  •	 Bio-Napalm Thrower:  Plasma 
  Flamethrowers	can	be	further	enhanced	to	
  project	a	sticky,	long-lived	napalm.		This	
  concentrated	Mega-Damage	fire	does	not	
  dissipate	quickly,	but	lasts	for	a	period	of	2D4	
  minutes,	enough	time	to	cook	most	targets.		
  Only	by	wiping	the	sticky	substance	off	can	
  the target hope to survive.  The bio-napalm 
  is much thicker than the chemicals used in 
  the	Plasma	Flamethrower,	so	the	payload	is	
  drastically reduced.
  M.D.C. of the Flamethrower:		Unchanged.
  Mega-Damage:  A	bio-napalm	burst	does	3D8	
  M.D.		A	concentrated	plasma	burst	(counts	
  as	two	attacks)	does	1D8x10	M.D.		Or	the	
  attacker	can	cover	an	area	with	bio-napalm:	
  up	to	10	feet	(3	m)	can	be	covered	with	each	
  hand	to	hand	attack,	so	a	character	with	four	
  hand	to	hand	attacks	could	affect	an	area	of	40	
  feet	(12.2	m);	everybody	in	the	area	affected	
  takes	2D8	M.D.		Additionally,	any	target	that	
  is	hit	by	the	bio-napalm	will	continue	to	take	
  damage:		2D8	M.D.	every	melee	round	for	
  2D4	minutes.		The	only	way	to	save	oneself	
  from	damage	is	to	roll	in	the	dirt	or	sand	(water	
  will	not	extinguish	the	bio-napalm)	for	one	
  entire	melee	round,	until	the	bio-napalm	is	
  rubbed off.
  Maximum Effective Range:		75	feet	(23	m).		
  Rate of Fire:		Each	blast	counts	as	one	melee	
  attack.
  Payload:  10	blasts.		The	weapon	can	
  manufacture enough bio-napalm to replace its 
  entire	payload	in	only	1D6	hours.
  Bio-E Cost:		25	points.
  Prerequisite:		Plasma	Flamethrower.
  Trade Value:  2500	credits.
  •	 Pod Launcher:  This hard chitinous shell can 
  only	be	attached	to	rifles	and	other	heavy	Bio-
  Weapons.  Pod Launchers use compressed gas 
  to	fire	a	burst	of	“pods,”	which	resemble	the	
  seed pods of some strange plant or maybe the 
  eggs of an insect.  On impact these pods are 
  ruptured,	spraying	the	blast	area	with	razor-
  sharp	shrapnel.		Pod	Launchers	grow	their	own	
  pods,	never	needing	reloading.		These	weapons	
  are	very	effective,	but	must	be	used	with	care,	
  due to their blast radius.
  M.D.C. of the Pod Launcher:		2D4x10+10	
  M.D.C.
  Mega-Damage:  3D8	M.D.	to	a	10	foot	(3	m)	
  radius.
  Maximum Effective Range:		300	feet	(91.4	
  m).		
  Rate of Fire:		Each	shot	counts	as	one	melee	
  attack.
  Payload:  Grows	enough	seed	pods	for	32	
  bursts	per	hour,	automatically	regenerates.
  Bonus:		+1	to	strike	per	burst	of	pods.
  Bio-E Cost:		50	points.
  Prerequisite:		Can	only	be	grafted	to	a	rifle	or	
  other	Heavy	Bio-Weapon.
  Trade Value:  5000	credits.
  •	 Chig Launcher:  This simple-looking organic 
  tube	is	the	Bio-Tech	equivalent	of	a	grenade	
  launcher.		It	can	fire	a	standard	Chig	up	to	800	
  feet	(244	m).		Each	Chig	must	be	hand-loaded	
  into the base of the launcher like a shotgun 
  shell	(counts	as	one	melee	attack),	and	it	can	
  only hold one Chig at a time.  Chig Launchers 
  can	only	be	mounted	on	rifles	or	other	Heavy	
  Bio-Weapons.
  M.D.C. of the Chig Launcher:		1D6x10+20	
  M.D.C.
  Mega-Damage:  5D8	M.D.	to	an	8	foot	(2.4	
  42
  
  m)	radius.
  Maximum Effective Range:		800	feet	(244	
  m).		
  Rate of Fire:		Each	shot	counts	as	one	melee	
  attack.
  Payload:  1	Chig.		Each	Chig	must	be	
  manually	loaded	into	the	launcher	(counts	as	
  one	melee	attack).
  Bonus:		+1	to	strike.
  Bio-E Cost:		10	points.
  Prerequisite:		Can	only	be	grafted	to	a	rifle	or	
  other	Heavy	Bio-Weapon.
  Trade Value:  1000	credits.
  •	 Organic Rocket Launcher:  A Chig Launcher 
  can be enhanced into an Organic Rocket 
  Launcher.		The	hollow	organic	tube	grows	
  into	a	solid	mass	with	a	single	Organic	Rocket	
  mounted	on	the	end.		Instead	of	loading	each	
  projectile	by	hand,	the	launcher	grows	its	own	
  munitions.		It	may	take	longer	to	replace	its	
  payload	than	a	Chig	Launcher	would,	but	there	
  is	no	longer	the	expense	of	replacing	spent	
  ammunition.
  M.D.C. of the Rockets:  11	M.D.C.	points.
  Mega-Damage:		4D10	M.D.	with	a	blast	
  radius	of	6	feet	(1.8	m).		
  Maximum Effective Range:  3000	feet	(914	
  m).
  Rate of Fire:		Each	shot	counts	as	one	melee	
  attack.
  Payload:		1	Organic	Rocket.		It	takes	2D4	
  hours	to	regrow	a	spent	rocket.
  Bonus:		+1	to	strike	on	an	aimed	shot.
  Bio-E Cost:		10	points.
  Prerequisite:		A	Chig	Launcher,	which	
  transforms	(grows)	into	an	Organic	Rocket	
  Launcher.
  Trade Value:  1000	credits.
  •	 Clinger Missile Launcher:  For Splicers that 
  prefer a precision blast compared to a large 
  blast	radius,	they	can	further	enhance	their	
  Organic Rocket into a Clinger Missile.  The 
  missile adheres to its target before it detonates 
  with	a	special	starfish-like	pseudopod.		Once	
  attached	the	missile	explodes	a	millisecond	
  later.		This	directs	the	blast	inward	like	a	
  shaped	charge.		It	does	far	more	damage	to	
  the	intended	target,	but	it	does	reduce	the	blast	
  radius.		Unlike	the	starfish	shaped	protrusions	
  on	Host	Armor,	the	Clinger	Missile	keeps	its	
  pseudopods folded up into a cone-shaped point 
  until the missile is actually launched.  This 
  keeps	the	weapon	more	streamlined.
  M.D.C. of the Rockets:  13	M.D.C.	points.
  Mega-Damage:		6D10	M.D.	with	a	blast	
  radius	of	3	feet	(0.9	m).		The	directed	blast	
  has	a	15%	chance	of	temporarily	scrambling	
  a	robot’s	internal	circuitry.		If	this	occurs,	
  the	robot	is	stunned	for	1D4	melee	rounds,	
  loses	one	attack	per	melee	round,	and	suffers	
  penalties	of	-2	to	strike,	parry,	and	dodge.		
  Maximum Effective Range:  2800	feet	(853	
  m).
  Rate of Fire:		Each	shot	counts	as	one	melee	
  attack.
  Payload:		1	Clinger	Missile.		It	takes	2D4	
  hours	to	regrow	a	spent	missile.
  Bonus:		+1	to	strike	on	an	aimed	shot.
  Bio-E Cost:		8	points.
  Prerequisite:		An	Organic	Rocket,	which	
  transforms	(grows)	into	a	Clinger	Missile.
  Trade Value:  800	credits.
  •	 Smart Rocket:  The Organic Rockets and 
  Clinger Missiles used in handheld armaments 
  are	usually	the	“dumb”	variety.		They	do	not	
  possess	the	neurological	bundle	that	allows	
  them	to	independently	track	down	their	targets	
  like	those	used	by	War	Mounts	and	Host	
  Armor.		However,	this	neurological	bundle	
  and targeting eye can be added later.  A Smart 
  Rocket	will	continue	to	track	down	its	prey	
  until	it	strikes	its	target,	is	shot	down,	or	
  until	it	dies	within	2D4	melee	rounds	after	
  being	launched.		Each	rocket	has	one	attack	
  per	melee	and	bonuses	of	+5	to	strike	and	
  dodge.  The pseudopods mounted on the nose 
  of Clinger Missiles makes them a bit less 
  aerodynamic	than	Organic	Rockets,	so	they	
  only	have	bonuses	of	+4	to	strike	and	dodge.		
  Every	rocket	or	missile	attached	to	the	weapon	
  must be enhanced individually.  This means 
  that this enhancement must be taken eight 
  times to fully upgrade the entire payload of a 
  Bio-Rocket Slinger.
  Bio-E Cost:		5	points	per	Organic	Rocket	or	
  Clinger Missile.
  43
  
  Prerequisite:  An Organic Rocket or Clinger 
  Missile,	which	grows	a	neurological	bundle	
  and targeting eye.
  Trade Value:  500	credits.
  Ranged Weapon Upgrades
   
  Many of these upgrades are identical to those used 
  on	Host	Armor,	War	Mounts,	Wing	Packs,	and	other	
  Bio-Tech	weapons.		Ranged	weapons	are	not	limited	
  to	the	number	of	enhancements	they	can	receive,	so	
  a	character	with	enough	Bio-E	can	purchase	all	five	
  upgrades	for	a	favorite	weapon.
  •	 Double Tap:		This	enhancement	was	designed	
  as	an	inexpensive	substitute	for	the	Mega	
  upgrade.		Instead	of	doubling	the	power	of	
  each	individual	shot,	this	upgrade	makes	the	
  weapon	fire	two	shots	within	milliseconds	
  of	each	other	whenever	the	wielder	mentally	
  “pulls	the	trigger.”		Like	the	Mega	upgrade,	
  this	upgrade	doubles	the	base	damage	inflicted	
  by	the	ranged	weapon,	but	each	blast	uses	
  two	shots.		If	the	wielder	wants	to	conserve	
  ammunition,	he	or	she	can	switch	back	and	
  forth	between	single	and	double	blasts	with	
  a	simple	mental	command	(does	not	count	
  as	a	melee	attack).		The	Double	Tap	upgrade	
  can	only	be	applied	to	energy	weapons.		
  Note:  This upgrade can actually be used in 
  conjunction	with	the	Mega	Upgrade	for	an	
  insanely	powerful	attack.
  Bio-E Cost:		15	points.
  Prerequisite:		Only	energy	weapons	can	
  receive this enhancement.
  Trade Value:  1500	credits.
  •	 Mega:  This enhancement doubles the base 
  damage	inflicted	by	any	ranged	weapon.
  Bio-E Cost:		50	points.
  Prerequisite:  None.
  Trade Value:  5000	credits.
  •	 Omni:  This	upgrade	doubles	the	maximum	
  effective range and also doubles the range of 
  any	possible	blast	radius	(in	the	case	of	area	
  effect	weapons).
  Bio-E Cost:		35	points.
  Prerequisite:  None.
  Trade Value:  3500	credits.
  •	 Super:  This enhancement doubles the 
  availability	of	weapons	that	can	only	be	used	a	
  limited number of times.
  Bio-E Cost:		15	points.
  Prerequisite:  None.
  Trade Value:  1500	credits.
  •	 Ultra:  This upgrade doubles the payload of 
  the	weapon	and	reduces	the	time	it	takes	to	
  regrow	its	payload	by	half.
  Bio-E Cost:		10	points.
  Prerequisite:  None.
  Trade Value:  1000	credits.
  Melee Weapon Upgrades
  	
  Melee	weapons	can	also	be	upgraded	for	increased	
  power.		Like	with	Ranged	Weapon	Upgrades,	
  melee	weapons	are	not	limited	to	the	number	of	
  enhancements	they	can	receive,	so	a	character	with	
  enough	Bio-E	can	purchase	all	five	upgrades	for	a	
  favorite	weapon.
  •	 Mega:  This enhancement doubles the base 
  damage	inflicted	by	any	melee	weapon.
  Bio-E Cost:		40	points.
  Prerequisite:  None.
  Trade Value:  4000	credits.
  •	 Retractable Hooks:		Any	bladed	weapon	can	
  be	enhanced	with	a	series	of	retractable,	razor-
  sharp hooks that spring forth from the blade 
  whenever	the	weapon	pierces	its	target.		These	
  hooks	tear	into	the	internal	circuitry	(or	flesh)	
  of	the	target	and	cause	horrific	damage	when	
  the	blade	is	removed.		The	weapon	inflicts	
  an	additional	2D8	M.D.	when	the	blade	is	
  yanked	from	the	victim	(does	not	count	as	
  an	additional	melee	attack).		This	attack	is	
  incredibly painful to living targets. The victim 
  is	momentarily	overcome	with	shock,	loses	
  initiative	and	one	attack	per	melee,	and	suffers	
  penalties	of	-1	to	strike,	parry,	and	dodge	for	
  one	melee	round.		Subsequent	attacks	increase	
  the duration of the penalties.  Robots suffer no 
  additional penalty.
  Mega-Damage:  The	weapon	inflicts	an	
  additional	2D8	M.D.	whenever	it	is	removed.
  Bio-E Cost:		10	points.
  Prerequisite:		Only	bladed	weapons	can	be	
  enhanced	with	Retractable	Hooks.
  Trade Value:  1000	credits.
  •	 Breakaway Blade:  This strange upgrade 
  can	only	be	applied	to	weapons	that	
  44
  
  already	possess	the	Retractable	Hooks	Bio-
  Enhancement.		Instead	of	just	inflicting	extra	
  damage by pulling the jagged blade out of 
  the	target,	the	wielder	can	chose	to	release	
  the blade inside the victim.  Once the blade is 
  separated	from	the	hilt,	a	new	blade	begins	to	
  grow	in	its	place,	and	most	importantly,	the	old	
  blade	grows	uncontrollably	within	the	target,	
  tearing it apart from the inside.  The organic 
  fragment	sprouts	dozens	of	razor	sharp	spikes	
  that	push	their	way	through	the	victim	for	
  2D4	melee	rounds.		They	shred	everything	in	
  their	path	until	the	rapid	growth	rate	overtaxes	
  the	severed	blade	and	it	dies.		However,	the	
  network	of	bone	spikes	left	within	the	target	
  will	remain	until	they	are	surgically	removed.		
  The spikes seriously impair the mobility of 
  robots and living organisms.  Anyone struck 
  with	a	Breakaway	Blade	will	suffer	penalties	
  of	-3	to	strike,	parry,	and	dodge	and	will	
  have	two	less	attacks	per	melee	round	until	
  the	organic	weapon	is	surgically	removed.		
  Humans	wearing	armor	(even	Host	Armor)	
  may also be impaled by several of the spikes 
  (01-45%	chance)	as	they	snake	throughout	the	
  target.		In	this	case,	the	human	inside	suffers	
  3D6	S.D.C.	every	melee	round	for	1D4	melees.
  Mega-Damage:  In	addition	to	the	normal	
  damage	inflicted	by	the	blade,	it	inflicts	3D8	
  M.D.	every	melee	round	for	2D4	melees.
  Payload:		The	weapon	can	only	replace	
  detached	blades	5	times	every	24	hours.		Lost	
  blades	take	4D4	melee	rounds	to	completely	
  regenerate.
  Bio-E Cost:		40	points.
  Prerequisite:		Retractable	Hooks	and	
  Enhanced	Regeneration.		The	Breakaway	
  Blade	Bio-Enhancement	is	added	to	these	
  enhancements.		It	does	not	replace	them.
  Trade Value:  4000	credits.
  •	 Acid Injectors:		Edged	weapons	can	be	
  enhanced	with	hundreds	of	microscopic	pores	
  that	fire	a	deadly	spray	of	acid	whenever	the	
  blade pierces its target.  This enhancement 
  goes	far	beyond	simple	Acid	Edged	Weapons.		
  Instead	of	just	dribbling	acid	into	the	wound,	
  the	blade	sprays	its	powerful	organic	solvent	
  deep into the delicate internal circuitry of 
  the	target	for	maximum	damage.		The	acid	is	
  devastating to metal alloys and other inorganic 
  materials,	but	it	is	relatively	harmless	to	living	
  tissue	(only	inflicts	1D4	S.D.C.	per	melee	
  round	for	1D6	melees).		This	enhancement	
  can	be	used	in	conjunction	with	Retractable	
  Hooks,	a	Breakaway	Blade,	or	the	Electro-
  Shock	Enhancement,	and	it	can	even	be	used	
  to	strengthen	Acid	Edged	Weapons.		
  Mega-Damage:  The	weapon	inflicts	an	
  additional	2D8	M.D.	per	melee	round	for	1D6	
  melees.
  Payload:		10	blasts.		One	blast	regenerates	
  every	3D6	minutes.		In	the	case	of	Acid	Edged	
  Weapons,	the	blade	still	produces	enough	acid	
  to	continuously	deliver	its	normal	attack,	but	it	
  can	only	deliver	the	more	powerful	attack	with	
  the same limitations listed above.
  Bio-E Cost:		25	points.
  Prerequisite:		Only	bladed	weapons	can	be	
  enhanced	with	Acid	Injectors.
  Trade Value:  2500	credits.
  •	 Electro-Shock:  Any	melee	weapon	can	
  be	enhanced	to	allow	it	deliver	a	powerful	
  electrical	discharge	on	contact.		The	weapon	
  can	only	generate	so	many	charges	a	day,	so	
  they must be used sparingly.  A simple mental 
  command	alerts	the	weapon	that	it	should	
  expel	its	electrical	blast	the	next	time	it	strikes	
  (does	not	count	as	a	melee	attack)	which	
  means	the	wielder	does	not	have	to	try	to	time	
  this	attack	(automatically	fires	on	impact).		
  When	used	against	living	creatures,	the	target	
  must	also	roll	to	save	vs	stun	(15	or	higher,	
  with	any	possible	bonuses	from	P.E.)	or	else	
  lose	initiative,	two	melee	attacks	and	suffer	
  penalties	of	-4	to	strike,	parry,	and	dodge	for	
  2D4	melee	rounds.		An	electrical	attack	on	
  Host	Armor	will	inflict	the	usual	damage	to	the	
  armor	plus	2D6	S.D.C.	or	H.P.	damage	to	the	
  pilot	inside,	but	the	pilot	does	not	suffer	any	
  other penalties.  Machines never suffer any 
  stun penalties. 
  Mega-Damage:  The	weapon	inflicts	an	
  additional	4D10	M.D.	on	impact.
  Payload:		10	electrical	charges.		One	charge	
  regenerates every hour.
  Bio-E Cost:		15	points.
  45
  
  Prerequisite:  None.  
  Trade Value:  1500	credits.
  Feeding Enhancements
   
  All Bio-Weapons must be periodically recharged 
  by	submerging	them	in	a	nutrient	rich	fluid	found	
  within	the	Underground	Havens.		This	works	well	for	
  most	short-term	assignments,	but	some	Splicers	have	
  to	spend	months	in	the	field,	and	normal	Bio-Weapons	
  become	useless	if	they	go	too	long	without	food.		
  Most	weapons	will	only	function	for	1D6+3	days	
  before	they	must	be	brought	back	to	the	Underground	
  Havens	for	a	recharge.		Warriors	that	spend	more	than	
  a	week	topside	are	practically	required	to	modify	their	
  weapons	with	Feeding	Enhancements	so	that	they	can	
  function	longer	in	the	field.		
  •	 Increased Operational Duration:  This 
  enhancement doubles the length of time a Bio-
  Weapon	will	function	before	it	needs	to	be	fed.		
  The	item	will	work	normally	for	2D6+6	days	
  before it ceases to operate and goes dormant.
  Bio-E Cost:		15	points.
  Prerequisite:  None.
  Trade Value:  1500	credits.
  •	 Fasting:  This is another enhancement 
  designed	to	extend	the	amount	of	time	that	
  a	Bio-Weapon	will	operate	in	the	field.		Any	
  ranged	or	melee	weapon	can	be	modified	so	
  that	it	will	feed	on	itself	in	order	to	remain	at	
  peak	functionality.		The	weapon	will	work	as	
  normal	for	2D6+6	days,	but	once	it	reaches	the	
  point	where	its	abilities	would	normally	shut	
  down,	it	is	able	to	keep	itself	powered	up	by	
  feeding	off	its	own	M.D.C.		The	weapon	will	
  stop	regenerating	and	will	actually	devour	one	
  point	of	its	own	M.D.C.	each	day	to	keep	itself	
  running	at	peak	efficiency.		However,	it	does	
  have a built-in safety mechanism that prevents 
  the	weapon	from	consuming	too	much	of	its	
  strength.		Once	M.D.C.	is	reduced	by	half,	it	
  will	go	dormant	like	a	normal	Bio-Weapon	so	
  that	it	does	not	starve	to	death.		M.D.C.	will	
  regenerate at its normal rate once it has been 
  fed.  
  Bio-E Cost:		12	points.
  Prerequisite:		Increased	Operational	Duration.
  Trade Value:  1200	credits.
  •	 Speed Reload:  Weapons that possess 
  the	Fasting	Enhancement	can	be	further	
  augmented	with	the	Speed	Reload	feature.		It	is	
  similar	to	Fasting	in	that	it	allows	the	weapon	
  to	feed	upon	itself	for	fuel,	but	in	this	case,	
  the	weapon	can	be	made	to	cannibalize	itself	
  in	order	to	rapidly	replenish	its	own	depleted	
  payload.  For every four points of M.D.C. 
  consumed	by	the	weapon,	one	round	or	energy	
  blast	is	regenerated.		Projectiles,	acid,	or	
  napalm	take	one	melee	round	to	regenerate,	
  but energy blasts are instantly restored.  Larger 
  projectiles like Organic Rockets consume 
  ten	points	of	M.D.C.,	but	they	still	only	take	
  one	melee	round	to	regrow.		Most	energy	
  weapons	have	an	unlimited	payload,	but	this	
  enhancement is popular among Splicers that 
  use	Bio-Energy	Pistols	and	Rifles	because	it	
  forces	the	weapon	to	tap	its	own	strength	rather	
  than	that	of	the	wielder.		Whether	the	wielder	
  wants	to	regrow	one	round	or	ten,	they	are	
  all replenished at the same time.  This ability 
  can	inflict	severe	damage	to	the	firearm,	but	
  it is far better than running out of ammo in a 
  tight situation.  Damage regenerates normally 
  as	long	as	the	weapon	has	not	passed	its	
  operational duration.
  Bio-E Cost:		30	points.
  Prerequisite:		Fasting,	but	Speed	Reload	is	
  added	to	the	weapon,	it	does	not	replace	it.
  Trade Value:  3000	credits.
  •	 Feeding Link:  The Librarians tried to create 
  handheld Bio-Weapons that could be fed in 
  the	field	to	increase	their	operational	time	
  frames,	but	the	end	results	were	always	too	
  bulky	and	unwieldy.		Instead	they	created	a	
  way	to	feed	these	weapons	by	linking	them	
  to	Bio-Tech	creations	that	were	already	self-
  sufficient	like	Host	Armor	and	War	Mounts.		A	
  small	feeding	tube	near	the	grip	can	link	with	
  a	suit	of	Host	Armor	at	the	wrist,	or	the	tube	
  can	extend	up	to	a	length	of	three	feet	in	order	
  to	link	with	a	War	Mount.		One	hour	linked	to	
  either	of	these	Bio-Tech	creatures	will	keep	the	
  weapon	satiated	for	one	day.		It	still	recharges	
  or	regrows	its	payload	at	the	same	rate,	but	
  as	long	as	the	Host	Armor	or	War	Mount	can	
  stay	fed,	the	weapon	will	be	able	to	operate	
  indefinitely.
  46
  
  Bio-E Cost:		15	points.
  Prerequisite:		Fasting,	but	Feeding	Link	is	
  added	to	the	weapon,	it	does	not	replace	it.
  Trade Value:  1500	credits.
  •	 Share Strength:  The Feeding Link upgrade 
  can	be	further	enhanced	to	allow	for	more	than	
  just	nutrients	to	be	transferred	between	the	
  weapon	and	the	wielder.		The	life	force	energy	
  of	these	living	devices	can	be	made	to	flow	
  back and forth through the feeding tube at the 
  command	of	the	wielder.		The	shooter	can	even	
  tap	his	own	strength	to	temporarily	increase	
  the	power	of	his	Bio-Weapon.		Of	course,	this	
  link	does	not	create	energy,	it	can	only	transfer	
  it.		This	means	one	item	must	be	weakened	in	
  order to strengthen the other.  The link can be 
  used to transfer M.D.C. from a War Mount or 
  suit	of	Host	Armor	to	a	connected	Bio-Weapon	
  (or	vice	versa),	or	it	can	be	used	to	increase	
  the	weapon’s	destructive	power.		By	tapping	
  the	strength	of	a	War	Mount	or	Host	Armor,	
  the	damage	inflicted	by	any	melee	or	ranged	
  weapon	can	be	increased	by	fifty	percent.		This	
  power	boost	can	be	maintained	indefinitely,	
  but	while	the	weapon	is	empowered	(and	for	
  1D6	minutes	afterward),	the	armor	or	mount	is	
  weakened;	losing	one	attack	per	melee	round,	-
  3	to	P.S.,	and	suffering	penalties	of	-2	to	strike,	
  parry,	and	dodge.		For	some	reason,	tapping	
  the strength of the human pilot can create even 
  more	powerful	effects	(and	penalties).		In	this	
  case,	the	damage	inflicted	by	the	linked	Bio-
  Weapon	is	doubled,	but	the	pilot	loses	two	
  attacks per melee round and suffers penalties 
  of	-3	to	strike,	parry,	and	dodge.
  Bio-E Cost:		30	points.
  Prerequisite:		Feeding	Link,	but	Share	
  Strength	is	added	to	the	weapon,	it	does	not	
  replace it.
  Trade Value:  3000	credits.
  Miscellaneous Enhancements
  •	 Lock Tight Tendrils:  This enhancement 
  offers	a	unique	way	to	holster	a	ranged	or	
  melee	weapon.		Instead	of	placing	the	weapon	
  in a sheath or slinging it over the shoulder 
  with	a	strap,	the	wielder	just	presses	the	
  weapon	against	any	part	of	his	body	and	the	
  weapon	quickly	ties	itself	down	with	dozens	
  of tiny tendrils.  The tendrils are unobtrusive 
  and are only visible upon close inspection.  
  They do not impair movement or mobility 
  in	any	way.	It	only	takes	a	few	seconds	to	
  attach	the	weapon	(counts	as	one	melee	
  attack),	but	it	can	be	removed	in	an	instant.		A	
  simple mental command causes the tendrils 
  to	sever	themselves	from	the	weapon	so	that	
  the	user	can	make	some	impressive	quick	
  draws.		Severed	tendrils	dissolve	after	a	few	
  minutes	(2D4	melee	rounds)	for	easy	clean	
  up	and	to	prevent	the	weapon	from	leaving	
  a trail.  Despite the frail appearance of these 
  tendrils,	they	are	surprisingly	strong.		Anyone	
  attempting	to	pull	the	weapon	off	the	owner	
  against	his	will	must	have	a	Robotic/Splicer	
  P.S.	of	40	or	higher,	or	they	can	attempt	to	cut	
  through	the	tendrils	(they	have	a	total	of	25	
  M.D.C.).
  Bonus:  +3	on	initiative	when	first	drawing	the	
  weapon.
  Bio-E Cost:		10	points.
  Prerequisite:  None.
  Trade Value:  1000	credits.
  •	 Hair Trigger:		Bio-Tech	firearms	do	not	
  actually	have	triggers.		Instead	the	wielder	
  mentally	fires	the	weapon	through	a	
  neurological connection.  This connection 
  can	be	enhanced	to	allow	for	faster	
  communication,	which	means	the	shooter	can	
  squeeze	off	shots	quicker.		
  Bonus:		+1	on	initiative.
  Bio-E Cost:		4
  Prerequisite:  None.
  Trade Value:  400	credits.
  •	 Enhanced Regeneration:  The healing rate 
  of	any	living	weapon	can	be	dramatically	
  increased.		Damage	that	would	normally	take	
  hours	to	heal	can	now	be	repaired	in	minutes	
  (1D4	M.D.C.	per	minute).		This	upgrade	is	
  very useful for Splicers that rely on the Speed 
  Reload	Enhancement.
  Bio-E Cost:		30
  Prerequisite:  None.
  Trade Value:  3000	credits.
  •	 Increased M.D.C.:  After investing so much 
  time and money into their favorite custom 
  47
  
  48
  
  A Megaverse® of Skills at your Fingertips                                                                        
  By	Michael	G	Totton	Jr
   
  While creating a character for a Rifts game some 
  of	the	other	players	wanted	to	have	characters	from	
  other	Palladium	Books	games	in	the	mix	(a	super	from	
  HU2	and	a	mutant	from	ATB).	When	going	through	
  the	skill	selection	it	was	noted	that	some	skills	are	not	
  available	in	some	games,	are	repeated	but	statistically	
  different	in	others	and	(in	the	case	of	Rifts)	repeated	
  and	statistically	different	in	two	world	books.		So	I	
  took it upon myself to compile ALL the skills that 
  are	canon	in	the	Palladium	Books	Megaverse	(except	
  Recon	since	it	is	not	using	the	Megaversal	system).		I	
  also	came	up	with	some	rules	for	the	skills	that	are	
  named the same but are different in different games 
  (e.g.	Acrobatics).		If	a	skill	appears	in	more	than	one	
  game use the skill and its stats that are in your game 
  (i.e.	If	playing	a	mutant	from	ATB	with	Acrobatics	
  in	a	Rifts	game	use	the	skill	as	it	appears	in	ATB).	If	
  the	skill	is	game	specific	(e.g.	Reverse	Thrust	from	
  Splicers)	then	pass	it	over	as	is.			
  	
  One	of	the	problems	I	had	to	overcome	is	game	
  specific	categories	such	as	Temple	skills	in	Ninjas	
  and	Superspies.		I	examined	the	skills	and	put	them	
  in	the	Rifts	Unlimited	Skill	categories	that	I	felt	were	
  most	appropriate.		Some	of	you	may	disagree	with	
  my	reasoning	but	I	tried	to	keep	some	skill	categories	
  from	becoming	too	large	(which	is	why	Swindler	is	
  with	Espionage).		It	was	not	always	possible	to	keep	
  the list from becoming too large as evidenced by the 
  Technical category. 
  	
  All	the	skills	have	the	book	that	you	can	find	
  the	description	in	as	well	as	any	bonus	or	penalties	to	
  other	skills	that	you	may	or	may	not	have.		If	there	are	
  any bonuses to attributes or actions they are not listed 
  on	the	following	table,	only	skills	with	percentages	are	
  listed	with	bonuses	or	penalties.	
  	
  Now	as	your	characters	increase	in	knowledge	
  and gain skills they should use the skills as they are 
  described	in	the	game	you	are	playing	(e.g.	a	mutant	
  from	ATB	wants	to	learn	Acrobatics	who	learns	it	
  from	a	Rifts	game	player	or	NPC	will	learn	it	as	any	
  other	Rifts	character	not	as	a	character	in	ATB).	
  	
  This	will	cause	some	skills	to	fluctuate	from	
  character	to	character	and	that’s	okay.		It	will	enrich	
  your	playing	and	increase	(in	my	opinion)	your	
  gaming satisfaction. 
  Here	are	the	abbreviations	used	on	the	following	table:	
  ATB2	=	After	the	Bomb,	Second	Edition		
  BTS2	=	Beyond	the	Supernatural	Second	Edition		
  CE	=	Chaos	Earth		
  HU2	=	Heroes	Unlimited,	Second	Edition
  MC	=	Mystic	China		
  Merc	Adv	=	Rifts	Mercenary	Adventures
  MiO	=	After	the	Bomb/Rifts:	Mutants	in	Orbit		
  NB	=	Nightbane		
  N&SS	=	Ninjas	&	Superspies		
  PFRPG	=	Palladium	Fantasy,	Second	Edition		
  PFB#	=	Palladium	Fantasy	and	the	number	of	the	book	(e.g.	
  PFB3	=	Palladium	Fantasy	Book	3:	High	Seas)
  RDB#	=	Rifts	Dimension	Book	and	the	number	of	the	book	(e.g.	
  RDB2	=	Rifts	Dimension	Book	2:	Phase	World)	
  RGMG	=	Rifts	Game	Master	Guide
  Rifter#	=Rifter	and	the	number	of	the	book	(e.g.	Rifter24	=	Rifter	
  #	24)	
  RMB	=	Rifts	Main	Book	(pre	Ultimate	Edition)
  RM	=	Rifts	Mercenaries
  RUE	=	Rifts	Ultimate	Edition		
  RWB#	=	Rifts	World	Book	and	the	number	of	the	book	(e.g.	
  RWB3	=	Rifts	World	Book	3:	England)	
  SF	=	System	Failure
  SPL	=	Splicers
   
  Communication & Performing Arts 
  Book  
  Skill and Percentage 
  Rifter	24	
  Bartering	25+5
  SPL,	RUE	
  Bartering/Barter	30+4	
  N&SS	
  Basic	Gizmoteer	Construction	Skill		
  		
  50+2	
  SPL	
  Bio-Comms	45+5	
  PFB3	
  Clowning	20+4	
  BTS2,	SPL,	RUE	
  Creative	Writing	25+5	
  NB,	CE,	BTS2										
  Cryptography	30+5	
  N&SS,	HU2,	RMB,
  SPL,	SF,	RGMG,	
  RUE																									
  Cryptography	25+5	
  PFRPG																						
  Cryptography	15+5	
  PFRPG																					
  Dance	30+5	
  RWB8,	RWB11,
  RWB17,	CE,	BTS2,
  RGMG,	RUE										
  Electronic	Countermeasures		
  	
  (Jamming)	30+5	
   N&SS	
  Electronic	Countermeasures		
  	
  (Jamming)	45+5	
  PFB3	
  Flag	Signaling	18+6	
  PFB3	
  Jesting	28+3	
  BTS2,	SPL,	RUE	
  Language:	Native	Tongue	88+1
  BTS2,	PFRPG	
  Language:	Other	Tongue	40+5 
  SPL	
  Language:	Other	Tongue	50+5	
  RUE	
  Language:	Other	Tongue	50+3	
  RMB,	NB,	CE,	HU2,
  SF,	RGMG,	RUE	
  Laser	30+5	
  N&SS	
  Laser	40+5	
  BTS2	
  Literacy:	Native	Language	80+2	
  49
  
  RUE	
  Literacy:	Native	Language	40+5	(+2			
  	
  to	Barter) 
  BTS2,	RUE	
  Literacy:	Other	Language	30+5		
  	
  (RUE+2	to	Barter)	
  SPL	
  Literacy:	Other	Language	40+5	
  PFRPG	
  Literacy:	Other	Language	30+5	
  N&SS	
  Microwave	40+5	
  PFRPG	
  Mime	30+5	
  RMB,	NB,	CE,	BTS2,
  	HU2,	SF,	RGMG,	RUE	
  Optic	Systems	30+5		
   		
  +5	to	TV./Video	
   N&SS	
  Optic	Systems	50+5		
   
  RWB10,	CE,	RGMG,
  	RUE	
  Performance	30+5	
    
  RUE	+5	to	Undercover	Ops	
    
  RUE	+5	to	Impersonation	
  BTS2	
  Performance	25+5	
  PFRPG	
  Play	Musical	Interment	25+5	
  PFRPG,	BTS2,	SPL,	RUE	Public	Speaking	30+5		
  		
  RUE+5	to	Performance	
  N&SS	
  Radar/Sonar	Operations	45+5	
  RMB,	NB,	BTS2,	HU2,
  SF,	RGMG,	RUE	
  Radio:	Basic	45+5	
  CE,	N&SS	
  Radio:	Basic	50+5	
  N&SS,	HU2,	SF	
  Radio:	Satellite	Relay	25+5	
  RMB,	NB,	CE,	HU2,	
  SF,	RGMG	
  Radio:	Scramblers	35+5	
  N&SS	
  Radio:	Scramblers	40+5	
  SPL	
  Read	&	Write	Native	Language	80+2	
   
  Communication & Performing Arts 
  Book 
  Skill and Percentage 
  BTS2,	HU2,	RUE	
  Read	Sensory	Equipment	30+5	
  PFRPG,	BTS2,	SPL,	RUE	Sign	Language	25+5	
  PFRPG	
  Sing	30+5	
  BTS2,	SPL,	RUE	
  Sing	35+5	
  RMB,	NB,	CE,	BTS2,
  HU2,	SF,	RGMG,	RUE	
  Surveillance	Systems	30+5	
  N&SS	
  Surveillance	Systems	40+5	
  	
  +4	to	Investigative	
  	
  +3	to	Photography	
  		
  +5	to	Prowl	
  RMB,	NB,	HU2,	SF,
  RGMG	
  TV./Video	25+4	
  RUE	
  TV./Video	25+5	
  BTS2,	CE	
  TV./Video	35+5	
  N&SS	
  TV./Video	40+5	(+10	if	taken	twice)	
  N&SS	
  Telephone	Networks	40+5	
  PFRPG	
  Writing	20+5	
   
  Cowboy 
  RWB14,	RWB19,	RGMG,
  RUE	
  Branding	50+5	
  RWB14,	RWB19,	RGMG,
  RUE	
  Breaking/Taming	Wild	Horses	20+5	
  RWB14,	RWB19,	RGMG,	
  RUE	
  Herding	Cattle	30+5	
  CE,	RWB14,	RGMG,
  RUE	
  Horsemanship:	Cowboy	66/50+3	
  CE,	RWB14,	RWB19,
  RUE	
  Horsemanship:	Exotic	Animals		
  	
  30/20+5
  RWB19	
  Lore:	Aborigines	25+5	
  RWB14,	RWB19,	RUE	
  Lore:	Cattle/Animals	30+5	
  RWB14,	RUE	
  Lore:	Indians	25+5	
  RWB14,	RWB19,	RGMG,
  RUE	
  Roping	20+5	
  RWB14,	RWB19,	RGMG,
  RUE	
  Trick	Riding		
  RWB14,	RWB19	
  Whittling	&	Sculpting	30+5	
  RUE	
  W.P.	Rope	
   
  Domestic/Cultural/Game/Temple 
  Philosophies 
   Book 
  Skill & Percentage 
  ATB 
  Animal	Husbandry		
  35+5	
  SPL	
  Appraise	Goods	30+5	(+20	if	taken		
  	
  twice)	
  MC	
  Artistic	Calligraphy	35+5	
  N&SS	
  Begging	30+2	
  MC	
  Begging	8+1	
  SPL	
  Begging	30+3	
  N&SS	
  Bonsai	65+4	
  RWB8,	RGMG	
  Bonsai	50+4	
  ATB	
  Breed	&	Control	Insects	40/20+5	
  CE,	BTS2	
  Brewing	25/30+5	
  SPL,	RUE	
  Brewing:	Basic	25/30+5		
  		
  +5	Holistic	Medicine	
  MC	
  Calligraphic	Forgery	25+5	
  N&SS	
  Calligraphy	35+5	
  ATB	
  Carpentry	30+5	
  CE,	RMB,	HU2,	NB,	ATB,
  BTS2,	SPL,	SF,	RGMG,
  RUE	
  Cook	35+5	
  PFRPG	
  Cook	30+5	
  N&SS	
  Cook	50+6	
  RWB19,	RGMG	
  Corroboree	30+4	
  CE,	RMB,	HU2,	PFRPG,
  NB,	ATB,	BTS2,	SPL,	SF,
  RGMG,	RUE	
  Dance	30+5	
  N&SS	
  Dance	40+6	
  N&SS	
  Desert	Survival	50+5	
  ATB	
  Dowsing	&	Water	Location	20+5	
  ATB	
  Farming	&	Gardening	40+4	
  N&SS,	MC	
  Fasting	54+4	
  MC	
  Feng	Shui	or	Geomancy	15+5	
  CE,	RMB,	HU2,	NB,
  BTS2,	SPL,	SF,	RGMG,
  RUE	
  Fishing	40+5	
  N&SS,	ATB	
  Fishing	60+5	
  PFRPG	
  Fishing	30+5	
  N&SS,	RWB8,	RGMG	
  Floral	Arrangement	(Ikebana)	30+3	
  CE,	RGMG	
  Gardening	35+5	
  RWB8,	SPL	
  Gardening	34+4	
  N&SS	
  Gardening	50+3	
  BTS2,	RUE	
  Gardening	36+4	
  ATB	
  General	Repair	&	Maintenance	35+5	
  N&SS	
  Geomancy	15+5	
  N&SS,	RWB8,	MC,
  50
  
  RWB25,	RGMG	
  Go	(Wei	Qi)	30+5	
  BTS2,	RUE	
  Housekeeping	35+5	
  ATB	
  Identify	Plants	&	Fruits	25+5	
  ATB	
  Imitate	Animal	or	Insect	Sound	42+4	
  ATB	
  Language:	Foreign	40+5	
  ATB	
  Literacy	30+5	
  MC	
  Meditation	D20	vs	M.E.	
  N&SS	
  Mountaineering	40+5	
  MC	
  Oriental	Philosophies	70+2	
  N&SS	
  Philosophies	80+2	
  RWB25	
  Play	Chinese	Musical	Insturment:		
  	
  Flute	45/25+5	
  CE,	HU2,	BTS2,	RMB,
  SPL,	SF,	NB,	RGMG,
  RUE	
  Play	Musical	Instrument	35+5	
  ATB,	PFRPG,	RWB19	
  Play	Musical	Instrument	25+5	
  N&SS	
  Poetry	(Haiku)	50+5	
  RWB8,	RGMG	
  Poetry	(Haiku)	35+5	
  ATB	
  Preserve	Food	30+5	
  ATB	
  Read	Music	42+3	
  CE,	MIO,	BTS2,	RGMG,
  RUE	
  Recycle	30+5	
  RWB25	
  Rice	Cultivation	40+5		
  RWB19,	RGMG	
  Rock	Painting	&	Engraving	36+4	
  ATB	
  Sculpting	&	Whittling	30+5	
  CE,	RMB,	HU2,	N&SS,
  NB,	ATB,	BTS2,	SPL,	SF,
  RGMG,	RUE	
  Sew	40+5		
  		
  SPL	+8	to	Leather	Working	
  PFRPG	
  Sew	25+5	
  ATB	
  Sign	Language	33+7	
  RWB25	
  Silk	Manufacture	30+5	
  RWB25	
  Silk	Tailoring	(Take	Silk	Manufature		
  	
  twice)	30+5	
  CE,	RMB,	HU2,	NB,	
  BTS2,	SPL,	SF,	RGMG	
  Sing	35+5	
  N&SS,	ATB	
  Sing	40+5	
  PFRPG	
  Sing	30+5	
  ATB	
  Skin	&	Prepare	Animal	Hides	30+5	
  N&SS	
  Spelunking	55+5	
  N&SS	
  Sports	30+5	
  HU2	
  Tailoring	(Take	Sew	twice)	40+5	
  RWB25	
  Tea	Appreciation	70+2	
  MC,	RWB25	
  Tiao	Qi	(Chinese	Checkers)	24+4	
  ATB	
  Tracking	30+5	
  ATB	
  Trapping	25+5	
  BTS2	
  Wardrobe	&	Grooming	50+4	
  SPL	
  Wardrobe	&	Grooming		
  	
  +5	to	Bartering	
  	
  +5	to	Disguise	
  	
  +5	to	Impersonation	
  	
  +5	to	Seduction	
  RUE	
  Wardrobe	&	Grooming	50+4	
  		
  +2	to	Performance	
  	
  +2	to	Disguise	
  		
  +2	to	Impersonation	
  		
  +2	to	Seduction	
  		
  +2	to	Undercover	Ops	
  ATB	
  Wilderness	Survival	30+5	
  ATB	
  Writing	25+5	
  MC,	RWB25	
  Xiang	Qi	(Shogi)	15+5	
   
  Electrical 
  Book 
  Skill & Percentage 
  SF	
  Advanced	Electronics	30+5	
  CE,	RMB,	NB,	HU2,
  N&SS,	BTS2,	SF,	RGMG,
  RUE	
  Basic	Electronics	30+5	
  N&SS	
  Basic	Electronics	40+5	
  N&SS	
  Basic	Gizmoteer	Construction	Skill		
  	
  50+2	
  N&SS	
  Circuit	Board	Micro-Electronics55+5	
  CE,	BTS2,	RUE	
  Computer	Repair	30+5	
  N&SS	
  Computer	Repair	40+5	
  NB,	HU2,	RMB,	SF,
  RGMG	
  Computer	Repair	25+5	
  CE,	BTS2,	RUE	
  Electrical	Engineer	35+5	
  N&SS	
  Electrical	Engineer	45+5	
  NB,	HU2,	RMB,	SF,	
  RGMG	
  Electrical	Engineer	30+5	
  CE,	MIO,	BTS2,	RGMG,	
  RUE	
  Electricity	Generation	50+5	
  CE	
  Robot	Electronics	35+5	
  BTS2,	HU2,	RMB,	R
  GMG,	RUE	
  Robot	Electronics	30+5	
   
  Espionage/Swindler 
  Book 
  Skill & Percentage 
  N&SS	
  Concealment	20+5	
  CE,	PFRPG,	NB,	RMB,	
  HU2,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Detect	Ambush	30+5	
  N&SS	
  Detect	Ambush	40+5	
  PFRPG	
  Detect	Concealment	&	Traps	25+5	
  CE,	NB,	HU2,	RMB,	SPL,
  SF,	BTS2,	RGMG,	RUE	 Detect	Concealment	25+5	
  		
  RUE	+5	to	Camouflage	
  N&SS	
  Detect	Concealment	30+5	
  CE,	PFRPG,	NB,	RMB,
  	HU2,	BTS2,	SPL,	SF,
  	RGMG,	RUE	
  Disguise	25+5	
  		
  RUE	+5	to	Undercover	Ops	&		
  	
  Impersonation	
  N&SS	
  Disguise	40+5	
  CE,	NB,	RMB,	HU2,	
  N&SS,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Escape	Artist	30+5		
  		
  N&SS	-10	if	secondary	skill	
  		
  RUE	+5	to	Pick	Locks	
  PFRPG		
  Escape	Artist	25+5	
  CE,	RMB	
  Forgery	25+5	
  N&SS	
  Forgery	30+5		
  		
  -10	if	secondary	skill	
  BTS2,	NB,	HU2,	PFRPG,	
  SPL,	SF,	RGMG,	RUE	
  Forgery	20+5	
  N&SS	
  Hojo-Jutsu	(Binding)	30+5	
  CE,	PFRPG,	HU2,	
  RWB11,	RWB14,	
  RWB8,	RWB17,	RGMG	 Imitate	Voices	&	Impersonation		
  	
  36/16+4	
  51
  
  SF	
  Imitate	Voices	&	Impersonation		
  	
  16/12+4	
  N&SS	
  Imitate	Voices	45+5	
  BTS2,	RUE	
  Impersonation	30/16+4		
  		
  RUE	+10	to	Undercover	Ops	
  SPL	
  Impersonation	30/14+4	
  N&SS	
  Impersonation	40/20+4	
  CE,	NB,	RMB,	HU2,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Intelligence	32+4	
  PFRPG	
  Intelligence	30+4	
  CE,	BTS,	RWB10,	BTS2,	
  SPL,	RGMG,	RUE	
  Interrogation	Techniques	30+5	
  RWB11,	RWB14,	RWB17	Interrogation	Techniques	20+5	
  NB,	N&SS,	HU2,	SF	
  Interrogation	Techniques	40+5	
  N&SS	
  Land	Navigation	40+4		
  		
  -10	if	secondary	skill	
  N&SS	
  Marxism-Leninism-Moaism	60+6	
  N&SS	
  Microfilm/Microfiche/Microdot		
  	
  Technology	40+4	
  N&SS	
  Palming	25+5	
  		
  +5	to	Pick	Pocket	
  CE,	PFRPG,	NB,	RMB,	
  HU2,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Pick	Locks	30+5	
  N&SS	
  Pick	Locks	35+5		
  		
  -10	if	secondary	skill	
  CE,	PFRPG,	NB,	RMB,	
  HU2,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Pick	Pockets	25+5	
  N&SS	
  Pick	Pockets	30+5		
  		
  -10	if	secondary	skill	
  N&SS	
  Safe-Cracking	50+2	
  MC	
  Shell	Game	20+4	
  CE,	PFRPG,	NB,	RMB,	
  HU2,	N&SS,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Sniper/Sniping		+2	on	an	aimed	shot	
  CE,	PFRPG,	BTS2,	
  RGMG,	RUE	
  Tracking	(People/Humanoids)	25+5	
  NB,	HU2,	RMB,	SPL,	SF	 Tracking	25+5	
  N&SS	
  Tracking	30+5	
  BTS2,	RUE	
  Undercover	Ops	30+5	
  SPL	
  Vital	Points:	Inorganic	
  SPL 
  Vital Points: Organic 
  CE,	NB,	RMB,	HU2,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Wilderness	Survival	30+5	
  N&SS	
  Wilderness	Survival	40+5		
  		
  -10	if	secondary	skill	
  MC	
  Yarrow	Stick	Counting	24+3	
   
  Horsemanship 
  Book 
  Skill & Percentage 
  CE,	RWB11,	RWB14,	
  BTS2,	RGMG,	RUE	
  Cowboy/Elite	66/50+3	
  RWB14,	RGMG,	RUE	
  Cyber-Knight	70/50+3	
  RUE	
  Cossack	55/45+5	
  CE,	RWB14	
  Exotic	Animals	30+5	
  RWB5	
  Exotic	Animals	30+4	
  BTS2	
  Exotic	Animals	30/20+4	
  PFRPG,	RWB14,	RWB17,	
  RGMG,	RUE	
  Exotic	Animals	30/20+5	
  CE,	HU2,RWB14,	BTS2,	
  RGMG,	RUE	
  General/Standard	40/20+4	
  PFRPG,	RWB17	
  General	35/20+5	
  PFRPG,	RWB17,	RGMG,	
  RUE	
  Knight	&	Cossack	40/30+5	
  PFRPG	
  Paladin	45/40+5	
    
   
   
  Mechanical
  Book 
  Skill & Percentage
  SF	
  Advanced	Mechanics	25+5	
  CE,	BTS2	
  Aircraft	Mechanics	50+4	
  N&SS	
  Aircraft	Mechanics	45+3	
  NB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Aircraft	Mechanics	25+5	
  CE,	RWB11,	RGMG	
  Armorer/Field	Armorer	40+5	
  CE,	HU2,	BTS2	
  Automotive	Mechanics	60+3	
  N&SS	
  Automotive	Mechanics	50+3		
  		
  -10	if	secondary	skill	
  NB,	RMB,	SF,	RGMG,	
  RUE	
  Automotive	Mechanics	25+5	
  N&SS	
  Basic	Gizmoteer	Construction	Skill		
  	
  50+2	
  CE,	BTS2	
  Basic	Mechanics	40+5	
   
  Mechanical 
  Book 
  Skill & Percentage 
  N&SS	
  Basic	Mechanics	40+4		
  			
  -10	if	secondary	skill	
  	NB,	HU2,	RWB5,	
  RWB11,	RWB17,	SF,	
  RGMG,	RUE	
  Basic	Mechanics	30+5	
  CE,	MIO,	RGMG,	RUE	
  Bioware	30+5	
  MIO	
  Computer	Repair	40+5	
  MIO,	RGMG	
  Drive	Repair:	Ion	30+5	
  MIO,	RGMG	
  Drive	Repair:	Plasma	30+5	
  MIO,	RGMG	
  Drive	Repair:	Traction	30+5	
  MIO,	RGMG	
  Drive	Repair:	Chemical	30+5	
  N&SS	
  Helicopter	Mechanics	30/20+5	
  N&SS	
  Jet	Aircraft	Mechanics	30/20+5	
  CE,	BTS2	
  Locksmith	35+5		
  		
  +4	to	Safecracking	
  NB,	N&SS,	HU2,	RMB,	
  SF,	RGMG,	RUE	
  Locksmith	25+5		
  		
  N&SS	+5	w/Electronics	
  CE,	BTS2	
  Mechanical	Engineer	30+5	
  	
  +4	to	Safecracking	
  	
  +5	to	Locksmith	
  		
  +5	to	Surveillance	Systems	
  N&SS	
  Mechanical	Engineer	45+5	
  	
  +5	to	Locksmith	
  		
  +5	to	Surveillance	Systems	
  NB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Mechanical	Engineer	25+5	
  	
  +5	to	Locksmith	
  	
  +5	to	Surveillance	Systems	
  	
  RMB	+5	Undersea	Salvage	
  		
  RUE	+6	to	Safe-Cracking	
  52
  
  BTS2	
  Munitions	Expert	40+5	
  CE,	HU2,	BTS2	
  Robot	Mechanics	30+5	
  RMB,	RGMG,	RUE	
  Robot	Mechanics	20+5	
  MIO,	RGMG	
  Satellite	Systems	30+5	
  RDB2,	RGMG	
  Spaceship	Mechanics	22+5	
  RWB7,	RGMG	
  Submersible	Vehicles	Mechanics		
  	
  25+5	
  CE,	RWB19,	BTS2,	
  RGMG,	RUE	
  Vehicle	Armorer	30+5	
  		
  RUE:	Basic	Mechanics	+20	
  		
  RUE:	+10	to	Automotive	Mechanics	
  CE	
  Weapon	Systems	40+5	
  CE,	BTS2	
  Weapons	Engineer	30+5	
  NB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Weapons	Engineer	25+5	
   
  Medical 
  Book 
  Skill & Percentage 
  RWB25	
  Acupuncture	40+5	
  CE,	RWB19	
  Animal	Husbandry	56+4	
  BTS2	
  Animal	Husbandry	40+5	
  PFRPG,	RWB14,	RWB17,	
  SPL,	RGMG,	RUE	
  Animal	Husbandry	35+5	
  N&SS	
  Basic	Gizmoteer	Construction	Skill		
  	
  50+2	
  PFRPG	
  Biology	30+5	
  CE,	PFRPG,	RWB14,	
  RWB19,	RWB17,	RGMG	 Brewing	25/30+5	
  RWB17,	BTS2,	SPL,	RUE	Brewing:	Medicinal	25/30+5	
  		
  RUE	+5	to	Holistic	Medicine	
  ATB	
  Clinical	Genetics	35+5	
  CE,	RMB,	HU2,	NB,	
  N&SS,	SF,	RGMG	
  Criminal	Science	&	Forensics	35+5	
  BTS2,	RUE	
  Crime	Scene	Investigations	35+5	
  ATB,	SPL	
  Dentistry	50+5	
  MIO,	RGMG	
  Entomological	Medicine	40+5	
  RUE	
  Entomological	Medicine	40/20+5	
  CE	
  Field	Surgery	26+4	
  RWB11,	RWB17,	SPL,	
  RGMG,	RUE	
  Field	Surgery	16+4	
  CE,	RMB,	ATB,	HU2,	NB,	
  PFRPG,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  First	Aid	45+5	
  N&SS	
  First	Aid	50+5		
  	
  -10	if	secondary	skill	
  NB	
  Forensic	Medicine	45+5	
  BTS2,	SPL,	RUE	
  Forensic	Medicine	35+5	
  CE,	RMB,	HU2,	NB,	
  SF,	RGMG	
  Herbal/Holistic	Medicine	20+5	
  RWB25	
  Herbal/Holistic	Medicine:	Chinese		
  	
  30+5	
  	BTS2,	ATB,	PFRPG,	
  SPL,	RUE	
  Herbal/Holistic	Medicine	30/20+5			
  	
  SPL	+6	to	Recognize	Poison	
  	
  SPL	+6	to	Use	Poison	
  	
  RUE	+10	to	Brewing	
  	
  RUE	+10	to	Identify	Plants	&	Fruits	
  	
  RUE	+10	to	Preserve	Food	
  Rifter24	
  Holistic	Chemistry	
  	
  +5	to	Brewing	
  	
  +5	to	Cook	
  	
  +5	to	Identify	Plants/Fruits	
  	
  +5	to	Recognize	Poison	
  		
  +5	to	Use	Poison	
  RWB10,	RGMG	
  Juicer	Technology	40+5	
  CE,	RMB,	RGMG,	RUE	 M.D.	in	Cybernetics	40/60+5	
  CE,	RMB,	HU2,	NB,	SPL,	
  SF,	RGMG,	RUE	
  Medical	Doctor/Internal	Medicine		
  	
  60/50+5	
  	N&SS,	ATB	
  Medical	Doctor/Internal	Medicine		
  	
  70/60+3	
  	
  ATB	only	+5	to	Pathology	
  BTS2	
  Medical	Doctor/Internal	Medicine		
  	
  60/50+4	
  PFRPG	
  Medical	Doctor/Surgeon	30/20+4	
  CE,	RMB,	HU2,	NB,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Paramedic	40+5	
  N&SS	
  Paramedic	50+6	
  ATB	
  Paramedic	50+3	
  BTS2	
  Parasychology	30+5	
  CE,	RMB,	ATB,	HU2,	NB,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Pathology	40+5	
  N&SS	
  Pathology	45+5	
  N&SS	
  Plastic	Surgery	60+6	
  BTS2,	SPL	
  Psychology	35+5	
  ATB	
  Radiology	70+3	
  RWB7,	RGMG	
  Sea	Holistic	Medicine	20+5	
  ATB	
  Surgery	60+4	
  NB,	BTS2,	SPL	
  Toxicology	40+5	
  ATB	
  Veterinary	Medicine	54+4	
  BTS2,	SPL,	RUE	
  Veterinary	Science	50+4	
  CE	
  Xenology	15+5	
   
  Military 
  Book 
  Skill & Percentage 
  N&SS	
  Aircraft	Armor	&	Weaponry	40+4	
  BTS2	
  Aircraft:	Combat	Helicopters	52+3	
  BTS2	
  Aircraft:	Jet	Fighters	50+3	
  BTS2	
  APC	&	Tanks	50+3	
  	CE,	HU2,	RWB11,	
  RWB14,	RWB17,	BTS2,		 Armorer/Field	Armorer	40+5	
    
  Automatically receives Basic  
  	
  Mechanics	+20	
  N&SS	
  Armorer	55+5	
  N&SS	
  Basic	Gizmoteer	Construction	Skill		
  	
  50+2	
  RWB14,	RWB19	
  Basic	Mechanics	30+5	
  SPL	
  Blind	Fighting	30+5	
  CE,	PFRPG,	HU2,	ATB,	
  RWB11,	RWB14,	RWB17,	
  RWB19,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Camouflage	20+5	
  CE	
  Command	Robots	
  MIO	
  Defense	Systems	30+5	
  CE,	N&SS,	NB,	HU2,	
  ATB,	RMB,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Demolitions	60+3	
  CE,	N&SS,	NB,	HU2,	
  53
  
  ATB,	RMB,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Demolitions	Disposal		60+3	
  CE,	HU2,	RWB11,	
  RWB14,	RWB17,	BTS2,	
  SPL,	SF,	RGMG,	RUE	
  Demolitions:	Underwater	56+4	
  RWB7	
  Demolitions:	Underwater	56+3	
  PFRPG	
  Falconry	30+5	
  PFRPG	
  Field	Armorer	30+5	
  		
  +5	to	Locate	Secret	Compartments/	
   
  Doors 
  RUE	
  Field	Armorer	&	Munitions	Expert		
  	
  40+5	
     
  Automatically receives Basic  
   
  Mechanics 
  RWB19,	BTS2	
  Find	Contraband,	Parts	&	Relics	26+4	
  CE,	RWB11,	RWB14,	
  RWB17,	RGMG	
  Find	Contraband,	Weapons	&		
  	
  Cybernetics	26+4	
  HU2,	SF	
  Find	Contraband	&	Illegal	Weapons		
  	
  26+4	
  RUE	
  Find	Contraband	26+4		
  		
  +10	to	ID	Undercover	Agents	
  BTS2,	RUE	
  Forced	March		
  PFRPG	
  Heraldry	15/20+5	
  	
  +2	to	Forgery	
  	
  +2	to	Intelligence	
  ATB	
  Intelligence	32+4	
  PFRPG	
  Interrogation	Techniques	20+5	
  ATB	
  Interrogation	40+5	
  ATB	
  Land	Navigation	36+4	
  ATB	
  Laser	Systems	30+5	
  CE,	PFRPG,	HU2,	
  RWB11,	RWB14,	
  RWB17,	RWB19,	BTS2,	
  SPL,	SF,	NB,	RGMG,	
  RUE	
  Military	Etiquette	35+5	
  CE,	RWB11,	RWB14,	
  RWB17,	RWB19,	SPL,	
  RGMG,	RUE	
  Military	Fortification	30+5	
  N&SS	
  Military	Intelligence	42+4	
  RUE	
  Naval	History	30+5	
  RUE	
  Naval	Tactics	25+5	
  CE,	HU2,	RWB11,	
  RWB14,	RWB17,	BTS2,	
  SF,	RGMG,	RUE	
  Nuclear,	Biological	&	Chemical		
  	
  (NBC)	Warfare	35+5	
  ATB	
  Optic	Systems	30+5	
  CE,	HU2,	RWB11,	
  RWB14,	SPL,	SF,	RGMG,	
  RUE	
  Parachuting	40+5	
  N&SS	
  Pilot	Tank/APC	50+4	
  ATB	
  Radio:	Satellite	Relay	25+5	
  ATB	
  Radio:	Scramblers	40+5	
  CE,	PFRPG,	HU2,	ATB,	
  RWB11,	RWB14,	RWB17,	
  RWB19,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Recognize	Weapon	Quality	25+5	
  SPL 
  Resist Torture  
  Rifter24	
  Siege	Engineer	30/20+5	
  MIO	
  Ship-to-Ship	Combat	25+5	
  Rifter24	
  Stalk/Capture	35/45+5	
  		
  Tailing	35+5	
  NB	
  Strategy/Tactics	30+5	
  PFRPG	
  Surveillance	25+5		
  SPL	
  Surveillance	30+5		
  	
  +5	to	Disguise	
  	
  +5	to	Recognize	Disguise	
  ATB	
  Surveillance	Systems	40+5		
  	CE,	RWB11,	RWB14,	
  RWB17,	SPL,	RGMG	
  Trap	Construction	20+4	
    
   
  CE,	HU2,	RWB11,	
  RWB14,	RWB17,	BTS2,	
  SF,	RGMG,	RUE	
  Trap/Mine	Detection	20+5	
  SPL	
  Trap/Mine	Detection	25+5	
  RWB19	
  Weapons	Armorer	40+5	
  MIO,	RGMG	
  Combat	(Gravity):	Basic	
  MIO,	RGMG	
  Combat	(Gravity):	Advanced	
  MIO,	RGMG	
  Combat	(Zero	Gravity):	Basic	
  MIO,	RGMG	
  Combat	(Zero	Gravity):	Advanced	
   
  Physical
  Book 
  Skill & Percentage
  CE,	NB,	BTS2,	RUE	
  Acrobatics		
  	
  Sense	of	Balance	60+5	
  	
  Walk	Tightrope/High	Wire	60+3	
  	
  Climb	Rope	80+2	
  	
  Back	Flip	60+5	
  	
  Climbing	40	or	+15	
  		
  Prowl	30	or	+5	
  SPL 
  Acrobatics  
  	
  Sense	of	Balance	60+5	
  		
  Walk	Tightrope/High	Wire	60+3	
  	
  Climb	Rope	80+2	
  	
  Back	Flip	60+5	
  	
  Climbing	40	or	+15	
  		
  Prowl	30	or	+5	
  RMB,	RGMG	
  Acrobatics		
  	
  Sense	of	Balance	60+5	
  	
  Walk	Tightrope/High	Wire	60+3	
  	
  Climb	Rope	80+2	
  	
  Back	Flip	60+5	
  	
  Climbing	40	or	+15	
  		
  Prowl	30	or	+5	
  PFRPG 
  Acrobatics  
  	
  Climbing	(Scale	Walls)/Rappelling		
  	
  45+5/40+5		
  	
  Sense	of	Balance	40+5	
  	
  Walk	Tightrope/High	Wire	30+3	
  		
  Back	Flip	30+5	
  HU2,	SF	
  Acrobatics		
  	
  Sense	of	Balance	60+2	
  	
  Walk	Tightrope/High	Wire	60+3	
  	
  Climb	Rope	70+2	
  	
  Back	Flip	50+5	
  	
  Climbing	40	or	+15	
  		
  Prowl	30	or	+5	
  N&SS	
  Acrobatics		
  	
  Sense	of	Balance	60+5	
  	
  Walk	Tightrope/High	Wire	60+5	
  54
  
  	
  Climb	Rope	80+2	
  	
  Back	Flip	60+5	
  	
  Climbing	40+4	or	+15	
  		
  Prowl	30+5	or	+10	
  ATB 
  Acrobatics  
  	
  Sense	of	Balance	60+2	
  	
  Walk	Tightrope/High	Wire	60+3	
  	
  Climb	Rope	70+2	
  	
  Back	Flip	50+5	
  	
  Climbing	40+4	or	+10	
  		
  Prowl	30+5	or	+10	
  CE,	SPL,	BTS2,	RGMG,	
  RUE	
  Aerobic	Athletics
  		
  Sense	of	Balance	30+5	
  N&SS	
  Archery	
  CE,	RMB,	ATB,	HU2,	NB,	
  PFRPG,	N&SS,	BTS2,	
  SPL,	SF,	RGMG,	RUE	
  Athletics	(General)	
  ATB	
  Baseball:	Base	Players	&	Fielders		
  	
  60+4	
  	ATB	
  Baseball:	Batting	60+4	
  	ATB	
  Baseball:	Pitcher	60+4	
  	CE,	RMB,	ATB,	HU2,	
  NB,	PFRPG,	N&SS,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Body	Building	&	Weight	Lifting	
  CE,	RMB,	ATB,	HU2,	NB,	
  PFRPG,	N&SS,	BTS2,	
  SPL,	SF,	RGMG,	RUE	
  Boxing	
  CE,	RMB,	ATB,	HU2,	NB,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Climbing	40/30+5	
  		
  CE,	Rifts	+5	to	Spelunking		
  PFRPG	
  Climbing	(Scale	Walls)/Rappelling		
  	
  40+5/35+5		
  			
  +5	to	Spelunking	
  N&SS	
  Climbing/Rappelling	50+8/30+5		
  		
  +5	to	Spelunking	
  RWB10,	RGMG	
  Deadball		
  RWB25	
  Demon	Wrestling	(Liang	Hsiung)	
  RWB25	
  Fasting	54+4	
  ATB,	N&SS,	BTS2,	SPL,	
  RUE	
  Fencing	
  PFRPG,	BTS2,	SPL,	RUE	Forced	March	
  CE	
  Gymnastics	
  	
  Sense	of	Balance	50+5	
  	
  Work	Parallel	Bars	&	Rings	60+3	
  	
  Climb	Rope	70+5	
  	
  Back	Flip	70+5	
  	
  Climbing	25	or	+7	
  		
  Prowl	30	or	+5	
  RMB,	RGMG	
  Gymnastics	
  	
  Sense	of	Balance	50+5	
  	
  Work	Parallel	Bars	&	Rings	60+3	
  	
  Climb	Rope	70+2	
  	
  Back	Flip	70+5	
  	
  Climbing	25	or	+7	
  		
  Prowl	30	or	+5	
  PFRPG 
  Gymnastics 
  	
  Sense	of	Balance	30+5	
  		
  Work	Parallel	Bars	&	Rings	30+3	
  			
  Back	Flip	&	Somersault	40+5	
  HU2,	SPL,	SF,	RUE	
  Gymnastics	
  	
  Sense	of	Balance	50+3	
  	
  Work	Parallel	Bars	&	Rings	60+3	
  	
  Climb	Rope	60+2	
  	
  Back	Flip	70+2	
  	
  Climbing	25	or	+5	
  		
  Prowl	30	or	+5	
  ATB 
  Gymnastics 
  	
  Sense	of	Balance	50+5	
  	
  Work	Parallel	Bars	&	Rings	60+5	
  	
  Climb	Rope	60+2	
  	
  Back	Flip	70+2	
  	
  Climbing	25+5	or	+10	
  		
  Prowl	30+5	
  N&SS	
  Gymnastics	
  	
  Sense	of	Balance	50+5	
  		
  Climb	Rope	70+2	
  		
  Back	Flip	70+8	
  		
  Climbing	20+6	or	+10	
  			
  Prowl	30+5	
   NB 
  Gymnastics 
  	
  Sense	of	Balance	50+5	
  		
  Work	Parallel	Bars	&	Rings	60+3	
  		
  Climb	Rope	70+2	
  		
  Back	Flip	70+5	
  		
  Climbing	25	or	+7	
  			
  Prowl	30	or	+5	
  	BTS2	
  Gymnastics	
  	
  Sense	of	Balance	50+3	
  		
  Work	Parallel	Bars	&	Rings	60+3	
  		
  Climb	Rope/Rappel	60+2	
  		
  Back	Flip	70+5	
  		
  Climbing	25	or	+5	
  			
  Prowl	30	or	+5	
  	ATB	
  Juggling	30+5	
  	BTS2,	PFRPG,	SPL,	
  RUE	
  Juggling	35+5	
  RWB10,	RGMG	
  Juicer	Football	32+4	
  BTS2,	SPL,	RUE	
  Kick	Boxing	
  RWB25	
  Meditation	10+	on	D20	+	M.E.		
   
  Bonuses 
  MIO	
  Movement:	Zero	Gravity	P.P.x5+4	
  RWB10,	RGMG	
  Murderthon	
  BTS2,	SPL,	RUE	
  Outdoorsmanship	
  	
  +5	to	Dowsing	
  	
  +5	to	Fasting	
  	
  +5	to	Identify	Plants	&	Fruits	
  		
  +5	to	Wilderness	Survival	
  MIO	
  Oxygen	Conservation	30+5	
  BTS2,	SPL,	RUE	
  Physical	Labor	
  CE,	RMB,	ATB,	HU2,	NB,	
  PFRPG,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Prowl	25+5		
  		
  Rifts	+4	to	Blend	
  		
  RUE	+5	to	Tailing	
  N&SS	
  Prowl	46+4		
  CE,	RMB,	ATB,	HU2,	NB,	
  BTS,	PFRPG,	N&SS,	
  55
  
  BTS2,	SPL,	RGMG,	RUE	Running	
  CE,	RMB,	ATB,	HU2,	NB,	
  BTS2,	N&SS,	SF,	RGMG,	
  RUE	
  S.C.U.B.A.	50+5	
  CE,	RMB,	ATB,	HU2,	NB,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE	
  Swimming	50+5	
  N&SS	
  Swimming	50+8	
  PFRPG	
  Swimming	40+5	
  ATB	
  Swimming:	Advanced	55+5	
  PFB3	
  Tumbling	
  MIO,	RGMG	
  Vacuum	Survival	P.E.+20	seconds+5		
   
  seconds 
  CE,	RMB,	ATB,	HU2,	NB,	
  PFRPG,	N&SS,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Wrestling	
  RDB2	
  Zero	Gravity	Movement	&	Combat		
  	
  P.P.x5+4	
  PFRPG	
  Swimming	40+5	
  ATB	
  Swimming:	Advanced	55+5	
  	PFB3	
  Tumbling	
  IO,	RGMG	
  Vacuum	Survival	P.E.+20	seconds+5		
   
  seconds 
  CE,	RMB,	ATB,	HU2,	
  NB,	PFRPG,	N&SS,	BTS2,	
  SPL,	SF,	RGMG,	RUE	
  Wrestling	
  RDB2	
  Zero	Gravity	Movement	&	Combat		
  	
  PPx5+4	
   
   
  Pilot/Transportation 
  Book 
  Skill & Percentage 
  RWB7,	RGMG	
  Advanced	Deep	Sea	Diving	45+5	
  ATB	
  Aircraft	Mechanics	45+3	
  CE,	NB,	HU2,	RMB,	
  BTS2,	SF,	RGMG,	RUE	 Airplane	50+4	
  ATB	
  Airplane	60+4	
  N&SS	
  Airplane	70+4		
  		
  -10	if	secondary	skill	
  N&SS	
  Air-to-Air	Combat	10+2	
  CE,	NB,	HU2,	RMB,	
  BTS2,	SF,	RGMG,	RUE	 Automobile	60+2	
  ATB	
  Automobile	70+4	
  N&SS	
  Automobile	auto/manual	90+3/82+4	
  N&SS	
  Automobile:	Professional	Race	Car		
  	
  60+5	
  ATB	
  Automobile	Mechanics	50+5	
  CE,	BTS2	
  Bicycling	60+3	
  RWB19,	RGMG,	RUE	
  Bicycling	44+4	
  CE,	NB,	HU2,	RMB,	
  BTS2,	SF,	RGMG,	RUE	 Boat:	Motor,	Race	&	Hydrofoil	55+5	
  N&SS	
  Boat:	Motor	60+4		
  		
  -10	if	secondary	skill	
  CE,	NB,	HU2,	RMB,	
  BTS2,	SF,	RGMG,	RUE	 Boat:	Sail/Sailing	60+5	
  N&SS	
  Boat:	Sail	60+4	
  		
  -10	if	secondary	skill	
  CE,	NB,	RMB,	HU2,	
  SF,	RGMG	
  Boat:	Ships	45+5/44+4	
  BTS2	
  Boat:	Ships/Seamanship	35/20+5	
  RUE	
  Boat:	Ships/Seamanship	45/40+5	
  CE,	HU2,	RWB11,	
  RWB7,	SF,	RGMG,	RUE	 Boat:	Warships	&	Patrol	Boats	40+4	
  ATB	
  Boating	60+4	
   
  Pilot/Transportation 
  Book 
  Skill & Percentage
  SPL	
  Breaking	Horses	20+5	
  CE,	RWB19,	BTS2,	
  RGMG,	RUE	
  Combat	Driving	
  N&SS	
  Combat	Helicopter	52+4	
  RM,	RGMG	
  Combat	Pod	40+4	
  N&SS	
  Commercial	Vehicles	40+3	
  ATB	
  Construction	&	Farming	Equipment		
  	
  40+4	
  RDB2,	RGMG	
  Contra	Gravity	Pack	42+4	
  RDB2,	RGMG	
  EVA	40+5	
  RWB10,	RGMG,	RUE	
  Flight	System	Combat	40+5	
  N&SS	
  Freight	Hauler	40+3	
  N&SS	
  Heavy	Machinery	40+3	
  CE,	BTS2,	RUE	
  Helicopter	52+3	
  N&SS	
  Helicopter	60+4		
  		
  -10	if	secondary	skill	
  NB,	ATB,	HU2,	RMB,	SF,	
  RGMG	
  Helicopter	35+5	
  HU2,	SF	
  Horsemanship	50+4	
  NB,	RMB,	RWB19,	SPL	 Horsemanship:	General/Standard		
  	
  40/20+4	
  RWB19	
  Horsemanship:	Cowboy	66/50+3	
  RWB11,	RWB19,	RWB5	 Horsemanship:	Exotic	30+4	
  SPL	
  Host	Armor	Combat	&	Piloting	56+3	
  NB,	HU2,	RMB,	CE,	SF,	
  RGMG,	RUE	
  Hovercraft	(Ground)	50+5	
  RWB14,	RWB17,	CE,	
  RGMG,	RUE	
  Hover	Cycle	70+3	
  NB,	ATB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Jet	Aircraft	40+4	
  NB,	ATB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Jet	Aircraft	40+4	
  CE,	BTS2	
  Jet	Aircraft	60+3	
  N&SS	
  Jet	Aircraft	60+4	
  CE	
  Jet	Fighters	50+3	
  N&SS	
  Jet	Fighters	50+4	
  NB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Jet	Fighters	40+4	
  CE,	NB,	RMB,	HU2,	SF,	
  RGMG,	RUE	
  Jet	Packs	42+4	
  RWB10,	RGMG,	RUE	
  Jump	Bike	Combat	45+5	
  CE,	BTS2,	RGMG	
  Kayaking		&	Canoes	50+5	
  SPL	
  Kayaking		&	Canoes	50+4	
  ATB	
  Military	Vehicles	40+4	
  CE,	N&SS,	NB,	HU2,	ATB,	
  RMB,	SF,	RGMG	
  Motorcycle	60+4		
  		
  N&SS	-10	if	secondary	skill	
  BTS2,	RWB17,	RUE	
  Motorcycle	&	Snowmobiles	60+4	
  ATB	
  Navigation	50+5	
  N&SS	
  Offensive	Driving	30+5	
  CE	
  Power	Armor:	Basic	56+3	
  CE	
  Power	Armor	Combat	Elite	
  N&SS	
  Professional	Race	Car	60+5	
  HU2,	SF	
  Professional	Race	Car	55+3	
  56
  
  ATB	
  Read	Sensory	Equipment	30+5	
  RWB19,	RGMG	
  Road	Train	40+4	
  CE	
  Robot	Basic	56+3	
  RMB,	RGMG,	RUE	
  Robot	&	Power	Armor	56+3	
  CE,	RMB,	RGMG,	RUE	 Robot	Combat:	Basic	
  CE,	RMB,	RGMG,	RUE	 Robot	Combat:	Elite	
  SPL	
  Seamanship	35/20+5	
  RDB2,	RGMG	
  Small	Spacecraft	60+3	
  RDB2,	RGMG	
  Space	Fighter	50+3	
  BTS	
  Space	Shuttle	50+4	
  MIO,	RGMG	
  Spacecraft	50+4	
  MIO,	RGMG	
  Spacecraft:	Advanced	40+4	
  RDB2,	RGMG	
  Starship	36+4	
  CE,	RWB7	
  Submersibles	60+3	
  N&SS,	RWB7,	RWB11,	
  SF,	RGMG,	RUE	
  Submersibles	40+4	
  HU2	
  Submersibles	50+4	
  CE	
  Tank/APC	50+3	
  NB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Tank/APC	36+4	
  ATB	
  Teamster/Wagoner	45+5	
  SPL	
  Teamster	35+5	
  RWB17,	RGMG,	RUE	
  Tracked	Vehicles	40+4	
  CE	
  Tracked	Vehicles	54+4	
  BTS2	
  Tracked	Vehicles	54+5	
  SPL	
  Trick	Riding	60+3	
  CE,	HU2,	BTS2	
  Truck	56+4	
  N&SS,	ATB	
  Truck	60+4		
  		
  N&SS	-10	if	secondary	skill	
  NB,	RMB,	SF,	RUE	
  Truck	40+4	
  ATB	
  Vehicle	Weapon	Systems	50+2	
  SPL	
  War	Mount	Combat	&	Piloting	60+3	
  CE,	HU2,	RWB19,	BTS2,	
  RWB11,	SF,	RGMG,	RUE	Water	Scooters	50+5	
  RWB7	
  Water	Scooters	50+4	
  CE,	RWB19,	RWB7,	BTS2,	
  RGMG,	RUE	
  Water	Skiing	&	Surfing	40+4	
  SPL	
  Wing	Packs	42+4	
  RWB17,	RGMG	
  Wingrider	Flying	Wing	15+5	
  MIO,	RGMG	
  Yacht:	Space	44+4	
   
   
  Pilot Related 
  Book 
  Skill & Percentage 
  N&SS	
  Instrument	Rating	30+5	
  	CE,	RMB,	NB,	RGMG,	
  RUE	
  Navigation	40+5	
  HU2,	SF	
  Navigation	50+5	
  N&SS	
  Navigation	60+5		
  		
  -10	if	secondary	skill	
  N&SS	
  Navigation:	Aerial	30+5	
  N&SS	
  Navigation:	Orbital	&	Interplanetary		
  	
  35+5	
  MIO,	RGMG	
  Navigation:	Interplanetary	45+5	
  MIO,	RGMG	
  Navigation:	Orbital	50+5	
  RDB2,	HU2,	RGMG	
  Navigation:	Space	40+5	
  RWB11,	RUE	
  Radar/Sonar	Operations	30+5	
  CE,	RMB,	HU2,	NB,	SF,	
  RGMG,	RUE	
  Read	(&	Operate)	Sensory	Equipment		
  	
  30+5	
  N&SS	
  Read	Sensory	Equipment	40+5	
  		
  -10	if	secondary	skill	
  CE,	RMB,	HU2,	NB,	SF,	
  RGMG,	RUE	
  Weapon	Systems	40+5	
  N&SS	
  Weapon	Systems	50+2	
   
  Rogue/Thief/Swindler 
  Book 
  Skill & Percentage 
  RWB25	
  Begging	8+1	
  RWB25	
  Calligraphic	Forgery	25+5	
  CE,	PFRPG,	HU2,	ATB,	
  RWB14,	RWB17,	BTS2,	
  SPL,	SF,	RGMG,	RUE	
  Cardsharp/shark	24+4		
    
   
  CE,	BTS2,	RUE	
  Computer	Hacking	20+5	
  ATB,	HU2,	SF	
  Computer	Hacking	30+5	
  NB,	RMB,	RGMG	
  Computer	Hacking	15+5	
  CE,	PFRPG,	NB,	HU2,	
  ATB,	RMB,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Concealment	20+4	
  ATB	
  Cryptography	25+5	
  ATB	
  Detect	Ambush	30+5	
  ATB	
  Detect	Concealment	&	Traps	35+5	
  RWB25	
  Dickering	20+4	
  ATB	
  Disguise	25+5	
  ATB	
  Escape	Artist	30+5	
  SPL,	RUE	
  Find	Contraband	26+4	
  		
  RUE	+10	to	ID	Undercover	Agents	
  SF	
  Find	Contraband	&	Illegal	Weapons		
  	
  26+4	
  RWB19,	BTS2,	HU2,	
  RWB8,	RGMG	
  Find	Contraband,	Parts	&	Relics		
  	
  26+4	
  CE,	RWB11,	RWB17	
  Find	Contraband,	Weapons	&		
  	
  Cybernetics	26+4	
  ATB	
  Forgery	20+5	
  CE,	BTS2,	RGMG	
  Gambling	(Dirty	Tricks)	20+4		
  		
  BTS2,	RUE	+6	to	Cardsharp/shark	
  RWB10	
  Gambling	(Dirty	Tricks)	30+4	
  CE,	RWB10,	BTS2,	SPL,	
  RGMG,	RUE	
  Gambling	(Standard)	30+5	
  BTS2,	RUE	
  I.D.	Undercover	Agent	30+4	
  ATB	
  Imitate	Voices	36+4	
  BTS2,	SPL,	RUE	
  Imitate	Voices	&	Sounds	42/36+4		
  		
  +5	to	Impersonation	
  PFRPG,	ATB	
  Locate	Secret	Compartments/Doors		
  	
  15+5	
  			
  (Only	one	bonus	from	Field	Armorer		
  		
  or	General	Repair)	
  SF 
  Palming  
  		
  +4	to	Cardsharp	
  		
  +5	to	Pick	Pockets	
  CE,	PFRPG,	NB,	HU2,	
  ATB,	RMB,	BTS2,	SPL,	
  RGMG	
  Palming	20+5		
  		
  +4	to	Cardsharp/shark	
  		
  RWB25	+6	to	Shell	Game	
  RUE	
  Palming	20+5		
  		
  +5	to	Cardsharp	
  		
  +5	to	Concealment	
  		
  +5	to	Pick	Pockets	
  57
  
  CE,	PFRPG,	NB,	HU2,	
  ATB,	RMB,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Pick	Locks	30+5	
  CE,	PFRPG,	NB,	HU2,	
  ATB,	RMB,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Pick	Pockets	25+5	
  CE,	PFRPG,	NB,	HU2,	
  RMB,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Prowl	25+5		
  		
  +4	to	Blend	except	in	SF	
  BTS2,	RUE	
  Roadwise	26+4	
  CE,	HU2,	ATB,	RWB14,	
  RWB17,	BTS2,	SF,	
  RGMG,	RUE	
  Safe-Cracking	20+4	
  	
  +5	to	Pick	Locks	
  		
  +5	to	Demolitions	
  CE,	HU2,	RWB14,	
  RWB17,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Seduction	M.A.	&	P.B.	Bonus	+20+3	
  MC,	RWB25	
  Shell	Game	20+4	
  SPL	
  Sleight	of	Hand	
  	
  +5	to	Palming	
  	
  +5	to	Pick	Pockets	
  	
  +10	to	Escape	Artist	
  		
  +6	to	Concealment	
  CE,	PFRPG,	NB,	HU2,	
  ATB,	RMB,	BTS2,	SPL,	
  SF,	RGMG,	RUE	
  Streetwise	20+4	
  		
  RUE	+10	to	ID	Undercover	Agents	
  CE,	NB,	RWB11,	RGMG	 Streetwise:	Drugs	25+5	
  ATB,	BTS2,	RUE	
  Tailing	30+5	
  PFRPG,	ATB,	SPL	
  Use	&	Recognize	Poison	24/16+4	
  CE,	PFRPG,	HU2,	ATB,	
  RWB14,	RWB17,	SPL,	
  SF,	RGMG	
  Ventriloquism	16+4	
  MC,	RWB25	
  Yarrow	Stick	Counting	24+3	
   
  Science 
  Book 
  Skill & Percentage 
  CE,	BTS2	
  Anthropology	40+5	
  NB,	ATB,	HU2,	PFRPG,	
  RMB,	SF,	RGMG	
  	Anthropology	20+5	
  RUE	
  Anthropology	20+5		
  		
  +5	to	all	Lore	&	Pre-Rifts	History	
  ATB,	MC	
  Antiquarian	40+5	
  CE,	BTS2	
  Archaeology	40/20+5	
  NB,	ATB,	HU2,	PFRPG,	
  RMB,	SF,	RGMG	
  Archaeology	20+5		
  		
  SF	+5	To	Anthropology	
  MC	
  Archaeology	35+5	
  RUE	
  Archaeology	30/20+5	
  		
  +5	to	all	Lore		
  		
  +10	to	History	
  CE,	BTS2,	RGMG,	RUE	 Artificial	Intelligence	30+3	
  		
  +5	to	all	Computer	Skills	
  MIO,	RGMG	
  Astrology	M.E.+8+3	
  PFRPG,	BTS2,	RUE	
  Astronomy	&	Navigation	30+5	
  SPL	
  Astronomy	&	Navigation	20+5	
  CE,	ATB,	HU2	
  Astronomy	30+5	
  NB,	RMB,	SF,	RGMG	
  Astronomy	25+5	
  CE,	BTS2	
  Astrophysics	35+5	
  N&SS,	ATB,	RDB2,	
  RGMG,	RUE	
  Astrophysics	30+5	
  HU2,	SF	
  Astrophysics	25+5	
  N&SS	
  Basic	Gizmoteer	Construction	Skill		
  	
  50+2	
  CE,	ATB,	N&SS,	BTS2	
  Biology	40+5	
  NB,	HU2,	RMB,	SPL,	SF,	
  PFRPG,	RGMG,	RUE	
  Biology	30+5	
  CE,	N&SS,	BTS2	
  Botany	40+5	
  ATB	
  Botany	30+5	
  NB,	HU2,	PFRPG,	RMB,	
  SPL,	SF,	RGMG,	RUE	
  Botany	25+5	
  CE,	ATB,	N&SS,	BTS2	
  Chemistry	50+5	
  NB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Chemistry	30+5	
  SPL	
  Chemistry	35+5	
  CE,	BTS2	
  Chemistry:	Analytical	35+5	
  ATB	
  Chemistry:	Analytical	40+5	
  N&SS,	RMB	
  Chemistry:	Analytical	45+5	
  NB,	HU2,	SF,	RGMG,	
  RUE	
  Chemistry:	Analytical	25+5	
  MC	
  Chemistry:	Chinese	Alchemical	25+5	
  BTS2	
  Chemistry:	Pharmaceutical	40+5	
  RUE	
  Chemistry:	Pharmaceutical	30+5		
  		
  +10	to	Lore:	Juicer	
  ATB	
  Electrical	Engineering	45+5	
  ATB,	BTS2,	SPL	
  Genetics	30+3	
  ATB,	PFB3	
  History	40+4	
  PFB3	
  Identify	Sea	Life	27+4	
  RWB7,	RGMG	
  Marine	Biology	35/25+5	
  CE,	RMB,	BTS2	
  Mathematics:	Advanced	64+2	
  SPL	
  Mathematics:	Advanced	68+2	
  ATB	
  Mathematics:	Advanced	50+4	
  N&SS	
  Mathematics:	Advanced	64+4	
  NB,	HU2,	PFRPG,	SF,	
  RGMG,	RUE	
  Mathematics:	Advanced	45+5	
  CE,	RMB,	BTS2	
  Mathematics:	Basic	72+3	
  SPL	
  Mathematics:	Basic	78+2	
  ATB	
  Mathematics:	Basic	64+4	
  N&SS	
  Mathematics:	Basic	80+2	
  NB,	HU2,	PFRPG,	SF,	
  RGMG,	RUE	
  Mathematics:	Basic	45+5	
  ATB	
  Mechanical	Engineering	45+5	
  RWB7,	RGMG	
  Oceanogeographic	Surveying	15+5	
  CE,	MIO,	RGMG	
  Oxygen	Systems	58+4	
  BTS2	
  Parapsychology	30+5	
  BTS2	
  Psychology	40+5	
  RWB7,	RWB19,	RGMG	 Undersea	Farming	35+5	
  RDB2,	RGMG,	RUE	
  Xenology	30+5	
  SPL	
  Xenology	15+5	
  BTS2,	SPL,	RUE	
  Zoology	30+5	
  Technical/Scholar/Noble/Spatial/Computer/Paranormal Studies 
  Book 
  Skill & Percentage 
  CE,	RWB7,	RGMG	
  Advanced	Fishing	30+5	
  BTS2	
  Appraise	Antiques	30+5	
  RUE	
  Appraise	Goods	30+5	
  Rifter24	
  Area	Knowledge	20+4	
  Rifter24	
  Armor/Weapon	Decoration	35+5	
  58
  
  CE,	NB,	RMB,	HU2,	
  PFRPG,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Art	35+5		
  		
  PFRPG	+3	to	Forgery	
  		
  RUE	+10	to	Forgery	
  N&SS	
  Art	40+4		
  			
  -10	if	secondary	skill	
  ATB	
  Art:	Drawing	&	Painting	40+4		
  MIO	
  Artificial	Intelligence	30+5		
  		
  +5	to	all	other	Computer	skills	
  BTS2	
  Astrology	25+5	
  ATB	
  Barbering	70+3	
  Rifter24	
  Bartering	25+5	
  RUE	
  Begging	30+3	
  ATB,	Rifter24	
  Blacksmith/Metalworking	40+5	
  ATB	
  Boat	Building	25+5	
  CE,	PFRPG,	RWB14,	
  RWB17,	RWB19,	BTS2,	
  SPL,	RGMG,	RUE	
  Breed	Dogs	40/20+5	
  ATB	
  Brewing	30+5	
  HU2,	BTS2,	SF	
  Business	&	Finance	35+5	
  RGMG,	RUE	
  Calligraphy	35+5	
  RWB25	
  Calligraphy	25+5	
  ATB	
  Canoe	Building	32+4	
  ATB	
  Carpentry	30+5	
  RWB25	
  Chemistry:	Chinese	Alchemical	25+5	
  MC	
  Chinese	Antiquarianism	35+5	
  RWB25	
  Chinese	Antiquarianism	30+5	
  MC	
  Chinese	Calligraphic	Codes	&	Code		
  	
  Breaking	10+2	
  MC	
  Chinese	Classical	Studies	40+5	
  MC	
  Chinese	Language	&	Literacy	Stage	1		
  	
  40+5	
  MC	
  Chinese	Language	&	Literacy	Stage	2		
  	
  55+5	
  MC	
  Chinese	Language	&	Literacy	Stage	3		
  	
  60+5	
  MC	
  Chinese	Language	&	Literacy	Stage	4		
  	
  60+5	
  MC	
  Chinese	Mythology:	Buddhist	35+5	
  MC	
  Chinese	Mythology:	Taoist	35+5	
  N&SS	
  Computer	Networks	55+5	
  CE,	BTS2	
  Computer	Operation	60+3	
  N&SS	
  Computer	Operation	60+5		
  		
  -15	if	Secondary	Skill	
  NB,	ATB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Computer	Operation	40+5	
  CE,	BTS2	
  Computer	Programming	50+3	
  NB,	ATB,	HU2,	RMB,	SF,	
  RGMG,	RUE	
  Computer	Programming	30+5	
  N&SS	
  Computer	Programming	40+5	
  ATB	
  Computer	Repair	40+5	
  MIO,	RGMG	
  Contacts	6+2	
  CE,	MIO,	RGMG	
  Cyberjacking	50+3	
  RUE	
  Cyberntics:	Basic	25+5	
  PFB3	
  Deep	Sea	Fishing	32+4	
  ATB	
  Electronics:	Basic	40+5	
  MIO	
  EVA	40+5	
  CE	
  Excavation	&	Rescue	40+5	
  SPL,	BTS2	
  Excavation	40+5	
  RUE	
  Excavation	30+5	
  		
  +5	to	Dowsing	
  		
  +5	to	Spelunking	
  RWB17,	RGMG	
  Falconry	30+5	
  ATB	
  Farrier:	Basic	34+4	
  Rifter24	
  Fashion	Tools	25+5	
  BTS2,	RUE	
  Firefighting	40+5	
  CE,	PFRPG,	BTS2,	
  RWB17,	RGMG,	RUE	
  Gemology	25+5	
  CE,	BTS2	
  General	Repair	&	Maintenance	45+5	
  HU2	,	PFRPG,	RWB14,	
  RWB17,	RWB19,	SF,	
  RGMG,	RUE	
  General	Repair	&	Maintenance	35+5	
  PFRPG		
  +5	to	Locate	Secret	
   
  Compartments/Doors 
  CE,	BTS2	
  History	60/40+4	
  PFB3	
  History	35+5	
  RGMG	
  History	30+5	
  SPL	
  History	40+5	
  RWB14	
  History	of	the	West	30+5	
  RWB25	
  History:	Chinese	40+5	
  RUE	
  History:	Pre-Rifts	32/24+4	
  RUE	
  History:	Post-Apocalypse	35/30+5	
  RWB25	
  Imperial	Bureacracy	&	Administration		
  	
  10+5	
  	
  +5	to	Research	
  	
  +5	to	History:	Chinese	
  	
  +5	to	Literacy:	Chinese	
  BTS	
  Journalism	40+4	
  CE,	MIO,	BTS2,	RGMG,	
  RUE	
  Jury-Rig	25+5	
  N&SS	
  Language	&	Literacy:	Foreign	55+5		
  		
  -10	if	secondary	skill	
  CE	
  Language:	Native	88+1	
  RWB17	
  Language:	Chinese	40+5	
  MC	
  Language:	Dialects	50+5	
  CE	
  Language:	Foreign	60+3	
  NB,	HU2,	RMB,	RWB17,
  SPL,	RWB19,	SF,	RGMG	 Language:	Foreign	50+5	
  RWB19	
  Language:	Aboriginal	35+5	
  RWB19	
  Language:	Mokoloi	40+5	
  RWB17	
  Language:	Mongolian	40+5	
  CE,	RWB19,	BTS2,	RUE	 Law/Legal	Knowledge	(General)		
  	
  35+5	
  HU2,	RWB14,	SF,	RGMG	Law/Legal	Knowledge	(General)		
  	
  25+5	
  RDB2,	RGMG	
  Law:	CCW	30+5	
  Rifter24	
  Leather	Working	25+5	
  BTS2,	SPL	
  Leather	Working	45+5	
  RUE	
  Leather	Working	40+5	
  RWB25	
  Literacy:	Ancient	&	Classical	Chinese		
  	
  50+5	
  RWB25	
  Literacy:	Chinese	55+5	
  CE	
  Literacy:	Native	Language	88+1	
  CE	
  Literacy:	Foreign	50+3	
  SPL	
  Literacy:	Foreign	40+5	
  NB,	HU2,	PFRPG,	RMB,	
  RGMG	
  Literacy:	Native	&	Foreign	30+5	
  ATB	
  Locksmith	25+5	
  RWB19,	RGMG	
  Lore:	Aborigines	25+5	
  59
  
  BTS2	
  Lore:	Aliens	&	UFOlogy	30+5	
  CE,	RWB14,	RWB17,	
  RWB19,	BTS2,	RGMG,	
  RUE	
  Lore:	Cattle	&	Animals	30+5	
  RWB25	
  Lore:	Chinese	Classical	Studies	40+5	
  RWB25	
  Lore:	Chinese	Mythology:	Buddhist		
  	
  35+5	
  RWB25	
  Lore:	Chinese	Mythology:	Taoist		
  	
  35+5	
  RWB19,	RGMG	
  Lore:	Cities	25+5	
  PFB11	
  Lore:	Culture	&	Customs	30+5	
  BTS2	
  Lore:	Cults	&	Secret	Societies	20+5	
  CE,	RWB11,	RWB5,	
  RWB17,	RGMG,	RUE	
  Lore:	D-Bee/Aliens	25+5	
  CE,	RMB,	PFRPG,	
  RGMG,	RUE	
  Lore:	Demons	&	Monsters	25+5	
  BTS2	
  Lore:	Demons	&	Monsters	30+5	
  NB	
  Lore:	Demons	&	Monsters	35+5	
  RWB19,	RGMG	
  Lore:	Dreamtime	Culture	20+5	
  BTS2	
  Lore:	Entities	&	Ghosts	30+5	
  PFB3	
  Lore:	Farm	
  		
  +2	to	Botany	
  		
  +2	to	Holistic	Medicine	
  		
  +2	to	Lore:	Fairy	
  RWB25	
  Lore:	Feng	Shui	(Geomancy)	15+5	
  BTS2,	RUE	
  Lore:	Faeries	&	Creatures	of	Magic		
  	
  25+5	
  CE,	PFRPG,	RMB,	
  RGMG	
  Lore:	Faerie	25+5	
  RDB2,	RGMG	
  Lore:	Galactic/Alien	25+5	
  BTS,	NB,	BTS2	
  Lore:	Geomancy	or	Lines	of	Power		
  	
  (Ley	Lines)	30+5	
  PFRPG	
  Lore:	Geomancy	or	Ley	Lines	25+5	
  RWB17	
  Lore:	History	of	Russia	30+5	
  RWB17	
  Lore:	General	Law	25+5	
  CE,	RWB14,	RGMG,	
  RUE	
  Lore:	Indians	25+5	
  RWB8	
  Lore:	Japanese	Mythology	30+5	
  RWB10,	RGMG,	RUE	
  Lore:	Juicer	30+5	
  SPL	
  Lore:	Machine	40+4	
  CE,	RWB11,	PFRPG,	
  RWB5,	RWB8,	RWB17,	
  RGMG,	RUE	
  Lore:	Magic	25+5	
  	
  Recognize	wards,	runes	&	circles		
  	
  15+5	
  		
  Recognize	enchantment	10+5	
  BTS2	
  Lore:	Magic	Arcane	20/40+5	
  CE,	BTS2	
  Lore:	Mythology	30+5	
  NB	
  Lore:	Nightbane	30+5	
  NB	
  Lore:	Nightlands	25+5	
  BTS2	
  Lore:	Paranormal	&	Psionics	30+5	
  CE,	RWB11,	RWB17,	
  RGMG,	RUE	
  Lore:	Psycic	&	Psionics	25+5	
  CE	
  Lore:	Religion	50+3	
  BTS2,	PFRPG,	RWB14,	
  RWB17,	RGMG	
  Lore:	Religion	30+5	
  NB	
  Lore:	Religion	35+5	
  RWB25	
  Lore:	Rifts	China	40+4	
  PFB3	
  Lore:	Sea	25+5	
  BTS2	
  Lore:	Superstitions	30+5	
  Rifter24	
  Lore:	Undead	25+5	
  NB	
  Lore:	Vampires	30+5	
  RWB25	
  Lore:	Western	30+4	
  Rifter24	
  Lore:	Witch	25+5	
  SPL	
  Machine	Technology	40+5	
  CE,	ATB,	BTS2,	RUE	
  Masonry	40+5	
  PFRPG,	SPL,	RWB17,	
  RGMG	
  Masonry	30+5	
  		
  PFRPG	+5	to	Locate	Secret		
   
  Compartments/Doors 
  ATB	
  Mechanics:	Basic	40+5	
  BTS2	
  Meditation	30+5	
  MIO,	BTS2,	CE,	RGMG,	
  RUE	
  Mining	35+5	
  Rifter24	
  Mountaineering	30+5	
  RGMG,	RUE	
  Mythology	30+5	
  		
  RUE	+5	to	Lore:	Magic	
  		
  RUE	+5	to	Lore:	Demons	&	Monsters	
  BTS2	
  Navigation	40+5	
  SPL	
  Operate	Bio-Equipment	40+5	
  BTS2	
  Philosophy	40+5	
  RUE	
  Philosophy	30+5	
  CE,	BTS,	NB,	RMB,	HU2,	
  BTS2,	SF,	RGMG,	RUE	 Photography	35+5	
  N&SS,	ATB	
  Photography	50+5		
  		
  N&SS-10	if	secondary	skill	
  ATB	
  Plumbing	50+5	
  Rifter24	
  Pottery	30+5	
  CE,	RWB14,	BTS2,	
  RWB17,	RGMG,	RUE	
  Prospecting	20+5	
  ATB	
  Public	Speaking	30+5	
  ATB	
  Radio:	Basic	Communications	50+5	
  CE,	BTS2,	RUE	
  Recycle	30+5	
  CE,	BTS2,	RGMG,	RUE	 Research	40+5	
  		
  RUE	+5	to	Law	
  		
  RUE	+5	to	Impersonation	
  		
  RUE	+5	to	History	
  NB,	HU2,	SPL,	SF	
  Research	50+5	
  N&SS	
  Role-Playing	Game	Design	32+4	
  CE,	ATB,	PFRPG,	BTS2,	
  SPL,	RWB17,	RGMG,	
  RUE	
  Rope	Works	30+5	
  PFRPG	
  Sailing	35/20+5	
  CE,	MIO,	BTS2,	RGMG,	
  RUE	
  Salvage	35+5	
  PFB3	
  Seamanship	22+4	
  PFB3	
  Shipwright	26+4	
  		
  +5	to	Carpentry	
  PFB3	
  Stage	Carpentry,	Lighting	&		
  	
  Assembly	20+3	
  BTS2	
  Streetwise:	Weird	30+5	
  N&SS	
  Supercomputers	25+5	
  PFB11	
  Teamster	35+5	
  BTS2	
  Technical	Writing	30+5	
  ATB	
  Television	&	Video	Systems	30+5	
  RDB2	
  Trade	Tongue:	One	50+5	
  RDB2	
  Trade	Tongue:	Two	50+5	
  RDB2	
  Trade	Tongue:	Three	50+5	
  RDB2	
  Trade	Tongue:	Four	50+5	
  RDB2	
  Trade	Tongue:	Five	40+5	
  60
  
  RDB2	
  Trade	Tongue:	Six	45+5	
  CE,	RWB7,	RGMG	
  Undersea	Salvage	30+5	
  BTS2,	RUE	
  Ventriloquism	16+4	
  CE,	PFRPG,	RWB14,	
  BTS2,	RWB17,	RGMG,	
  RUE	
  Whittling	&	Sculpting	30+5	
  CE,	NB,	RMB,	HU2,	
  PFRPG,	SF,	RGMG	
  Writing	25+5	
  N&SS	
  Writing	34+4		
  		
  -10	if	secondary	skill	
  Wilderness 
   
  Book 
  Skill & Percentage 
  RWB19,	RGMG	
  Blend	14+4	
  CE,	PFRPG,	NB,	HU2,	
  RMB,	BTS2,	SPL,	SF,	
  RGMG	
  Boat	Building	25+5	
  CE,	PFRPG,	NB,	HU2,	
  RMB,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Carpentry	25+5	
  	
  +5	to	Boat	Building	(SPL	+10)	
  	
  (PFRPG)+5	to	Locate	Secret		
   
  Compartments/Doors 
  		
  (BTS2,	SPL,	RUE)+5	to	Trap		
   
  Construction 
  PFB3	
  Castaway/Shipwreck	Survival	27+3	
  CE,	PFRPG,	RWB19,	
  BTS2,	SPL,	RWB17,	
  RGMG,	RUE	
  Dowsing	20+5	
  BTS2,	SPL,	RUE	
  Fasting	40+3	
  BTS2,	SPL	
  Herding	30+5	
  CE,	NB,	HU2,	RMB,	SF,	
  Rifter	24,	RGMG	
  Hunting	
  	
  +5	to	Cook	(freshly	caught	&	killed		
  	
  only)	
  	
  +2	to	Prowl	
  	
  +5	to	Track	Animals	
  	
  +5	to	Skin	Animals	&	Prepare	Animal		
  	
  Hides	
  		
  +5	to	Wilderness	Survival	
  BTS2,	SPL,	RUE	
  Hunting	
  	
  +10	to	Cook	(freshly	caught	&	killed		
  	
  only)	
  	
  +2	to	Prowl	
  	
  +5	to	Track	&	Trap	Animals	
  	
  +5	to	Skin	Animals	&	Prepare	Animal		
  	
  Hides	
  		
  +4	to	Imitate	Voices	&	Sounds	
  CE,	PFRPG,	NB,	HU2,	
  RMB,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Identify	Plants	&	Fruits	25+5	
  PFB3,	RGMG	
  Identify	Sea	Life	27+4	
  CE,	NB,	HU2,	RMB,	
  BTS2,	SPL,	SF,	RGMG,	
  RUE															
  Land	Navigation	36+4	
  PFRPG	
  Land	Navigation	30+4	
  RWB19,	RGMG	
  Outback	Survival	58+2	
  CE,	NB,	HU2,	RMB,	
  BTS2,	SF,	RGMG	
  Preserve	Food	25+5	
  PFRPG,	SPL,	RUE	
  Preserve	Food	30+5	
  CE,	RWB19,	RGMG	
  Roadwise	26+4	
  CE,	PFRPG,	NB,	HU2,	
  RMB,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Skin	&	Prepare	Animal	Hides	30+5		
  	
  +5	to	Sewing	
  	
  SPL,	RUE	+5	to	Leather	Working	
  CE,	RWB19,	BTS2,	
  RGMG,	RUE	
  Spelunking	35+5	
  SPL	
  Spelunking	40+5	
  CE,	RWB7,	RGMG	
  Track	&	Hunt	Sea	Animals	35/25+5	
  PFRPG,	SPL,	BTS2,	RUE	Track	&	Trap	Animals	20/30+5	
  CE,	NB,	HU2,	RMB,	SF,	
  RGMG	
  Track	Animals	20+5	
  RWB11,	RWB14	
  Trap	Construction	20+4	
  RWB11,	RWB14	
  Trap/Mine	Detection	20+5	
  RWB7,	RGMG	
  Undersea	&	Sea	Survival	25+5	
  RWB7,	RGMG	
  Underwater	Navigation	30+4	
  RWB19,	RGMG	
  Use	Songlines	20+2	
  CE,	PFRPG,	BTS2,	SPL,	
  RGMG,	RUE	
  Wilderness	Survival	30+5	
   
  	
  Weapon	Proficiencies/Modern
  Book 
  Skill & Percentage
  N&SS	
  Artillery	
  N&SS	
  Assault	Rifle	
  CE,	HU2,	RMB,	NB,	ATB,	
  BTS,	SF,	RGMG	
  Automatic	&	Semi-Automatic	Rifles	
  CE,	HU2,	RMB,	NB,	ATB,	
  BTS,	SF,	MIO,	RGMG	
  Automatic	Pistol	
  SPL	
  Bio-Weapons:	Heavy	
  SPL 
  Bio-Weapons: Light 
  N&SS	
  Black	Powder	
  CE,	HU2,	RMB,	NB,	ATB,	
  BTS,	SF,	RGMG	
  Bolt-Action	Rifle	
  CE,	HU2,	RMB,	ATB,	
  RGMG,	RUE	
  Energy	Pistol	
  CE,	HU2,	RMB,	ATB,	
  RGMG,	RUE	
  Energy	Rifle	
  N&SS	
  Energy	Weapons	
  CE,	N&SS,	BTS2,	
  RWB19,	RGMG,	RUE	
  Flamethrower	
  N&SS	
  Grenade	
  CE,	N&SS,	RGMG	
  Grenade	Launcher	
  BTS2,	RUE	
  Handgun	
  CE,	RWB7,	RGMG,	RUE	Harpoon	&	Spear	Gun	
  CE,	HU2,	RMB,	ATB,	SF,	
  RGMG,	RUE	
  Heavy	Energy	Weapons	&	Rail	Guns	
  ATB,	BTS2,	RUE	
  Heavy	Military	Weapons	
  NB,	BTS2,	SF,	RGMG	
  Heavy	Weapons	
  N&SS	
  Infantry	Missiles	
  SF		
  Light	Energy	Weapons	
  PFRPG,	SPL	
  Modern	Weapons	
  N&SS	
  Pistol	
  	
  Weapon	Proficiencies/Modern	
  Book 
  Weapon 
  N&SS	
  Mortar	
  CE,	HU2,	RMB,	NB,	ATB,	
  BTS,	SF,	RGMG	
  Revolver	
  BTS2,	RUE	
  Rifle	
  61
  
  N&SS	
  Rifle/Shotgun	
  CE,	RWB14,	RWB19,	
  RGMG	
  Sharp	Shooting:	2-Handed	weapon	1-	
  	
  Handed	
  CE,	RWB14,	RWB19,	
  RGMG	
  Sharp	Shooting:	Aim	by	reflection	
  CE,	RWB14,	RWB19,	
  RGMG 
  Sharp Shooting: Accurately shoot  
  	
  while	moving	
  CE,	RWB14,	RWB19,	
  RGMG	
  Sharp	Shooting:	Shoot	while	upside-	
  	
  down	
  	CE,	RWB14,	RWB19,	
  RGMG 
  Sharp Shooting: Dodge and shoot no  
   
  penalties 
  	CE,	RWB14,	RWB19,	
  RGMG 
  Sharp Shooting: Ricochet shot 
  ATB,	MIO,	BTS2,	SF,	
  RUE	
  Shotgun	
  CE,	HU2,	RMB,	NB,	ATB,	
  BTS2,	SF,	N&SS,	RGMG,	
  RUE	
  Sub-Machinegun	
  CE,	RWB7,	RGMG	
  Torpedo	
  BTS2,	RWB17	
  Trick	Shooting	
  N&SS	
  Vehicle	Mounted	Weapons	
  Weapon	Proficiencies/Ancient	
  Book 
  Weapon
  ATB,	PFRPG,	MC,	
  RWB19,	SPL,	RUE	
  Archery
  BTS2,	RMB,	CE,	SF,	NB,	
  HU2,	RGMG	
  Archery	&	Targeting	
  SPL 
  Armor 
  RWB25	
  Bamboo	Staff	
  CE,	ATB,	NB,	PFB3,	MC,	
  BTS2,	SPL,	RWB5,	SF,	
  RGMG,	RUE	
  Battle	Axe	
  Merc Adv 
  Bayonet 
  CE,	BTS,	ATB,	NB,	
  PFRPG,	MC,	RMB,	HU2,	
  N&SS,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Blunt	
  CE,	RWB14,	SPL,	
  RGMG 
  Bola 
  RWB19,	RGMG	
  Boomerang	
  CE,	N&SS,	MC,	RGMG	 Bow	&	Arrow	
  CE,	BTS,	ATB,	NB,	
  PFRPG,	MC,	RMB,	HU2,	
  N&SS,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Chain	
  RWB25	
  Chiang	Zhu	Spear	
  CE,	ATB,	N&SS,	MC,	
  RGMG	
  Crossbow	
  RWB10,	RGMG	
  Deadball	
  CE,	ATB,	PFRPG,	MC,	
  N&SS,	BTS2,	SPL,	
  RGMG,	RUE	
  Forked	Weapons	
  CE,	ATB,	PFRPG,	
  RWB17,	RWB19,	BTS2,	
  SPL,	RGMG,	RUE	
  Grappling	Hook	
  RWB25	
  Gien	Bian	(Steel	Whip)	
  PFB3	
  Incendiaries	20+5	
  CE,	BTS,	ATB,	NB,	
  PFRPG,	MC,	RMB,	HU2,	
  N&SS,	BTS2,	SPL,	SF,	
  RGMG,	RUE	
  Knife	
  SPL 
  Lance 
  CE,	PFRPG,	RGMG	
  Mouth	Weapons/Blowguns	
  CE,	ATB,	PFRPG,	
  RWB19,	SPL,	RWB17,	
  RGMG 
  Net 
  	CE,	ATB,	PFRPG,	HU2,	
  BTS2,	SPL,	MC,	SF,	
  RWB17,	RGMG,	RUE	
  Paired	Weapons	
  		
  RUE	Exclusive	to	Men	at	Arms												
   
  O.C.C.s 
  CE,	ATB,	NB,	PFB3,	MC,	
  HU2,	BTS2,	SPL,	RWB5,	
  SF,	RGMG,	RUE	
  Pole	Arm	
  BTS2,	SPL,	RUE	
  Quick	Draw	
  SPL 
  Reverse Stroke 
  SPL,	RUE	
  Rope	
  CE,	ATB,	PFRPG,	HU2,	
  BTS2,	SPL,	SF,	RWB17,	
  RGMG,	RUE	
  Shield	
  PFRPG,	SPL,	RWB17,	
  RGMG 
  Siege Weapons 
  CE,	N&SS,	MC,	RGMG,	
  RUE	
  Slingshot	
  CE,	RGMG	
  Small	Thrown	Weapons	
  CE,	ATB,	PFRPG,	MC,	
  RWB19,	HU2,		BTS2,	
  SPL,	SF,	N&SS,	RGMG,	
  RUE	
  Spear	
  CE,	BTS,	ATB,	PFRPG,	
  MC,	HU2,	N&SS,	BTS2,	
  SPL,	SF,	RGMG,	RUE	
  Staff	
  BTS2,	SPL,	RMB,	CE,	
  SF,	NB,	ATB,	HU2,	
  PFRPG,	RGMG,	RUE	
  Sword	
  MC,	N&SS	
  Sword:	Large	
  MC,	N&SS	
  Sword:	Large	
  MC,	N&SS	
  Sword:	Short	
  ATB,	PFRPG,	HU2,	BTS2,	
  SPL,	SF,	RUE	
  Targeting/Missile	Weapons	
  PFRPG,	N&SS,	SF	
  Throwing	Weapons	
  CE,	RWB7,	RGMG	
  Trident	
  MC	
  Weapon	Improvisation	
  RWB25	
  Wen	Jen	(Scholar’s	Sword)	
  CE,	ATB,	NB,	PFRPG,	
  MC,	RWB19,	HU2,	BTS2,	
  SPL,	RWB17,	RWB14,	SF,	
  RGMG,	RUE	
  Whip	
    
  Editor’s Notes: Copyright 2008 Palladium Books Inc.; may be 
  reproduced for personal use. The previous table is intended for 
  assisting in making characters for any of the Palladium Line of 
  games. Feel free to print tables for making multiple characters 
  for a group easier.  
   
  62
  
  63
  
  Known Worlds of the Megaverse®
  By Linwood Foster
  	
  This	is	a	list	of	the	currently	known	systems	in	
  the	Phase	World	setting	as	of	Dimension	Book	6.	Each	
  system	is	listed	by	name,	with	the	book	location,	who	
  currently	owns	it,	how	many	suns	are	in	the	system,	
  and anything of note about the planet. 
  The	abbreviations	are	as	follows:
  PW	=	Phase	World	(Dimension	Book	2)
  PWS	=	Phase	World	Sourcebook	(Dimension	Book	3)
  AG	=	Anvil	Galaxy	(Dimension	Book	5)
  TG	=	Three	Galaxies	(Dimension	Book	6)
  AD	=	Altess	Dynasty
  AE	=	Atorian	Empire
  CA	=	Central	Alliance
  CCW	=	Consortium	of	Civilized	Worlds
  FAR	=	Federation	of	Alien	Races
  FWC	=	Free	World	Council
  GR	=	Golgan	Republik
  GTG	=	Galactic	Tracer’s	Guild
  HC	=	Hartigal	Combine
  NE	=	Naruni	Enterprises
  PF	=	Paradise	Federation
  TGE	=	Trans-Galactic	Empire
  UWW	=	United	Worlds	of	Warlock
  Thundercloud Galaxy
  Algos,	TG16,	CCW,	Quad	Sun,	Artificial	Body.
  Atorian	Empire,	PWS51,	AE,	many,	Rising	Empire	
  from	Aliens	Unlimited.
  Barkohl,	TG17,	none,	Binary,	Ion	Storms,	Nebula.
  Bushi	Federation,	PWS11,	CCW,	five,	Oni	systems.
  Carse,	TG19,	TGE,	single,	Mining.
  Dark	Web,	TG25,	TGE,	binary,	Prison	system.
  Eden,	TG26,	CCW,	binary,	Farming	system.
  Federation	of	Alien	Races,	PWS51,	FAR,	many,	
  Independent	collective.
  Fecklar’s	Star,	TG27,	CCW,	single,	strange	plasma	
  field.
  Galamon,	TG29,	Splugorth,	binary,	mystic	water.
  Hyrill,	TG30,	CCW,	single,	terraforming.
  Icarus,	TG32,	CCW,	single,	old	mines,	space	station.
  Junkyard,	TG33,	corporation,	single,	commercial	
  starships.
  Kalador,	TG34,	PF,	trinary,	Red	Spice,	Pleasure	
  Planet.
  Lanator,	TG35,	Neutral	Zone,	trinary,	strange	gravity.
  Maul,	TG36,	UWW,	trinary,	Dwarven	system.
  Nightshade,	TG37,	Neutral	Zone,	nebula,	battle	site,	
  mine	field.
  Olympia,	TG39,	CCW,	single,	Consortium	Olympics.
  Pentarken,	TG40,	Galactic	Rim,	single,	Artifact.
  Quintos,	TG43,	CCW,	single,	Paratee	race.
  Rasscallion,	TG44,	CCW,	binary,	Corporate	States.
  Shandara,	TG45,	Neutral	Zone,	single,	Quarantine.
  Tyr	Corridor,	TG47,	TGE,	Stable	Wormhole.
  Ulterra,	TG47,	TGE,	single,	Imperial	Legion	Training	
  Center.
  Veripin,	TG48,	TGE,	binary,	shipyards.
  Witch’s	Cauldron,	TG49,	UWW,	single,	Stardust	
  magic component.
  Xeres	Beta,	TG50,	CCW,	Merged,	Merged	stars,	
  Ancient City.
  Yinshazi,	TG51,	CCW,	single,	Monasteries,	mines,	
  computers.
  Zeta	Epsilon,	TG52,	CCW,	single,	asteroid	mining,	
  mining	war.
  Anvil Galaxy
  Adraodus,	AG109,	GR,	single,	underground	cities.
  Alcalel,	AG77,	CCW,	single,	ice	planet.
  Alderensys,	AG115,	AD,	Utopia	planet.
  Alexandria,	PWS35,	UWW,	single,	True	Atlantean	
  Colony.
  Alfheim,	AG91,	UWW,	single,	Star	Elves	homeworld.
  Alkasda,	AG127,	Splugorth,	single,	open	revolt.
  Altess	Prime,	AG116,	AD,	single,	Altess	“origin”	
  world.
  Andropelous,	TG68,	PF,	single,	Pleasure	Planet.
  Che-Vad,	AG104,	HC,	single,	ancient	underwater	
  cities.
  Cray-Lon	Expanse,	TG68,	GTG,	several,	The	Cell	
  guild planet.
  Cybernary,	AG121,	CA,	single,	cybernetic	design	and	
  manufactory.
  Dalgon,	AG75,	CCW,	single,	ancient	underground	
  cities.
  Daradan,	AG108,	GR,	single,	wild	jungle	planet.
  Dirakath,	AG86,	TGE,	single,	solar	energy	weapon.
  Draulik,	AG121,	CA,	single,	harsh	environmental	
  conditions.
  64
  
  Durosk,	AG34,	CCW,	single,	Durosk	homeworld.
  Elemental	Lands,	TG71,	UWW,	single,	Elemental	
  Planes	Gateways.
  Faustia,	AG36,	CCW,	single,	Faustian	homeworld.
  Firestorm	Nebula,	TG72,	CCW,	none,	battlefield.
  Furego,	AG128,	Splugorth,	single,	harmonic	
  disruptions.
  Gaelerash,	AG76,	CCW,	single,	CCW	AG	Scouting	
  Corps	HQ.
  Galdon,	AG116,	AD,	single,	Vault	of	Memory.
  Gandon	Point,	AG104,	HC,	single,	Naruni	
  “accidental”	weapons	misfires.
  Genesis	Factory,	AG130,	Gene-Tech,	genetic	
  engineering space station.
  Gylcrdd,	AG127,	Splugorth,	single,	Rynncryyl’s	
  throne	world.
  Glory,	PWS42,	CCW,	single,	homeworld	of	Tri-
  galactic Military Services.
  Gologo	Maxus,	AG108,	GR,	single,	Golgan	
  homeworld.
  Grighton,	AG121,	CA,	single,	trading	nexus.
  Hammerhead,	AG122,	CA,	single,	gladiator	arena.
  Harker’s	Enclave,	AG103,	HC,	single,	Elden	Harker’s	
  research hermitage.
  Harkon	Rift,	TG72,	UWW,	none,	Harkon	Defense	
  Platform.
  Hewn,	AG115,	AD,	single,	Utopian	planet,	Rodulan	
  Accelerator.
  Hhurigh,	AG127,	Splugorth,	single,	Slave	Market.
  Hoddes,	AG104,	HC,	single,	high	gravity	world,	
  armor testing ground.
  Hydekker,	AG104,	HC,	single,	unstable	mining	planet.
  Iboria,	AG37,	CCW,	single,	world	of	healers.
  Ikarus,	AG93,	UWW,	single,	home	to	10	living	
  legends.
  Jaoril,	AG109,	GR,	single,	Battle	of	Endless	
  Konquest.
  Kadobe,	AG108,	GR,	single,	mutant	world.
  Kars	Alta,	AG114,	AD,	single,	endless	mountains.
  Kaluda,	AG109,	GR,	single,	shipyard	planet.
  Keblinka,	AG84,	TGE,	single,	precious	minerals,	slave	
  world.
  Kelesha,	AG39,	TGE,	single,	Kelesh	homeworld.
  Koga	Junction,	AG75,	CCW,	single,	CAF	AG	Fleet	
  Command.
  Koliath,	AG128,	Splugorth,	single,	nothing	special.
  Kron	Omega,	AG93,	UWW,	single,	Agony	and	
  Ecstasy	Cult.
  Lareinnon,	AG76,	CCW,	single,	agriculture	world.
  Liremos	Prime,	AG77,	CCW,	single,	data	backup	
  planet.
  Malcore,	TG73,	UWW,	single,	Magical	Library.
  Mekanik,	AG109,	GR,	single,	newly	sentient	robotic	
  race.
  Minamede,	AG115,	AD,	single,	massive	mysterious	
  crater.
  Monro-Tet,	PWS28,	TGE,	single,	ancient	ruins.
  Naanta,	AG108,	GR,	single,	Utopia	world.
  NE	000-0001,	AG99,	NE,	single,	Naruni	homeworld,	
  company museum.
  NE	101-1010,	AG99,	NE,	single,	Repo-Bot	controlled	
  administrative center.
  NE	111-2987,	AG99,	NE,	single,	research	planet.
  NE	145-2929,	AG100,	NE,	single,	administrative	
  center.
  NE	192-2393,	AG98,	NE,	single,	planetary	junkyard.
  NE	207-1839,	AG99,	NE,	single,	battle	zone	planet.
  NE	234-9753,	AG99,	NE,	single,	warehouse	planet.
  NE	252-4861,	AG100,	NE,	single,	dead	planet.
  NE	357-5748,	AG100,	NE,	single,	weapons	testing	
  planet.
  NE	654-0081,	AG99,	NE,	single,	sales	training	
  ground.
  New	Midgard,	AG92,	UWW,	single,	Asgardian	gods’	
  vacation planet.
  New	Triumph,	AG122,	CA,	single,	battle	site	against	
  the Splugorth.
  Niathh,	AG76,	TGE-CCW	border,	single,	insurgent	
  rebellion.
  Nnyylid,	AG128,	Splugorth,	single,	time	disruptions.
  Nocturne,	AG115,	AD,	single,	planet	of	eternal	night.
  Noldek’s	World,	AG121,	CA,	single,	Central	Alliance	
  capital.
  Norrelgo-5,	PWS43,	CCW	Edge,	single,	TMS	training	
  grounds.
  Nova	Cluster,	TG74,	UWW-CCW,	72,	Nova	Research	
  Station.
  Novus	IX,	AG116,	AD,	single,	Armoria	training	world
  Obsidian	Cove,	TG74,	Dark	Coven,	binary,	Dark	
  Coven training area.
  Panhelion	Prime,	AG103,	HC,	trinary,	Panhelion	
  Council.
  Plthh,	AG127,	Splugorth,	single,	open	rebellion.
  Pomadon,	AG86,	TGE,	single,	World	of	Demons.
  Qidia,	AG41,	TGE,	single,	insurgent	uprising.
  R250-728,	AG122,	CA,	single,	ancient	alien	outpost.
  65
  
  Ramis,	AG115,	AD,	single,	creatures	living	on	it	stop	
  aging.
  Ramos,	TG75,	UWW,	single,	Church	of	Light	and	
  Darkness.
  Rhilith,	AG93,	UWW,	single,	technological	planet.
  Ryythknn,	AG127,	Splugorth,	single,	Sunaj	HQ.
  Shallow	Hope,	AG121,	CA,	single,	magical	
  insurgency.
  Sirab	Ona,	AG86,	TGE,	single,	generational	
  insurgency.
  Skandau,	AG109,	GR,	single,	refugee	planet.
  Skynnkyll,	AG127,	Splugorth,	single,	nothing	special.
  Tempest,	AG92,	UWW,	single,	Elemental	planet.
  Tengen	Archipelago,	AG104,	HC,	single,	permanent	
  alignment,	ancient	artifacts.
  The	Sargasso,	AG103,	HC,	single,	asteroid	system.
  The	Smithy,	AG92,	UWW,	single,	Dwarven	
  Guildmasters homesystem.
  Thelag	Vohann,	AG85,	TGE,	single,	Weapons	
  Research World.
  Theora,	AG104,	HC,	single,	pirate	kingdom.
  Thrant,	AG75,	CCW,	single,	Consortium	Congress.
  Thoridia,	AG74,	TGE,	single.	
  Thiradon	III,	AG84,	TGE,	single,	carnival	and	casinos.
  Thyrgord,	AG93,	UWW,	single,	Realm	of	Anarchy.
  Tigress,	TG75,	neutral,	trinary,	Tigress	Raceway.
  Traian	Antassif,	AG104,	HC,	single,	trade	planet.
  Troma	Nydae,	AG85,	TGE,	single,	pharmaceutical	and	
  lumber planet.
  Uganze,	AG74,	CCW,	single,	Uganza	Syndicate	
  homeworld.
  Ulmore,	AG109,	GR,	dead	homeworld	of	Ulmorian	
  race.
  Ungersoll,	AG122,	CA,	single,	failed	cybernetic	
  manufacturing planet.
  Voria,	AG76,	CCW,	single,	trade	world.
  Xleena,	AG122,	CA,	single,	junkyard	world.
  Y’ka,	AG77,	CCW,	single,	“Skipper”	meteor	showers.
  Yoria,	AG93,	independent,	many,	hostile	alliance	of	9	
  planets.
  Zaladast,	AG128,	Splugorth,	single,	bombarded	
  planet.
  Zeihan	12,	AG85,	TGE,	single,	Hellworld	Prison	
  Moon.
  Zyvult,	AG116,	AD,	single,	Altess	Financial	Directory.
  Corkscrew Galaxy
  Aviary,	TG54,	Neutral	Zone,	single,	gas	and	mining	
  planets.
  Axis-5,	PWS27,	FWC-TGE,	single,	generational	
  battlefield.
  Cacadia,	TG55,	Galactic	Rim,	Nixie,	single,	rest	
  station.
  Dellian-4,	PWS11,	CCW,	Malthus’	World,	T’Zee	
  homeworld.
  Dust	Bowl,	TG56,	TGE	unclaimed,	single,	barely	
  habitable planet.
  Exile,	TG57,	Galactic	Rim,	trinary,	rest	station	before	
  Void Gulf.
  Fydra	Beta,	TG57,	TGE,	single,	Top	Secret	shipyards.
  Garlack	Gul,	TG59,	TGE,	black	hole	cluster.
  Gemini	planets,	PW56,	CCW,	homeworld	of	Seljuk.
  Ghostworld,	PWS28,	TGE,	disappearing	planet.
  Good	Hope,	PW73,	FWC,	Free	World	Council	capital.
  Hunter,	TG60,	Safari	Inc,	single,	Safari	planet.
  In’Val,	PWS11,	CCW,	single,	In’Valian	Homeworld,	
  research station.
  Kreeghor-Tet,	PW73,	TGE,	Kreeghor	homeworld.
  Marvell-II,	PWS45,	CCW,	single,	Intruder	first	
  contact.
  Motherhome,	PW56,	CCW,	single,	Wolfen	throne	
  world.
  Necrosis,	TG62,	Necrons,	single,	Xenophobic	race.
  Noro-Gor,	PW56,	CCW,	single,	homeworld	of	Noro.
  Phase	World,	PW9,	Neutral	Zone,	single,	Center.
  Pirates	Expanse,	TG63,	Neutral	Zone,	single,	Nebula	
  expanse.
  Serti	Gandle	(Prime	Dominion),	AG84,	TGE,	single,	
  AG	throne	world.
  Stratos,	TG64,	CCW,	single,	Strata	homeworld,	supply	
  depot.
  Terra	Prime,	PW55,	CCW,	single,	CCW	Capital.
  Titanis,	TG64,	CCW,	single,	HI-Industries.
  Void	Gulf,	TG65,	unclaimed,	150	stars,	Dimensional	
  Anomalies.
  Windscape,	TG66,	UWW	Fringe,	single,	underworld	
  owned.
  66
  
  By	Josh	Hilden
  A FEW WORDS ABOUT DIETIES:
  It	has	been	said	that	the	great	Thoth	had	the	following	
  to	say	regarding	his	fellow	higher	beings	during	
  a	conversation	he	had	with	the	young	Olympian	
  Hermes.
   
  “There are many ways that gods come into 
  existence in our grand reality. First there are the 
  oldest of the gods that have been here since before this 
  revolution of reality. Oh, you were unaware that this 
  was but one of the cycles of existence?” Thoth asked 
  with a smirk on his face.
   
  Hermes nodded his head slowly, captivated by 
  Thoth’s words and actions.
   
  “Yes Hermes, I believe that there may have been as 
  many as 7 preceding cycles of existence. Of course, 
  that makes this the 8th……….” Thoth trailed of for a 
  moment, his eyes glazing over as if lost in the depths 
  of his own mind. He shook his head and continued, 
  “But all of that is irrelevant to your original question, 
  ah what was that again?” 
   
  “Where do gods come from? I asked Zeus and all 
  he would say was that it was complicated.” Hermes 
  replied, a confused expression washing over his 
  features.
   
  “Oh yes, of course the oldest are the fabled Old 
  Ones, they were, of course, before your time. Ask Zeus 
  someday about the war with them, you may think that 
  your leader is mighty and brave but at the time of 
  the war with the Old Ones he was but another scared 
  child.	Of	course	that	is	fitting	considering	that	his	
  father was one of their foot soldiers.
   
  Next come the children of the Oldest, those of us 
  that fought and defeated the Old Ones and their allies. 
  Technically, some of the Old Ones’ allies could be 
  considered in the same group, but that is a discussion 
  for another day. Needless to say we are the children of 
  the oldest beings in this reality.
  	
  After	the	first	spawning	of	children	things	get	a	
  little complicated. For instance, Herakles is the son 
  of Zeus and a mortal woman, he was then elevated to 
  godhood. But then Thor is the son of Odin and his wife 
  both	first	spawning	gods.	And	then	there	are	cases	
  such as Lictalon, a mortal Elf who was raised to the 
  status a god due solely to worship by other beings.”
   
  “But are such beings real gods? I once heard Triton 
  say that mortals who possess not divine blood are 
  not true gods, merely pretenders.” Hermes asked, his 
  attention now fully engaged in the discussion.
   
  “My boy, some of the most noble and heroic deities 
  that I have ever encountered began their lives as 
  simple mortals.” Thoth paused and thought for a 
  moment, then a smile spread across his face
   
  “Hermes, if you have the time I would like to tell 
  you a tale. The story of a creature you may or may not 
  be familiar with.”
   
  Hermes nodded quickly with excitement, eager to 
  hear the words of one as learned as Thoth.
   
  “Excellent, my boy, in you I feel I see a little of 
  myself. You are open to new ideas and willing to hear 
  new ideas.
   
  It all began on the realm of Earth, a world that we 
  are all familiar with. And a man of great virtue, a man 
  named Nicholas.”
  THE RISE OF A LEGEND:
  	
  Almost	every	child	before	the	cataclysm	grew	up	
  hearing	the	stories	of	Santa	Claus,	and	celebrating	
  a	Christmas	that	wasn’t	based	on	religious	faith	but	
  was	instead	a	celebration	of	family,	generosity,	and	
  the inherent goodness of the human soul. Then the 
  cataclysm	came,	and	things	that	were	once	believed	to	
  be myth and legend became real.
  SANTA CLAUS
  “Protector of all the children of the Earth”
  67
  
  fondness. 
  	
  But	in	North	America,	Santa	and	his	helpers	took	
  a more active hand. The special bond that they had 
  always	felt	for	the	people	of	North	America	led	to	a	
  great	change	that	would	forever	alter	Santa	and	his	
  mission. During a savage attack by Chaos Demons 
  near	the	shattered	ruins	of	what	had	once	been	
  Columbus	Ohio,	a	group	of	refugees	began	to	pray	to	
  any	deity	for	salvation	when	a	small	girl	asked	“Santy	
  Caus”	to	save	her	and	her	mommy.	At	that	moment	
  Santa,	couldn’t	stand	anymore	watching	from	the	
  sidelines and suddenly he appeared. Spinning his staff 
  like	a	man,	possessed	Santa	and	the	people	who	would	
  become the core members of the Yule Guard fell upon 
  the demons.
  	
  Although	outnumbered	100	to	1,	Santa	and	his	
  forces soundly defeated the minions of darkness 
  before they could savage the helpless mortals at their 
  mercy.	At	that	moment,	Santa	was	filled	with	the	first	
  genuine	rage	of	his	entire	existence,	and	could	have	
  slipped into the clutches of his emotions. Then he felt 
  a	tug	on	the	sleeve	of	his	robe,	he	looked	down	and	
  saw	a	small	child.	Her	name	was	Amy	Walters,	the	
  very	same	girl	whose	prayers	had	brought	Santa	to	
  this	heartbreaking	and	desolate	corner	of	the	Earth.	
  Looking	just	past	her,	Santa	observed	to	his	horror	the	
  crumpled	body	of	the	girl’s	mother	lying	in	the	ashen	
  snow.
  	
  Santa	knelt	down	beside	the	little	girl,	took	her	
  had	in	his,	watched	the	grateful	smile	from	beneath	
  her	tear	soaked	face,	and	for	the	first	time	since	the	
  day	the	cataclysm	wreaked	its	havoc	on	Earth	and	
  Winterland,	Santa	felt	the	warm	glow	of	happiness	and	
  hope	spread	throughout	his	body.	He	could	still	make	
  a	difference;	he	would	just	need	to	adjust	his	tactics	a	
  bit.
  	
  What	followed	next	unsettled	Santa	at	first,	people	
  began to pray to him for protection and guidance. 
  At	first,	Santa	recoiled	at	the	very	notion	of	being	
  worshiped	and	venerated	by	the	very	people	that	he	
  considered	his	extended	family,	he	was	no	GOD!	But	
  then Santa heard the calm voice of pragmatic reason 
  he	had	come	to	rely	on	for	so	many	years,	Alton	came	
  to	him	with	a	proposal.	They	would	send	forth	people	
  to	speak	for	Santa,	to	spread	his	beliefs	and	to	inspire	
  hope	in	a	world	that	seemed	bereft	of	it.	Quickly,	
  from	the	founding	of	the	first	Great	Hall	that	was	
  established	in	the	fledgling	city	of	Tolkeen,	the	faith	
   
  Was Santa a real creature before the Coming of the 
  Rifts?	That	is	a	question	that	he	is	asked	by	people	the	
  world	over.	The	answer	to	everyone’s	great	surprise	is	
  yes.
  	
  Many	stories	of	St.	Nicholas,	a	Bishop	in	Asia	
  Minor,	have	been	told	throughout	the	centuries.	But	it	
  was	the	explosion	of	the	belief	in	Santa	Claus	in	the	
  early	to	mid	19th century that Santa himself believes 
  led to his ascension to godhood. To hear him tell the 
  story one day he lay dying in his bed at his church in 
  the	late	1400’s	and	then	fell	asleep.	Then	he	simply	
  woke	up	in	the	early	1800’s	with	a	complete	memory	
  of	all	the	stories	of	Santa	and	the	full	knowledge	that	
  he	was	and	always	will	be	the	one	true	Santa.
  	
  For	over	two	hundred	years	Santa	enjoyed	his	
  existence,	explored	and	developed	his	deific	realm,	
  Winterland,	and	gathered	friends	and	helpers	from	
  across the Megaverse. The magic energies on earth 
  were	at	their	lowest	at	this	time	in	history,	but	Santa	
  was	still	able	to	affect	the	mortal	world.	Especially	
  around	the	time	of	the	winter	solstice,	when	energies	
  spiked	and	allowed	him	and	his	helpers	to	enter	the	
  world	and	do	their	good	work.	They	inspired	joy	and	
  fellowship,	healed	the	sick,	and	as	everyone	knows,	
  rewarded	the	good	and	noble	children	of	the	earth.
   
  When the Rifts came it affected Santa and his realm 
  worse	than	any	other	deity	in	the	Megaverse.	As	Santa	
  and	his	helpers	prepared	for	their	annual	excursion	
  into	the	mortal	world	the	mystic	shock	wave	of	the	
  great cataclysm slammed into his realm via its portal 
  at	the	North	Pole.	Fully	two	thirds	of	Winterland’s	
  inhabitants	died	as	quakes	and	ley	line	storms	ripped	
  through	the	tranquil	land.	Alton	the	Great	Workshops’	
  “Master	Craftsman,”	likes	to	tell	the	story	of	how	
  Santa used all of his might and nearly died as he 
  closed	over	50	random	Rifts,	and	temporarily	severed	
  Winterland’s	connection	to	Earth.
  	
  Santa	and	his	fellow	survivors	spent	the	next	22	
  months	repairing	the	damage	to	Winterland,	and	
  mourning the dead. When they once again opened the 
  connection	to	Earth,	they	were	shocked	and	horrified	
  to	see	what	had	become	of	the	lands	and	peoples	that	
  they had all loved.
  	
  At	first	they	did	what	they	could,	small	gifts	for	
  the	children,	and	as	much	help	as	they	could	spare	
  for the families. These acts are still remembered by 
  the	peoples	of	Germany,	Australia,	Great	Britain,	and	
  South	America	in	their	folktales	and	myths	with	great	
  68
  
  of	Santa	and	the	“Grand	Fellowship”	spread	across	the	
  continent.
  	
  From	that	moment	forward,	Santa	continued	to	
  defend	all	the	good	peoples	of	the	Earth.	But	he	knew	
  that compared to many of the dark and dangerous 
  creatures	that	were	attempting	to	wreak	havoc	and	
  chaos	on	the	weak	and	the	innocent,	he	was	a	minor	
  power	and	vulnerable	to	their	attacks.	A	decision	
  had	to	be	made;	Santa	and	his	people	began	to	work	
  behind the scenes. They helped to encourage learning 
  and	tolerance,	but	they	also	began	to	undermine	the	
  various	dark	powers,	supernatural	and	mortal.
   
  Then Lord Splynncryth established the basis of his 
  dark empire on the still barren continent of Atlantis. 
  Santa thought he learned of the invasion early enough 
  to	head	it	off,	he	mobilized	the	Yule	Guard	and	
  attacked	Splynncryths’	beachhead	on	Atlantis.	At	
  first	it	seemed	as	if	they	had	the	enemy	on	the	run,	
  but	wave	after	wave	of	Kydian	and	Kittani	warriors	
  poured through Rift after Rift and Santa and his 
  warriors	were	forced	to	retreat	back	to	Winterland.	
  The	first	battle	had	been	lost,	but	Santa	vowed	that	the	
  war	was	only	begun.	From	that	point	to	the	present,	
  Santa has made it his priority to disrupt Splugorth 
  activities	on	Earth	whenever	and	whereever	he	can.
  WINTERLAND:
  Description: 
  	
  Winterland	is	the	deific	realm	inhabited	by	Santa	
  Claus	and	his	“helpers.”	Permanently	linked	to	Earth	
  via	a	concealed	rift	at	the	North	Pole,	Winterland	is	a	
  place of stark beauty. The temperature is a consistent 
  0	degrees	Celsius,	and	the	land	is	always	covered	in	a	
  moderate	layer	of	snow.	Yet	the	skies	are	always	bright	
  and	sunny.	The	realm	is	approximately	the	size	of	the	
  Pre-Rifts	state	of	Rhode	Island,	ringed	by	gigantic	
  snow	covered	mountains	that	mark	its	dimensional	
  borders.
  Geography:
  	
  Winterland	is	shaped	in	a	perfect	circle,	surrounded	
  by one continuous mountain range of unbelievable 
  height.	It	is	impossible	for	anyone	to	reach	the	
  summit	or	in	any	other	way	cross	over	or	beyond	the	
  mountains.	One	day	on	a	lark,	Santa	and	Alton	took	
  out the sleigh and attempted to get to the top. But no 
  matter	how	long	they	flew	straight	up	they	were	never	
  able	to	break	the	5000	feet	level.	Alton	was	frustrated	
  after	the	6	hours	of	flight	but	Santa	thought	it	was	one	
  of	the	funniest	experiences	of	his	life.	To	this	day,	
  retelling	the	story	will	make	Santa	laugh	so	hard	that	
  tears stream from his eyes.
  	
  In	the	direct	center	of	Winterland	is	a	hill	200	feet	
  high,	growing	directly	from	the	center	of	the	hill	is	
  the	“Grand	Tree,”	the	2000	feet	high	Millennium	Tree	
  that many believe created Winterland. Other than the 
  tree,	the	realm	is	lightly	covered	in	an	evergreen	forest	
  with	various	arctic	and	tundra	flora	and	fauna	spread	
  throughout the land. The Grand Tree hill is the only 
  other	significant	elevation	in	Winterland,	the	rest	of	
  the land is a gently rolling plain perpetually covered in 
  3	to	6	inches	of	crisp,	white	snow.
  	
  A	single	city	has	developed	in	Winterland,	Winter	
  City.	The	Grand	Tree	is	in	the	very	center	of	the	city,	
  and it is from the Grand Tree that the inhabitants 
  receive	almost	90%	of	their	food.	The	city	itself	is	
  the	residence	for	175,000	of	the	200,000	residents	of	
  Winterland. The remainder of the population is spread 
  throughout the realm in small villages and camps 
  that	have	grown	up	around	the	affiliated	industries	
  of	herding	(reindeer),	tree	farming,	and	mining.	The	
  remaining	25,000	souls	earn	their	living	and	do	their	
  part	to	make	the	world	a	better	place.
  	
  Only	two	ley	lines	exist	in	Winterland.	They	run	
  perfectly	with	the	cardinal	directions	(north/south	and	
  east/west)	relative	to	entering	and	exiting	the	realm	via	
  the	only	permanent	portal	at	the	North	Pole	on	Earth.	
  The intersection is The Grand Tree in the center of the 
  realm.
  Inhabitants:
   
   Winterland has a population oscillating around 
  200,000.	The	breakdown	is	divided	between	Elves,	
  Dwarves,	Humans,	Bearmen,	and	Kankoran.	All	of	
  the	races	have	the	standard	attributes,	abilities,	and	
  diversities	common	to	their	species.	The	breakdown	of	
  the	races	is	as	follows;	85%	Elves,	10%	Dwarves,	2%	
  Kankoran,	2%	Bearman,	and	1%	Human.
  	
  Each	race	came	to	be	in	the	Winterland	realm	in	its	
  own	unique	way.	
  	
  The	Elves	were	there	first.	They	tell	a	story	that	
  thousands	of	years	ago	their	forbearers	were	saved	
  from a mysterious mystical cataclysm in their home 
  dimension	by	the	Grand	Tree.	One	minute	they	were	
  barely	clinging	to	life	on	their	world	and	the	next	they	
  were	safe	and	in	the	presence	of	the	most	magnificent	
  69
  
  tree they had ever seen. When Santa arrived in 
  Winterland	almost	two	thousand	years	later,	the	small	
  population	of	less	than	a	hundred	Elven	refugees	
  had	exploded	to	several	thousand.	Santa	himself	was	
  dumbfounded	by	the	fact	that	the	Elves	already	had	
  full	knowledge	of	the	mythology	surrounding	him	and	
  his	good	works.	And	they	were	ready	to	help.
  	
  Next,	the	Dwarves	arrived,	with	72	of	them	rifting	
  into	Winterland	one	day	in	the	early	twentieth	century.	
  They	were	the	survivors	of	a	new	transdimensional	
  transportation	device	being	tested	by	the	United	
  Worlds	of	Warlock	(see	Rifts Dimension Book 2: 
  Phase World	for	more	details)	that	went	horribly	
  wrong.	They	were	all	experienced	Techno-Wizards	
  and associated technicians. When it became apparent 
  that	they	were	not	going	to	be	able	to	return	home	
  anytime	soon,	they	decided	to	throw	in	with	Santa	and	
  the	Elves	and	soon	became	invaluable	members	of	the	
  Winterland	fellowship.
  	
  The	Kankoran	and	Bearmen	arrived	together	during	
  the	Great	Cataclysm.	They	were	the	inhabitants	of	a	
  village	in	the	Northern	Hinterlands	of	the	Palladium	
  word	(see	the	PFRPG	Book	11:	The	Northern	
  Hinterlands	for	details)	that	were	scooped	up	during	
  Earth’s	destruction	and	deposited	on	the	comparatively	
  safe	harbor	of	Winterland.	They	were	a	peaceful	group	
  who	had	been	dedicated	to	nature	and	semi-pacifism	
  on	their	home	world.
  	
  The	Humans	are	a	special	case,	they	are	exclusively	
  orphaned children that Santa and members of the Yule 
  Guard and Speakers have brought back to Winterland 
  and	their	descendants.	As	new	children	are	brought	
  back	to	Winterland	they	are	quickly	adopted	by	people	
  wanting	children	to	help	and	nurture.
  	
  The	one	significant	thing	that	has	happened	to	the	
  peoples	of	Winterland	is	that	everyone	who	has	been	
  born	there,	or	has	lived	there	for	five	years	or	more,	
  has been changed. Many believe that these changes are 
  gifts from the Grand Tree and give thanks every day 
  for	there	uniqueness.	Long	life	and	enhanced	physical	
  attributes	are	the	main	changes	bestowed	upon	the	
  denizens	of	Winterland.
  Noteworthy Locations in Winter City:
   
   
  1. Santa’s Workshop – A gigantic handicraft and 
  Ttechno-Wizard	factory	that	dominates	the	skyline	in	
  the center of the realm.
  •	 Santa’s	private	quarters
  •	 The Research and Development Labs
  •	 Main factory area
  •	 The Vault
   
   
  2. The Grand Hall –	The	main	hall	from	which	all	
  the	halls	across	the	Earth	have	been	inspired.
  •	 The	Arborarium,	where	saplings	from	the	“Great	
  Tree”,	Holly,	Poinsettias,	and	Mistletoe	are	grown.
  •	 Headquarters	of	“The	Grand	Fellowship.”
  •	 The	“Grand	Roll,”	a	listing	of	all	who	have	given	
  their	lives	in	the	service	of	Santa	and	the	Fellowship,	
  bound	in	a	giant,	heavy	leather	book.
  •	 The Library of Winterland is located in the Grand 
  Hall.
   
   
  3. The Grand Tree – A Millennium Tree in the 
  shape of a giant pine tree.
  •	 All	standard	Millennium	tree	powers.
  •	 Santa	and	many	of	Winterland’s	inhabitants	believe	
  that the tree created Winterland and chose them to be 
  the caretakers of its realm.
   
   
  4. The Grand Monument – A hundred foot 
  obelisk	inscribed	with	names	and	ages	of	all	who	have	
  perished	doing	their	noble	works when	the	cataclysm	
  washed	across	Winterland.
   
   
  5. The High Guard Tower –	Headquarters	of	the	
  Yule Guard.
  Noteworthy Residents:
  Other than Santa there are several notable people 
  living in Winterland.
  1. Alton Silverhammer	–	14th level Ley Line Walker. 
  An	aged	Elf,	Alton	is	the	head	of	the	Workshop	and	
  the second in command of all of the goings-on in 
  Winterland.
  2. Tenrus White Eyes	–	12th	level	Elite	Yule	
  Guardian.	A	pure	white	Bearman,	Tenrus	is	the	
  General in command of the Yule Guard.
  3. Perus Ryxus –	10th	level	Speaker,	Kankoran	High	
  Speaker	of	the	Grand	Fellowship,	and	thus	the	senior	
  of all Speakers.
  4. Dimet Ironlink – 13th		level	Techno-Wizard.	
  Dwarven	craftsman	and	head	of	Research	and	
  Development at the Workshop.
  70
  
  5. Amy Walters –	8th level Mystic Yule Guardian. 
  Human	Captain	in	the	Yule	Guard	and	head	of	Santa’s	
  personal	security	detachment,	and	also	Santa’s	adopted	
  daughter. 
  New O.C.C.s and R.C.CS:
  Speaker of the Grand Fellowship:
  *use the Rifts Priest O.C.C. in Rifts Conversion Book 
  2: Pantheons of the Megaverse as a template*
  Yule Guardian:
  *use the Rifts Knight O.C.C. in the Rifts World Book 
  3: England as a template with the following change, 
  Hand to Hand: Commando, and 2 extra Weapon 
  Proficiencies*
  Elite Yule Guardian:
  *use the Rifts Knight O.C.C. in the Rifts World Book 
  3: England as a template with the following change, 
  Hand to Hand: Commando, and 3 extra Weapon 
  Proficiencies*
  Mystic Yule Guardian:
  *use the Mystic O.C.C. in the Rifts Ultimate Book as 
  a template with the following changes, Hand to Hand: 
  Commando, +5% to all military skills, and 4 extra 
  Weapon	Proficiencies*
  Winterland Human:
  Alignment:	Any	but	they	tend	to	be	good	or	Selfish.
  Attributes:	I.Q.	3D6+4,	M.E.	4D6,	M.A.	3D6,	P.S.	
  3D6,	P.P.	4D6,	P.E.	4D6,	P.B.	4D6,	Spd	3D6
  Hit Points:	P.E.	attribute	+1D6+2	per	level	of	
  experience.
  SDC:	5	plus	those	gained	through	O.C.C.
  MDC: None to start
  Natural Armor Rating: None
  Horror Factor: None
  P.P.E.:	2D6	(if	a	practitioner	of	magic	adds	to	
  permanent	base)
  Size:	Six	feet,	4	inches	to	seven	feet,	2	inches	tall	(1.9	
  -	2.1	m)
  Weight:	150	to	325	pounds	(68	-	146	kg)
  Average Life Span:	500	years
  Appearance: Normal human
  Natural Abilities:	Automatically	See	Aura,	
  Impervious	to	Cold.
  Bonuses: None
  Psionics: Standard
  O.C.C.s: 	See	restrictions	below.
  Winterland Elf:
  Alignment: Any but they tend to be Principled and 
  Scrupulous.
  Attributes:	I.Q.	3D6+4,	M.E.	4D6,	M.A.	3D6,	P.S.	
  3D6+3,	P.P.	4D6+2,	P.E.	4D6,	P.B.	6D6,	Spd	4D6
  Hit Points:	P.E.	attribute	+1D6+2	per	level	of	
  experience.
  SDC:	25	plus	those	gained	through	O.C.C.
  MDC: None to start
  Natural Armor Rating: None
  Horror Factor: None
  PPE:	6D6	(if	a	practitioner	of	magic	adds	to	
  permanent	base)
  Size:	Six	feet,	2	inches	to	seven	feet	tall	(1.8	-	2.1	m)
  Weight:	100	to	300	pounds	(45	-	135	kg)
  Average Life Span:	1200	years
  Appearance:	A	highly	attractive	human	with	pointed	
  ears
  Natural Abilities:	Night	vision	500	feet	(152	m),	
  automatically	See	Sura,	Impervious	to	Cold.
  Bonuses:	One	extra	attack	with	a	bow	if	the	archery	
  skill	is	taken,	+2%	to	all	Wilderness	skills.
  Psionics: Standard
  O.C.C.s: 	See	restrictions	below.
  Winterland Dwarf:
  Alignment: Any but they tend to be Scrupulous or 
  Unprincipled.
  Attributes:	I.Q.	3D6+4,	M.E.	3D6,	M.A.	3D6,	P.S.	
  5D6+3,	P.P.	2D6+2,	P.E.	5D6,	P.B.	3D6,	Spd	3D6
  Hit Points:	P.E.	attribute	+1D6+2	per	level	of	
  experience.
  SDC:	40	plus	those	gained	through	O.C.C.
  MDC: None to start
  Natural Armor Rating: None
  Horror Factor: None
  P.P.E.:	1D6	(if	a	practitioner	of	magic	adds	to	
  permanent	base)
  Size: Three	feet,	2	inches	to	five	feet	tall	(0.9	-	1.5	m)
  Weight:	175	to	300	pounds	(79	-	135	kg)
  Average Life Span: 800	years
  Appearance:	A	small,	somewhat	rough	looking	
  human-like creature.
  71
  
  Natural Abilities:	Night	vision	200	feet	(61	m),	
  automatically	See	Aura,	Impervious	to	Cold,	see	Rifts 
  Conversion Book 1, revised for complete list of 
  Dwarven	natural	abilities.
  Bonuses:	+1	to	save	versus	magic,	+2	to	save	versus	
  possession,	+2	to	save	versus	Horror	Factor,	+5%	
  bonus	to	all	Mechanical,	Military,	Electrical	and	
  Computer skills.
  Psionics: Standard
  O.C.C.s: 	See	restrictions	below.
  Winterland Kankoran:
  Alignment: Any but they tend to be Principled and 
  Scrupulous.
  Attributes:	I.Q.	3D6+4,	M.E.	3D6,	M.A.	3D6,	P.S.	
  3D6+3,	P.P.	5D6+2,	P.E.	4D6+3,	P.B.	4D6,	Spd	5D6
  Hit Points:	P.E.	attribute	+1D6+2	per	level	of	
  experience.
  SDC:	30	plus	those	gained	through	O.C.C.
  MDC: None to start
  Natural Armor Rating: None
  Horror Factor: None
  P.P.E.:	6D6	(if	a	practitioner	of	magic	adds	to	
  permanent	base)
  Size:	Six	feet,	2	inches	to	seven	feet	tall	(1.8	-	2.1	m).
  Weight:	100	to	200	pounds	(45	-	90	kg).
  Average Life Span:	225	years
  Appearance:	Humanoid	fox
  Natural Abilities:	Night	vision	500	feet	(152	m),	
  automatically	See	Aura,	Impervious	to	Cold.
  Bonuses: :	+5%	to	all	wilderness	skills,	+3	to	
  initiative,	+2	to	pull	punch,	+1	to	save	versus	Horror	
  Factor	at	levels	1,	2,	3,	5,	7,	9,	11,	13,	15.
  Psionics: Standard
  O.C.C.s: 	See	restrictions	below.
  Winterland Bearman:
  *Winterland Bearman are more civilized than the 
  average Bearman and thus are markedly different*
  Alignment:	Bearmen	tend	to	lean	heavily	toward	
  honorable	alignments	and	therefore.	90%	of	all	
  Bearmen are Principled or Aberrant.
  Attributes:	I.Q.	3D6,	M.E.	3D6,	M.A.	3D6,	P.S.	6D6	
  (equivalent	to	bionic	strength),	P.P.	4D6+2,	P.E.	5D6,	
  P.B.	4D6,	Spd	4D6
  Hit Points:	P.E.	attribute	+3D6per	level	of	experience
  SDC:	3D6x10	plus	those	gained	through	O.C.C.
  MDC: None to start
  Natural Armor Rating:	13	only	applicable	to	SDC	
  attacks.
  Horror Factor:	14
  PPE:	3D6	(Bearmen	have	no	aptitude	for	magic)
  Size:	Nine	feet,	4	inches	to	eleven	feet	tall	(2.8	-	3.35	
  m)
  Weight:	1300	to	2000	pounds	(585	-	900	kg)
  Average Life Span:	300	years
  Appearance: A humanoid bear
  Natural Abilities:	Night	vision	100	feet	(30.5	m),	
  automatically	See	Aura,	Impervious	to	Cold,	+1	attack	
  per	melee,	keen	sense	of	smell	track	by	smell	30+5%	
  per	level,	identify	smell	45+3%	per	level,	bite	and	
  claws	do	3D6	SDC	plus	P.S.	bonus,	Swim	70%,	Climb	
  60%/50%,	recognize	poison	90%.
  Bonuses: +2	attacks	per	melee,	+	1	to	initiative,	+1	to	
  save	versus	Horror	Factor	at	levels	1,	2,	3,	4,	5,	6,	8,	
  10,	12,	14.
  Psionics: Standard
  O.C.C.s: 	See	restrictions	below.
  Available O.C.C.s:
  Men at Arms:
  Headhunter
  Yule	Guardian	(see	above)
  Elite	Yule	Guardian	(see	above)
  Scholar & Adventurer:
  Body	Fixer
  Cowboy
  Huntsman-Trapper
  Operator
  Rouge Scholar
  Rouge Scientist
  Vagabond
  Villager
  Wilderness Scout
  Practitioners of Magic: (excluding Bearmen)
  Conjurer
  Herbalist
  Ley Line Walker
  Mystic
  Mystic	Yule	Guardian	(see	above)
  Priest-Speaker	(see	above)
  72
  
  Psionic:
  Burster
  Mind Melter
  Nega-Psychic
  Zapper
  Winterland Reindeer:
   
  The Reindeer of Winterland are numerous and 
  hearty,	but	they	are	just	reindeer	and	since	the	Coming	
  of	the	Rifts,	Santa	no	longer	uses	them	when	he	comes	
  to	Earth	because	he	values	their	safety	too	much	to	
  endanger them. For their stats use the deer template in 
  the PFRPG 2nd Edition, Monsters and Animals.
  IMPORTANT NPCs:
  Santa Claus – “God	of	Children,	Generosity,	and	
  Defender	of	Earth”
   
  Santa has changed greatly since the Coming of 
  the	Rifts.	Although	he	is	still	a	jolly	and	happy	soul,	
  he	has	developed	a	hard	edge	that	has	allowed	him	
  to	make	some	tough	decisions	and	sacrifices	for	“the	
  greater	good.”	But	he	will	still	move	the	heavens	and	
  earth if he can alleviate the suffering of a child.
  Name:	Santa	Claus,	Saint	Nicholas,	Sinter	Klaus,	
  Perre	Noel,	Annual	Gift	Man……..too	many	others	to	
  list.
  Real Name:	Nicholas,	son	of	Alexander
  Alignment: Scrupulous
  MDC:	22,000	(in	Winterland),	8,500	(on	Rifts	Earth)
  SDC/Hit Points (for non MDC worlds):	4,500	SDC,	
  800	Hit	Points.
  Height:	6	feet,	9	inches	(2	m).
  Weight:	459	lbs	(206.5	kg).
  Species:	Started	out	life	as	a	mortal	human,	now	a	
  god. But still considers himself a human being.
  Attributes:	I.Q.	27,	M.E.	36,	M.A.	30,	P.S.	25	
  (supernatural),	P.P.	19,	P.E.	27,	P.B.	20,	Spd	12
  Disposition: Santa is the portrait of the kindly old man 
  that everyone has met at one time or another.
  He	is	generous	and	kind;	he	always	has	time	for	
  children and animals. But over the last
  200+	years	he	has	developed	a	practical	edge	that	
  allows	him	to	make	hard	decisions.
  But	he	will	always	make	his	greatest	effort	to	do	
  what’s	right.
  Description:		He	appears	to	be	a	Caucasian	man	in	his	
  later years of life. Santa is a very large man of
  considerable	girth	which	belies	his	energy	and	
  spryness.	Although	Santa	finds	the	images	of
  himself	from	the	20th	and	21st	century	very	enjoyable,	
  the fact of the matter is that he prefers
  to dress closer to the depictions of him from the 
  Victorian	Era.	Red,	green,	white,	and	gold
  robes	with	some	sort	of	wreath	on	his	head	is	his	
  normal mode of dress.
  Horror Factor:	14	(awe	to	good	beings,	horror	to	
  evil),	0	(especially	to	children).
  Experience Level:	12th	level	Ley	Line	Walker,	8th 
  level	Air/Water	Warlock,	10th	level	Techno-wizard.
  Natural Abilities:	Night	vision	2000	yards,	see	the	
  invisible,	turn	invisible	at	will,	bio-regenerate	2D6X20
  per	minute,	impervious	to	cold	(does	zero	damage),	
  Teleport	Self	90%,	Dimensional	Teleport	82%,	healing	
  touch	restores	1D4X10	SDC/Hit	Points/MDC	per	
  touch,	Impervious	to	poisons	and	disease,	create	holy	
  water	/	sanctify	object	with	touch,	Commune	with	
  animals,	Read	and	Speak	all	languages.
  Special:	Environmental	Manipulation: Santa has the 
  natural ability to change the Weather and environment 
  around him to a miniature version of his realm of
  “Winterland”.	Ambient	temperature	of	0	degrees	
  Celsius,	a	snow	covering	of	6	inches,	sunny	skies	and	
  no	wind.	The	effect	is	in	a	radius	of	200	yards	with	
  Santa	as	the	center,	and	lasts	for	1	hour	after	Santa	
  leaves the area. The transformations are instantaneous 
  and	cost	Santa	no	PPE.
  Skills of Note:	All	Domestic	98%,	all	Horsemanship	
  98%,	all	Wilderness	98%,	Lore:Demon		88%,
  History	Pre-Rifts	92%;	History	Post-Rifts	88%,	W.P.	
  Blunt,	W.P.	Bow,	W.P.	Knife,	W.P.	Sword,	and	W.P.	
  Staff.
  Combat Skills:	Hand	to	Hand:	Expert	(remnant	from	
  when	he	was	mortal)
  Number of Attacks: Seven hand to hand attacks per 
  melee	or	psionics,	or	four	by	magic.
  Restrained	Punch	–	1D6	x	10	+	15	SDC
  Full	Strength	Punch	or	Kick	–	5D6	MDC
  Power	Punch	–	1D4	x	10	+	5	MDC
  Bonuses: +4	on	initiative,	+5	to	strike,	+10	to	parry	
  and	dodge,	+8	to	pull	punch	or	roll/fall	with	impact,	
  +17	to	save	versus	Horror	Factor,	+6	to	save	versus	
  magic,	+8	to	save	versus	psionics.
  73
  
  Magical Knowledge: Knows	all	Air	and	Water	spells,	
  knows	all	spells	level	1-10,	also	knows	Anti-Magic
  Cloud,	Create	Magic	Scroll,	Remove	Curse,	Reopen	
  Gateway,	See	in	Magic	Darkness,	Summon	and	
  Control	Animals,	Sanctum,	Close	Rift,	Dimensional	
  portal,	Dimensional	Teleport,	Enchant	Weapon,	
  Teleport	Superior,	Sanctuary	(spell	of	legend).
  P.P.E. 7,200
  Psionic Knowledge: All	Sensitive,	Physical,	and	
  Healing,	also	Empathic	Transmission,	Hypnotic
  Suggestion,	Mind	Block	Auto-Defense,	Psychic	
  Omni-Sight.
  I.S.P. 2,150
  Allies: Santa	has	few	allies	among	his	fellow	higher	
  beings,	but	there	are	a	few	that	he	can	call	on	in	a	time
  of	crisis:	Thoth,	Hermes,	Viracocha,	and	Mithras.	
  There	are	literally	millions	of	mortals	that	would		
  sacrifice	everything	they	have	to	help	Santa.
  Minions: In	addition	to	the	inhabitants	of	Winterland	
  there	are	literally	millions	of	people	across	the	Earth	
  who	would	sacrifice	everything	to	help	Santa.
  Enemies: All servants of evil. Santa also has a 
  personal desire to use everything in his arsenal to 
  expel	Lord	Splynncryth	and	his	minions	from	the	
  Earth.Weapons and Equipment: 
  	1.	“Santa’s Sack” 
  •	 Mystical Bag
  •	 This	bag	is	Santa’s	signature	item.	It	is	a	large	red	
  bag	with	silver	trim	and	white	drawstrings	that	
  always	seems	to	be	bursting	with	fullness.
  •	 Bag is actually a tiny permanent portal to the 
  vault	in	the	basement	of	Santa’s	workshop.
  •	 Santa	reaches	into	the	sack,	concentrates	on	the	
  desired	object	from	the	vault	for	1	second	and	
  then pulls it out.
  •	 Indestructible
  •	 Travel	is	only	one	way.
  •	 There	is	NOTHING	in	the	sack	and	it	CANNOT	
  actually carry anything.
  	2.	“Santa’s Robe” 
  •	 Heavy	Red,	Green,	Gold,	Silver,	and	White	robe.
  •	 500	MDC
  •	 +3	strike,	parry,	dodge,	roll,	fall,	and	pull	while	
  wearing.
  •	 Invisibility
  3.	“Santa’s Head Wreath”
  •	 Wreath	consisting	of	interwoven	mistletoe	and	
  ivy.
  •	 +8	to	save	versus	psionics.
  •	 Mystic	aura,	150	MDC.
  •	 +5	P.B.
  4.	“Santa’s Staff” –	Greatest	Rune	weapon,	a	gift	
  from Thoth.
  •	 A	long	honey	colored	wooden	staff	highlighted	
  with	red	and	white	stripes	and	engraved	with	
  silver runes.
  •	 All	Standard	rune	powers.
  •	 I.Q.	20
  •	 Damage	2D6	x	10	(double	damage	to	vampires	
  and	the	undead)
  5.	“The List”
  •	 Appears to be a tattered and ancient roll of 
  parchment.
  •	 Indestructible
  •	 Although the list is fabled to contain an annual 
  accounting	of	all	of	the	“naughty	and	nice”	
  children	in	the	world,	this	list	is	a	constantly	self	
  updating	rundown	of	the	best	and	worst	people	
  in	the	world	and	a	short	description	of	what	the	
  person	did	to	deserve	their	inclusion,	plus	an	
  image of each person is included.
  6. “Santa’s Sleigh”
  •	 An ornate Victorian era sleigh large enough to 
  seat	10.
  •	 400	MDC
  •	 Fly	at	up	to	1000	miles	(1600	km)	per	hour.
  •	 +10	to	dodge	while	in	flight.
   
  The Grand Tree of Winterland – Millennium Tree
   
  *see Rifts World Book 3: England for full details on 
  Millennium Trees*
  Size:	2000	feet	(610	m)
  Alignment: Principled
  Description: The Winterland Millennium Tree looks 
  like a gigantic Douglas Fir.
  74
  
  Ludicrous Magic™ III
  by Nate Bingham
  The	new	spells	for	the	Ludicrous	Mage	and	friends.
  Level 1
  Atomic Wedgie
  Cymbals
  Dummy	Grenade	(Lesser)	
  Face	of	a	Clown
  Squirting	Ink
  Level 2
  Flashing Trench Coat
  Knock-knock	knocker
  Stars and Birds
  Whoopee Cushion: Fear
  Level 3
  Disappearing	Ink
  Seltzer	Spray
  Level 4
  Field of Rakes
  Joy	Buzzer
  Multi-Door
  Plunger Gun
  Rubber	Knife
  Whoopee	Cushion:	Fart	(Lesser)	
  Whoopee Cushion: Sleep
  Yo-Yo
  Level 5
  Sub-Titles
  Whoopee	Cushion:	Fart	(Greater)	
  Level 6
  Anvil
  Sub-Atomic Wedgies
  Banana Peals
  Coo-Coo Door
  Dummy	Grenade	(Greater)	
  Ludicrous Speed
  Quiver	of	Rubber	Chickens
  Silly	String	(Greater)	
  Slinky	Eyes
  Swirley
  Tongues	of	Helium
  Whoopee Cushion: Bomb
  Level 7
  Animate and Control: Rubber Chicken
  Follow	the	Bouncing	Ball
  Rubber Legs
  Level 8
  Dumb	Joke
  Face	the	Clowns
  Simon Says
  Spinning Top
  Level 9
  Enchanted	Object:	Rubber	Chicken
  Revolving Door
  Rubber Ball Rain
  Wacky Stick
  Level 10
  Balloon Weapons of Mass Destruction
  Trap Door
  Level 11
  Clown	Car
  I	am	Rubber…	You	are	Glue…	
  Level 14
  Anvil Rain
  Spell of Legend
  Raining Cats and Dogs
  Atomic Wedgie 
  Level:	1
  Range:	50	feet	(15.2	m)
  Duration:	Instant
  Saving Throw: Standard
  P.P.E.:	4
  This spell causes confusion to the victim because 
  this	is	usually	not	a	directed	attack	at	someone	who	
  is seeing it coming. The spell creates an image of 
  the	underwear	on	the	outside	of	any	material	(even	
  75
  
  M.D.C.	armor	as	an	illusion).	No	matter	how	it	
  appears	on	the	outside;	on	the	inside	the	victim	has	a	
  bad	case	of	the	“bunchies”	and	incurs	discomfort	and	
  mild	pain.	Victims	who	fail	to	save	v.	magic	receive	
  1D4	points	of	damage.	Those	surrounding	the	victim	
  will	have	to	save	vs	the	Humor	Factor	or	laugh.	All	
  victims	who	fail	receive	a	–2	to	all	their	attacks,	attack	
  bonuses,	and	a	-20%	to	skills.
  Cymbals (or the Gong)
  Level:	1
  Range:	10	feet	(3	m)	per	level	of	experience,	30	feet	
  (9.1	m)	away	
  Duration:	1	melee
  Saving	Throw:	Standard
  P.P.E.:	5
  Ever	sat	behind	the	band	at	a	function?	Ever	sat	
  behind	the	percussion	section?	Ever	find	those	
  cymbals	annoying?	This	spell	encompasses	all	of	that	
  and more. Victims of this spell suddenly begin to hear 
  cymbals being banged over and over again. Victims 
  are	–2	to	all	combat	bonuses	and	–1	to	attack	per	
  melee.	Although	the	victim	may	want	to	find	a	source,	
  the	source	will	be	unavailable.
  Dummy Grenade (Lesser)
  Level:	1
  Range:	90	feet	(27.4	m)
  Duration:	4	melees
  Saving	Throw:	None
  P.P.E.:	2	
  This	spell	creates	a	fake	grenade.	It’s	usually	made	
  of	rubber	or	plastic	(user’s	preference).	Those	who	
  initially	see	it	will	think	it’s	a	grenade	(H.F.:	16).	
  Those	familiar	with	the	spell	or	its	caster	will	get	
  a	bonus	vs	Horror	Factor	(+4)	because	of	their	
  knowledge	of	this	ploy.	
  When	the	grenade	“goes	off”	it	will	sizzle	and	fizz	
  then	create	a	cloud	of	smoke	(5	feet	per	level	of	
  experience).	The	grenade	will	have	a	stick	sticking	out	
  of	it	with	a	flag	that	says,	“BANG!”
  Face of a Clown
  Level:	1
  Range:	5	feet	(1.5	m)
  Duration:	1	minute	per	level	of	experience
  Saving	Throw:	Standard
  P.P.E.:	2
  The	character	can	cast	a	spell	that	takes	the	exterior	
  of	a	head	and	turns	it	into	a	clown	with	makeup	and	
  a	wig.	Those	who	fail	and	wear	a	helmet	will	not	
  notice the makeup until they do an observation check. 
  On	the	other	hand,	those	who	do	not	have	anything	
  obstructing	their	face	will	notice	immediately.	The	
  magic	makeup	will	not	come	off	until	the	spell	
  elapses. 
  Squirting Ink 
  Level:	1
  Range:	1	yard	(0.9	m)
  Duration:	Instant
  Saving Throw: Dodge
  P.P.E.:	4
  This spell turns any	means	of	writing	into	an	ink	
  mess.	That	means	that	pens,	pencils,	keyboards	and	
  any	other	means	of	writing	will	produce	ink	on	the	
  victims’	hands	or	even	squirt	their	face	when	enough	
  force	is	applied	(roll	1D10,	it	squirts	on	a	10	right	in	
  the	eye).	The	ink	disappears	when	the	spell	expires.
  Flashing Trench Coat 
  Level:	2
  Range:	20	feet	(6	m)
  Duration:	5	attacks
  Saving Throw: Standard
  P.P.E.:	5
  This enchantment transforms an ordinary trench coat 
  into	an	item	for	the	Blinding	Flash	spell	with	multiple	
  rounds.	Each	time	the	character	opens	the	trench	coat	
  the	victim	sees	white	boxers	with	red	polka-dots	and	
  nothing else. They then have to save vs magic or 
  become	momentarily	blind	(-10	to	strike	parry	and	
  dodge)	for	2D4	melees.	The	spell	can	only	affect	those	
  standing directly in front of the coat. Those standing 
  behind	the	character	or	to	the	side	will	not	be	affected	
  by	the	flash.
  Knock-Knock Knocker 
  Level:		2
  Range:	3	feet	(0.9	m)	per	level	of	experience
  Duration:	2D4	melees
  Saving Throw: Special
  P.P.E.: 6
  This simple diversion spell creates a knocking sound 
  that can be heard on the other side of the door no 
  76
  
  matter	the	thickness	(doors	do	not	get	to	save	vs	
  magic).	When	the	door	is	opened	the	knocking	will	
  stop.	After	the	door	is	closed	the	knocking	will	
  continue.	The	knocking	will	continue	until	the	spell	
  elapse or is canceled by the caster. When cast on a 
  person	the	victim	who	fails	to	save	vs	magic	will	hear	
  a	knocking	sound	in	their	head	that	no	one	else	will	
  hear.
  Stars and Birds 
  Level:	2
  Range:	Immediate	area
  Duration:	4	minutes	per	level	of	experience
  Saving Throw: Standard
  P.P.E.: 6
  The	character	that	does	not	save	vs	magic	when	
  struck,	will	see	a	cartoon	version	of	stars	and	birds	
  (3D6	of	them)	each	time	they	are	stuck	by	a	blunt	
  object.	After	each	blow	the	character	is	-1	to	strike,	
  parry	and	dodge,	which	is	accumulative	(POW,	minus	
  one,	then	POW,	minus	two,	then	POW,	minus	three,	
  etc.).	
  Whoopee Cushion: Fear (H.F.: 16)
  Level:		2
  Range: Touch
  Duration:	2	minutes	per	level	of	experience
  Saving Throw:	Special	–	If	the	victim	sits	and	saves	
  vs	magic	then	it	doesn’t	disperse	its	charge	but	is	
  saved	for	the	next	person.
  P.P.E.:	5
  The affect is similar to Whoopee Cushion: Sleep 
  with	this	exception;	the	cushion,	instead	of	emitting	
  a	flatulent	like	sound	emits	a	horn	similar	to	an	18	
  wheeler.	The	victim	must	save	versus	a	Horror	Factor	
  of	16	or	lose	initiative	and	one	attack	for	that	melee.	
  The	heart	will	race	and	breathing	will	accelerate	for	
  the	victim	from	the	experience.
  Disappearing Ink 
  Level:	3
  Range:	5	feet	(1.5	m)	per	level	of	experience
  Duration:	4	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.: 6
  The caster has the ability to turn both digital and 
  written	text	invisible.	Those	who	can	see	the	invisible	
  will	not	notice	the	missing	text	and	those	that	cast	
  “See	the	Invisible”	will	see	the	text.	Digital	text	will	
  still have its content but appear as a blank screen. The 
  spell is short lived and makes for a great gag.
  Seltzer Spray 
  Level:	3
  Range:	40	feet	(12.2	m)
  Duration:	2	melees	per	level	of	experience
  Saving Throw: Dodge
  P.P.E.:	15
  Most	every	clown	is	famous	for	using	seltzer	
  containers	whether	on	them	selves	or	on	others.	This	
  spell	creates	a	two	liter	bottle	of	magic	water	with	
  similar	properties	to	seltzer	water.
  •	 Blind	–	The	character	can	use	the	water	to	
  blind	an	opponent.	The	victim	will	lose	all	
  their	attacks	except	one.	The	exception	would	
  be anything that covers the face and eyes. The 
  container	allows	for	4	shots	of	this.
  •	 Slick on the floor – The spell caster can use 
  this	seltzer	as	a	slippery	substance	by	spraying	
  it	on	the	ground.	Victims	will	need	to	roll	
  under	their	P.P.	on	a	twenty-sided	die	to	avoid	
  falling	down	every	yard.	This	takes	half	of	the	
  container	and	covers	a	10	foot	diameter	per	
  level	of	experience.
  •	 Rocket – The character can use this item as a 
  means of propulsion to launch himself into the 
  air	(10	feet	(3	m)	per	level	of	experience).	The	
  character	points	the	hose	towards	the	ground	
  after	shaking	it	profusely	(two	attacks).	They	
  then	let	the	nozzle	loose	by	pulling	the	trigger.	
  This	will	exhaust	the	spell	and	completely	
  deplete the container. Steering the container is 
  with	ease	and	can	give	them	any	direction	from	
  vertical	to	horizontal.	The	rocket	can	even	
  be	used	to	“catch”	someone	that	falls	with	a	
  successful	strike	(15).
  •	 A Weapon –	The	seltzer	spray	spell	creates	a	
  mystical	bottle	of	seltzer.		In	most	every	way	
  the	bottle	is	the	same	as	the	real	thing.	(In	other	
  words,	it	can	be	knocked	out	of	their	hands	
  with	a	good	shot	-3	to	hit.)	There	are	three	
  levels	of	power	that	the	caster	can	use.	The	
  character can shoot as many times as they have 
  attacks.	Knockdown	is	half	for	supernatural	
  beings.	Those	who	are	not	knocked	down	are	
  pushed	back	for	1	foot	per	level	of	pressure.
  77
  
  •	 Level	1	-	Squirt	–	1D4	M.D.C.	(No	knock-
  down)	
  •	 Level	2	-	Spray	–	1D6	M.D.C.	(10%	
  knock-down)	
  •	 Level	3	-	Light	Blast	–	2D4	M.D.C.	(30%	
  knock-down)	
  •	 Level	4	-	Medium	Blast	–	3D4	M.D.C.	
  (50%	knock-down)	
  •	 Level	5	-	Heavy	Blast	-	3D6	M.D.C.	(70%	
  knock-down)	
  •	 Level	6	-	Mega	Heavy	Blast	-	4D6	M.D.C.	
  (90%	knock-down)	
  Field of Rakes 
  Level:	4
  Range:	60	foot	radius	(18.3	m)
  Duration:	6	melees	per	level	of	experience
  Saving Throw: None
  P.P.E.:	10
  This	area	affect	spell	turns	an	average	field	into	a	land-
  mine	field	of	tall	grass	(now	1D8	inches	tall).	Every	
  yard	there	is	a	hidden	rake	that	with	the	wrong	step	
  will	hit	its	victim	in	the	face	or	back	depending	on	
  how	they	are	walking	or	running.	(Note:	For	this	spell	
  I	would	recommend	that	the	G.M.	roll	on	a	6	sided	die	
  and	have	them	hit	by	a	roll	of	1,	2,	3,	4,	or	5.	Six	is	a	
  miss.)	The	rake	does	minimal	damage	and	is	more	of	
  a	distraction	(1D4	S.D.C.	damage,	-4	to	initiative	and	
  to	strike	and	25%	chance	of	tripping	if	running).	The	
  caster	and	those	they	touched	while	casting	the	spell	
  will	be	able	to	run	though	the	field	without	hitting	a	
  thing.	The	spell	does	not	affect	those	who	can	fly	over	
  the	field.	
  Joy Buzzer
  Level:	4
  Range: Touch
  Duration:	1	minute	per	level	of	experience
  Saving Throw: Standard
  P.P.E.:	Six
  A	particularly	spicy	tool	for	those	who	want	to	get	a	
  good	laugh,	this	spell	was	designed	for	parties	and	
  favors.	It	does	no	damage	but	gets	anyone’s	attention.	
  Those shocked by this spell are cursed temporarily for 
  the	duration	of	the	spell	with	convulsing	and	twitching	
  around.	Those	who	attempt	to	save	their	comrade	will	
  have	to	save	vs	magic	too,	so	the	only	way	to	keep	
  it from spreading is to save vs the magic. The magic 
  energy	will	arc	around	their	body	like	a	live	wire	while	
  their	bodies	twitch	and	shake	in	a	desperate	attempt	
  to	perform	their	normal	duties	(-10%	to	skills	and	
  –2	to	strike,	parry	and	dodge).		To	touch	electrically	
  sensitive	equipment	temporally	shorts	it	out	for	the	
  duration of the spell. 
  Multi-Door 
  Level:	4
  Range:	200	feet	(61	m)
  Duration:	20	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.:	20
  This transforms an ordinary entrance that has a door 
  (not	rotating	door)	into	a	door	that	has	a	door	behind	
  it. When the door is opened there is a yet smaller and 
  smaller	door	behind	each	door	(four	[4]	doors	plus	
  one	per	level	of	experience).	The	door	behind	the	first	
  will	be	one	inch	shorter	in	all	directions.	(i.e.	the	first	
  door	is	6	feet	tall;	the	second	door	is	5	foot,	10	inches,	
  remove	an	inch	from	the	bottom,	top	and	side,	etc.).	
  Each	door	will	have	the	same	S.D.C.	/M.D.C.	as	the	
  original	minus	five	points.
  For the mage going though the same enchanted door 
  they	will	not	suffer	effects	of	the	spell	and	will	pass	
  though effortlessly.
  Plunger Gun 
  Level:	4
  Range:	100	feet	(30.5	m)	per	level	of	experience
  Duration:	5	melees	per	level	of	experience
  Saving Throw: None
  P.P.E.:	21
  Animating	bullets	is	what	this	spell	is	about.	This	
  modifies	any	kinetic	weapon	and	changes	its	
  ammunition into a series of plungers that launch at 
  the	designated	target.	The	weapon	now	does	half	
  damage but impairs vision tremendously and impairs 
  mobility	(half	attacks	and	combat	bonuses)	as	they	
  stick	to	where	they	hit.	Each	plunger	takes	3	seconds	
  to	remove.	Energy	weapons	are	not	affected.
  Rubber Knife
  Level:	4
  Range:	100	feet	(30.5	m)	per	level
  Duration:	2	melees	per	level
  Saving Throw: Special
  P.P.E.: 12
  78
  
  This	spell	turns	regular	blade	weapons	into	rubber	
  weapons	that	do	no	damage.	The	blade’s	hilt	is	a	
  different	story	though,	since	it	keeps	its	original	
  texture	and	structure	and	if	there	are	extras	on	the	
  hilt	(spikes,	a	bladed	hilt	guard	etc.)	they	stay	the	
  same and do full damage. The magic does not affect 
  enchanted	weapons	and	psionic	weapons.	All	other	
  bladed	weapons	are	affected.
  Whoopee Cushion: Sleep 
  Level:		4
  Range: Touch
  Duration:	10	minutes	per	level	of	experience
  Saving Throw:	Special	–	If	the	victim	sits	and	saves	
  vs.	magic	then	it	doesn’t	disperse	its	charge	but	is	
  saved	for	the	next	person.
  P.P.E.:	12
  The character places the magically created cushion 
  in	an	undisclosed	place,	preferably	a	place	for	sitting.	
  When	the	victim	sits	on	the	cushion,	the	victim	hears	
  a	strong	sound	followed	by	laughter.	The	victim	must	
  roll under their M.A. or be embarrassed by the sound. 
  All	eyes	within	a	30	foot	(9.1	m)	(plus	5	feet	(1.5	m)	
  per	level	of	experience)	area	will	look	to	see	where	
  the sound came from and begin snickering. The victim 
  must then save versus magic or fall asleep as per the 
  spell	“Sleep.”
  Whoopee Cushion: Fart (Lesser) 
  Level:		4
  Range: Touch
  Duration:	6	minutes	per	level	of	experience
  Saving Throw:	Special	–	If	the	victim	sits	and	saves	
  vs	magic	then	it	doesn’t	disperse	its	charge	but	is	
  saved	for	the	next	person.
  P.P.E.:	12
  This spell again is similar to Whoopee Cushion: 
  Sleep	with	this	exception;	the	cushion	still	releases	a	
  surprising	explosion	sound	followed	by	a	smell	similar	
  to	a	skunk.	The	character	will	reek	but	only	they	will	
  smell	it.	Similar	to	the	old	adage	“The	smeller	is	the	
  feller.”	The	character	will	be	constantly	distracted	
  by	the	smell;	may	even	puke	(save	versus	non-lethal	
  poison).	
  Yo-Yo
  Level:	4
  Range: 5	feet	(1.5	m)	plus	one	foot	(0.3	m)	per	level	
  of	experience
  Duration:	4	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.: Seven
  This spell creates an enchanted yo-yo that can be 
  used	for	entangle,	strike,	and	101	yo-yo	tricks.	It’s	
  in this spell that the sarcasm of a Ludicrous Magic 
  user	comes	through,	tying	up	targets	and	patting	or	
  pinching	their	cheek	before	escaping.	Those	who	see	
  the	spell	coming	must	first	roll	a	dodge	of	18	or	better.	
  If	the	target	is	entangled	they	can	attempt	to	break	it	
  with	a	P.S.	of	20	(Supernatural	P.S.	of	15)	but	to	break	
  free takes one melee. 
  Sub-Titles 
  Level:		5
  Range: Self or others by touch
  Duration:	3	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.:	10
  This spell is similar to Tongues but instead of being 
  able	to	speak	the	language	the	character	will	have	
  sub-titles	appear	below	their	face	about	heart	level	in	
  the	native	language	of	the	people	around	them.	(Keep	
  in	mind	that	some	words	do	not	translate	correctly	
  so it sometimes looks like a badly translated movie. 
  Insults	don’t	come	out	correctly;	terminology	doesn’t	
  come	across;	and	some	words	do	not	even	have	a	
  translation	etc...	)	The	character	will	“speak”	with	70%	
  proficiency.	Those	without	literacy	will	not	be	able	to	
  read	the	text	and	must	rely	on	their	own	resources.
  Whoopee Cushion: Fart (Greater) 
  Level:		5
  Range:	60	feet	(18.3	m)
  Duration:	3	minutes	per	level	of	experience
  Saving Throw:	Special	–	If	the	victim	sits	and	saves	
  vs	magic	then	it	doesn’t	disperse	its	charge	but	is	
  saved	for	the	next	person.
  P.P.E.:	15
  This spell is similar	to	lesser,	only	this	time	the	spell	
  affects those around the victim and the victim smells 
  nothing.	The	penalties	still	apply	but	now	those	within	
  the	area	affect	(50	feet	(15.2	m)	plus	20	feet	(6.1	m)	
  per	level	of	experience)	must	save	versus	magic.	
  Those	who	fail	will	feel	nauseous	and	may	vomit	
  (roll	under	P.E.	on	a	20	sided	die	every	melee	within	
  range).
  79
  
  Anvil 
  Level: 6
  Range:	300	feet	(91.4	m);	line	of	sight
  Duration:	Instant
  Saving Throw: None
  P.P.E.:	15
  Most	magic	users	know	of	the	spell	“Call	Lightning,”	
  a spell that summons electricity from the sky and 
  strikes	their	enemies	quite	unexpectedly.	Anvil	is	
  similar in that something comes from the sky and 
  strikes their opponent. The victim can only dodge the 
  anvil	(18	or	better)	or	be	knocked	unconscious	for	3D4	
  minutes.	After	the	anvil	hits,	it	disappears.	This	spell	
  has	a	humor	factor	of	18	because	it’s	so	funny	when	
  they	don’t	see	it	coming.
  Sub-Atomic Wedgies 
  Level:  6
  Range:	300	feet	(91.4	m)
  Duration:	Instant
  Saving Throw: Standard
  P.P.E.:	20
  This area affect spell causes some serious bunching 
  for	those	within	the	area	affect	(-3	to	strike,	parry,	
  dodge	and	initiative).	This	is	one	of	the	few	spells	
  that	affects	those	in	power	armor	and	robots.	Pilots	of	
  armor	will	find	the	wedgy	uncomfortable	(-1	to	strike,	
  parry,	dodge,	and	initiative	and	-10%	to	piloting	or	any	
  skill	that	requires	you	to	sit	down).	Those	who	remove	
  their	pants	are	immune	to	the	spell	and	will	not	suffer	
  the penalties.
  Banana Peels
  Level:  6
  Range:	100	feet	(30.5	m)per	level	of	experience
  Duration:	3	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.:	25
  This	area	effect	spell	is	extremely	effective	in	combat	
  in that it prevents pursuit and kicks in the area of 
  influence.	As	long	as	people	stay	put	they	will	not	be	
  affected	by	the	slippery	surface,	however	the	moment	
  that	they	attempt	to	kick	or	run,	even	walk,	they	
  will	have	to	roll	under	their	P.P.	or	fall.	Those	with	
  exceptionally	high	P.P.	(16+)	can	run	at	half	speed	
  without	falling.	Finally,	of	course,	the	mage	is	immune	
  to	their	own	spell	and	has	full	benefits	and	bonuses.
  Coo-Coo Door 
  Level:  6
  Range:	Touch	or	10	feet	(3	m)
  Duration:	4	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.:	10
  This	spell	creates	an	enchanted	mini	door	on	any	wall	
  or	door.	The	door	will	suddenly	begin	to	knock.	Any	
  character that is even the slightest bit curious and 
  opens	the	door	will	suddenly	be	pecked	on	the	face.	
  This attack does no damage but the victim must save 
  versus magic or open the door again and in a comical 
  way,	respond	again	to	the	attack.	The	character	will	
  continue to do this until a successful roll of save 
  versus	magic	occurs.	Each	time	the	character	opens	
  the door they lose an attack for that melee. While they 
  are	answering	the	door	the	character	cannot	attack	
  and	will	not	pay	attention	to	combat	unless	they	are	
  directly attacked. At that time the spell is broken 
  and	the	character	will	no	longer	see	the	door	and	can	
  attack.
   
  Dummy Grenade (Greater)
  Level:  6
  Range:	Character’s	throwing	distance;	10	feet	(3	m)	
  blast radius
  Duration:	Instant
  Saving Throw: Standard
  P.P.E.:	20
  This	spell	creates	a	grenade	that	drops	the	I.Q.	of	their	
  victim	by	ten	points	(that’s	right,	-10!)	for	1D4	melees	
  per	level	of	experience.	The	character	will	forget	how	
  to	perform	skills	or	will	have	trouble	performing	skills	
  (-30%)	and	speak	with	a	gibberish	slur.	Characters	
  must roll their language skill to understand the 
  enchanted victim. 
  Ludicrous Speed
  Level: 6
  Range: Self or others by touch
  Duration:	1	minute	per	level	of	experience
  Saving Throw: None
  P.P.E.:	Twelve
  This incantation turns the character or those that 
  they’ve	touched	into	beings	with	cartoon	speed.	
  Instead	of	legs	there	will	be	a	spinning	cloud.	
  Characters	will	have	a	speed	attribute	of	66	(45	
  mph/72	km).		The	character	also	benefits	from	a	bonus	
  80
  
  of	+3	to	parry	and	+8	to	dodge	for	the	duration	of	the	
  spell.
  Quiver of Rubber Chickens 
  Level: 6
  Range:	300	feet	(91.4	m)
  Duration: Permanent
  Saving Throw: None
  P.P.E.:	20
  This spell takes an ordinary container and transforms 
  it	into	a	quiver	of	rubber	chicken	arrows	(bow	sold	
  separately).	The	“arrows”	fly	through	the	air	making	
  a	distinct	clucking	noise	when	fired	(prowl,	and	other	
  hiding	-15%).	The	arrow	will	hit	its	designated	target,	
  bury	itself	up	to	its	shoulders,	go	limp	and	then	lay	a	
  rubber	egg	that	will	bounce	away.	Damage	from	the	
  “arrow”	is	3D6	(S.D.C.	/M.D.C.)	and	has	a	range	of		
  300	feet	(91.4	m).	Use	of	these	special	arrows	gives	
  the	assailant	a	+1	to	their	attacks	per	melee.	The	spell	
  creates	one	arrow	for	every	attack	they	have	per	melee	
  for	every	level	of	experience	that	the	mage	is	(5th level 
  with	5	attacks	per	melee	=	25	arrows).
  Silly String 
  Level:  6
  Range:	60	feet	(18.3	m)
  Duration:	Instant
  Saving Throw:	Dodge	(18	or	better)
  P.P.E.:	15
  The character creates a can of silly string fully loaded 
  and	capable	of	being	around	for	4	melees	per	level	of	
  experience.	The	string	is	very	colorful	and	shoots	two	
  feet	for	every	level	of	experience	of	the	caster.	
  Anyone can handle the canister and use it for combat. 
  In	combat	the	string	doubles	for	an	adhesive.	When	
  the	silly	sting	is	sprayed	at	victims,	its	works	as	a	wrap	
  for	entangling;	sprayed	at	the	floor,	a	very	sticky	floor	
  (similar	to	Carpet	of	Adhesion).
  Slinky Eyes 
  Level: 6
  Range: Line of sight
  Duration: Self or Touch
  Saving Throw: None
  P.P.E.:	18
  This spell	mimics	the	spell	“Eyes	of	Thoth” except	the	
  character enchants a pair of frames that are for glasses. 
  The specs transform into slinky eyed comical glasses 
  that	have	all	the	properties	of	Thoth’s	spell.	While	the	
  glasses are on the character cannot be surprised or 
  attacked	from	behind	(+3	to	initiative)	and	can	read	
  any	and	all	languages	(if	they	are	literate	in	at	least	
  one).	These	weird	lenses	can	look	around	corners	and	
  above	walls	with	no	ceiling	up	to	6	feet	(1.8	m)	away.	
  The	lenses	will	just	hover	like	an	animated	snake	held	
  up by invisible hands.
  Swirley 
  Level: 6
  Range:	40	feet	(12.2	m)
  Duration:	Instant
  Saving Throw: Standard
  P.P.E.:	15
  This	spell	creates	a	whirlwind	that	has	the	distinct	
  smell of toilet cleaning products. When the victim is 
  attacked	by	the	whirlwind,	it	causes	disorientation.	
  The victim is physically picked up and spun at a high 
  speed.	There	is	no	saving	throw,	only	dodging	the	
  whirl	wind	will	prevent	this.	The	whirlwind	is	one	foot	
  in	diameter	per	level	of	experience	and	requires	an	18	
  to	dodge.	After	the	victim	has	been	though	the	“spin	
  cycle,”	the	character	will	be	very	clean.	If	in	armor	or	
  power	armor	or	a	robot,	despite	the	protection	that	it	
  offers,	the	character	will	have	a	distinct	curl	in	their	
  hair.
  Tongues of Helium 
  Level: 6
  Range: Self or Touch
  Duration: 5	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.: 12
  This spell is similar to Tongues. The spell caster is 
  capable	of	speaking	any	language	but	with	a	price,	
  their	voice	is	extremely	high.	Onlookers	will	find	it	
  humorous	and	may	even	laugh	+1D4	to	H.F.	(humor	
  factor).	On	the	alternative,	the	character	will	speak	
  a	“pig	Latin”	of	the	desired	language.	Characters	
  attempting to understand the player must roll to see if 
  they	fully	understand	the	words	coming	out	of	their	
  mouth	(60%	+5%	per	level	of	experience).	
  Whoopee Cushion: Bomb 
  Level:  6
  Range:	3	feet	(0.9	m)
  Duration:	Instant
  81
  
  Saving Throw:	Special	–	If	the	victim	sits	and	saves	
  vs	magic	then	it	doesn’t	disperse	its	charge	but	is	
  saved	for	the	next	person.
  P.P.E.:	18
  This	spell	has	the	same	effects	as	the	others	but	with	
  this	one	exception,	it’s	a	bomb!	This	explosive	device	
  launches	the	victim	(doing	no	harm	in	the	launch,	but	
  the	landing	is	a	pain)	some	40	feet	(12.2	m)into	the	
  air.	Those	with	M.D.C.	armor	take	half	damage	from	
  the	impact.	If	the	explosive	is	placed	inside	a	building,	
  vehicle or closed space that does not accommodate 
  for	the	launch,	the	victim	will	hit	the	ceiling	with	such	
  force	that	they	must	save	vs	knock	out	(14)	or	loose	
  consciousness. 
  Animate and Control: Rubber Chicken 
  Level:		7
  Range:	400	feet	(122m);	line	of	vision
  Duration:	5	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.:	20
  The character can take an average rubber chicken 
  (hard	to	find	in	Chi-Town	[rare])	and	animate	it	to	do	
  work	similar	to	a	familiar.	
  The	chicken’s	demeanor	is	that	of	a	live	large	chicken	
  (3	feet	(0.3	m)	tall)	with	glowing	eyes.	The	chicken	
  will	obey	simple	commands	and	when	not	working	
  will	cluck	and	peck	like	a	chicken.	The	behavior	is	
  more	like	an	attack	dog	err…	chicken.	
  S.D.C./M.D.C.:	50
  P.S.:	12	(Supernatural)	
  Attacks	per	Melee:	4
  Bonuses:	+2	to	strike	parry	and	dodge,	+1	to	initiative.
  Special	Attacks:		+4	to	entangle,	spring	leap	(counts	
  as	two	attacks)	10	feet	(3	m)	across	or	high.	Pecking	
  attack:	3D6.
  Follow the Bouncing Ball 
  Level:		7
  Range:	700	feet	(213	m)
  Duration:	3	minutes	per	level	of	experience
  Saving Throw: Standard
  P.P.E.:	25
  The character creates a red rubber ball that has 
  incredible elasticity and bounces incredibly high and 
  fast	(speed:	30;	bouncing	as	high	as	30	feet	(9.1	m)	in	
  the	air).	The	victim	who	fails	to	save	versus	magic	will	
  follow	the	bouncing	ball	whereever	the	mage	throws	
  it in an attempt to get it like a cat going after yarn. The 
  ball	will	always	stay	just	out	of	reach	and	should	it	be	
  touched	will	bounce	profusely	in	a	random	direction.	
  The	spell	elapses	when	the	victim	either	leaves	the	
  area	affect	or	the	spell	expires.	
  Rubber Legs 
  Level:	7
  Range:	Self	or	others	within	100	feet	(30.5	m)	per	
  level	of	experience	(line	of	sight)
  Duration:	4	minutes	per	level	of	experience
  Saving Throw:	Standard	-3
  P.P.E.:	35
  This spell has a number of functions. 
  •	 The	spell	enables	the	caster	(or	those	in	
  range)	to	leap	great	distances.	Each	level	of	
  experience	the	character	can	leap	8	feet	(2.4	
  m).	The	leap	is	with	a	big	“BOING”	sound.	
  •	 In	running	this	spell	triples	the	runner’s	speed	
  attribute. 
  •	 In	combat	the	enchanted	person	can	kick	a	
  target	3	yards	away.
  Dumb Joke 
  Level:		8
  Range:	90	feet	(27.4	m)
  Duration:	5	melees	per	level	of	experience
  Saving Throw: Standard
  P.P.E.:	40
  This	spell	transforms	people	in	the	area	of	its	influence	
  and	takes	even	the	dumbest	“Knock-Knock”	joke	and	
  makes	it	hilarious.	Victims	who	fail	to	save	vs	magic	
  will	begin	to	chuckle	and	then	laugh.	The	laughter	
  will	build	to	the	point	of	collapsing	within	half	a	
  melee.	The	victims	will	laugh	and	laugh	until	their	
  sides hurt and they collapse for one melee per level of 
  the	caster.	During	this	time	they	cannot	attack,	only	
  defend	themselves.	As	soon	as	the	victims	are	struck,	
  joke	is	over!	They	will	be	immune	to	the	effects	of	
  the spell even if others around them are still laughing. 
  They	will	then	have	full	sense	of	themselves	and	have	
  all	their	attacks	and	bonuses;	although	for	1D4	days	
  afterwards	when	they	think	about	the	situation	they	
  will	tend	to	chuckle.
  Face the Clowns 
  82
  
  Level:	8
  Range:	10	feet	(3	m)	per	level	of	experience
  Duration:	5	minutes	per	level	of	experience
  Saving Throw: Standard
  P.P.E.:	25
  This spell tricks the mind of its victim to see only 
  clown	faces	on	every	one	they	see.	The	face	will	be	
  based on the aura that they see. 
  •	 The character sees alignment:
  o	 Good	alignment	will	be	a	happy	face.
  o	 Evil	will	be	a	demonic	clown	(Horror	
  Factor	of	6).
  •	 The	character	will	see	general	health:
  o	 Healthy	clowns	will	have	their	general	
  shape.
  o	 Sick	clowns	will	appear	bloated	or	
  green.
  •	 The	character	will	see	if	the	people	are	
  possessed:
  o	 Possessed	victims	will	appear	as	
  normal	people	with	a	chest-bursting	
  creature	with	a	clown	face	or	will	
  appear	like	a	normal	being	with	a	snake	
  tongue	that	looks	like	a	clown.
  Quick Drying Cement 
  Level:	8
  Range:	200	feet	(61	m)	away,	5	foot	(1.5	m)	diameter	
  per	level	of	experience
  Duration:	1	melee	per	level	of	experience
  Saving Throw: None
  P.P.E.:	40
  This	spell	turns	ordinary	cement	into	wet	cement	that	
  dries	shortly	after	contact	in	1D4	melees.	Victims	
  running	though	the	wet	cement	will	slip	and	slide	if	
  running	or	clomp	through	if	walking.	The	cement	
  “dries”	when	the	spell	elapses	(again,	that’s	1D4	
  melees).	Those	stuck	in	the	cement	when	it	dries	
  will	be	bound	by	40	points	of	the	cement	(M.D.C.	or	
  S.D.C.	depending	on	the	nature	of	the	cement).
  Spinning Top
  Level:	8
  Range: Self only
  Duration: One melee
  Saving Throw: None
  P.P.E.: Thirty
  This spell is similar to the Oracle and Sickness spell 
  combined. This spell causes the ludicrous being to 
  spin	at	high	velocity.	While	spinning,	the	character	is	
  immune	to	magic,	psionics,	and	kinetic	attacks.	The	
  only	way	to	get	to	them	is	via	energy	attacks.
  During	this	spinning	the	“Top”	gets	a	vision	via	
  clairvoyance. When the vision ends the top starts to 
  spin	out	of	control,	doing	1D6	per	level	of	experience	
  to	everything	in	a	10	foot	(3	m)	area	for	one	melee	
  before	spinning	to	a	stop.	The	character	will	be	-3	to	
  strike,	parry	and	dodge	for	the	next	two	melees	while	
  they	try	to	recompose	themselves.	The	character	will	
  be laughing and giggling until they have come to a 
  complete stop.
  Enchanted Object: Rubber Chicken 
  Level:		9
  Range: Touch
  Duration:	10	minutes	per	level	or	Permanent
  Saving Throw: None
  P.P.E.:	68
  This spell turns an ordinary chicken into a rubber 
  chicken	of	death.	The	new	animated	chicken	is	more	
  like	an	attack	dog	in	its	behavior.	Chicken:	2	feet	(0.6	
  m),	1D4	inches	tall,	20	pounds	(9	kg)	(400	S.D.C.	or	
  40	M.D.C.).	Clucks	like	a	chicken	when	not	given	an	
  order;	when	the	beast,	however,	is	given	an	order,	the	
  chicken	will	attack	the	desired	target	immediately.	
  The	chicken’s	attributes	are	as	follows:	+2	to	strike	
  parry	and	dodge;	+5	to	initiative.	Their	attributes	are	
  Supernatural	with	a	high	strength	(P.S.:	20),	agile	
  reflexes	(P.P.:	22)	and	lightning	speed	(Spd.:	40).	
  The	beak	on	the	creature	is	strong	and	sharp	(4D6	
  damage);	it	also	does	not	fatigue	when	under	intense	
  stress.
  Spell	casters	who	want	to	make	the	chicken	a	
  permanent	partner	just	need	to	expel	three	times	the	
  amount	of	P.P.E.	and	the	creature	will	act	more	like	an	
  animated familiar. 
  Revolving Door 
  Level:	9
  Range:	30	feet	(9.1	m)	per	level	of	experience
  Duration:	2	melees	per	level	of	experience
  Saving Throw: None
  P.P.E.:	40
  This	spell	creates	a	dimensional	flux	in	that	when	
  anyone	goes	though	the	door	there	will	be	a	distinct	
  pop	and	then	they	will	be	coming	out	the	same	way	
  83
  
  they	came	in.	In	an	actual	revolving	door	the	door	
  will	not	stop	except	at	the	point	of	origin.	The	only	
  exception	to	this	is	the	caster	himself	who	is	immune	
  to the effects of the spell.
  Rubber Ball Rain 
  Level:		9
  Range:	10	feet	(3	m)	radius	per	level	of	experience
  Duration:	10	minutes	per	level	of	experience
  Saving Throw: None
  P.P.E.:	40
  This	spell	is	also	known	as	ping-pong	rain	because	it	
  is	white	and	very	elastic	in	its	behavior	and	covers	a	
  large	area.	Thousands	of	rubber	ping-pong-sized	balls	
  come	from	the	sky.	While	the	balls	are	falling,	the	
  caster is a silhouette and cannot be detected by sensory 
  equipment.	Others	will	find	it	hard	to	hit	the	caster	and	
  those	who	were	involved	by	touch	(-4	to	strike,	parry	
  and	dodge).	
  Wacky Stick 
  Level:	9
  Range: Touch
  Duration: Permanent
  Saving Throw: None
  P.P.E.:	50
  Punch	and	Judy	were	famous	for	beating	each	other	
  with	sticks.	Who	would	of	though	that	this	would	
  become	a	regular	weapon	for	the	magi	of	wackiness?	
  The	wacky	stick	is	a	stick	that	has	been	enchanted	
  to	give	weird	noises	when	it	strikes	its	target.	This	
  weapon	of	choice	creates	loud	sound	effects	despite	
  giving	little	damage	(3D4	S.D.C.	/M.D.C.	depending	
  on	the	nature	of	the	creature	struck).	The	benefit	from	
  using	the	weapon	is	that	it	has	an	incredible	knock-
  down	factor.	The	strike	must	be	full	strength	(not	
  restrained	or	power	strike).	Each	time	the	victim	is	
  struck,	the	character	rolls	on	the	following	knockdown	
  table.
  01	–	20	Victim	is	knocked	back	by	a	quarter	of	the	
  character’s	P.S.	in	feet/meters	(rounding	up).
  21	–	40	Victim	is	knocked	back	by	half	of	the	
  character’s	P.S.	in	feet/meters	(rounding	up).
  41	–	60	Victim	is	knocked	back	equal	to	the	
  character’s	P.S.	in	feet/meters.
  61	–	80	Victim	is	knocked	back	twice	the	character’s	
  P.S. in feet/meters.
  81	–	00	Victim	is	knocked	back	three	times	the	
  character’s	P.S.	in	feet/meters.
  Balloon Weapons of Mass Destruction 
  Level:		10
  Range: Touch
  Duration:	2	melees	per	level	of	experience
  Saving Throw:  None
  P.P.E.:	50
  These	balloons	go	“BOOM”!	The	spell	enchants	
  simple	balloons	that	are	then	twisted	into	the	shape	
  that	they	will	be	to	mimic	the	weapon	or	explosive.	
  Weapons	shaped	like	a	gun	of	any	kind	do	4D6	
  damage	with	a	1200	foot	(366	m)	range.	Explosives	
  of	any	size	will	do	1D4X10	damage	to	a	20	foot	
  (6.1	m)	radius	launching	the	victims	30	feet	(9.1	m)	
  in	the	air	(falling	is	3D6	damage).	Because	of	their	
  light	structure	they	will	blow	with	the	wind	to	any	
  direction.	Most	mages	tape	the	explosive	down	to	
  prevent	this.	The	explosive	will	go	off	in	10	seconds	
  after the spell is cast on the balloon.
  Trap Door 
  Level:	10
  Range:	100	feet	(30	m)	per	level	of	experience,	30	
  foot	(9.1	m)	radius;	line	of	sight
  Duration:	2	weeks	per	level	of	experience
  Saving Throw: None
  P.P.E.:	65
  This	spell	creates	an	invisible	trap	door	that	will	fall	
  out	from	under	the	victim	when	they	step	or	drive	on	
  roughly the middle of the enchanted area. The trap is 
  10	feet	(3	m)	deep	and	does	1D6	damage	despite	the	
  constitution	of	the	victim	(M.D.C.	or	S.D.C.).	Victims	
  must	climb	10	feet	(3	m)	per	level	of	experience	of	the	
  caster to get out of the hole then roll under their P.P. or 
  fall back into the hole from the top.
  Clown Car 
  Level:	11
  Range: Touch
  Duration:	3	days	per	level	of	experience
  Saving Throw: None
  P.P.E.:	100
  This spell transforms the space of any vehicle into 
  accommodating	the	space	for	four	times	its	outward	
  appearance.	An	example	would	be	a	seven	man	
  vehicle	will	suddenly	accommodate	twenty-eight	
  with	seats	and	cup	holders	included.	The	downside	to	
  84
  
  this	spell	is	when	the	spell	expires	people	in	the	car	
  will	find	themselves	in	a	similar	case	to	those	college	
  students	that	stick	themselves	in	a	phone	booth.	It	
  will	not	“hurt”	those	involved	in	the	tight	fit	but	there	
  will	be	complaints	of	soreness	when	they	get	out	as	
  the	spell	will	adjust	the	occupants	to	adjust	to	the	new	
  existing	space.		
  I am Rubber… You are Glue… 
  Level:		11
  Range:	100	feet	(30	m)	per	level	of	experience
  Duration:	1	minute	per	level	of	experience
  Saving Throw:	Special	–	Only	a	natural	(unmodified)	
  18,	19	or	20	will	resist	the	spell	and	prevent	ricochet
  P.P.E.:	140
  This spell transforms any spell directed at the caster 
  into	a	ricochet	spell	that	affects	the	one	who	attempted	
  to cast a spell against the caster. Mental or physical 
  spells	that	require	a	save	vs	magic	or	a	dodge	now	are	
  targeted	at	the	person	who	cast	the	magic	and	they	
  must	now	dodge	their	own	attack	and	save	vs	their	
  own	magic.	Kinetic	and	energy	attacks	will	bounce	
  harmlessly off the character back at the point of origin 
  to	do	full	damage.	Because	of	the	high	price	of	P.P.E.	
  and	low	time	that	this	spell	lasts,	this	is	not	a	very	
  common spell used in combat.
  Anvil Rain
  Level:	14
  Range:	100	foot	(30	m)	radius	per	level
  Duration:	20	melees	per	level
  Saving	Throw:	Special
  P.P.E.:	Two	Hundred
  Some	have	rumored	that	this	spell	doesn’t	exist	even	
  among the comical community only because most 
  don’t	survive	to	tell	the	tale.	What	the	spell	does	is	
  summons	dozens	and	dozens	of	anvils	and	drops	them	
  from	600	feet	(183	m)	in	the	air.	Those	caught	in	the	
  attack	suffer	1D6X10	per	5	feet	(1.5	m)	traveled.	
  Those	on	the	edge	of	the	downpour	may	survive	while	
  those	more	than	ten	feet	(3.0	m)	tend	not	to.	The	caster	
  in the middle can observe as the anvils harmlessly fall 
  about	them	while	others	are	doing	their	best	to	dodge.	
  In	the	attempt	to	dodge	this	rain,	a	good	doge	on	a	
  D20	(12	or	better)	is	necessary	for	every	five	feet	(1.5	
  m).	Those	who	survive	the	experience	risk	a	psychosis	
  at	20%	of	fearing	rain,	hail,	sleet	and	snow,	and	will	
  not	travel	under	such	conditions.	Overcasts	will	make	
  the	character	edgy	and	thunder	will	make	them	jumpy	
  especially	when	close.
  Raining Cats and Dogs 
  Level: Spell of Legend
  Range:	100	feet	away	(30	m)	and	50	feet	(15.2	m)	
  diameter	per	level	of	experience
  Duration:	One	minute	per	level	of	experience
  Saving Throw: None
  P.P.E.:	160
  Damage:	1D4	S.D.C.
  When	this	spell	is	cast,	all	within	its	radius	knows	
  it	because	the	sky	lights	up	with	the	flash	from	a	
  thunderclap.	Suddenly,	the	sky	darkens	with	the	
  dots of the color of fur and the sound of neighboring 
  domestic	animals	(and	non-domestic	animals,	i.e.	
  stray	or	wild	rats,	cats	and	dogs).	Every	animal	within	
  the radius of the spell is instantly teleported over and 
  over	into	the	air,	only	to	fall	again	towards	the	earth.	
  The moment that they are about to touch the ground 
  they	disappear	back	into	the	sky	(40	feet	(12.2	m)	in	
  the	air).	The	animals	do	not	build	up	speed	with	each	
  teleport	and	hits	onlookers	very	lightly	(but	probably	
  go	monkey	on	them,	if	you	know	what	I	mean).		It	
  does	scare	people	(H.F.:	12)	looking	up	and	seeing	an	
  animal	falling	toward	them.	When	the	animal	touches	
  the	ground,	the	spell	again	teleports	them	back	into	the	
  sky.	For	animals,	when	this	spell	finishes	the	animal	is	
  teleported	back	to	their	point	of	origin	shaken,	maybe	
  even	scared	(more	likely)	but	otherwise	ok.
  Traveling	though	the	“rain,”	visibility	is	at	20	feet	
  (6.1	m)because	of	all	of	the	fur.	Running	though	the	
  “rain”	is	impossible	without	being	hit	by	an	animal.	
  Attempting	combat	in	the	“rain”	has	penalties	(-6	to	
  strike,	parry	and	dodge,	-3	to	initiative).	
  Note from the editor: I’ve	long	been	a	fan	of	
  Ludicrous Magic™ and have used it in many of my 
  games. When Nate donated this collection to this 
  pseudo-special edition of The Rifter® #	I	just	couldn’t	
  resist.	For	those	of	you	that	don’t	know,	Ludicrous	
  Magic™	was	created	by	Daniel	Denis,	with	some	
  additions	by	Kevin	Siembieda	and	made	it’s	first	
  appearance in The Rifter® 9	1/2,	a	special	edition	that	
  palladium	whipped	up	as	a	prank	for	Wayne	Smith,	the	
  regular editor of the Rifter®. Ludicrous Magic can be 
  found	in	its	entirety	(except	the	spells	listeD	here)	in	
  The Best of The Rifter® book.
  85
  
  86
  
  Spells of the Arch-Mage
  By Matthew Daye
   
  These are a peculiar set of spells that fall under 
  specific	rules.	Despite	the	levels	of	these	spells,	only	
  spell	casters	that	are	level	8	or	higher	can	start	to	
  learn	these	spells.	This	is	because,	while	they	don’t	
  require	vast	quantities	of	P.P.E.	like	high	level	spells,	
  they	require	a	higher	amount	of	control	that	can	only	
  come	from	experience.	There	is	an	exception	however,	
  as	spell	casters	with	an	I.Q.	of	25	or	higher	can	start	
  learning	these	spells	at	first	level.	These	spells	can	cost	
  anywhere	from	2	to	ten	times	the	amount	of	a	spell	of	
  the same level to buy. They are available to any spell 
  caster	that	can	learn	common	spells,	as	long	as	they	fit	
  the	character’s	spell	rules.
  Level 1
  Screech
  Range:	10	foot	(3	m)	radius,	up	to	60	feet	(18.3	m)	
  away
  Duration:	Instant
  Saving throw:	Standard,	-2	if	4	P.P.E.	are	pumped	into	
  the spell
  P.P.E.:	2
  Similar	to	the	blinding	flash	spell	that	causes	the	
  creation	of	a	blinding	light,	this	creates	a	deafening	
  screech that affects everyone not protected against 
  such	noise	for	2D4	melee	rounds.	Targets	lose	
  initiative,	and	-8	to	strike,	parry,	and	dodge,	-10%	to	
  sense	of	balance,	shout	when	they	speak	and	can’t	hear	
  a	thing.	Minuses	are	doubled	to	those	with	sensitive	
  hearing.
  Numbing blast
  Range:	70	feet	(21	m)
  Duration:	1	minute	per	level
  Saving throw: Standard
  P.P.E.:	3
  This	strange,	hazy	bolt	of	energy	can	be	fired	from	
  the hands or eyes of the caster. When a subject is 
  hit	it	messes	with	their	nervous	system,	making	the	
  target	feel	as	if	their	entire	body	was	asleep	(in	much	
  the	same	way	it	feels	when	a	leg	or	foot	fall	asleep).	
  The	targets	are	-15%	to	any	skills	requiring	manual	
  dexterity,	-20%	on	balance	and	are	-2	to	strike,	parry,	
  and	dodge	as	their	entire	body	just	doesn’t	feel	right.		
  Level 3
  Candle light
  Range: 10	foot	(3	m)	radius	per	level	of	experience
  Duration: Instant
  Saving throw: None
  P.P.E.:	8
  This spell is mostly meant for convenience or as 
  a	sort	of	display	of	power.	When	cast,	all	candles	
  within	the	radius	become	lit.	This	can	be	done	in	two	
  ways	depending	on	the	choice	of	the	mage.	They	can	
  become	lit	in	a	circular	shock	wave-like	wave	until	
  it	reaches	the	radius,	or	in	a	circular	pattern	going	
  87
  
  clockwise	or	counterclockwise	from	the	direction	the	
  mage	is	facing	until	all	candles	are	lit.	Only	candles,	
  wax	shafts	with	wicks,	are	affected	by	this	spell.	Only	
  candles	the	caster	is	aware	of/wants	lit	can	be	lit	by	
  this spell.
  Air Blast
  Range:	50	feet	(15.2	m)	+	10	feet	(3	m)	per	level	of	
  experience
  Duration:	Instant
  Saving throw: None
  Damage:	2D6
  P.P.E.:	7
  The mage concentrates a large ball of compressed 
  air	into	his	palm,	with	the	punch	of	a	jackhammer.	
  The	ball	is	magically	controlled,	giving	the	mage	+1	
  to	strike	per	level	of	experience.	The	ball	makes	a	
  screaming	sound	similar	to	wind	through	trees	when	
  it	is	thrown,	but	is	completely	invisible,	making	the	
  target	-3	to	dodge.	Because	it’s	a	ball	of	air,	the	attack	
  can’t	be	parried	except	by	a	shiild	or	other	large	
  obstruction.
  Level 4
  Sense Nature
  Range:	Sight/40	feet	(12.2	m)
  Duration:	1	minute	per	level
  Saving throw: Standard
  P.P.E.:	9
  Similar	to	the	see	the	invisible	spell,	this	spell	lets	a	
  person	see	the	true	nature	of	a	person	they’re	looking	
  at.	Divine,	super	human,	supernatural,	Nightbane,	
  dragon,	changeling,	demon	etc.	The	beings	that	
  save	vs	magic	appear	exactly	as	they	are	portraying	
  themselves	to	be.	Shape	shifters	will	have	their	real	
  form	superimposed	over	their	current	form,	allowing	
  the	mage	to	see	both.	This	is	just	a	more	fine	tuned	use	
  of	the	see	aura	ability	and	can	likewise	be	fooled	by	
  the	alter	aura	psi-power.
  Naked Glare
  Range: Line of sight
  Duration:	1	melee
  Saving throw: Special
  P.P.E.:	12
  This	spell	allows	the	mage	to	transfix	someone	with	
  his glare. After casting the spell the mage must glare 
  at	the	target	which	inflicts	a	great	deal	of	emotional	
  strain. The target feels completely naked and bared 
  to	the	mage.	If	they	save	vs	magic	then	they	feel	
  unclothed	as	if	the	mage	can	see	them	entirely.	If	they	
  fail	to	save	the	glare	goes	deeper,	as	if	the	mage	can	
  see into their very soul. This magic temporarily gives 
  the	mage	an	M.A.	of	25	to	that	one	target	as	long	as	
  the glare is held. 
  Level 5
  Quicksilver	armor
  Range: Self
  Duration:	4	melees	(1	minute)	per	level
  Saving	throw:	None
  M.D.C.:	20+5	per	level	of	experience
  P.P.E.:	16
  The	mage	creates	a	form	fitting	shell	of	what	looks	
  like	liquid	metal	and	is	very	reflective.	The	armor	
  is	imprevious	to	lasers	and	is	also	resistant	to	low	
  speed	physical	damage,	as	the	armor	bends	and	molds	
  arround	the	point	of	impact,	doing	only	half	damage.	
  This	includes	any	melee	weapon,	hand	to	hand	
  combat,	and	even	being	hit	by	vehicles	and	animals	
  going	30	miles	(48	km)	per	hour	or	lower.	Bullets,	
  rail	guns,	and	arrows	do	full	damage	however,	as	the	
  armor	can’t	move	quick	enough	to	diffuse	the	kinetic	
  energy.
  Branding
  Range: Touch
  Duration: instant and permanent
  Saving throw:	+5	for	living	targets
  P.P.E.:	13
  Meant	purely	to	be	artistic,	this	spell	allows	a	mage	
  to	permanently	leave	his	insignia.	How	it	is	left	is	up	
  to	him,	whether	it	looked	scortched	into	the	target,	
  indented,	drawn,	painted,	ect.	Only	the	mages	name	or	
  emblem,	decided	upon	when	the	mage	first	learns	the	
  spell,	can	be	used.	To	change	it	the	mage	would	need	
  to learn the spell all over again.
  The	spell	does	no	damage,	despite	its	appearance,	to	
  anything,	only	permanently	altering	it	to	leave	this	
  mark.	Depending	on	its	nature,	it	may	be	repaired	
  88
  
  or removed in the conventional sense and is not 
  enchanted to be unremovable.
  On	living	targets,	if	they	successfully	resist	the	spell,	it	
  only	lasts	for	one	hour	per	level	of	experience.	If	they	
  fail	however,	it	is	permanent	unless	they	take	actions	
  to	remove	it	(a	burnt	mark	will	need	to	be	healed,	a	
  tattoo	removed	with	a	laser,	permanent	marker	washed	
  off,	etc).
  Living tracks
  Range:	10	feet	(3	m)
  Duration:	2	minutes	per	level
  Saving throw: None
  P.P.E.: 15
  The	spell	requires	a	clear	print	or	trail	to	target,	but	
  once	cast,	the	visible	trace	will	glow	and	then	each	
  piece of physical evidence	the	character	left	when	
  they	passed	through	the	area	after	it	will	glow	in	turn	
  adding	+30	to	any	tracking	skills.	The	advantage	of	
  the	spell	is	that	it	follows	each	marker	in	chronological	
  order,	meaning	that	it	will	move	in	the	direction	the	
  target moved.
  It	only	works	on	physical	evidence	left	by	the	
  character,	such	as	footprints,	broken	twigs,	bathroom	
  breaks,	candy	wrappers,	etc.	It	will	not	point	out	
  areas	where	the	only	evidence	was	magic	being	used,	
  or	if	they	had	taken	flight,	Rifted	to	another	area,	or	
  teleported. Meaning that the spell is handy so long 
  as	the	character	doesn’t	use	any	special	abilities	to	
  conceal	themselves.	Invisibility	and	chameleon	don’t	
  apply	as	they	still	move	in	the	physical	world	and	can	
  leave the same types of tracks. Technological means 
  can	still	be	tracked,	including	power	armor	footprints	
  and tire tracks. 
  Since	it’s	the	evidence	itself	that	glows,	the	larger	
  the evidence the better. On that same line of thought 
  though,	smaller	targets	are	harder	to	track	beause	
  they	leave	smaller	physical	evidence.	If	the	target	is	
  less	than	a	foot	high	the	character	is	only	+10%	to	
  tracking. Smaller than half a foot is impossible to track 
  with	this	spell	as	the	tracks	would	be	too	small	for	the	
  glow	to	be	effectively	seen.
  Level 6
  Reveal Magic
  Range:	5	feet	(1.5	m)	per	level	of	experience
  Duration:	1	minute	per	level
  Saving throw:	Intelligent	magic	gets	a	standard	save.
  P.P.E.:	15
  This	spell	operates	like	a	mystic	radar,	that	sends	
  out	a	magical	‘ping’	that	affects	all	magical	objects	
  and	ongoing	magical	effects	(including	active	runes,	
  circles,	curses	and	enchantments).	All	those	in	range	
  will	then	glow	to	the	mage’s	eyes,	with	each	having	a	
  different type of color based on the effect.
  Fields: Orange
  Illusions:	Blue
  Curses/Necromancy: Black
  Object	Enchantment	spells	(seal,	speed	weapon,	fly):	
  Green
  Rune Weapons: Gold
  Techno-Wizardry:	Silver	
  Other	objects/artifacts:	Bronze	
  Bio-Wizardry/tattoos:	Red
  Healing	spells:	Pink
  Mind control/summon spells: Purple
  Any	others:	Yellow
  Stick and stones
  Range: 20	feet,	target	must	hear	the	caster
  Duration:	30	seconds	per	level
  Saving Throw: None
  Damage:	1
  P.P.E.: 12
  This is a particularly unusual spell in that it is one part 
  mind	control,	another	part	combat	magic.	The	spell	
  allows	the	mage	to	actually	physically	harm	another	
  person	using	insults.	For	each	insult	the	mage	deals	1	
  S.D.C./M.D.C.	damage.	Those	with	a	strong	will	and	
  high	self	esteem	do	half	damage	(needs	two	insults	
  to	do	one	damage),	those	that	are	sensitive/low	self	
  esteem	suffer	double	damage.	Extremely	personal	
  insults	that	have	an	edge	of	truth	do	triple	damage,	
  but	requires	previous	knowledge	of	the	individual,	
  making this a particularly nasty spell for revenge or 
  betrayal. Damage appears in physical representations 
  of	black	eyes,	cuts,	bite	marks,	bruises	and	gouges	at	
  random	parts	of	the	body,	though	a	specific	part	can	be	
  targeted	if	it’s	the	focus	of	the	insult.
  89
  
  While	this	spell	might	seem	powerful	at	first,	there	
  are	key	limiting	factors.	The	first	is	that	the	user	can	
  become	unaffected	merely	by	not	listening.	Ear	plugs,	
  sound	mufflers	or	even	using	loud	noise	or	sticking	
  fingers	in	their	ears	makes	this	spell	completely	
  ineffective.	Second,	damage	dealt	by	this	spell	heal	
  three times as fast and leaves no scars. This can get 
  a person an edge in combat but is not helpful for any 
  prolonged	fighting	or	pursuits.	This	does	make	the	
  spell handy for prolonged torture. People of principled 
  alignment	would	never	use	this	spell,	diabolic	
  characters	would	use	it	on	minions	for	personal	
  entertainment.
  Heebbie Jeebbies
  Range: 10	foot	(3m)	radius	per	level	of	experience
  Duration:	10	minutes	per	level	of	experience
  Saving throw: Save vs magic
  P.P.E.:	20
  This	spell	is	cast	on	a	specific	area,	giving	it	the	
  feeling	of	just	being…creepy.	The	area	looks	as	it	
  should,	but	the	spell	makes	it	seem	not	quite	right.	
  Those	who	save	don’t	notice	anything	at	all,	but	those	
  who	do	will	have	the	hair	on	the	back	of	their	neck	
  stand	on	end,	feel	goose	bumps,	and	will	be	-6	to	save	
  vs	Horror	Factor	while	in	the	area	or	until	the	duration	
  runs out. 
  Breach
  Range:	500	feet	(152	m)
  Duration:	Instant
  Saving throw: None
  Damage: Special
  P.P.E.: 17
  The	spell	allows	the	mage	to	fire	a	single	blast	from	
  either	his	eyes	or	his	fingers.	The	blast	is	a	tiny	bolt,	
  similar	to	a	laser,	but	only	harms	technological	targets.	
  The	damage	is	1D4x10	+4	per	level	of	experience,	
  M.D.C./S.D.C.	depending	on	the	target,	to	a	spot	the	
  size	of	a	straw.	If	this	damage	is	equal	to	half	the	
  damage	capacity	of	the	target	then	it	will	punch	a	
  straw	sized	hole	into	it.	This	only	does	1D4	damage	to	
  the	armor	or	item	on	the	whole,	but	makes	the	item	no	
  longer environmentally sealed. 
  Level 7
  Draw
  Range:	10	feet	(3	m)	per	level
  Duration:	Instant
  Saving throw: Standard
  P.P.E.:	17
  While	this	spell	can	be	used	as	a	initimidation	spell,	its	
  effect	is	singular.	It	can	be	cast	on	anyone	within	range	
  and causes them to rise an inch above the ground 
  and	float	directly	to	the	mage,	stopping	and	lowering	
  them	a	foot	away	from	the	mage,	at	a	speed	equal	to	
  the	mage’s	level	x5.	This	is	used	either	to	show	their	
  power	or	to	bring	them	in	close	enough	to	use	magic	
  that	requires	touch.
  Note:	This	spell	will	not	work	if	there	is	anything	
  between	the	mage	and	the	target	that	could	impede	its	
  way	at	casting.	The	target	can	be	stopped	if	grabbed	by	
  an	ally	but	the	spell	has	a	strength	equal	to	the	caster,	
  including	the	strength	rating	(normal,	superhuman,	
  supernatural).
  Décor
  Range:	10	feet	(3	m)	radius	per	level
  Duration:	2	minutes	per	level	
  Saving throw: Vs illusion
  P.P.E.:	20
  A	spell	similar	but	simpler	to	illusionary	terrain,	
  this	spell	allows	the	mage	to	change	the	superficial	
  appearance	of	any	room	or	area	within	his	control	as	
  he	wishes.	Nothing	actually	changes	in	the	room,	but	
  their shapes change to match the idea of the mage. 
  This	can	be	used	in	different	ways.	A	mage	can	make	a	
  room	appear	dark,	with	twisted	furniture,	to	make	the	
  area	appear	scary,	or	light	and	friendly,	or	anything	the	
  mage	really	decides.	This	doesn’t	cause	any	minuses	
  but can help a mage appear more intimidating or an 
  area more foreboding. The victims of the spell are 
  +2	to	save	if	the	mage’s	radius	isn’t	strong	enough	to	
  cover an entire room.
  Open Fake Rift
  Range:	20	feet	(6.1	m)
  Duration:	2	minutes	per	level	of	experience
  Saving throw:	Save	vs	Illusion
  P.P.E.:	23
  This clever spell creates the illusion of a Rift opening 
  90
  
  up	at	the	caster’s	command,	and	its	appearance	
  is	decided	entirely	by	the	caster,	allowing	him	to	
  replicate	any	type	of	Rift	he	has	seen,	as	long	as	it’s	
  not	larger	than	20	feet	(6.1	m).	Anything	that	goes	
  through	the	Rift	appears	to	go	through	it	normally,	but	
  in actually they just end up inside or on the other side 
  of	the	illusion,	hidden	from	view.	It’s	a	great	way	to	
  bluff	a	mage’s	power	level	or	to	make	an	escape	that	
  is	not	likely	to	be	followed.	The	flaw	is	that	it	doesn’t	
  trigger	any	sense	designed	to	pick	up	such	anamolies,	
  so	it	can	be	effective	against	townsfolk,	common	
  soldiers	etc,	it	won’t	fool	Shifters,	Ley	Line	Walkers,	
  and	anyone	with	the	Sense	Dimensional	Anaomly	or	
  Read Dimensional Portal.
  Level 8
  Clear the Sky
  Range:	500	foot	(152	m)	radius	+100	feet	(30.5)	per	
  level
  Duration:	Instant
  Saving throw: None
  P.P.E.:	40
  By raising his hand and casting this spell the mage 
  can	part	the	clouds,	creating	a	circular	opening	in	all	
  the	clouds	above.	The	purpose	of	this	is	limited	except	
  as	an	act	of	intimidation.	Because	of	the	limited	size	
  of	the	clearing	it	will	not	hamper	bad	weather	as	the	
  rain	and	snow	will	be	blown	into	the	area	underneath	
  regardless.	The	display	of	power	does	give	the	mage	a	
  Horror	Factor	of	12,	though	only	so	long	as	he	remains	
  ‘impressive.’	The	Horror	Factor	goes	away	at	the	first	
  sign	of	weakness.
  Curse: Lost
  Range: Touch or line of sight
  Duration:	1	hour	per	level
  Saving throw: Save vs mind control
  P.P.E.:	36
  The mage stares the target in the eye and blocks the 
  character’s	sense	of	direction.	While	they	still	know	
  up	and	down,	they	can	no	longer	recognize	left	from	
  right,	are	-50%	to	any	navigation	skills	and	tracking	
  skills,	and	must	roll	them	any	time	a	decision	on	
  direction	needs	to	be	made.	Even	if	it’s	decided	which	
  turn	to	go.	Great	for	a	delaying	tactic	as	well	as	just	a	
  way	to	be	cruel.
  Blade of the Nexus
  Range: Self
  Duration:	1	minute	per	level
  Saving Throw: None
  Damage: Special
  P.P.E.: 35
  This	blade	spell	allows	charging	the	blade	of	any	non-
  thrown,	non-magical	bladed	weapon	with	a	powerful	
  magical disrupting force. Against normal people the 
  spell	only	provides	an	additional	1D6	damage.	Against	
  Mages	it	deals	1D6+6	damage.	Against	magical	
  structures,	force	fields	and	summoned	creatures	it	
  deals	an	extra	5D6	damage.	Against	creatures	of	magic	
  this	spell	deals	an	additional	1D6x10	damage.	
  Not	only	that	but	the	spell	provides	a	+2	bonus	to	
  parry	any	incoming	magical	attack,	even	if	the	attack	
  should not be parry-able. Parrying the spell causes 
  the	spell	to	stop	at	the	point	it	was	parried,	but	does	
  not cancel the spell. This means a Wall of Wind cast 
  at	the	user	of	this	spell		will	not	go	past	the	caster	but	
  will	still	exist	in	front	of	the	parrying	character.	Most	
  impressively is that an Annhilate that is parried by this 
  spell	will	still	explode,	but	its	radius	will	not	go	past	
  the	parrying	mage,	leaving	a	strange	half	circle	crater.
  Level 9 
  Bind to the Cell
  Range: 1	room,	1	person
  Duration:	1	week	per	level	of	experience,	or	
  permanent
  Saving throw: Special
  P.P.E.:	65	for	temporary	duration,		800	plus	1	P.E.	
  and	3D6	P.P.E.	are	permanently	spent	for	permanent	
  prison.
  This	is	a	special	containment	spell,	used	to	bind	one	
  person	to	a	specific	room,	making	it	an	inescapable	
  holding cell for the target. The spell does have some 
  special	requirements.	The	target	must	be	in	the	room	
  when	the	spell	is	cast.	He	gets	a	standard	save	with	
  full	bonuses,	unless	certain	tools	are	used.	If	the	
  target’s	true	full	name	is	inscribed	above	the	door,	the	
  target	can	save	with	no	bonuses.	If	the	target’s	blood	is	
  used	to	write	a	circle	in	all	eight	corners	of	the	room,	
  the	target	is	-5	to	save	vs	magic.	If,	in	the	cases	of	
  demons	and	supernatural	monsters	(not	creatures	of	
  91
  
  magic),	a	holy	weapon	is	braced	against	the	door,	or	
  over	any	entry	way	(including	windows),	they	suffer	
  andadditional	-5.	Creatures	of	magic	suffer	the	same	
  penalty	if	a	Millennium	weapon	is	used	in	the	same	
  manner.
  The	binding	creates	an	invisible	force	field	inside	of	
  the	room	that	only	works	against	the	target	character.	
  The	force	field	is	a	small	distance	inside	all	the	walls	
  so	the	target	can’t	actually	harm	the	room,	floor	or	
  ceiling.	The	field	has	no	M.D.C.	and	is	immune	to	the	
  bound	person’s	magic	and	abilities,	if	their	blood	is	
  used in corners as described. Anyone else may come 
  and	go,	and	don’t	even	notice	the	field.	It’s	handy	for	
  keeping those that are good at escaping jailed for short 
  periods of time.
  There	are	ways	to	break	the	spell,	though	most	
  maddening	to	most	targets	of	the	spell,	none	can	be	
  done by them. Destroying the room instantly breaks 
  the	spell.	To	do	this,	the	roof	and	at	least	two	walls	
  must be destroyed. A Dispel Magic Barriers or Negate 
  Magic	can	also	work,	but	the	spell	gains	a	+5	to	
  save	vs	their	effects	unless	the	spells	were	cast	by	
  someone of a higher level then the mage that cast the 
  binding	spell.	Like	most	spells,	convincing	the	mage	
  to	drop	the	field	is	another	way	to	get	rid	of	the	field.	
  Removing	the	holy	weapon	or	Millennium	weapon,	or	
  erasing	the	name	will	do	nothing,	as	they	only	affected	
  the original resisting of the spell. Once they fail the 
  save	the	first	time,	they	don’t	get	another	chance.
  Level 10
  Power Well
  Range: 1	room	per	every	3	levels
  Duration:	1	year	per	level	of	experience
  Saving Throw: None
  P.P.E.:	500	
  This	ritual	requires	the	mage	to	draw	power	marks	in	
  each	corner	of	each	room	with	his	own	blood.	Then	
  several circles starting at the furthest edges on both the 
  ceiling	and	the	floor,	with	another	circle	needed	every	
  foot	until	making	a	small	1	foot	diameter	circle	in	the	
  center,	each	circle	being	written	in	wax.	This	means	a	
  ten	foot	by	ten	foot	(3	m	by	3	m)	room	would	require	
  9	circles.	The	mage	then	performs	the	ritual	in	the	
  center	circle	and	takes	2	hours	to	cast.	Afterward	the	
  blood	marks	become	permanent,	and	the	wax	circles	
  can be removed.
  Once the ritual is complete the room becomes a 
  storehouse	for	P.P.E.	There	is	no	limit	to	the	amount	of	
  P.P.E.,	however	overloads	can	occur.	The	more	P.P.E.	
  that	is	stored	in	the	room,	the	higher	the	chance	the	
  magic	can	manifest	itself.	The	room	has	a	1%	chance	
  of	having	a	manifestation	for	every	5	P.P.E.	x	level	of	
  the	creator	(For	example,	a	level	8	mage	can	store	40	
  P.P.E.	for	a	1%	chance	or	store	4000	P.P.E.	for	a	100%	
  chance).	Anytime	the	P.P.E.	pool	is	added	to,	a	roll	
  is	made	against	the	percentage.	If	it’s	under	the	total	
  percentage	then	a	roll	on	the	‘Random	Manifestations	
  of	Magic’	table	in	Through	the	Glass	Darkly	is	
  required.	The	problem	is	the	effect	stays	unless	the	
  room	is	drained	of	all	of	its	P.P.E.,	requiring	the	mage	
  to start stockpiling energy all over again. Charging the 
  room	with	more	then	100%	means	that	a	second	roll	is	
  required.	
  For	example,	a	Level	15	mage	has	created	a	room.	He	
  filled	it	to	a	100%	chance	(7500)	but	by	some	luck	has	
  avoided	anything	he	wants	to	fix.	He	then	fills	it	with	
  another	75	P.P.E.,	raising	the	chance	for	manifestation	
  to	101%.	The	mage	has	to	roll	automatically	for	the	
  first	one,	but	rolls	again,	meaning	there	is	a	1%	for	a	
  second chance of manifestation. This can continue as 
  there	is	no	energy	cap	in	the	room	as	long	as	you’re	
  willing	to	live	with	the	chaos.
  The	P.P.E.	can	be	used	by	the	spell	caster	to	power	
  his	spells,	or	to	recharge	his	own	reserves	in	an	
  emergency.	The	P.P.E.	can	also	be	used	by	anyone	that	
  the	spell	caster	allows,	similar	to	a	pyramid.	The	P.P.E.	
  can	also	be	tapped	by	anyone	that	can	steal	P.P.E.,	
  such	as	the	Mystic	Knights	and	Psi-Stalkers,	without	
  requiring	the	mages	permission.
  Steal Spell
  Range:	10	feet	(3	m),	line	of	sight
  Duration:	1	minute	per	level	or	until	that	spell’s	
  duration,	whichever	is	first.
  Saving Throw:	Standard	(include	the	original	caster’s	
  bonuses)
  P.P.E.:	2x	the	cost	of	the	spell	being	stolen
  By	using	his	own	energy	the	archmage	is	able	to	
  92
  
  steal control over an active spell. This only applies 
  to	spells	that	last	for	over	1	melee	round.	While	they	
  have	control	the	spell	reacts	as	if	the	thief	was	the	one	
  that cast the spell. While the true effect of this spell 
  depends	on	the	spell	stolen,	the	common	effect	is	that	
  the	mage	can	cancel	the	stolen	spell	at	will,	just	like	
  the original mage. The original mage does not have 
  any control over the stolen spell for as long as this 
  spell lasts. This spell can be used to take a Lightblade 
  from	another	mage,	or	cause	a	Targeted	Deflection	
  spell	to	move	from	the	casters	hands	to	his	own,	ect.	
  Blade of the Mage’s Will
  Range: Self
  Duration:	1	melee	per	level	of	experience.
  Saving throw: None
  Damage:	1D6+6	per	level	of	experience	(so	the	
  damage	for	a	level	15	mage	is	15d6+90	but	damage	is	
  M.D.C.	or	S.D.C.	to	match	the	target).	
  P.P.E.:	65
  The	strongest	of	the	weapon	spells,	this	spell	focuses	
  the	mage’s	strength	into	a	physical	form	of	incredible	
  destructive	force.	While	weak	for	a	low	level	mage,	
  the	spell	can	be	used	to	cut	limbs	off	of	power	armors	
  and	whole	armor	suits	when	wielded	by	a	high	level	
  mage. The blade created can be any type of non-
  throwing	bladed	weapon	the	mage	chooses,	preferably	
  one	that	matches	his	best	proficiency.	Aside	from	its	
  incredible	damage	and	flexible	form,	the	spell	has	no	
  other	effect	or	bonuses.	One	weakness	of	the	blade	
  is	that	the	damage	changes	to	match	what	it	hits,	
  meaning	that	while	it	could	cut	through	most	Juicer	
  armor	or	Crazy’s	armor,	it	likely	wouldn’t	kill	the	
  person	inside	and	would	stop	on	impact	unless	the	
  total	S.D.C./H.P.	of	the	target	is	surpassed	as	well.
  Arcane Armor
  Range: Self only
  Duration:	1	minute	per	level
  Saving throw: None
  P.P.E.: Special
  This	is	the	ultimate	in	magical	armor,	capable	of	
  providing some of the highest amounts of protection 
  as	well	as	certain	resistances	as	long	as	the	mage	has	
  P.P.E.	to	use	in	this	way.
  When	the	mage	casts	the	armor	he	must	choose	what	
  abilities	he	wants	in	the	armor	and	pay	the	P.P.E.	
  accordingly.	When	the	armor	is	activated,	new	abilities	
  can’t	be	added,	but	the	mage	can	spend	additional	
  P.P.E.	to	repair	the	M.D.C.	up	to	the	purchased	
  maximum.	P.P.E.	spent	on	this	armor	does	not	come	
  back	until	the	armor	goes	away	unless	used	by	a	Ley	
  Line Walker.
  Abilities
  3	P.P.E.	per	10	M.D.C.
  5	P.P.E.	for	cold	protection	(impervious	to	any	attack	
  of	this	type)
  5	P.P.E.	for	fire	protection	(impervious	to	any	attack	of	
  this	type)
  5	P.P.E.	for	electricity	protection	(impervious	to	any	
  attack	of	this	type)
  6	P.P.E.	per	+1	to	save	vs	magic,	psi,	or	Horror	Factor
  7	P.P.E.	for	resistance	to	magic	damage	(takes	half	
  damage	from	magical	attacks	that	inflict	damage)
  8	P.P.E.	for	environmental	protection
  The mage can also have any non-offensive spell levels 
  1-3	enchanted	into	the	armor	which	will	be	in	constant	
  effect	till	the	armor’s	duration	ends	or	it	is	destroyed	
  but	costs	twice	as	much	P.P.E.	per	the	individual	spell.	
  Note: The armor takes the appearance that the mage 
  wants,	but	the	image	is	just	an	illusion,	and	the	armor	
  itself	is	just	a	clear	force	field,	so	any	apparent	spikes,	
  blades or other protrusions pass through anything as if 
  they	weren’t	there.
  Level 12
  Unmake
  Range:	Touch	or	5	feet
  Duration:	Instant	or	half	as	long	the	target	spell	has	
  been active
  Saving Throw: Standard
  P.P.E.:	Level	of	the	target	spell	x10	+	half	the	P.P.E.	of	
  the target spell
  A	strange	modification	of	the	Negate	Magic	spell,	
  this	spell	allows	the	mage	to	reverse	the	effect	of	the	
  spell	that	was	cast	by	either	touching	the	spell	itself	
  or	the	target	of	this	spell.	It	works	in	a	way	similar	
  to	rewinding	a	scene.	This	can	only	affect	currently	
  active	spells	or	spells	that	were	cast	1	melee	round	per	
  level	of	experience	prior.	The	mage	that	cast	the	spell	
  that	was	unmade	regains	half	the	P.P.E.	they	used	to	
  93
  
  cast	it,	as	well	as	the	knowledge	that	their	spell	was	
  unmade	(though	not	where	and	by	who).
  Spells targeted by this spell roll a standard save vs 
  magic	+	the	caster’s	spell	strength	with	no	other	
  bonuses.	Rituals	get	an	additional	bonus	of	+2	to	save.	
  Damage	done	by	the	spell	that’s	unmade	is	healed,	
  as	if	the	damage	had	never	been	inflicted,	or	damage	
  reapears on someone that had previously been healed. 
  While	the	spell	can	be	used	to	kill,	namely	by	casting	
  it	on	someone	that	had	recently	been	resurrected,	
  it cannot bring someone back to life that had been 
  killed	by	magic,	though	their	body	will	be	in	the	
  same	shape	it	had	been	in	before	the	spell	was	cast.	
  However,	resurrections	attempted	on	such	a	body	are	
  +10%	chance	to	succeed	no	matter	what	spell,	power	
  or ability is used to do so. The effects are only instant 
  on instant effect spells. Spells that have a duration are 
  ‘rewound’	at	double	the	speed,	meaning	that	someone	
  who	had	their	armor,	and	then	themselves,	burnt	by	
  a	Fire	Globe	spell	for	4	melee	rounds	would	recover	
  in	2	melees.	While	the	effect	seems	to	be	temporal	in	
  nature,	it’s	in	fact	a	normal,	if	slightly	bizarre	spell.
  Enchanted	items	or	magically	created	items	can	be	
  unmade	as	well,	destroying	the	magic	inside	of	them.	
  The	only	exceptions	are	Millenium	Tree	items,	rune	
  items,	wards	and	circles.	TW	items	retain	their	shape	
  and	look	but	the	gems	are	wiped	clean,	and	can	be	
  used	for	re-enchantment	without	any	negative	effect.
  Creatures of magic and supernatural creatures are 
  unaffected	by	this	spell.	While	one	would	expect	a	
  living	magic	to	be	negated,	they	are	in	fact	reset	back	
  to	their	original	point	of	creation,	losing	all	gained	
  memories,	skills	and	abilities	as	if	they	never	exsisted.	
  Spells that are immune to the unmake spell are Negate 
  Magic,	Anti-Magic	Cloud,	Dispell	Magic	Barriers,	
  Banish,	Excorcism,	and	the	Purge	Spells.	The	unmake	
  spell	itself	can	be	unmade	but	is	+2	to	save.	
  Level 13
  Eyes of the Sun
  Range: Self
  Duration:	1	minute	per	level	of	the	spell	caster
  Saving throw: none
  P.P.E.:	300
  This	powerful	sight	spell	requires	a	ritual	that	takes	
  10	minutes	to	perform.	It	requires	the	mage	to	sit	in	
  a	pentagram	of	candles,	including	one	he	holds	while	
  he	chants	the	spell.	At	the	end	of	the	ritual,	he	must	
  close	his	eyes	and	pour	the	wax	from	the	candle	he	
  is	holding	onto	his	eyelids,	sealing	his	eyes	shut.	To	
  those	around	two	bright	lights	will	appear	to	shine	
  from	behind	the	character’s	eyelids.	The	wax	does	
  1D3	H.P.	damage	to	the	character.
  Once	the	wax	is	on	however,	he	gains	amazing	sight,	
  allowing	him	to	see	anythng	under	the	sun	that	he	
  chooses.	He	must	know	a	person	or	place	to	‘zoom	in’	
  on	it,	allowing	him	to	watch	real	time	what	is	going	on	
  there. The spell can only see things on earth that are 
  being	hit	by	direct	sunlight.	People	in	buildings,	cave,	
  or	deep	shade	will	not	be	shown,	but	the	building,	
  cave	or	source	of	the	shade	will	be.	The	character	
  can	zoom	in	as	close	as	he	wants,	up	to	right	above	a	
  person’s	head,	to	3000	feet	(914	m)	in	the	air,	making	
  this	a	prime	spell	to	observe	the	progress	of	a	war	or	
  natural disaster.
  Once	the	spell	effect	ends,	the	wax	crumbles	off,	but	
  the	caster	will	be	blind	for	a	short	while	after.	24	plus	
  the	caster’s	level	minus	the	character’s	P.E.	in	hours.	
  The spell can not be re-cast by that caster until the 
  caster regains his sight. 
  94
  
  Sunaj Revisited
  By Rob Wilkison
  Taken from the personal library of the murdered 
  Atlantean	Cyber-Knight	Achilios	Bladewalker,	found	
  in the burned ruins of his home:
  	
  “The	Sunaj	are	an	enigma	to	us.	They	are	clearly	
  a	new	minion	race	of	the	Splugorth,	lower	than	the	
  Altarans	yet	staying	aloof	towards	the	other	minion	
  races.	They	appear	to	be	minor	demons	of	some	sort,	
  with	their	bodies	being	black	with	stripes,	whorls,	and	
  other	patterns	of	red,	green,	blue,	and	yellow.	So	far,	
  these	patterns	appear	individual	as	fingerprints,	though	
  no	Sunaj	has	been	studied	after	death,	their	bodies	
  combust,	burning	even	bone	to	the	point	forensic	
  science cannot tell much apart from them being 
  skeletally close to humans. Their eyes are typically 
  red,	yellow,	deep	blue	or	a	rare	metallic	color	with	no	
  distinct	pupil	or	iris.	Hair	has	only	been	observed	on	
  the	head	and	not	on	all,	though	in	combat	such	details	
  aren’t	always	noticed.	Male	and	female	Sunaj	have	
  been	observed,	they	appear	to	have	little	or	no	gender	
  bias,	but	this	is	about	as	far	as	we’ve	seen	into	their	
  society.
  	
  “Further	evidence	of	their	demonic	nature	is	their	
  innate magic and psionic gifts. All encountered have 
  shown	a	preference	for	Techno-Wizard	devices,	
  especially	Cloaks	of	Shadows	and	Light	Blades.	All	
  have	shown	remarkable	skill	in	combat	and	stealth	but	
  there	appear	to	be	sub-categories	of	Sunaj	as	well.	All	
  told,	even	a	single	Sunaj	is	a	fierce	foe.	Sunaj	are	said	
  to	be	completely	silent	in	combat	as	well,	except	the	
  Slayers,	who	are	known	to	taunt	and	give	war	cries	
  during battle.
  	
  “The	largest	category	of	Sunaj	is	the	Hunters.	
  These are the trackers and assassins of the Sunaj. They 
  are	very	powerful	physically	and	have	a	moderate	
  number	of	innate	magics.	All	Hunters	are	powerful	
  psychics. They prefer stealth and a garrote or knife in 
  the	back	to	a	stand	up	fight.	They	also	tend	to	eschew	
  cruelty	for	efficiency.	They	would	rather	kill	someone	
  and	be	done	with	it	than	torture	or	taunt.
  	
  “The	second	and	arguably	the	most	directly	
  dangerous Sunaj are the Slayers. These are the 
  enforcers and direct action of the Sunaj. All are 
  terribly	strong,	skilled	in	melee,	and	possess	a	great	
  deal more innate magic than the others. They also are 
  tireless	warriors	and	capable	of	great	cruelty.	They	
  often torture or taunt a beaten foe.
  	
  “The	smallest	category	encountered	in	any	numbers	
  is	the	Seers.	They	possess	few	innate	magical	abilities	
  but	are	master	psychics	on	par	with	Mind	Melters.	
  Seers	are	smaller	physically	than	the	Hunters	and	
  Slayers,	usually	standing	between	five	and	six	feet	
  compared	to	the	six	to	seven	feet	of	the	other	two.	
  A	Seer	will	be	accompanied	by	a	Slayer	or	a	Hunter	
  whenever	found	outside	of	Atlantis,	partly	because	
  Seers lack the great strength and toughness of a 
  Slayer	or	a	Hunter.	This	does	not	mean	one	should	
  underestimate	a	Seer,	they	are	just	as	skilled	in	combat	
  and	will	be	well	prepared.
  	
  “The	last	division	we	know	about	are	Speakers.	
  Apparently they are the leader class among the Sunaj. 
  What	they	are	Speakers	of	or	for	we	have	no	idea,	but	
  the position seems comparable to a priest. The Sunaj 
  mistrust of outsiders makes the CS look free and 
  open….
  	
  …believed	responsible	for	the	destruction	of	
  several thousand Aerihman at once and a continued 
  genocidal	campaign	against	all	Scions	of	Atlantis…”
  Anything	further	is	lost.	Achilios	was	found	murdered	
  and	his	home	burned	down.	This	appears	the	work	of	
  the	Sunaj.	We	know	they	loathe	True	Atlanteans	as	
  much	as	Vampires,	but	the	reasons	are	unclear.	They	
  seem	to	be	used	by	Splynn	as	hounds,	hunting	down	
  both.
  RS
  Troy	Smith,
  Captain,	Lazlo	Guard
   
  	
  The	truth	behind	the	Sunaj	is	much	worse.	In	truth	
  they	are	the	best	the	Aezheria	Clan	has	to	offer,	altered	
  Atlanteans	that	appear	as	demonic	warriors.	These	
  fanatics offer up their bodies to cosmetic surgery and 
  Fleshsculpting to look the part of demons. They add 
  some alchemy to give all volunteers a supernatural 
  aura and take on the actions of an invented race 
  of demons. Microorganisms developed through 
  Splugorth	Bio-Wizardry	set	to	consume	the	body	upon	
  95
  
  death	prevent	the	corpse	from	being	identifiable	via	
  forensic	science,	magic,	or	psionic	ability.	All	Sunaj	
  are	also	taught	to	use	their	tattoos	without	a	touch.
  	
  The	Clan	has	also	begun	selectively	breeding	with	
  non-Atlanteans to produce more variability among the 
  populace of Sunaj. These half-breeds generally have 
  full	Atlantean	bonuses,	normal	human	height,	and	lack	
  the	resistance	to	transformation.	This	was	done	so	the	
  clan could produce more demonic looking Sunaj. A 
  side effect of the breeding program and alchemical 
  treatments is that all Sunaj are at least minor psychics 
  and have either telepathy or empathy and one other or 
  telepathy and empathy.
   
  This appearance has been achieved through 
  alchemy,	fleshsculpting,	and	unorthodox	tattoos.	
  The young half-breeds are tested for aptitude then 
  trained in their discipline. All Sunaj are thoroughly 
  indoctrinated	in	loyalty	to	the	clan,	but	never	mention	
  it.	Their	existence	is	held	completely	separate	to	
  prevent discovery. They even speak a separate 
  language to add distinction and gain further distance 
  from their Atlantean origins.
   
  The Sunaj appearance is the culmination of years 
  of	research	in	alchemy,	tattoos,	Bio-Wizardry,	and	
  breeding.	A	way	was	needed	to	give	the	fledgling	false	
  race	the	true	appearance	of	demons,	to	include	aura.	
  To	prevent	psychic,	magical,	or	mundane	posthumous	
  analysis,	bio-wizardry	was	employed.	Every	Sunaj	
  hosts	microbes	that	consume	the	body	on	death,	
  and erase any psychic/magical traces. All that is left 
  is a charred skeleton of a rare demon. The magic 
  tattoos	that	the	Atlantean	clans	use	were	completely	
  redesigned	to	allow	for	designs	not	apparent	as	
  independent tattoos. They instead blend completely in 
  with	the	skin	coloration	and	patterns	each	individual	
  Sunaj	possesses.	Fleshsculpting	was	used	to	alter	skin	
  coloration	and	texture	and	bone	structure	to	give	the	
  Sunaj	their	demonic	appearance.	The	final	step	in	the	
  creation	of	the	Sunaj	race	was	the	creation	of	a	new	
  language,	the	Sunaj	language.
   
  As this program took lifetimes to fully implement 
  and	Splyncrynth	wasn’t	that	patient,	a	select	group	of	
  psychic,	tattooed	Atlanteans	were	selected	and	trained	
  to	be	used	as	the	Sunaj	by	wearing	the	signature	
  demonic armor. To keep this from becoming such an 
  obvious	shift,	non-M.D.C.	Sunaj	still	wear	the	black	
  armor,	as	do	Hunters	on	occasion.
  	
  Sunaj	are	highly	insular	and	organize	into	groups	
  they	call	Prides.	Within	them,	no	one	order	or	gender	
  is	valued	above	others,	leadership	is	based	strictly	on	
  ability.	Speakers	do	the	negotiating	with	outsiders,	but	
  seniority	among	a	Pride	is	determined	by	experience	
  and	judgment.	Individual	Prides	and	Sunaj	may	have	
  rivalries	and	disagreements,	but	it	is	anathema	for	
  one	Sunaj	to	kill	another.	A	violator	will	be	tortured	
  and	killed.	All	Sunaj	know	their	place	within	the	
  organization	and	though	they	may	seek	higher	status,	
  it	will	not	come	at	the	expense	of	the	Pride	or	race.	
  Others	may	be	betrayed,	if	the	gain	is	greater	than	
  loyalty	and	it	can	be	done	without	being	discovered.
  	
  The	Sunaj	organizational	breakdown	will	vary	
  from mission to mission once they have established 
  a	base.	A	Sunaj	base	will	include	one	Speaker,	one	
  Shaper,	one	or	two	Seers,	three	or	four	Slayers,	and	
  approximately	ten	Hunters.	These	numbers	are	highly	
  variable,	except	for	the	Speaker,	who	will	always	
  be	present.	Typically,	the	Sunaj	will	build	a	small	
  pyramid	on	a	ley	line	and	work	from	there,	hiring	
  out	their	services	to	whoever	offers	the	best	payoff	
  for	the	Sunaj.	Payoff	may	be	anything	from	money,	
  information,	an	item,	or	future	favors.	Many	will	opt	
  for non-monetary payment because of the high prices 
  the Sunaj demand. All handling of outsiders is done 
  through the Speaker. Although the Speaker makes 
  deals	for	work,	the	Sunaj	work	more	collectively	than	
  most,	with	the	entire	enclave	present	making	decisions	
  about missions.
  	
  They	believe	in	leaving	each	his	own	gear	
  for	combat	so	he	is	most	familiar	with	the	item.	
  Trophies	and	individual	spoils	of	war	do	belong	to	
  the individual and are often a non-violent means of 
  settling	disputes.	The	Sunaj	with	the	least	impressive	
  horde	loses	the	dispute.	Of	course,	trophies	are	not	
  judged	on	their	usefulness	or	power,	but	the	difficulty	
  in obtaining them. Stealing gems from a defenseless 
  woman	is	shameful	while	owning	the	harness	of	a	
  Juicer	earns	the	Sunaj	great	respect.
  	
  The	Sunaj	prefer	Techno-Wizard	items	of	their	
  own	make,	but	are	not	picky	about	the	origins	of	
  their	gear.	Typically	they	use	Kittani	manufactured	
  weapons,	though	they	can	often	be	found	using	
  Triax	and	CS	weapons	as	well.	Their	own	weapons	
  are made of the bones of their fallen or the bones 
  of	failed	experiments,	called	Blades	of	Honor,	for	it	
  is an honor to be chosen to be part of one of these 
  weapons.	Their	preference	is	for	TW	swords		that	do	
  96
  
  not	have	a	physical	blade	until	activated,	thus	they	
  use	Lightblades,	Flaming	Swords,	and	Ice	Blades.	
  They	often	even	have	reversible	hilts	with	each	end	
  producing a different blade for use on different foes. 
  These reversible blades may only be used one at a 
  time,	but	still	add	a	great	deal	of	versatility.	Hunters	
  and	Slayers	have	also	been	known	to	hunt	dragons,	
  demons,	and	similar	creatures	to	use	the	body	for	
  weapon	components,	such	weapons	are	called	Blades	
  of Valor. Sunaj also use parts of supernatural creatures 
  for	components	in	their	armor,	jewelry,	and	magic	
  items.
   
  The Sunaj traditionally name some of their 
  weapons.	Blades	of	Honor	are	almost	always	named	
  for	the	Sunaj	the	blade	was	made	from.	Blades	of	
  Valor	typically	will	at	least	in	part	be	named	for	the	
  event	and	creature	they	were	crafted	from.	Sunaj	
  crafted	weapons	generally	are	the	weapons	named,	
  technological	weapons	nearly	always	go	unnamed.	
  Blades	of	Honor	and	Valor,	Night	Armor,	Bone	
  Amulets,	and	Burning	Skull	Maces	are	bound	to	their	
  user	who	holds	the	item	in	trust	for	the	good	of	the	
  Pride.
  	
  In	battle	groups	Sunaj	typically	remain	silent,	a	
  fact	that	adds	to	their	mystique.	Part	of	their	silence	is	
  from their communal closeness and intense training. 
  Such	closeness	combined	with	their	natural	telepathic	
  ability	has	given	the	Seers	a	new	direction	to	take	
  their considerable psychic ability. The Seers have 
  developed the ability to link all Sunaj present together 
  psychically	for	use	during	combat.	The	Pride’s	martial	
  prowess	is	further	enhanced	and	their	silence	has	
  unnerved even the staunchest of foes. This link is 
  detectable	by	other	sensitive	psychics,	but	cannot	
  be perceived as more than odd background noise. 
  Actively	trying	to	penetrate	their	communications	will	
  result	in	swift	retribution	by	the	Pride.
  	
  The	Sunaj	are	also	slavers,	though	they	have	two	
  distinct	classes	of	slaves,	domestic	and	breeding	
  stock.	Domestic	slaves	will	have	no	combat	skill	and	
  exceptional	loyalty.	The	domestic	slaves	are	treated	
  as favorite pets and given privileges breeding stock 
  are	not.	Breeding	stock	are	used	to	breed	new	Sunaj,	
  in	experiments,	and	otherwise	as	their	masters	wish.	
  The	Sunaj	do	make	an	effort	to	find	breeding	stock	
  they	have	not	previously	encountered,	they	are	always	
  pushing	the	boundaries,	seeing	what	else	they	can	
  breed	with.	So	far,	only	humans	and	human	psychics	
  have	worked,	but	the	Sunaj	continue	to	try.
  Due	to	their	half-breed	status,	many	in	the	Aezheria	
  clan	look	down	on	the	Sunaj.	Not	only	are	they	half-
  breeds,	but	they	no	longer	appear	as	an	Atlantean.	
  At	best,	they	are	seen	with	pity	and	admiration	for	
  their	sacrifice	for	the	greater	good	of	the	clan.	At	
  worst,	they	are	contemptible	abominations.	It	is	due	
  to	both	this	attitude	and	the	clan’s	desire	to	keep	the	
  relationship	with	the	Sunaj	secret	that	neither	are	seen	
  together.	The	few	pure	Aezheria	left	with	the	Sunaj	
  admire	them	for	their	sacrifice	and	help	keep	their	
  bloodlines from getting too impure.
   
  The Speaker class is not actually a separate class 
  of	Sunaj,	but	the	highest	ranking	Sunaj	present.	This	
  can cause confusion among observers because the role 
  will	change	depending	on	which	members	of	the	Pride	
  are	present.	Only	one	Sunaj	will	claim	the	position	of	
  Speaker	when	dealing	with	outsiders,	this	is	true	even	
  if there are multiple Prides present.
  	
  The	role	of	constructing	and	maintaining	a	Pride’s	
  lair falls on the Shapers. Sunaj pyramids also differ 
  from every Atlantean pyramid. The Sunaj pyramids 
  are built more akin to a large burial mound built inside 
  a	thick	walled	fortress.	Inside	the	mound	is	a	squat	
  ziggurat	style	pyramid.	At	the	ziggurat’s	heart	is	a	
  subterranean	chamber	with	a	large	sacrificial	altar.	
  This	is	the	heart	of	the	pyramid	and	where	the	ley	line/
  nexus	is	controlled	or	accessed	from.	Small	pyramids	
  will	have	just	a	passage	to	the	altar	room,	as	they	get	
  larger,	they	gain	more	passages,	with	the	largest’s	
  passages	winding	so	there	is	no	direct	path	to	the	altar.
  The	Sunaj	Seers	are	master	psychics	of	some	variety,	
  most	typically	a	Mind	Melter,	though	Naturals	and	
  Healers	are	not	unheard	of.	The	Seers’	job	is	primarily	
  support,	using	their	powers	to	gain	information	which	
  the	Hunters	and	Slayers	will	then	use	to	complete	
  their missions. Although the Seers are not primarily 
  warriors,	to	underestimate	them	in	battle	can	be	quite	
  lethal.	Like	all	Sunaj,	they	receive	intense	combat	
  training	and	are	fanatical.	The	Seers,	like	the	Shapers,	
  seem	the	weakest	in	direct	confrontation.	This	does	
  not	mean	they	are	easier	to	face,	just	one	needs	less	
  firepower	to	drop	one.
  	
  If	the	Speakers	are	the	face	of	the	organization	
  and	the	Seers	the	minds	behind	it,	the	Slayers	are	
  the muscle. The Slayers are the heavy combat 
  branch of the Sunaj. When a mission calls for direct 
  confrontation,	it	is	the	Slayers	who	are	called	in	first,	
  97
  
  with	Hunters	as	support.	Although	the	Hunters	are	
  most	commonly	encountered	and	are	difficult	to	kill,	
  the Slayers generally take notably more effort and 
  ammunition	to	put	down.	The	Slayers	are	known	to	
  relish	combat	and	frequently	challenge	their	foes	to	
  individual combat. 
  	
  There	are	two	varieties	of	Slayers.	Both	relish	
  combat	and	challenge,	but	are	vastly	different	in	
  scope or abilities and the kind of threat they represent. 
  The	Slayers	themselves	make	no	distinction	between	
  the	two,	though	size	is	a	good	indication,	with	the	
  tattooed Slayers being markedly larger than their 
  psychic	counterparts.	There	are	the	standard	Undead	
  Slayers and there are physical psychics. The psychics 
  are	usually	a	Burster,	a	Zapper,	or	a	Kinetic,	though	a	
  Natural	with	heavy	emphasis	on	physical,	destructive	
  powers	may	be	found.	The	tattooed	Slayers	are	
  typically far more potent in melee and in the damage 
  they	can	take	before	falling;	the	psychic	Slayers	tend	
  to	leave	charred,	broken	ruins	and	corpses	at	the	sites	
  of their battles.
  	
  Lastly	are	the	Hunters,	the	stealthy	assassins.	
  While	a	Slayer	will	prefer	to	announce	his	presence	
  to	his	target/foe,	a	Hunter’s	preferred	announcement	
  will	be	the	victim’s	sudden	death.	Hunters	lay	traps,	
  ambushes,	and	otherwise	strike	without	being	detected	
  until it is too late. They prefer killing from a distance. 
  A	Hunter	will	only	voluntarily	get	close	if	he	feels	he	
  can get the kill cleanly.
  Sunaj Items 
   
  Sunaj Night Armor
  M.D.C.	110	
  Weight	10	lbs	(4.5	kg)
  Mobility:	Full,	no	penalty
  This is normal Sunaj plate enchanted by the Sunaj 
  for	stealth	and	freedom	of	movement,	it	adds	10%	
  to	Prowl	and	has	no	mobility	penalty.	Seers	and	
  occasionally,	Hunters	use	this	armor.
  Bone Necklace
   
  These necklaces are enchanted to provide a single 
  spell	three	times	a	day.	Such	necklaces	will	have	30	
  M.D.C.	All	spells	are	effective	as	if	cast	at	fifth	level.	
  Common	spells	include	Breathe	without	Air,	Armor	
  Bizarre,	Superior	Invisibility,	Swim	as	the	Fish,	and	
  Fly	as	the	Eagle.	These	items	are	only	given	to	very	
  accomplished and successful Sunaj.
   
  Burning Skull Mace
  	
  This	is	a	simper	level	of	experience	bone	or	iron	
  rod	capped	with	a	humanoid	skull.	They	are	a	favorite	
  of	Slayers.	Further	TW	modifications	are	often	added	
  as the Slayer gains in status and ability. Many Slayers 
  also	modify	these	weapons	to	scream	when	swung.
  Damage	3D6+3D6	fire	when	activated
  M.D.C.:	75	
  Bonus:	+1	to	strike		+3	to	
  Initative
  TW	Ice,	Light,	and	Flame	Blades
  	
  Sunaj	TW	swords	are	typically	modified	so	that	
  one	blade	(e.g.	fire)	comes	from	one	of	the	hilt	and	
  another	blade	(e.g.	ice)	comes	from	the	other.	They	do	
  not	fight	with	both	blades	active	but	will	change	their	
  blade to suit mood and enemy.
  Blades	of	Honor	and	Valor
   
  The standard blade of the Sunaj is a blade made 
  of	bone	and	generally	has	serrated	edges.	Their	exact	
  appearances	vary	widely,	but	they	are	saber	or	katana	
  sized.	The	only	thing	separating	a	Blade	of	Honor	
  and	a	Blade	of	Valor	is	the	creature	that	went	into	the	
  blade.	Blades	of	Honor	are	made	from	fallen	Sunaj,	
  Blades of Valor instead come from fallen enemies. 
  Among	Sunaj,	it	is	a	high	honor	to	become	Honor	
  or	Valor.	The	swords	will	be	named	for	the	one	who	
  donated the material for the blade. All blades also 
  secrete	a	poison	if	the	wielder	wishes.	Often	they	have	
  further	TW	enchantments	as	well.	Any	TW	functions	
  beyond the venom and the combat bonus only apply to 
  the	bound	wielder.
  Damage	3D6	M.D.C.	
  M.D.C.	100
  Regenerate	1D6	M.D.C./hour
  Bonus:	+2	strike	and	parry,	+2	initative
  Venom:	8	P.P.E.
  	
  5	minutes
  	
  Save	of	14	
  	
  4D6	damage
  	
  -1	on	combat	rolls
  Erasure	Microbes
  	
  The	Sunaj	use	this	piece	of	Bio-Wizardry	to	keep	
  their remains from being used to learn the truth of 
  their origins. The microbes do absolutely nothing 
  beneficial	to	the	Sunaj	while	the	Sunaj	is	alive.	It	is	on	
  death	that	they	combust,	releasing	magical	and	psionic	
  98
  
  energy. The net result is a charred skeleton that only 
  reveals	images	of	fire,	pain,	and	death	through	magical	
  or psychic investigation and no clues beyond skeletal 
  structure	by	scientific	means.
  Armband of Disguise:
  		 While	the	Sunaj	were	transformed	into	demonic	
  appearance	for	disguise,	in	order	to	carry	out	their	
  missions	sometimes	requires	reconnaissance	in	areas	
  where	Demons	and	minions	of	the	Splurgorth	in	
  particular	are	not	welcome.	This	armband,	typically	
  appearing	as	made	from	Ivory,	is	in	fact	a	powerful	
  enchantment	that	will	transform	the	Sunaj	into	the	
  appearance	of	a	beautiful	human,	reminiscent	of	their	
  Atlantian	origins.	It	will	also	disguise	their	induced	
  demonic	aura	and	scent	but	will	not	otherwise	change	
  their	auras	or	scents.	They	will	still	appear	to	have	
  their	strange	body	markings	however,	but	their	shape	
  changes	to	more	resemble	intricate	tribal	patterns.	In	
  certain	cases,	the	armband	can	instead	be	to	resemble	
  any	kind	of	humanoid	alien	race,	but	each	armband	
  will	only	have	one	racial	appearance.	
   
  The Armband must be made from the bones of a 
  creature	of	magic	shapeshifter,	typically	changelings.	
  These	are	typically	given	to	Hunters,	however	
  sometimes Slayers or other kinds may be given it if it 
  is decided that they are the most suited for the typical 
  mission. These armbands are only used for intelligence 
  gathering and tracking Atlantean and sometimes 
  vampiric	marks.	Each	Pride	will	typically	have	at	
  least	one	or	two,	but	only	the	largest	Prides	may	have	
  more	than	five.	They	are	used	by	the	Pride	as	a	whole,	
  assigned	to	whoever	is	decided	to	be	the	most	suited	
  to	a	particular	task	and	returned	to	their	hideout	when	
  finished.
  New	Super	Psionic	Power
  Battle Mind
  Range:	260	feet	(79	m)
  Duration:	1	minute	per	level	of	experience
  I.S.P.:	22
  This	is	how	the	Sunaj	fight	with	precision	and	silence.	
  It	gives	a	Sunaj	group	the	following	bonuses:	+2	to	
  strike	and	parry,	+1	to	dodge,	+2	to	initative	and	the	
  ability to perform simultaneous attacks by multiple 
  level	of	experience	Sunaj.	Through	this	link,	the	
  Seer can give the rest of the group other sensitive 
  abilities	at	an	I.S.P.	cost	of	half	the	ability’s	standard	
  cost	plus	2	I.S.P.	per	Sunaj	affected.	Should	the	
  Seer	maintaining	the	Battle	Mind	be	slain,	all	Sunaj	
  immediately lose the bonuses provide and suffer an 
  additional	-2	on	all	combat	actions	and	lose	2	attacks	
  per	melee	due	to	shock.	These	penalties	last	for	2D4	
  hours.
  O.C.C.	Modifications
  All	Sunaj	have	the	following	additions/changes	if	not	
  listed under the O.C.C.
   
  M.D.C. Transformation
  	
  25	I.S.P.				1	minute	per	level	of	experience
  	
  S.D.C.+H.P.	to	M.D.C.	
  	
  Includes	Supernatural	PS
  	
  Bio-Regeneration:	1D4x10	S/M.D.C.	or	H.P.	per			
  hour
  	
  Horror	Factor	of	14
  	
  W.	P.	Sword	(In	addition	to	O.C.C.	skills)
  	
  Prowl	(+20%)
  	
  Lang/Lit:	Sunaj	98%	(In	addition	to	the	standard			
  	
  Atlantean	languages)
  	
  Lang/Lit:	Elven/Dragonese,	Greek,	American	98%
  	
  Operate	Dimensional	Pyramid	30%	+	5%	per	level		
  	
  of	experience
  	
  Sense	Vampires	1000	feet	(305	m)
  	
  Identify	Vampires	10%	per	level	of	experience
  	
  Sense	Ley	Lines	and	Nexii	
   
  Sense Rifts 
   
  Ley Line Phase as per Ley Line Walker 
   
  Tattoos for non T-Men Sunaj
  	
  Eye	of	Knowledge	(Language)
   
  Protection from Vampires
  	
  Flaming	Sword
  	
  One	additional	at	level	four	and	six	and	eight.
  Psionics	(Except	Seers,	Hunters,	and	Psychic	Slayers)
   
  Telepathy
   
  One minor of choice
  Hunters
  	
  +3	to	Initiative	and	Perception
  	
  Trap	Construction	(+15%)
  	
  +1D4	to	P.P.
  Tattooed Slayers
  	
  +4	on	Initiative
  	
  +2	to	Perception
  	
  Weapon	Mastery	in	a	melee	weapon	of	choice
  99
  
  	
  +1	to	P.P.
  Psychic Slayers
  	
  +3	to	Initiative
  	
  +3	to	Perception
  	
  +2D4x10	SDC
  	
  Hand	to	hand:	Martial	Arts	or	Assassin
  Seers and Shapers
  	
  Hand	to	hand:	Martial	Arts
  	
  +4	to	Perception
  	
  +1	to	Initiative
  	
  76-90	
  Solid	yellow
  	
  91-100	
  Roll	twice,	once	for	each	eye
  Vision
  	
  01-50	
  Normal	human	vision
  	
  51-75	
  Black	and	white	vision
  	
  76-85	
  Infravision
  	
  86-95	
  Black	and	white	with	enhanced	
   
   
    
  nightvision
  	
  96-100	
  Supernatural	vision:	See	invisible	
   
   
    
  and darkvision
  Ears	
  	
  01-18	
  Normal,	human
  	
  19-36	
  Slightly	pointed
  	
  37-54	
  Long,	pointed	
  	
  55-72	
  Bat	ears
  	
  73-90	
  Earholes	only
  	
  91-100	
  Other/GM	choice
  Teeth 
  	
  01-65	
  Prominent	canines
  	
  66-90	
  All	pointed
  	
  91-100	
  Other/GM	Choice
  Tail 
  	
  01-15	
  	None
  	
  16-30	
  Long,	furry
  	
  31-80	
  Narrow,	spade	tipped
  	
  81-90	
  Thick,	muscular
  	
  91-100	
  Other/GM	choice
  Limb Features
  	
  01-15	
  Cloven	hooved
  	
  16-30	
  Hooved
  	
  31-45	
  Canine,	fingers	have	claws
  	
  46-60	
  Feline,	fingers	have	retractable	claws
  	
  61-75	
  Reptillian,	scaly	skin,	non-retractable		
  	
  	
  		
  claws	on	the	fingers
  	
  76-90	
  Roll	twice,	once	for	each	side
  	
  91-100	
  Roll	four	times,	once	for	each	limb
  Special	thanks	go	to	Phalanx	for	being	my	sounding	
  board	on	the	pyramids,	Nekira	for	being	a	sounding	
  board,	rules	lawyer,	idea	woman,	and	editor,	and	Juli	
  for being my editor in chief.
  Appearance Tables
  Eyes
  	
  01-15	
  White,	no	distinct	pupil	or	iris
  	
  16-30	
  Black,	no	distinct	pupil	or	iris
  	
  31-45	
  Vertical	slitted	iris
  	
  46-60	
  Horizontal	slitted	iris
  	
  61-75	
  Solid	red
  100
  
  There’s Gold in them thar Hills!
  By Matthew Daye
  	 The	constant	overusage	of	the	Earth’s	natural	
  resources	was	always	one	of	the	major	concerns	even	
  during	the	Golden	Age	of	Man.	Oil	was	disappearing	
  at remarkable speeds for plastics even as demand 
  lessened	for	transport	with	the	widespread	use	of	
  electric	vehicles	and	nuclear	powered	war	machines.	
  Rock	was	being	quarried	for	construction	of	buildings	
  and	roads.	Gemstones	were	being	mined	in	huge	
  quantities	to	handle	the	opulent	standing	jewelry	
  bestows.	Natural	metals,	even	with	new	recycling	
  technology,	were	on	the	decline.
  	 If	all	of	these	resources	were	being	whittled	away,	
  where	do	the	CS	get	their	resources	and	why	do	
  mining	‘Borgs	even	exist?	Simple,	the	same	thing	that	
  deposited countless life forms to earth deposited other 
  things	as	well,	specifically	dimensional	Rifts.	
   During the dimensionally unstable time of the Dark 
  Ages,	Rifts	were	opening	all	over	the	world.	Under	
  the	ocean,	in	the	air,	on	the	ground,	but	the	ones	
  that	weren’t	seen	were	those	that	occurred	under	the	
  ground. Ley Lines themselves seem to rise from the 
  earth,	making	the	Rifts	below	ground	not	just	possible,	
  but	likely.	It	was	those	Rifts	that	deposited	new	
  mineral	deposits,	as	well	as	countless	other	unknowns.
  	 The	day	the	Ley	Lines	exploded	across	the	earth	
  was	the	same	day	that	the	geography	changed.	Hills	
  formed	in	fields	where	Rifts	forced	large	quantities	
  of material to appear underground. Mountains 
  disappeared,	swallowed	whole	to	be	dumped	on	some	
  other	planet.	New	caves	were	formed	from	quickly	
  disappearing	chunks	of	rock,	while	other	caves	
  disappeared	entirely,	filled	in	by	another	Rift.	The	
  world’s	surface	wasn’t	just	changing;	the	world	itself	
  was	being	altered,	even	in	its	very	core.
   
  Underground Rift Events
  	 Underground	Rift	Events	go	by	different	names	
  depending	on	where	you	ask.	RCSG	Scientists	and	
  Rogue	Scientists	call	them	U.R.E.s,	the	Federation	
  of Magic and most magic communities just call them 
  underground	Rifts.	They	are	rare	events	where	the	
  land itself is changed by a Rift that has formed under- 
  ground. Due to the fact that the earth is tightly packed 
  matter,	most	types	of	Rifts	don’t	actually	affect	the	
  ground	at	all,	as	new	objects	or	matter	usually	can’t	
  penetrate the other side.
  	 With	very	rare	exception,	U.R.E.s	are	transient	
  type	rifts.	There’s	only	a	1%	chance	every	noon	or	
  midnight	of	one	occurring.	5%	during	a	solstice	or	
  equinox	and	there	is	a	10%	chance	during	an	eclipse	
  or	planetary	alignment.	There	is	a	25%	chance	if	there	
  is	an	eclipse	or	alignment	on	an	equinox	or	solstice.	In	
  mountainous	areas,	these	chances	double,	as	there	is	
  more land for a rift to intercept. 
  	 U.R.E.s	happened	with	a	lot	more	frequency	during	
  the	Dark	Ages	and	initial	Coming	of	the	Rifts,	which	
  caused a lot of pre-rifts maps to lose accuracy and for 
  the	world	itself	to	be	changed,	but	these	maps	are	still	
  invaluable	for	prospectors.	Discrepancies	between	
  new	and	old	maps	are	usually	caused	by	U.R.E.s	so	
  having	both	would	allow	a	prospector	to	identify	
  likely spots.
  	 New	events	can	be	tracked	and	sensed	magically	
  and	through	psionics	the	same	way	as	any	other	
  rift,	however	the	easiest	way	is	through	seismology.	
  U.R.E.s	tend	to	leave	unusual	readings	on	
  seismographs	that	are	now	catalogued	in	most	modern	
  to high-tech societies that have encountered such 
  events.	Minor	tremors	can	sometimes	occur	as	well,	
  usually	for	the	bulge,	tear,	and	pillar	types.	
   The Coalition States uses seismographs throughout 
  their	territory	as	a	way,	not	only	to	sense	U.R.E.s,	
  but	also	incoming	robots,	heavy	vehicles	and	large	
  creatures and monsters. When the CS picks up a 
  U.R.E.	they	send	a	standard	recon	team,	a	RCSG	
  Scientist	trained	in	geology,	and	10	to	20	Skelebots	
  depending on availability to fully secure the site. 
  	 The	Coalition	are	one	of	the	quickest	to	act	on	such	
  events,	not	only	for	the	sake	of	new,	rare,	and	possibly	
  very	expensive	resources,	but	to	also	keep	these	new	
  resources	out	of	enemy	hands.	Huge	deposits	of	gems	
  would	offer	too	great	an	advantage	to	any	Techno-
  Wizard	to	acquire	them.	As	an	added	benefit	and	to	
  ensure	the	troops	act	with	as	much	haste	as	possible,	
  teams sent on missions to secure these areas receive 
  a	bonus	of	5%	per	team	(not	each)	of	what	the	total	
  value	of	the	newly	acquired	materials	are.	This	makes	
  most	soldiers	eager	to	participate	in	what	is	usually	
  just	a	baby-sitting	mission,	and	is	considered	by	many	
  101
  
  to	be	an	unofficial	lottery.	
  	 The	Federation	of	Magic	is	very	quick	to	act	on	
  possible	U.R.E.s,	but	not	in	the	same	‘official’	way.	
  Magic users and psychics that can sense rifts and 
  dimensional	disturbances	are	often	quick	to	track	and	
  claim	a	U.R.E.	both	for	possible	gems	for	Techno-
  Wizardry	or	for	the	off	chance	of	a	material	that	may	
  affect	or	enhance	magic,	such	as	the	material	used	
  in	the	Rings	of	Eldar.	Where	the	Coalition	acts	in	an	
  orderly	military	manner,	the	Federation	act	like	hyenas	
  attacking	a	corpse.	Only	the	soldiers	of	Dweomer	do	
  it	for	their	kingdom,	while	the	people	from	the	other	
  kingdoms	are	more	likely	to	do	it	for	themselves,	and	
  will	fight	others	for	it.	
  	 Anywhere	else,	it’s	usually	first	come,	first	serve	
  as long as you can hold it. Battles are fought over 
  these	sites,	sometimes	before	the	Rifted	in	material	is	
  even	seen	or	identified,	which	can	lead	to	windfalls	or	
  major embarrassments. Losing a robot or friend in a 
  fight	to	defend	what	turns	out	to	be	a	chunk	of	cheap	
  shale. 
  	 Those	are	the	reactions	for	the	new	U.R.E.	sites,	
  but there are still many that go unclaimed or have 
  never been found. The changed shape of the Rocky 
  Mountains	has	also	led	some	to	believe	they’re	home	
  to	dozens	to	hundreds	of	new	U.R.E.	sites.	If	this	is	
  ever	confirmed	then	it	might	spark	one	of	the	most	
  chaotic	and	bloody	‘gold	rushes’	of	earth’s	history.
  	 Roll	of	the	following	table	to	determine	what	type	
  of	U.R.E.	occurs:
   00-10% Unstable Bulge: These bulges range 
  in	size	from	bumps	to	large	hills,	created	by	an	
  expanding	rift.	It	creates	an	empty	pocket	inside	
  filled	with	a	liquid	or	gas.	It’s	GM’s	choice	of	what	is	
  actually	contained	in	the	bulge	and	how	dangerous.	
  These	are	essentially	bubbles	made	in	the	earth,	and	
  like	soap	bubbles,	they	are	surprisingly	delicate	no	
  matter	what	the	size,	making	the	site	dangerous	for	
  anyone	on	or	near	the	bulge	itself.	If	anything	more	
  that	50	pounds	(22.5	kg)	moves	or	tries	to	get	on	it,	
  there	is	a	50%	chance	of	collapse.	A	hole	the	size	of	
  a	manhole	will	also	cause	a	collapse,	unless	a	proper	
  excavation	or	mining	roll	is	made.
   11-20% Bulge: Similar to the unstable bulge but 
  filled	with	minerals.	There’s	no	chance	of	collapse	as	
  it’s	a	solid	structure,	and	is	one	of	the	most	valuable	
  of	the	U.R.E.s	since	it	means	that	it	brings	with	it	new	
  resources.	Almost	always,	the	core	of	the	hill	is	a	solid	
  piece	of	one	specific	type	of	rock,	stone	or	mineral.	
  Roll on the random rock type table after this table to 
  determine	how	large.	
   21-30% Empty Crater:	Usually	caused	by	a	
  rift	‘eating’	a	large	area	of	earth	and	rock	without	
  leaving anything in its place and looks almost like an 
  explosive	device	was	set	off.	The	difference	though	is	
  the lack of scorch marks and heat. The rock and dirt 
  from	the	area	that	wasn’t	Rifted	elsewhere	was	thrown	
  in every direction. The larger varieties of these types 
  of rifts usually end up becoming isolated ponds and 
  lakes.	Do	not	roll	on	the	random	rock	table,	but	roll	on	
  the	size	table	to	determine	just	how	big	the	crater	is.
   31-40% Scattered Crater: Similar to the empty 
  crater,	except	something	was	thrown	from	the	rift	
  when	it	exploded.	Roll	1D6	times	on	the	Random	
  Rock	Type	table	listed	below.	Where	the	bulge	rifted	
  in	a	large,	solid	quantity	of	rock,	the	material	from	the	
  scattered	crater	is	thrown	around	the	area	in	smaller	
  pieces,	no	bigger	than	a	football.	Roll	on	the	random	
  size	table	after	this	table,	but	in	this	case	that’s	the	
  total	quantity	of	all	rock	types	(GM’s	decide	how	
  much	is	of	what	type).	Roll	a	second	time	to	determine	
  how	large	the	crater	is.
   41-50% Cave: A rift has carved out an area in the 
  ground,	either	in	the	side	of	a	hill	or	down	an	area.	
  This	has	left	a	small,	unnatural	cave	in	its	wake.	The	
  walls	are	usually	smooth	and	are	a	great	spot	for	
  camping.	The	cave	is	never	more	that	4D6x10	feet(3	
  m)	long/deep	and	can	be	anywhere	from	4	feet	tall	to	
  twelve	feet	(1.2	to	3.6	m)	tall.	Caves	that	have	been	
  untouched	by	humans	for	more	that	4	weeks	will	
  become inhabited by some animal or supernatural 
  monster.
   51-60% Sinkhole:	Similar	to	the	cave,	but	the	hole	
  is	straight	down.	It	doesn’t	always	go	right	to	the	
  surface,	stopping	a	foot	or	less	from	the	opening.	The	
  ground is held together usually by the roots of nearby 
  vegetation,	but	any	weight	more	than	20	pounds(9	kg)	
  will	cause	a	collapse,	landing	everyone	on	the	sinkhole	
  into this unnatural pit trap. The sink hole is usually 
  102
  
  6D6	feet	(1.8	m)	deep,	and	2D6	feet	(1.8	m)	wide,	and	
  the	walls	are	very	smooth.	
  61-70% Pillar:	The	opposite	of	the	sinkhole,	a	large	
  column of one type of rock appears. These can be 
  either	completely	below	ground	or	sticking	from	the	
  ground.	It’s	smooth	all	around	and	can	be	circular,	
  oval,	or	rectangular.	Both	ends	tend	to	be	flat	as	well.	
  There	is	always	more	below	the	surface	than	above,	if	
  the	second	roll	is	less	than	the	first,	switch	them.	Roll	
  on	the	Random	Rock	Type	table	listed	below.	
  71-80% Chunk:	A	boulder	where	there	was	no	
  boulder	before.	Simply	put,	a	rock	of	some	type	is	
  Rifted	into	that	location,	either	sitting	on	top	of	the	
  ground,	partially	submerged	under	the	ground,	or	
  completely	under	the	ground.	If	Rifted	where	a	hill	or	
  part	of	a	mountain	had	been,	the	rock	that	had	been	
  there	is	gone,	most	likely	to	be	rifted	to	where	the	
  new	rock	came	from.	Again,	the	rock	is	usually	of	one	
  specific	type.	Roll	on	the	Random	Rock	Type	table	
  listed	in	below	1D4	times	to	determine	types.	If	there	
  is	more	than	one	type,	the	different	types	will	still	be	
  part of the one huge chunk and depending on the rock 
  could be very hard to separate. 
  This	is	perhaps	the	easiest	U.R.E.	to	miss	unless	
  one	is	very	familiar	with	the	area,	or	if	the	rock	is	
  of	an	unusual	type	(most	people	would	have	noticed	
  an	uncut	diamond	the	size	of	a	Big	Boss	ATV	for	
  example.)	Roll	on	the	random	rock	quantity	table	
  below	to	determine	how	large	the	chunk	is.
   81-90% Tear:	A	purely	destructive	U.R.E.,	this	
  merely	rends	the	ground,	creating	a	large	split	or	
  crevice.	The	Tear	is	1D6x10	feet	deep,	3D6x10	feet	
  long,	and	5D6	feet	wide.	Depending	on	where	they	
  form,	they	could	eventually	fill	with	water,	forming	
  strange looking ponds. 
   91-00% Dangerous: The name says it all. This can 
  be	anything	from	a	rift-caused	earth	quake,	Rifted	in	
  magma,	or	a	supernatural	creature.	For	the	previous	
  two,	use	the	stats	for	the	Earth	Elemental	spells	
  Earthquake	and	River	of	Lava.	For	the	latter,	this	can	
  be any supernatural creature submerged or partially 
  submerged	into	the	ground,	but	it’s	suggested	that	
  some ground related creature be used.
  Random Rock Type
  	 01-20%	Morphic	Rock:	Marble,	slate,	coal,	etc.
  		 21-40%	Sedimentary	Rock:	Lime	stone,	Sand	stone,	
  halite etc.
  	 41-60%	Volcanic	Rock:	Obsidian,	granite,	pumice,	
  etc. 
  	 61-80%	Mineral:	Gold,	Talc,	quartz,	graphite,	etc.
  	 81-90%	Gemstone:	Diamond,	aquamarine,	garnet,	
  etc
  	 91-00%	Alien	stone:	See	alien	rock	section,	or	can	
  be	GM’s	creation.
  Note: Rock information can be found easily online for 
  specific	types,	but	some	examples	are	given.
  Random Rock Quantity:  
  Different	rock	has	different	weights,	so	the	actual	size	
  of	any	given	U.R.E.	is	different	depending	on	the	type	
  of	rock,	even	if	the	weight	is	the	same.	These	are	also	
  the	usual	amounts,	and	there	have	been	cases	with	as	
  much	as	50	times	the	highest	amount	on	Rifts	Earth,	
  usually during the initial Coming of the Rifts. 
  	 00-10%	1D4	pounds
  	 11-20%	1D10	pounds
  	 21-30%	1D6x10	pounds
  	 31-40%	1D6x20	pounds
  	 41-50%	1D6x50	pounds
  	 51-60%	1D6x100	pounds
  	 61-70%	1D6x500	pounds
  	 71-80%	1D6x1000	pounds
  	 81-90%	1D6x2000	pounds
  	 91-00%	2D6x5000	pounds	
  New Skill
  Geology (Science): Training in the natural processes 
  of	the	physical	world.	This	includes	the	movements	
  of	water,	the	transformation	of	rock,	and	the	lay	of	the	
  ground. Someone trained in this study can identify 
  rock,	minerals	and	gems,	as	well	as	what	other	likely	
  resources	should	be	in	the	area.	This	skill	also	allows	
  someone	to	identify	the	properties	of	rock,	both	native	
  and	alien,	and	its	possible	value.	Having	this	skill	also	
  provides several bonuses to other related skills. Add 
  5%	to	dowsing,	gemology,	navigation,	masonry	and	
  excavation.	Chemistry	adds	a	bonus	of	5%	and	allows	
  the character to determine its base elements. Base 
  Skill:	30%	+5%	per	level	of	experience.
  103
  
  Note:	Those	who	already	possess	the	mining	or	
  prospecting	skill	receive	this	skill	at	20%	+4%	per	
  level	of	experience.
  Alien Rock and Gemstones
   Feshite (Fes-ite):	This	strange	mineral	is	green	in	
  color	and	is	the	same	hardness	as	talc,	meaning	that	
  it’s	much	softer	than	human	bone.	Like	talc,	it	can	be	
  reduced	to	a	fine,	soft	powder	easily.	It	has	recently	
  been	discovered	that	the	powder,	if	added	to	melted	
  metals,	can	produce	‘soft	steel.’	The	material	is	still	
  as strong and damage resistant in its non augmented 
  counterparts,	but	has	the	feel	of	leather.	This	makes	
  it	excellent	for	making	armors,	but	all	but	useless	for	
  construction,	including	that	of	vehicles,	robots	and	
  power	armors,	except	for	the	armor	parts.	Effectively,	
  any	light	armor	made	with	this	soft	steel	has	no	
  mobility penalties and heavy armor has its penalties 
  reduced	by	half.	Armor	made	with	this	material	can	
  cost	anywhere	from	40%	to	60%	more	than	the	listed	
  price. So far it has only been located in Oregon and 
  Idaho,	but	could	appear	anywhere	through	U.R.E.s.
   
  Colal (Coal-al):	A	clear	crystal	that	forms	naturally	
  into	long	tubes,	some	as	long	as	6	feet	and	as	wide	
  as	3	inches.	Often	mistaken	for	quartz	by	those	that	
  aren’t	familiar	with	the	different	shapes,	this	material	
  is	actually	a	natural	lens.	It’s	natural	cleavage	is	
  concave,	making	it	handy,	if	one	is	careful,	for	making	
  some	naturally	perfect	lens.	Wilk’s	pays	premium	
  price	for	this,	at	2,000	per	inch	wide,	foot	length	of	
  crystal.	Other	markets	can	pay	20%	more	or	less.	The	
  reason	is,	while	the	high	technology	makes	the	process	
  faster	than	modern	standards,	it	still	takes	a	long	time	
  to	properly	machine,	polish	and	perfect	a	lens.	With	
  these	crystals,	the	process	is	cut	down	to	a	half	hour	
  for	cutting	and	polishing	which	saves	a	lot	of	money	
  in	man	hours.	The	gem	isn’t	enchantable	by	Techno-
  Wizards,	but	they	can	use	the	lens	in	laser	style	
  weaponry	as	well.	These	are	found	all	over	the	world.	
  Stone Masters can use this gem to cast either Light 
  Blade,	Chromatic	Protection,	or	Power	Bolt.
   
  Nekirite	(Neck-ear-ite):	A	solid	gray	stone,	smooth	
  to	the	touch	and	remarkably	solid	(1D4	M.D.C.	per	
  pound).	It	has	a	few	unusual	characteristics,	the	
  super	density	being	only	one	of	them.	It’s	slightly	
  magnetic,	only	able	to	support	one	pound	of	metal	
  per	10	pounds	of	the	rock.	The	most	amazing,	and	
  unusual,	characteristic	is	that	when	electrocuted,	the	
  rock	becomes	S.D.C.	but	also	malleable,	like	a	very	
  heavy	clay,	for	1D6	minutes.	If	hit	with	an	M.D.C.	
  blast of electricity it stays S.D.C. and moldable for 
  one minute for every point of M.D.C. damage. Those 
  with	the	sculpting	or	art	skill	can	work	the	stone	into	
  works	of	M.D.C.	art!	The	electrified	rock	becomes	
  100	S.D.C	for	every	1	M.D.C.	of	the	rock,	so	while	it	
  isn’t	necessarily	weaker	it	can	be	harmed	by	standard	
  S.D.C.	weapons.
   
  Regium	(Reg–ium):	This	is	a	greenish	liquid	metal,	
  or	a	metal	with	a	very	low	melting	point	(-10	degrees	
  Celsius,	10	degrees	Fahrenheit).	It’s	a	thick	liquid	that	
  bonds	to	whatever	it	is	coated	with,	like	a	metallic	
  paint. This is especially useful as it prevents radiation 
  from passing through it like lead. This is usually 
  used	for	prepping	and	building	nuclear	power	packs.	
  This	rock,	while	alien,	uses	earth	based	elements	that	
  haven’t	mixed	naturally.	The	Coalition,	Triax,	Japan	
  and	Northern	Gun	have	all	figured	out	how	to	produce	
  it	artificially.	A	gallon	of	the	fluid	can	still	be	bought	
  for	25,000	credits,	or	can	be	sold	to	manufacturers	for	
  anywhere	from	10%	to	40%.
   
  Omnind (Omni-in):	This	gemstone	is	largely	unstable,	
  but very beautiful. Potentially possessing every 
  mineral	in	itself,	it	appears	as	a	stone	of	dozens	of	
  colors.	Were	that	not	enough,	the	gemstone	has	the	
  ability	to	change.	It	becomes	whatever	gemstone	it	
  touches.	Why	this	might	be	handy	for	jewelers	it	is	
  especially	handy	for	Techno-Wizards.	By	using	this	
  gem	with	a	type	of	gem	they	only	have	a	small	supply	
  of,	they	can	increase	the	amount	of	karats	they	have	
  as long as this gemstone is touching the one it should 
  match.	When	not	touching	another	gemstone,	it	reverts	
  to	it’s	multi-colored	appearance.	Oddly	enough,	when	
  it	reverts	to	normal,	all	enchantment	disappears	even	
  if	it’s	touched	to	the	same	crystal	as	before.	If	this	
  happens	in	a	working	TW	item,	the	spell	chain	it	was	
  used	in	becomes	unusable.	Techno-Wizards	mostly	
  use	this	gem	as	a	teaching	aid	as	it	allows	younger	
  Techno-Wizards	to	make	mistakes	without	ruining	a	
  gem.	The	gem	costs	15,000	credits	per	karat.	
  104
  
  105
  
SOURCE: textdata/thevault/RIFTS/The Rifter/The Rifter #00.pdf