TEXT: By Kevin Siembieda
  Dark Conversions
  ®
  Palladium Books® Presents:
  Quentin Milton (Order #26014138)
  
  Warning! 
  Violence, War, Magic & the Supernatural 
  The fictional world of Rifts® 
  is 
  violent, 
  deadly and filled 
  with 
  supernatural 
  monsters. 
  Other-dimensional beings often referred to as "demons" and "undead" torment, stalk and prey upon hu­
  mans. Other alien life forms, monsters, gods and demigods, as well as magic, insanity, and war are all 
  elements in this book. 
  Some parents may find the violence, magic and supernatural elements of the game inappropriate for 
  young readers/players. We suggest parental discretion. 
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence. 
  A supplement for the Rifts® RPG 
  Compatible with the entire Palladium Books® Megaverse!® 
  1 
  Quentin Milton (Order #26014138)
  
  Dedication 
  To all of those who have managed to escape sliding into darkness and stay true to themselves throughout their lives. Stay bright, 
  honest and happy. 
  PDF Edition - November 2017 
  First Printing - December 2002 
  Copyright 2002,2001, 1996, 1991, 1990, 1987, and 1983 Palladium Books Inc. & Kevin Siembieda 
  - Kevin Siembieda, 2002 
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form 
  or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments 
  and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental. 
  Rifts®, The Rifter®, Megaverse®, Phase World®, Coalition Wars®, The Mechanoids®, The Mechanoid Invasion®, After the Bomb®, The Pal­
  ladium Fantasy Role-Playing Game®, Nightbane®, and Palladium Books® are registered trademarks owned and licensed by Palladium Books Inc. 
  and Kevin Siembieda. 
  Beyond the Supernatural, Heroes Unlimited, Ninjas and Superspies, Systems Failure, Coalition War Campaign, Coalition Navy, Cyber-Knights, 
  Dragons & Gods, Federation of Magic, Free Quebec, Juicer Uprising, Lone Star, Mindwerks, Mutants in Orbit, New West, Psyscape, Rifts® Book of 
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  Spirit West, Splynn Dimensional Market, Triax & the NGR, Vampire Kingdoms, Warlords of Russia, Mystic Russia, Xiticix Invasion, Coalition 
  States, Chi-Town, Old Bones, Lazlo, Tolkeen, Freehold, Northern Gun, Manistique Imperium, Iron Heart, Golden Age Weaponsmiths, Naruni, 
  Naruni Enterprises, Wellington, Triax, Ulti-max, Glitter Boy, Skelebots, Xiticix, Dog Boy, Dog Pack, Wolfen, Kankoran, Coyle, Bio-Wizardry, 
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  First, Joseph Prosek II, Erin Tarn, Sir Thorpe, Lord Coake, The Defilers, Splugorth, Splugorth Slaver, Splynncryth, Splynn, Kittani, Sunaj, Iron Jug­
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  owned by Kevin Siembieda and Palladium Books Inc. 
  Palladium On-Line: www.palladiumbooks.com-alsoseeusatFacebook.comlPalladiumBooks 
  Rifts® Dark Conversions is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed in the USA. 
  2 
  Quentin Milton (Order #26014138)
  
  PalladiuDI BDDk!ilBl Pre!ienbi: 
  _iiIII 
  Dark Conver!iions 
  Written by: Kevin Siembieda 
  Additional Text & Ideas: C.J. Carella, Bill Coffin, and other Palladium madmen. 
  Editors: Alex Marciniszyn 
  Wayne Smith 
  Kevin Siembieda 
  Proofreader: Julius Rosenstein 
  Cover Art by: Ramon Perez 
  Interior Art: Wayne Breaux Jr. 
  Kent Buries 
  Michael Gustovich 
  Scott Johnson 
  Kevin Long 
  Ramon Perez 
  R.K. Post 
  Kevin Siembieda 
  Timothy Truman 
  Freddie Williams 
  Michael Wilson 
  Art Direction & Layout: Kevin Siembieda 
  Typography: Wayne Smith 
  Rifts® Creator, Designer & Chief Writer: Kevin Siembieda 
  G'USTOV/Ctr-
  Special Thanks to the Palladium staff who worked like demons to get this book to press, especially Alex, 
  Wayne, Steve and Julius. If ever there were champions of light, it is these guys. 
  - Kevin Siembieda, 2002 
  3 
  Quentin Milton (Order #26014138)
  
  Contents 
  Introduction' . . . . . . . . . . . . . . . 
  Alien Intelligences· 
  . 
  • 
  . 
  • 
  • 
  . 
  • 
  . 
  . 
  . 
  . 
  Alien Intelligence Creation Template· 
  The Old Ones ., . . 
  Demonkind . . . . . . . . .  
  . 
  Demon Hordes of Hades . . . 
  The Lesser Demons of Hades 
  Gargoyle Sub-Demons 
  Alu Demon Hound 
  Aquatics' ... 
  Ghouls & Nasu .. 
  Lasae' ...... . 
  Mares or Nightmares 
  Shedim· ...... . 
  Greater Demons of Hades .
  •
   
  Baal-Rog· ..... 
  Demon Locusts . . . . 
  Gallu, Demon Bull . . 
  Jinn, Elemental Demon 
  Magot ........ . 
  Night Owl ...... . 
  Raksasha, The Shape Shifter 
  The Four Demon Beetles 
  Lords of Hades 
  • 
  • 
  . 
  . 
  . 
  . 
  • 
  Abrasax the Insatiable' ... 
  Belphegor of the Sulfur Pits 
  Modeus, Lord of Hades . 
  Mictla the Devourer' . . . . 
  Succor-Bemoth . . . . . . . 
  Deevils, Another Horde of Demons . 
  Deevils .. . 
  Devilkins ..... . 
  Dire Harpies' . . . . 
  Fenry, Demon Wolf, 
  Fiends . 
  Gorgon .. 
  Imps' ... 
  Arch Fiends 
  The Beast 
  Horror ' .. 
  Pandemonium . 
  Serpents ' ... 
  Deevil Wraiths 
  Deevil Lords 
  Sahtalus .... 
  Mephisto the Deceiver 
  Unaffiliated Palladium Demons' 
  • 
  The Thin Ones ..... 
  Winter Storm Ice Demon 
  Undead Legions . .  
  The Endless Dead . . 
  About the Undead 
  Abberations . . . . . 
  7 
  7 
  8 
  10 
  1 1  
  11 
  12 
  12 
  12 
  l3 
  14 
  15 
  15 
  16 
  17 
  17 
  18 
  19 
  ·20 
  21 
  22 
  23 
  24 
  • 25 
  · 25 
  · 26 
  ·26 
  · 27 
  ·28 
  29 
  29 
  30 
  31 
  31 
  32 
  33 
  34 
  35 
  35 
  36 
  37 
  37 
  · 38 
  • 39 
  39 
  · 39 
  · 40 
  ·40 
  · 43 
  .
  •
   44 
  · 44 
  · 45 
  ·46 
  4 
  Blighters· ... 
  Blood Wraiths . 
  Bone Fiend 
  . 48 
  49 
  50 
  Evisceral' . . 
  52 
  Festulent· . . 
  53 
  Gravedigger . 
  54 
  Harbinger . . 
  56 
  Jaliquette .. 
  57 
  Mortoii, Zombie Vampire' 
  59 
  Rawhead 
  60 
  Revenant .. 
  62 
  Sladka . . . . 
  64 
  Sleepwalker . 
  65 
  Spell Magic Zombie 
  67 
  Voodoo Xombie' . . 
  68 
  Monster From Beyond the Supernatural 
  69 
  Banshee, Harbinger of Death . 
  69 
  Boschala, Living Nightmare 
  71 
  Dar'ota, Incubus & Succubus' 
  73 
  Dimensional Ghoul . . . . . 
  74 
  Dybbuk, The Demon Ghoul' 
  75 
  Entity: Poltergeist . 
  76 
  Entity: Syphon 
  77 
  Entity: Haunting· . 
  79 
  Entity: Tectonic . . 
  80 
  Entity: Possessing . 
  82 
  Garkain . . . . . . 
  83 
  Gargoyles & Gurgoyles . 
  84 
  Goqua, Master of Deception 
  89 
  Grave Ghouls . . . . . . . 
  90 
  Gremlins, Techno-Terrors 
  91 
  Hell Hounds . . . . . . . . 
  92 
  Malignous . . . . . . . . . 
  93 
  Mindolar, The Mind Slug . 
  94 
  Sowki, The Serpent . . . . 
  96 
  Spider Demon, Death Weaver 
  97 
  Were-Beasts' . . . . . . . . . 
  99 
  Elemental Beings . . . . 
  105 
  Elemental Intelligences 
  106 
  Elemental Possession' 
  107 
  Elemental Forces R.C.C. . 
  108 
  Major Air Elemental' . 
  109 
  Minor Air Elemental 
  111 
  Major Earth Elemental· 
  111 
  Lava Monster' . . . 
  112 
  Minor Earth Elemental . 
  113 
  Mud Mound . . . . . . 
  113 
  Earth-TreelPlant Elemental 
  114 
  Major Fire Elemental .. 
  115 
  Minor Fire Elemental 
  116 
  Major Water Elemental . . 
  117 
  Minor Water Elemental 
  118 
  Ice Monster' . . . . . . 
  118 
  Nightbane® RPG Conversions 
  119 
  Humans & Dopplegangers, the link to the Darklands .. 119 
  Quentin Milton (Order #26014138)
  
  The Nightlands' Invasion· ....... ........ 120 
  Nightbane & Nightlords ................ 120 
  Dark Minions . . . . . . . . . . . . . . . . . 
  120 
  Ashmedai, The Crawling Horrors . . . . . . . . . . . . . 121 
  Doppleganger R.C.C. . 
  122 
  Doppleganger Warlord 
  123 
  Flesh Lampreys 
  124 
  Gauntsteeds . . 
  126 
  Geo-Immortal . 
  Giant Scorpions 
  Great Hound . . 
  Hell Riders . . . 
  Hounds· .... 
  Hound Masters . 
  Hunters· .... 
  Living Chariots 
  Namtar & The Hollow Men 
  Shadow Scorpion 
  Shadow Warlock· . . . . . . 
  Skinners .......... . 
  Slitherers .......... . 
  Trappers ......................... . 
  Infamous Nightlands Waste Creatures . . . . . . . .. 
  Emperor Crab 
  Waste Coyote . . . . . . . . . . . . . . 
  126 
  128 
  128 
  129 
  130 
  132 
  133 
  134 
  135 
  137 
  137 
  138 
  140 
  141 
  142 
  142 
  143 
  Snake Bird · .................... . 
  143 
  The Lizard King . . . . . . . . . . . . . . . . . . . . . . 144 
  The Nightlords . . . . . . . . . . . . . . . . . . . . . .  145 
  Nightlord Avatars 
  146 
  Nightlord R.C.C. . . . . . 
  147 
  Night Princes . . . . . .  
  149 
  Priest of Night . . . . . . 
  151 
  Red Flame Demons (Nightlands) . . . . . . . . . . . .  152 
  Asurk-Demonians .............. . 
  Blood Dancers . . . . . . . . . . . . . . . . 
  Dakini Demon Women 
  Demongoyles 
  Demonlings ..... . 
  Soul Trackers .... . 
  Red Flame Demon Lords . . . . . . . . . . . 
  The Nightbane . . .  . . . . . . . . . . . . . . .  . 
  Creating Nightbane (Tables)· .............. . 
  Nightbane Talents . . . . . . . . . . . . . . . . 
  Dark Magic ' . . . . . . . . . . . . . . . . . . . . . . . 
  Witchery · ..... . 
  The Pact ................ . 
  Demon Familiar . . . . . 
  Nightlands Witch O.C.C. 
  Gift of the Nightlords .. 
  Shifter O.C.C. Revisited· .. 
  153 
  154 
  155 
  156 
  157 
  157 
  158 
  161 
  163 
  168 
  170 
  170 
  173 
  174 
  175 
  176 
  177 
  Random Rift Tables . . . . . . . . . . . . . . . . . . . 181 
  The Diabolist & Summoner . . . . . . . . . . . . . . . 185 
  Possession . . . . . . . . . . . . . . . . . . . . . . . . . 188 
  Other Palladium Role-Playing Games . .  . . . . . . . 189 
  5 
  Quick Find 
  Alien Intelligences . . . . . . . . . . . . . . . . . . . . . . 7 
  Beyond the Supernatural Demons . . . . . . . . . . . . .  69 
  Banshee · . . . . . . . . . . . . . . 
  . . .  69 
  Death Weaver, Spider Demon . . . . . . . . . . . . . . . 97 
  Demon Bull: Gallu . . . . . . . . . . . . . . . . . . . . . 19 
  Demon Familiar . . . . . . . . . . . . . . . . . . . . . . 174 
  Demon Horse: Gauntsteeds . . . . . . . . . . . . . . . . 126 
  Demon Horse: Sladka (undead)· . 
  . 64 
  Demons: BTS . . . . . . . 
  . . . . . 69 
  Demons: Dyval/Deevils· . . . . . 
  . 29 
  Demons: Hades . . . . . . . . . . 
  . 12 
  Demons: Palladium . . . . . . . . 
  . 12 
  Demons: Red Flame · . . . . . . . . . . . . . . . . . . .  152 
  Demons: Unaffiliated . . . . . . . . . . . . . . . . . . . . 40 
  Elemental Demon: Jinn . . . . . . . . . . . . . . . . . . . 20 
  Elemental Intelligences . . . . . . . . . . . . . . . . . . 106 
  Gargoyles 
  . 12 & 84 
  Garkain .... . 
  Ghost ...... . 
  Ghouls: Grave . . . . 
  Ghouls: Nasu & Ghouls· . 
  · 54 & 83 
  · . . .  79 
  · . . .  90 
  . . . . . . . . .  14 
  Hollow Men . . . . . . . . . . . . . . 
  135 
  Hounds, Nightbane 
  130 
  Immortal, Geo-· . . . . . . . . . . . . . . . . . 
  126 
  Incubus . . . . . . . . . . . . . . . . . . . . . . . . . . .  73 
  Mind Slug: Mindolar . . . . . . . . . . . . . . . . . . . . 94 
  Nightbane RPG Conversions 
  119 
  Nightbane Player Characters 
  161 
  Nightbane Dopplegangers . . 
  122 
  Nightlords . . . . . . . . . . 
  145 
  Nightmares: Demon· . . . . . 
  . . . 15 
  Palladium Deevils . . . . . . . . . . . . . . . . . . . . . . 29 
  Palladium Demons . . . . . . . . . . . . . . . . . . . . . 12 
  Palladium Elementals . . . . . . . . . . . . . . . . . . . 106 
  Palladium Undead· . . . . . . . . . . . . . . . . . . . . . 44 
  Possession . . . . . . . . . . . . . . . . . . . . . . . . .  188 
  Possession: Entity . . . . . . . . . . . . . . . . . . . . . . 82 
  Possession: Elemental . . . . . . . . . . . . . . . . . . . 107 
  Spider Demon: Death Weaver . .  
  . 97 
  Succubus . . . . . . . . . . . . . . . . . . . . . . . . . .  73 
  Supernatural Intelligence: Mictla · 
  . . . . . . . . . . . . 27 
  Undead Legions . . . . . . . . . . . . . . . . . . . . . . . 44 
  Wish, The: Jinn . . . . . . . . . . . . . . . . . . . . . . . 20 
  Witch· . . . . . . . . . . . . . . . . . . . . . . . . . . .  170 
  Quentin Milton (Order #26014138)
  
  Quentin Milton (Order #26014138)
  
  Introduction 
  Rifts® Dark Conversions™ is the companion book to 
  Rifts® Conversion Book One, and presents a host of supernat­
  ural and demonic creatures. As with most conversion books, this 
  supplement contains demons, undead and monsters from other 
  Palladium role-playing games, converted to complete stats for 
  (optional) use in the Rifts® Role-Playing Game. 
  They include supernatural beings from Beyond the Super­
  natural™, the Undead, Demons and Deevils from The Palla­
  dium Fantasy Role-Playing Game® and the Nightbane, 
  Nightlords and monstrous Minions of the Nightlands from the 
  Nightbane® RPG, as well as other odds and ends from these 
  and other Palladium games. 
  Use them as random monsters from the Rifts, or as reoccur­
  ring, dimension-spanning villains, or use the entire setting as an 
  alternate dimension linked to Rifts Earth via magic or a dimen­
  sional portal. This book is a resource, use it. 
  Throughout this book, there are references to demons, spirits, 
  the undead, gods and the supernatural. As always, please realize 
  that none of these monsters and creatures are real. They are all 
  fictional. The magic, the creatures, their history, habits, and in­
  tent are all the product of Palladium's writers' and artists' wild 
  imagination. Likewise, the terms "god" and "demigod" are not 
  meant to represent any religious belief or philosophy, but to 
  identify dimensional beings with powers of the classic, mytho­
  logical gods like Zeus, Hercules, Odin, Thor, Isis, Set and oth­
  ers. Beings of incredible magic or supernatural power who seem 
  "god-like" compared to us mere mortals, or who are mistaken 
  by primitive or frightened people to be divine beings. Some of 
  these supernatural beings (and even high-tech rogues) may even 
  solicit worshipers and tribute to profit from their claims of di­
  vinity and/or seek to create a power base and lord over lesser 
  beings who accept them as gods. God-beings have existed 
  throughout the history, mythology and literature of humankind. 
  In that same, mythical, heroic fantasy tradition and context, we 
  present these demons and gods. "Beings with," to quote the 
  American Heritage Illustrated Encyclopedic Dictionary, "super­
  natural powers or attributes, believed in and worshiped by a 
  people; especially, a male deity thought to control some part of 
  nature or reality or to personify some force or activity." Read on 
  and enjoy these villains, monsters, maniacs and alien beings as 
  opponents, obstacles, and threats to the heroes and people of 
  Rifts Earth. 
  Remember, the possibilities are endless - limited only by 
  your imagination. Enjoy. 
  - Kevin Siembieda, 2002 
  7 
  Alien 
  Intelligences 
  Alien Intelligences are always supernatural beings that defy 
  human understanding. Many possess godlike power, live mil­
  lions of years, and look nothing like humans whatsoever. The 
  worst of the lot are malignant forces of evil dedicated to the 
  propagation of misery upon all other beings. The evil ones know 
  nothing about compassion or regret, and exist for the sole pur­
  pose of spreading hatred and sorrow and/or sating their own 
  selfish desires. 
  Alien Intelligences are apparently beings who straddle both 
  the physical and psychic/spiritual planes of existence - beings of 
  both flesh and spirit. It is a union that enables them to divide 
  their life-force into multiple facets of evil intellect or essence 
  and send these extensions of themselves to other worlds in en­
  tirely different dimensions. The fragmented essence is an energy 
  being and usually appears as invisible wisps or a ball of energy, 
  however, it will often use illusionary magic or psychic abilities 
  (like Ectoplasm or Telepathy) to create some sort of image that 
  mere mortals can see and recognize within the framework of 
  their reality. The form may be a monstrous apparition or an illu­
  sion of beauty or something in between. 
  The process of fragmentation and dimensional travel must be 
  vaguely like the ability of psychic humans to project them­
  selves into the Astral Plane, a dimension closely linked to our 
  own, but very different. The Astral Traveler leaves his physical 
  body completely devoid of his intellectual essence. The body is 
  alive, but its intellect and motivating life force is in the Astral 
  Plane. The body is an empty shell, unable to move, let alone 
  think and function. Yet these Alien Intelligences can project a 
  portion of their essence, like the Astral Body, creating an inde­
  pendent creature of psychic energy while the originating body 
  retains its own identity and functions as normal. It is still one 
  being but now has two completely functioning, living bodies, 
  one of energy and intellect in another dimension, the original, 
  more powerful one safe back in its home dimension. The one is 
  now two, and although both can function independently, each 
  knows exactly what the other is experiencing the moment it hap­
  pens, and both are truly the same being. Many Intelligences, like 
  the vampire, can create hundreds, even thousands, of essence 
  fragments that can possess and transform other life forms. For­
  tunately, in these cases, the many fragmented essences of the 
  Alien Intelligence possess only a tiny bit of the true Intelli­
  gence's full power. 
  It has been the fragments of these alien beings that have vis­
  ited Earth throughout its history, often to torment and beguile 
  humans. Witchcraft is an example of a means in which a vile su­
  pernatural Intelligence from another dimension establishes a 
  link to our world through a foolish and selfish human who 
  makes a pact with it. These are typically wicked beings that 
  strike the most vile of pacts with equally ruthless humanoids -
  pacts of blood and violence, pain and sorrow, all in exchange for 
  Quentin Milton (Order #26014138)
  
  power, wealth, or vengeance. The witch/pact maker serves as an 
  anchor through which the Alien Intelligence connects itself to 
  that world. In return, the witch is imbued with magical or super­
  natural power, and is linked to her benefactor. These powers 
  come from a tiny fraction of the evil Intelligence now fused with 
  the foolish mortal. The witch's demon familiar is frequently a 
  tiny fragment of the Alien Intelligence's essence in our world, 
  also. Both witch and familiar serving as living conduits to our 
  world. 
  Not all of these Supernatural Intelligences are evil. Some, 
  like the Elementals, are so different that they simple have no un­
  derstanding of human life or frailty and can inadvertently cause 
  great catastrophe. Others are able to relate to humanoids to some 
  degree, but their superhuman nature has made them so inhuman 
  that they too have difficulty understanding human beings, and 
  tend to view humans as mere children, pawns or playthings. Still 
  others are deific beings of goodness and light, but they too may 
  view mortals as lesser beings, children or savages. All of these 
  powerful forces, whether good, evil or indifferent, often mani­
  fest themselves as gods, demigods, nature spirits, demon lord 
  and other preternatural beings. Often they will build vast king­
  doms and have thousands of mortal beings allied to them. Primi­
  tive people are quick to accept these supernatural beings as 
  gods and worship them, and/or join in their crusades, causes and 
  machinations. This is especially important on planets where the 
  P.P.E. energy is not as powerful as Rifts Earth, because the 
  Alien Intelligence can freely draw upon the P.P .E. of its many 
  worshipers and devotees to give it the energy it needs to perform 
  magic and miracles. (The drawing of P.P.E. is very similar to 
  ritual magic only on a massive, planet-wide, sometimes cosmic, 
  scale.) Moreover, some Alien Intelligences feed on the P.P.E. or 
  emotions (or both) of their followers. 
  On Rifts Earth, the need for worshipers to give up their 
  P.P.E. is seldom as important, due to the massive amounts of 
  ambient magic energy coursing through the ley lines. Instead, 
  many of these mega-powerful "gods" seek portals to other 
  worlds, or treasure, or are using humanoids for their own enter­
  tainment or as playing pieces in a game with other Alien 
  Intelligences. For others, it is a matter of ego and power to con­
  trol and dominate other life forms, thus, they seek to be wor­
  shiped or feared everywhere. And for still others, it is simply a 
  way of life: to use, feed upon, and torment or seek the adoration 
  of lesser beings. As is the way of the world, evil Alien 
  Intelligences seem to get most of the public attention, because 
  they cause the greatest mischief and misery, but there are those 
  who represent goodness, love, justice and order. But even these 
  so-called Gods of Light are often caught up in a running game or 
  contest with the forces of evil. A never-ending battle in which 
  humanoids are caught up and used as unsuspecting pawns in the 
  games of the gods. Also see the section on Witchery. 
  Alien Intelligence Creation Template 
  The following data is a very general way to create generic 
  types of Alien Intelligences. These stats may vary dramatically 
  from Intelligence to Intelligence, but these rules work well as a 
  solid foundation. They can also be used as a basis to designing 
  specific mythical gods, and the upcoming Rifts® Dragons & 
  Gods sourcebook will provide much, much more diversity. 
  8 
  There are dozens of mythological gods, demons and mon­
  sters. To fit them all in this book is impossible without adding 
  another couple hundred pages. The Palladium Fantasy RPG® 
  and its sourcebook, Dragons and Gods™, and Beyond the Su­
  pernatural™ (l st & 2nd Edition) all offer some additional 
  godlings, monsters, and aspects for gods, demigods, demons and 
  other supernatural monsters. All fairly easy to convert. Like­
  wise, ambitious Game Masters should be able to adapt beings 
  from myth using some of the supernatural characters and this 
  general data as a guide. 
  Alignment: Any. Evil Intelligences are typically Miscreant or 
  Diabolic, occasionally Aberrant. Good ones are Principled or 
  Scrupulous, while the most self-serving and callous without ac­
  tually being evil, are Anarchist. Gods of mischief, tricks and de­
  ception are typically Anarchist, but may also be Unprincipled or 
  Miscreant. 
  Attributes: I.Q. 306+12, M.A. 406+10, M.E. 406+10, P.S. 
  606+22, P.P. 306+12, P.E. 306+12, P.B. 106 for most Alien 
  Intelligences whether they are good or evil (they're just that bi­
  zarre looking), however, their persona or manifestation (what 
  mortals see) may be more attractive, even awesome or beautiful 
  (P.B. 306+ 12), Spd 204x1O; I.Q. is usually genius level, the 
  monster is cunning, deceptive, and treacherous. P.S. and all 
  physical attributes are Supernatural. 
  MD.C.: 206xl0,000 
  Horror Factor: 204+ 1 0 
  Natural Abilities: Can vary greatly from creature to creature, 
  but usually include the following: 
  1. Mega-Oamage being who healslbio-regenerates 506, 
  ID4x1O or 106x1O M.O. C. per melee round (or per minute) de­
  pending on the creature's level of power, and complete regener­
  ation of limbs. Optional (and rare even among these beings): 
  May possess super-regenerative powers, so even if they appear 
  to have been slain or blasted to bits will become reborn 24 or 48 
  hours later or with the next full moon or solstice, etc., unless 
  some special precaution is taken (like burning the body, decapi­
  tation, stuffmg the mouth with some herb or substance, etc.) or 
  special ritual is performed to disperse its essence and prevent it 
  from reforming. 
  2. Ooes not breathe air or need to eat. 
  3. Nightvision 206xl00 yards/meters. 
  4. See the invisible and keen color vision. 
  S. Turn invisible at will, indefinite duration. 
  6. Impervious to disease and poisons/toxins/drugs. 
  7. Ooes not fatigue or fatigues at one tenth the rate of a mor­
  tal. 
  8. Truly giant in size, ID4xl0+20 feet 10ngitalVin diameter, 
  etc. However, most can adjust their size at will. Also see meta­
  morphosis under possible powers. 
  9. Number of limbs (arms, tentacles, legs, etc.) 204+6. 
  10. Eighty percent of all Alien Intelligences can co-exist in 
  two or more dimensions simultaneously by splintering their en­
  ergy essence as described previously. To forever slay a Super­
  natural Intelligence the original body and its many splintered 
  life forces (sometimes known as Avatars), must be found and 
  destroyed. This is often impossible. Those fragments that cannot 
  be found and destroyed cannot meld into one or become the 
  original Alien Intelligence, but continue to exist as greater de­
  mons or demigods. 
  Quentin Milton (Order #26014138)
  
  1 1. Impervious to possession, even by other gods. Also im­
  pervious to Mind Control, Charm and Hypnotic Suggestion. A 
  fragmented essence is also impervious to possession, but may be 
  vulnerable to mind control and magical charms (they are, after 
  all, a fraction of the original). 
  Special god-like powers: Roll percentile dice for each of the 
  following powers. A roll under the high number means the abil­
  ity is one of the Alien Intelligence's powers. Either the intelli­
  gence has an ability or it does not. If a power is duplicated, use 
  the more powerful of the two. 
  01-90% Possess animals. 
  01-45% Possess intelligent life forms. 
  01-55% Metamorphosis at will into humanoid (any), unlim­
  ited duration. 
  01-65% Metamorphosis at will into animal, unlimited dura­
  tion. 
  01-35% Metamorphosis at will into insect, unlimited dura­
  tion. 
  01-50% Teleport self at will, up to 1D6xl00 miles (160-960 
  km) away. 
  01-35% Teleport self and others up to ID6xlOO miles away. 
  01-30% Dimensional Teleport at will (limited to dimensions 
  known by the intelligence). 
  01-25% Combat oriented: +2 to hand to hand attacks per me-
  lee. 
  01-70% Turn 1D6xl00 dead at will; duration 24 hours. 
  01-65% Animate and control 6D6 dead. 
  01-45% Animate and control 1D6xlOO dead. 
  01-90% Healing Touch: Restores 4D6 Hit Points or S.D. C. or 
  M.D. C. 
  01-60% Superior Healing Touch: Restores ID6xl0 Hit 
  Points or S.D. C. or M.D. C. 
  01-33% Restoration: Same as spell. 
  01-20% Resurrection: Same as spell. 
  01-35% Stone to Flesh: Same as spell. 
  01-60% Remove curse: Same as spell. 
  01-40% Fire energy bolt or breathe fIre: 6D6 M.D., range: 
  1D6xl000 feet (305 to 1829 m). 
  01-50% Fly at speed ID4xl00 (add to initial Spd attribute). 
  01-65% Summon 3D6 lesser demons (or half as many lesser 
  Elementals if good or nature god) two times daily. 
  01-50% Summon 6D6 lesser demons (or half as many lesser 
  Elementals or Spirits of Light if good) three times daily; 
  instantly appear. 
  01-44% Summon 2D6 greater demons or special minions (or 
  Spirits of Light if good) three times a day; appear in­
  stantly. 
  01-80% Vulnerable to Sunlight and Daytime: Magic power, 
  M.D. C., P.S. and other physical attributes, bonuses, at­
  tacks per melee round, experience level of spells and all 
  other abilities are all reduced by half. 
  01-42% Vulnerable to Fire: M.D. and magic fIre inflicts dou­
  ble damage. 
  01-10% Vulnerable to weapons made of iron: Inflicts M.D. 
  equal to its usual S.D. C. damage. 
  01-10% Vulnerable to weapons made of wood or stone: In­
  flicts M.D. equal to its usual S.D. C. damage. 
  01-40% Vulnerable to weapons made of silver: Inflicts M.D. 
  equal to its usual S.D. C. damage. 
  9 
  01-40% Vulnerable to magic: Rune, holy weapons and other 
  magic weapons, spells and circles inflict double damage. 
  Attacks per Melee: ID6+5 attacks per melee by hand to hand 
  and/or psionics. One third that number of attacks when strictly 
  using magic (casting a spell counts as three physical attacks). 
  Bonuses: + ID6 on initiative, +2 to dodge while flying, + 1D6 to 
  pull punch, +ID6 to roll with impact, +ID6+8 to save vs Horror 
  factor, + ID4 on all saving throws in addition to attribute bo­
  nuses. 
  Magic Knowledge: Roll percentile dice once to determine ar­
  eas of magic and abilities: 
  01-05% Bio-Wizardry and rune magic. 
  06-10% Diabolism and/or Summoning/Shifting Magic. 
  11-15% Ocean Magic plus Dolphin Magic, Whale Singer 
  spells and levels 1-5 Water Elemental spells. 
  16-20% Conjuring and Spell Invocations levels 1-3, plus all 
  creation and transformation spells (create walls, ice, 
  bread, water to wine, metamorphosis, etc.). 
  21-30% All ElementallWarlock spells from one of the Four 
  Elements. 
  31-40% All ElementallWarlock Spells from two of the Four 
  Elements. 
  41-50% Spell caster who knows all Spell Incantations from 
  the fIrst ID6 levels, plus ID4+1 from each subsequent 
  spell level. 
  51-60% Spell caster who knows all Spell Incantations (at 
  least all Wizard & Ley Line ones). 
  61-70% All Ley Line and Temporal Magic spells. 
  71-80% Necromancer and Witch Magic including African 
  Witch spells and Russian Spoiling & Bone Magic. 
  81-90% Nature Magic: All Shamantic powers plus Inuit 
  magic, Russian Nature Magic, and Herbology or African 
  Rain Maker and Medicine Man Magic. 
  91-95% Stone Master plus all Earth ElementallWarlock 
  spells. 
  96-00% Cloud Magic and Russian Living Fire Magic. 
  P.P.E.: 4D6xl000 
  Psionics: Roll percentile dice once to determine type and abili­
  ties: 
  01-20% All Healer plus ID6 Super-Psioncs. 
  21-40% All Sensitive plus ID6 Super- Psionics. 
  41-60% All Physical and 2D6 Super-Psionics. 
  61-79% All Healer, Sensitive and ID6 Super-Psionics. 
  80-89% All Physical, Sensitive and 2D4 Super-Psionics. 
  90-00% ALL psychic abilities including Super. 
  I.S.P.: ID6xl000; all psi-powers are equal to a 2D4+2 level 
  Master Psychic. 
  R.C.c. & Skills: Generally not applicable - primordial force of 
  nature and magic. Most will magically understand and speak all 
  languages, are literate in ID6+6, and know all lore concerning 
  magic, ley lines/Geomancy, demons, monsters and religion at 
  88%. 
  Habitat: Indigenous to an alien dimension. Periodically can be 
  found anywhere. 
  Enemies: Humans and the forces of good. Often share animos­
  ity toward other Alien Intelligences who they see as rivals or the 
  very antithesis to their being (e.g. chaos vs order, life vs death, 
  and good vs evil). 
  Allies: May conspire with other forces of similar alignment 
  from lesser gods or demons to humans and superhumans. 
  Quentin Milton (Order #26014138)
  
  Size: Natural form can be as big as a house or as small as a suit­
  case. May adopt more recognizable shapes. 
  Weight: Varies from a few hundred pounds to tons. 
  Notes: The natural physical form of an Alien Intelligence is 
  never humanoid. Generally, its form is a mass of undulating tis­
  sue, multiple eyes and tentacles or insect-like appendages to 
  whirling energy. 
  The Old Ones 
  The Palladium Fantasy RPG® World 
  The Old Ones are believed to be an extinct race of 
  mega-powerful Alien Intelligences indigenous to the Palladium 
  World in another dimension. Whether their influence ever ex­
  tended beyond the Palladium realm is uncertain. The Great Old 
  Ones ruled during the Age of Chaos long before the dawn of 
  man on that planet. Earth scholars now wonder if this "Age of 
  Chaos" was a period of time when the Palladium World also 
  seethed with mystic energy and ley lines, for there is evidence 
  that it too, was like Rifts Earth and may have been a dimen­
  sional nexus center. Tens of thousands of years later, the Palla­
  dium World is not unlike our own Earth during the time of the 
  Roman Empire or early Middle Ages. However, it is populated 
  by many strange varieties of humanoids and monsters that are 
  unlikely to have evolved on their own indigenous to the Palla­
  dium World. Furthermore, the Sphinx, Dragons, Unicorns, and a 
  number of magical and supernatural beings inhabit the planet as 
  further testament to its multi-dimensional past. 
  Legend states that the Old Ones were powerful beyond imag­
  ination and have been credited as the originators of all magic, 
  and the creators of many, many races, including Elves, 
  Dwarves, Changelings, and many others, hundreds of which 
  perished during the Age of Chaos and the battle to defeat the 
  Old Ones. Indeed, these mega-powerful intelligence may have 
  been responsible for populating parts of the Palladium World, 
  but not in quite the way that the scholars of that low technology 
  and superstitious planet believe. If the Palladium world was a 
  multi-dimensional nexus, much like Rifts Earth, then the many 
  dramatically different beings could have been brought to the 
  planet via dimensional Rifts. In fact, the Old Ones may have 
  even been involved in an inter-dimensional slave trade much 
  1 0  
  like the Splugorth. Historical texts suggest the Old Ones were 
  vastly more powerful than the Splugorth or any known Alien 
  Intelligences today. It seems apparent that the Old Ones not only 
  enslaved other beings, but entire planets across the dimensional 
  web of the universe. Those they did not enslave, they tormented 
  and destroyed. 
  According to legend, the lower races, led by beings who 
  would later become many of the Gods of Light (including the 
  Egyptian pantheon), and dragons, revolted against the Old Ones 
  and their minions, waging a war that may have spanned decades 
  before the Old Ones fell victim to a magical slumber. It is said 
  that the dreaded Old Ones cannot be slain, so the world (and 
  Megaverse) is really only safe as long as the monsters remain 
  locked in slumber, buried deep within the planet itself. 
  The Hierarchy of the Old Ones 
  The most powerful of the Old Ones each chose a vileness 
  that would be theirs to inflict, extracting the pleasures of the 
  pain it invoked. They would play with the populace of entire 
  worlds to satisfy their heinous desires and endless hunger. 
  Xy the Great Old One, symbol of power incarnate, was 
  betrayed and fell victim to his own circle of transformation and 
  vanished. Some legends claim he reappeared eons later as 
  Thoth, the Egyptian god of wisdom and knowledge, his past life 
  as an Old One completely forgotten. Xy was Diabolic evil and 
  ruled over the other Old Ones, crushing planets and reveling in 
  the chaos brought forth by the others in his name. 
  Agu, symbol of life, birth, and rebirth. A deviant Old One 
  who enjoyed the emotions and excitement of life, birth, and 
  emotional rebirth. Anarchist alignment. 
  AI-vii, symbol of envy and jealousy, a festering, hideous 
  creature, like the maddening lust for that which one cannot 
  have, and the unreasoning hatred for those who possess it. Mis­
  creant alignment. 
  Erva, symbol of darkness and death. The darkness of igno­
  rance and the bone chilling fear of the unknown that makes one 
  destroy what he does not understand. Death of knowledge and 
  reason. Diabolic alignment. 
  Netosa, symbol of eternal suffering, despair, and the undead. 
  A master of Summoning and Diabolist magic. Diabolic align­
  ment. 
  Tarm-kin-toe, symbol of hatred, treachery, vengeance, and 
  pain. Diabolic alignment. 
  Ya-ahk-met, symbol of power and light. Power that blinds 
  one to all but his own goal. Power that indiscriminately hurts 
  and destroys. Miscreant alignment. 
  Ya-blik, symbol of pestilence, betrayal and pain. Said to 
  have spawned the Four Horsemen of the Apocalypse. Diabolic 
  alignment. 
  Quentin Milton (Order #26014138)
  
  Demonkind 
  There are many different hosts and pantheons of demons and 
  evil supernatural beings. Those presented throughout this book 
  are just a few of the most notable individuals and groups from 
  other Palladium game settings. They do NOT include the de­
  mons of Russia, China, Japan, India and other nations and peo­
  ple. In fact, for your reference, check out these other Rifts® 
  titles for additional demonic and supernatural beings. Only those 
  with a variety of demons are listed. 
  Rifts® World Book One: Vampire KingdomsTM for every­
  thing you wanted to know about vampires, but were afraid to 
  ask. Plus, info on the Vampire Intelligence and some demons 
  and monsters of the Yucatan. 
  Rifts® World Book Two: Atlantis for the Splugorth Alien 
  Intelligence, its demonic Minions (particularly the Metztla), and 
  nearly 20 other monsters as well as demon powered rune weap­
  ons, symbiotic organisms, Bio-Wizardry, and other dark 
  magicks. 
  Rifts® World Book Three: England where it is revealed 
  that Mrrlyn is actually the splintered essence of an evil Alien In­
  telligence and the Nexus Knights and Lady of the Lake are all 
  part of an evil conspiracy. 
  1 1  
  Rifts® World Book Four: Africa (one) presents the Four 
  Horsemen of the Apocalypse, their war animals, and magic, as 
  well as the Phoenix Empire, select Egyptian gods, the African 
  Witch and other forms of African magic. 
  Rifts® World Book 8: Japan for 8 Japanese demons, three 
  elemental dragons and a bunch of wild tech stuff. Rifts® Japan 
  Two and Rifts® China, both tentatively scheduled for a 2003 re­
  lease, will be packed with Oriental demons. 
  Rifts® World Book 14: Spirit West™ for a book filled 
  with the spirits, monsters and magic of the Native American In­
  dian. 
  Rifts® World Book 18: Mystic Russia™ for 18 truly 
  unique Russian Demons plus 10 Woodland Spirits, Witches, 
  Gypsies and a variety of different Russian magic (all based on 
  actual Russian myth). 
  Rifts® World Book 20: Canada for the Demon Bear, 
  D'Sonoqua, Sedna, Loup Garou, Wishpoosh, and Windigo, 
  along with a dozen other monsters and Inuit Magic. 
  Rifts® Coalition Wars Two: Coalition OverkillTM, which 
  features a race of demons known as The Daemonix™. 
  Rifts® Dimension Book One: Wormwood™ for over 20 
  demonic beings, additional monsters, 
  Crawling 
  Towers, 
  symbiotes and unholy R. C. C.s and O. C. C.s. Ideal if you are 
  looking for a demonic realm where supernatural horrors rule the 
  planet! 
  Demon Hordes 
  of Hades 
  From The Palladium Fantasy RPG® 
  As we've already seen, there are scores of demonic supernat­
  ural beings that inhabit other dimensions and other worlds - all 
  beings of base emotion and instinct who have preyed on humans 
  and humanoids since the beginning of time. The Demon Hordes 
  of Hades are a somewhat unique conglomeration of supernatural 
  forces. The ancient Greeks knew of Hades as the "dark" or "hid­
  den" god and Lord of the Underworld. This underworld bore the 
  name of its lord, Hades, a terrible place where the minions of 
  Hades would snatch the living and drag them into their gloomy 
  realm. The myths of the Egyptians, Romans and other ancient 
  peoples also speak of a Hades-like place and of demons similar 
  to those of the Greeks' Underworld. As odd as this may seem, 
  it's because Hades is a dimension dominated by supernatural be­
  ings ruled as a collective body with its own hierarchy based on 
  power and cruelty. 
  The so-called demons of Hades are common to both Rifts 
  Earth and the Palladium World, perhaps another indicator that 
  the Palladium World was once a multi-dimensional ley line 
  nexus on a Megaversal scale like Earth, 50,000 or 100,000 years 
  ago. Undoubtedly, the demons of Hades are drawn to magic en­
  ergy, turmoil, and chaos. 
  Quentin Milton (Order #26014138)
  
  They are an ornery lot of cruel and bickering supernatural 
  monsters, half of which are on the prowl in other dimensions at 
  any given time. The dimension of Hades itself is one of eternal 
  twilight, swirling grey clouds, acid rain, and countless moun­
  tains, ravines and gigantic hollow caverns where the most im­
  portant demon cities are found. The terrain is an endless expanse 
  of grey rock and dust, broken only by the occasional meadow, 
  scrub plains, swamp, boiling sea, and river of lava. The world is 
  easily 20 times bigger than Earth. 
  Note: Most demons of Hades (excluding Gargoyles) have a 
  limited ability to perform a dimensional teleport back to their 
  own dimension. When it says dimensional teleport followed by 
  a percentile number, the percentile number indicates the likeli­
  hood of a successful teleport home. A failed roll means no 
  teleport. Each teleport attempt counts as one melee attack/ac­
  tion. A dimensional teleport can be tried as often as once every 
  melee. Also note that with rare exceptions, most of these 
  so-called demons rely on their natural, magical and psionic pow­
  ers rather than the weapons of man. 
  Also note that many Demons defy convention when it come 
  to the conversion of S.D.C. and Hit Points to M.D.C. The 
  amount of M.D.C. from S.D.C. is substantially greater than a 
  one to one conversion. Indeed, the magic rich environment of 
  Rifts Earth makes the Demons of Hades five to ten times more 
  powerful (by way of M.D.C.) than they were as Hit Points and 
  S.D.C. creatures. Thankfully, in most cases, their magic, 
  psionics and natural abilities do not increase on a similar level. 
  The Lesser 
  Demons of Hades 
  Gargoyle Sub-Demons 
  Gargoyles and their kin are found in the dimension known as 
  Hades, which helps to reinforce the misconception that they are 
  true demons. However, Gargoyles are lesser supernatural beings 
  considered a sub-class of demons below even the so-called 
  Lesser Demons. Consequently, the Gargoyles of Hades are 
  treated as second-class citizens, slaves, and cannon fodder by 
  the true demons. 
  According to accepted myth, the Gargoyle population is de­
  scended from an ill-fated Gargoyle invasion force that had tried 
  to conquer Hades eons ago, and failed. Thus, it is their fate to 
  forever serve demonkind - or so the Demons of Hades have de­
  creed. Many Gargoyles have come to accept their fate as a van­
  quished people and serve their demonic masters with a good 
  measure of obedience and loyalty. They have accepted their 
  place as inferior sub-demons meant to serve greater demonic 
  powers. This belief is so ingrained that the Gargoyles of Hades 
  may even deny any kinship to off-world Gargoyles who may 
  possess a greater sense of independence, sometimes insisting 
  that they are two distinctly different races. Thus, while all Gar­
  goyles resent being treated so shabbily by their superiors (and 
  true demons are superior in raw strength and magical powers), 
  only a small percentage hate all of demonkind. These disen-
  1 2  
  chanted misanthropes may consider doing things that defy or 
  hurt their powerful masters, and dream of escaping servitude, 
  building their own demonic empire and living free to do as they 
  please. The most rebellious among them may openly challenge, 
  question and defy their masters, while others quietly steal from 
  or betray their masters whenever the opportunity presents itself. 
  Those who prove to be too troublesome or treacherous are tor­
  tured and killed as an example to keep the rest of the Gargoyle 
  horde in line. It is a process and pecking order that has worked 
  for thousands and thousands of years. 
  For complete stats and details on these sub-demons, see the 
  descriptions for Gargoyle, Gurgoyle, Gargoylite, Gargoyle Lord 
  and Gargoyle Mage in the Beyond the Supernatural™ mon­
  ster section of this sourcebook. The only difference is that the 
  Gargoyles of Hades are much less civilized and much more sav­
  age and barbaric than their warrior-cousins who inhabit other 
  worlds. The average alignment is Miscreant or Diabolic evil. 
  Rifts® Note: The Gargoyle Empire besieging the New German 
  Republic, France, and other parts of Europe are among the most 
  organized, technologically advanced and civilized (by demon 
  standards) anywhere in the Megaverse. In fact, these brash crea­
  tures actually dream of establishing a Gargoyle Kingdom on 
  Earth and raising their status from sub-demons to independent 
  Lesser Demons. It is a pipedream that motivates their every ac­
  tion. 
  Alu Demon Hound 
  The Alu demon appears as a giant humanoid with the head, 
  tail and fur of a canine. At a quick glance they resemble Wolf en 
  or large Dog Boys, but more careful observation shows that the 
  Alu have a completely human body and not the canine legs of 
  the Wolf en or Werewolf, and are too large to be a Dog Boy. 
  Alu are quiet loners who prefer to stalk in darkness and si­
  lence. They dwell in the desert of Taut, a rocky, desolate region 
  in the dimension of Hades. They are excellent trackers and are 
  often used as such by Greater Demons and Lords. The Alu are 
  cunning warriors, often laying in ambush, setting traps and ma­
  nipulating others to do their dirty work, and are vicious, ruthless 
  fighters. Although they do not actively seek confrontation, even 
  with humans (unless commanded to do so from a Greater 
  Demon or Lord, or out for revenge), they seldom back away 
  from a fight or any threat or challenge. Alu are considered the 
  scouts, trackers, hunters and strongmen of Hades. 
  Alignment: Typically Diabolic (20%), Miscreant (20%), Aber­
  rant (40%), or Anarchist (20%). 
  Quentin Milton (Order #26014138)
  
  Attributes: I.Q. 2D6+4, M.A. 2D6, M.E. 2D6+6, P.S. 3D6+ 18, 
  P.P. 106+16, P.E. 106+16, P.B. 2D6, Spd 6D6 running (+10 on 
  Rifts Earth); cannot fly. 
  Size: 12 feet (3.6 m) tall and 1000 pounds (450 kg). 
  M.D.C.: 4D4x1O M.D.C. on Rifts Earth and may wear M.D.C. 
  body armor for additional protection or greater intimidation fac­
  tor. (Hit Points are P.E. number +6D6, S.D.C. is 5D6x2, and an 
  A.R. 12 in an S.D.C. setting.) 
  Horror Factor: 12 
  P.P.E.: 3D4xl0 
  Natural Abilities: Supernatural P.S. & P.E., nightvision 300 
  feet (91.5 m), see the invisible, keen hawk-like vision, excep­
  tional hearing, track by scent 60% (+15% to follow a blood 
  scent; roll for every 100 ftl30.5 m of tracking), recognize scent 
  20% +2% per level of experience but is only applicable when 
  sniffmg out fellow demons and people the creature knows well, 
  tum invisible at will, dimensional teleport 20% + 1 % per level of 
  experience, bio-regeneration 2D6 M.D. once per melee round, 
  ftre resistant (half damage), magically knows all languages, and 
  can leap 40 feet (12.2 m) high or lengthwise. 
  Equivalent O.C.C.: Assassin or Commando, but only select the 
  O.C.C. skills and two Rogue or Wilderness Skills and three Es­
  pionage skills. Ignore Hand to Hand and Secondary Skills. 
  Average Level of Experience: ID4+3 
  Attacks per Melee: Four attacks per melee round, six if 8th 
  level or higher. 
  Damage: As per Supernatural P.S.; a claw strike does 2D6 
  M.D. +Supernatural P.S. damage, but a bite only does 2D4 
  M.D. total. 
  Bonuses (in addition to attributes): +2 on initiative, +2 to 
  strike, + 1 to parry and dodge, +6 to pull punch, +3 to roll with 
  impact, +10 to save vs Horror Factor, and + 1 on all saving 
  throws. 
  Magic: None. Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. On Rifts Earth, that's usually places where 
  other demons are abundant or at a ley line nexus or place of 
  magic where dimensional Rifts are frequent, such as the Devil's 
  Gate in St. Louis, the Calgary Rift, the Detroit-Windsor Rift, 
  Atlantis, the Yucatan, Russia and, to a much lesser degree, Eng­
  land, India, China and Japan, among others. 
  Enemies: Generally, humanoids and the forces of good. 
  Allies: Fellow demons of Hades and other very powerful super­
  natural beings. 
  Note: Alu may use magic or energy weapons and body armor, 
  but usually stick to simple, basic items. They adore magic weap­
  ons of all kinds, including Techno-Wizard devices. 
  Aquatics 
  The Aquatic is a sea demon who has a soft, fleshy, 
  ftsh-shaped body, four octopus-like tentacles, a humanoid head, 
  two large black eyes and a huge maw ftlled with small, conical 
  teeth like a crocodile. They are creatures of water, and although 
  they can breathe and craw I along on dry land for an indefmite 
  period of time, they do so at half strength and feel out of their 
  element. The Aquatic's favorite ploy is capsizing or sinking 
  small vessels and dragging people underwater, holding them be­
  neath the waves until they drown. They are indigenous to the 
  1 3  
  few lakes and seas found in the Hades dimension. Aquatics are 
  simple-minded Lesser Demons used to hunt and kill the enemies 
  of Greater Demons, Demon Lords and other dark powers such 
  as Shifters and Summoners. Aquatics may also be deployed to 
  engage in underwater reconnaissance, spying and salvage, re­
  trieving items from the bottom of the sea. However, they have 
  little understanding of technology or of things humans consider 
  valuable. 
  Alignment: Anarchist or any evil alignment. 
  Attributes: I.Q. 106+4, M.A. 106, M.E. 3D6, P.S. 2D6+14, 
  P.P. 106+14, P.E. 106+14, P.B. ID6, Spd crawling on land 
  106, but swimming in the water 6D6 (+32 on Rifts Earth). 
  M.D.C.: ID6x1O+40 underwater, but half on dry land. Each 
  tentacle has 30 M.D.C. (In S.D.C. settings it has P.E. number 
  +6D6 for Hit Points, 5D6 S.D.C. and an A.R. of 10.) 
  Horror Factor: 12 
  P.P.E.: 104x1O 
  Size: 12 feet (3.6 m) long, each tentacle has a 9 foot (2.7 m) 
  reach; weighs 400 pounds (180 kg). 
  Natural Abilities: P.S. and P.E. are Supernatural. Nightvision 
  200 feet (61 m; can see in total darkness), see the invisible, good 
  Quentin Milton (Order #26014138)
  
  normal vision, exceptional hearing underwater, track by blood 
  scent 80% (like a shark when underwater), can detect blood 
  scent up to one mile (1.6 km) away, breathe without air, dimen­
  sional teleport 18%, bio-regeneration 2D6 M.D. per melee 
  round and regenerates severed tentacles and lost teeth within 
  ID4 hours. A lost eye takes 48 hours to regenerate. Can survive 
  any depth and is impervious to cold underwater. Magically 
  knows all languages. 
  R.C.c. Skills: Track Underwater 60%, Wilderness Survival 
  60%, Underwater Navigation 80%, Land Navigation 40%, 
  Swim 98%, and Climb 70%/60%. 
  Average Experience Level: Equal to 3rd or 4th, never higher. 
  Attacks per Melee (Rifts®): Eight attacks per melee underwa­
  ter or four on dry land. 
  Damage: As per Supernatural P.S.; or bite does 4D6 M.D. Can 
  also strangle with tentacle or by holding victim underwater. Vic­
  tim must escape tentacles (needs a combined P.S. of 30) within 
  8 melees (two minutes). 1-50% chance the aquatic can entan­
  gle/pin its victim with its tentacles, preventing the entangled 
  person from attacking or taking other physical actions. 
  Bonuses (in addition to attributes): 
  +2 on initiative, +2 to 
  strike, +8 to parry and dodge, +2 to pull punch, +2 to roll with 
  impact, +2 on all saving throws and +10 to save vs Horror Fac­
  tor. All bonuses are half on dry land. 
  Vulnerabilities: Mega-Damage and magic fire and heat do dou­
  ble damage. 
  Magic: None. 
  Psionics (Rifts®): All Sensitive powers equal to a 4th level psy­
  chic. LS.P. is M.E. number x2. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, humanoids and the forces of good. 
  Allies: Fellow demons of Hades. 
  Banshees 
  Banshees are described in the Beyond the Supernatural™ 
  conversion section, but are also found in Hades. 
  Ghouls & Nasu 
  Ghouls (male) and Nasu (female Ghouls) are small, gnarled 
  demons who resemble an animated human corpse. They are 
  nocturnal scavengers who feed on the remains of the dead. They 
  are both frequently found robbing graves, feeding on corpses, or 
  feasting on the dead after a great battle. Ghouls and Nasu sel­
  dom attack the living unless they outnumber them three to one, 
  or are ordered to do so by a Greater Demon, lord, god, or pow­
  erful sorcerer. Ghouls are one of the lowliest of all demons, 
  dress in rags, and rarely use weapons even when they are avail­
  able. They often gather in small packs of ID6+2, working to­
  gether like jackals to fmd and dig up food. Rifts® Note: The 
  carnage of the fmal siege on To/keen has attracted thousands of 
  Grave Ghouls rummaging through the rubble in search of rotting 
  corpses. It is a bounty of death that attracts Ghouls to the region 
  for months after the Kingdom's fall to the Coalition Army. The 
  CS occupying force regard Ghouls as gruesome, demonic ver­
  min, but a minimal threat to their troops and something of an 
  1 4  
  unofficial resource to dispose of the tens of thousands of rotting 
  corpses among the rubble and minimize the risk of disease. As a 
  result, Coalition troops tend to ignore Ghouls and Nasu unless 
  they are gathered in unusually large numbers, come too close to 
  CS camps or happen to strike a moody squad leader the wrong 
  way by just being there. After all, the CS has no compassion for 
  Tolkeen's deceased, and fmd it fitting that Tolkeenites who as­
  sociated with monsters should be devoured by them, and, thus, 
  the CS rubs salt in the wounds of the survivors by denying their 
  fallen loved ones a proper burial. 
  Ghouls and Nasu are also found in abundance in and around 
  the New German Republic and other war-zones and places suf­
  fering from plagues and other causes of death. 
  Also known as Grave Ghouls. 
  Alignment: 60% Miscreant, 35%, Diabolic, 5% Aberrant. 
  Attributes: LQ. ID6+2, M.E. 2D6, M.A. 2D4, P.S. 2D6+8, P.P. 
  2D6+4, P.E. 2D6+6, P.B. ID6, Spd running is 2D6; digging is 
  4D6. 
  Size: 4-6 feet (1.2 to 1.8 m) tall; 100 pounds (45 kg). 
  M.D.C.: 6D6+20 on Rifts Earth. (In an S.D.C. setting, Ghouls 
  have P.E. number +6D6 for Hit Points, 4D6 S.D.C. and an A.R. 
  of 12.) 
  Average P.P.E.: 2D4xl0 plus P.E. attribute. 
  Horror Factor: 8 
  Natural Abilities: Supernatural P.S. & P.E., nightvision 300 
  feet (91.5 m), fair to poor day vision, see the invisible, dig un­
  derground (same as Goblin), fIre and cold resistant (half dam­
  age), prowl 55%, dimensional teleport 21% +1% per level of 
  experience, bio-regenerates ID6 M.D.C. once per melee round, 
  and magically knows all languages. 
  Quentin Milton (Order #26014138)
  
  Equivalent O.C.C.: Dnly half the D.C.C. skills of the Vaga­
  bond O. C. c., no other skills are allowed. Ignore Hand to Hand 
  skill (see combat and bonuses). 
  Average Level of Experience: Never beyond third level. 
  Attacks per Melee: Three. 
  Bonuses (in addition to attribute bonuses): +1 to strike, + 1 to 
  parry, +2 to dodge, +8 to save vs Horror Factor, + 1 on all saving 
  throws. 
  Damage: As per Supernatural p.s.; typically around lD6 M.D. 
  from punch, and 6D6 S.D.C. from a bite. 
  Psionics: None. Magic: None. 
  Note: Never wear armor. Typically clad in rags. A cowardly lot, 
  they usually avoid conflict with the living unless they outnum­
  ber them or have a powerful protector or master. Grave Ghouls 
  often serve Necromancers, Witches and Shifters as weasel-like 
  henchmen. 
  Lasae 
  The Lasae are tiny demons resembling insects with ra­
  zor-sharp barbs lining the length of the forearms, the side of the 
  hands, elbows, shoulders, back, knees, and the heels of their 
  feet. They are aggressive and cruel monsters who love to maim 
  and torture. Lasae fighting tactics always involve attempts to 
  gouge out eyes, genitals, or tongues during a battle. A natural 
  twenty indicates that the horrid creature has hit such a target, in­
  flicting double damage to his opponent. They are a favorite min­
  ion of evil Shifters, Summoners, Greater Demons, Witches and 
  evil practitioners of magic, serving as guardians, spies, thieves 
  and assassins. 
  Alignment: Typically Diabolic (60%), Miscreant (35%), or Ab­
  errant (5%). 
  Attributes: I.Q. lD6+6 and very cunning, M.A. 2D6, M.E. 
  3D6, P.S. 2D6+6, P.P. 2D6+8, P.E. 2D6+6, P.B. ID6, Spd 
  2D6+10; cannot fly. 
  M.D.C.: ID6xlO+6 on Rifts Earth. (Has P.E. number +3D6 for 
  Hit Points, 6D6 S.D.C. and an A.R. of 10 on S.D.C. worlds.) 
  Horror Factor: 10 for an individual, while a pack of 10 or 
  more has an H.F. of 12. 
  P.P.E.: 2D4x1O +P.E. attribute number. 
  Size: 1-2 feet (0.3 to 0.6 m) tall, and weighs 4-8 pounds (1.8 to 
  3.6 kg). 
  Natural Abilities: Supernatural P.S. and P.E. Nightvision 60 
  impact, +2 on all saving throws, and +10 to save vs Horror Fac­
  tor. 
  Magic: None. Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Deevils, humanoids and the forces of 
  good. 
  Allies: Fellow demons of Hades and powerful evil beings. They 
  do not usually adventure out into the mortal realm on their own, 
  thus most Lasae encountered in the outside world usually serve 
  some greater (mortal or demonic) power. 
  Note: Never wear armor nor use technology. 
  Mares or Nightmares 
  feet (18.3 m), see the invisible, keen hawk-like vison, turn invis-
  Mares are insidious demons who appear as monstrous hags. 
  ible at will, good hearing, natural climbing ability 90/85% and 
  They are very intelligent and delight in tormenting and torturing 
  prowl 71%, plus dimensional teleport 21%, bio-regeneration 
  all intelligent life forms. Mares are often responsible for myste-
  ID6 M.D. per minute, impervious to fife (though magic fife 
  rious deaths, missing children, and insanity. They typically wait 
  does half damage), magically knows all languages, and can leap 
  until their prey is asleep before attacking with psionics, striking 
  20 feet (6 m) high and lengthwise. 
  with their evil eye (psionic Bio-Manipulation, Empathy or Em-
  R.C.C. Skills: All D.C.C. skills of either a thief or assassin, but 
  pathic Transmission) to create a nightmare or to inflict discom-
  no other skills from that D.C.C. Ignore D.C.C. Hand to Hand 
  fort. Although they tend to avoid direct conflicts, the Mares can 
  skill. Average level of experience: ID4+ I. 
  put up a tremendous battle when cornered. 
  Attacks per Melee: Four physical attacks per round. 
  Alignments: Any evil, but typically Diabolic. 
  Damage: As per Supernatural P.S. A claw attack does an addi-
  Attributes: I.Q. 2D6+6, M.A. 2D6, M.E. 2D6+6, P.S. 2D6+20, 
  tional lD6 M.D., but a bite only does 2D6 S.D.C. damage. Can-
  P.P. ID6+18, P.E. lD6+18, P.B. ID6, Spd 3D6 running; cannot 
  not be grabbed or held without inflicting 4D6 S.D.C. damage to 
  fly. 
  the holder. 
  M.D.C.: 2D6x1O+ 19 on Rifts Earth. (Has ID6xl0 +P.E. num-
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  ber for Hit Points, 5D6x2 S.D.C. and an A.R. of 12 on S.D.C. 
  strike, +1 to parry, +4 to dodge, +5 to pull punch, +4 to roll with 
  worlds.) 
  1 5  
  Quentin Milton (Order #26014138)
  
  Horror Factor: 16 
  P.P.E.: 4D4x1O 
  Size: Usually about 10-12 feet (3 to 3.6 m), hunchbacked and 
  stooped, making them look shorter than they really are. Weighs 
  1200 pounds (540 kg). 
  Natural Abilities: Supernatural P.S. and P.E., nightvision 90 
  feet (27 m), see the invisible, tum invisible at will, teleport self 
  89%, dimensional teleport 63%, prowl 40%, bio-regeneration 
  3D6 M.D. once per melee round, and magically knows all lan­
  guages. 
  R.C.C. Skills: Track humans 50%, Basic Math 80% and Land 
  Navigation 60%. 
  Average Level of Experience: ID4+2 
  Attacks per Melee: Four physical or psionic attacks or combi­
  nation of the two. 
  Damage: As per Supernatural P.S., +ID6 M.D. with claws. 
  Bonuses (in addition to attributes): +1 on initiative, +1 to 
  strike, parry, or dodge, + 1 to pull punch, +2 on magic and all 
  other saving throws, + 12 to save vs Horror Factor. 
  Magic: None. 
  Psionics: Palladium RPG First Edition style Mare: All lev­
  els 1-4, I.S.P. 130, sixth level proficiency. Rifts® and Palla­
  dium Fantasy RPG® Second Edition: All Sensitive and 
  Physical powers plus Bio-Manipulation, Empathic Transmis­
  sion, Hypnotic Suggestion, Mind Bolt, Mind Wipe, Group Mind 
  Block, and Mind Block Auto-Defense. I.S.P. 130, equal to a 6th 
  level Mind Melter. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Deevils, most humanoids and the forces of 
  good. 
  Allies: Fellow demons of Hades, evil gods and powerful practi­
  tioners of magic. 
  Shedim 
  The Shedim are wingless demons with the head of a hawk, 
  the upper torso of a man, hands that are huge bird-like claws and 
  the lower body and legs of a bird of prey, complete with two 
  oversized, clawed feet. They are the foot soldiers, pawns and 
  minions of the greater demons of Hades and, sometimes, other 
  Alien Intelligences and gods, such as Set and Anubis. They are a 
  fighting force to be feared, because they fight savagely, without 
  fear or hesitation. The Shedim are, by nature, supernatural pred­
  ators who love to hunt and kill. They are ruthless in battle and 
  often fight to the bitter end regardless of the consequences, stop­
  ping only when slain or commanded to stop by the greater being 
  who commands them. 
  Alignment: Aberrant (40%), Miscreant (30%), Diabolic (20%) 
  and Anarchist (10%). 
  Attributes: I.Q. 106+5, M.A. 2D6, M.E. 2D6+6, P.S. 206+ 16, 
  P.P. 2D6+16, P.E. 3D6+16, P.B. 2D6, Spd 6D6+1O; cannot fly. 
  M.D.C.: 4D6xl0 on Rifts Earth. (Has P.E. number +6D6 for Hit 
  Points, 2D4x1O S.D.C., and an A.R. of 12 in S.D.C. settings.) 
  Horror Factor: 14 
  P.P.E.: 104x1O 
  Size: 12 feet tall (3.6 m) and weighs around 800 pounds (360 
  kg). 
  1 6  
  Natural Abilities: Supernatural P.S. and P.E., nightvision 100 
  feet (30.5 m), keen hawk-like vision, see the invisible, 
  good 
  hearing, track by scent 40%, natural gymnast (standard skill at 
  90%), can leap 40 feet (12.2 m) from a dead stop (double with a 
  running start), teleport self 10% +2% per level of experience, di­
  mensional teleport 14% + 1 % per level, 
  resistant to cold (half 
  damage), bio-regeneration 2D6 M.D. per minute, and magically 
  knows all languages. 
  R.C.C. Skills: All the D.C.C. skills of the Soldier, but no other 
  skills from that D.C.C. and ignore the Hand to Hand skill. A ver­
  age level of experience: ID4+3. 
  Average Level of Experience: ID4+1 
  Attacks per Melee: Six on Rifts Earth (five in most S.D.C. set­
  tings). 
  Damage: As per Supernatural P.S., and claw attacks (hands or 
  feet) do an additional +2D6 M.D., but the bite only does 106 
  M.D. 
  Bonuses (in addition to attributes): +2 on initiative, +2 to 
  strike, +2 to parry and dodge, +4 to pull punch, +4 to roll with 
  impact, + 1 0 to save vs Horror Factor and +1 on all other saving 
  throws. 
  Magic: None. Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Deevils, humanoids and the forces of 
  good. 
  Allies: Fellow demons of Hades or other powerful magical or 
  supernatural beings, including sorcerers of considerable power 
  and the occasional warlord. 
  Notes: Rarely use any weapons or armor, much preferring the 
  gratification of hand to hand combat. Abrasax the Insatiable is 
  the Lord of the Shedim. 
  Quentin Milton (Order #26014138)
  
  The Greater Demons of Hades 
  Baal-Rog 
  The Baal-Rog is one of the most feared and powerful of all 
  the Greater Demons, for it is both a powerhouse and a brilliant 
  warrior. The awesome visage of the Baal-Rog evokes a sense of 
  raw power and unbridled evil. Its massive bronze-skinned body 
  bulges with muscles, and its black, bat wings and flaming red 
  eyes punctuate its demonic nature. 
  Baal-Rogs serve as the lieutenants and captains of the demon 
  hordes, and are often seen commanding legions of Lesser 
  Demons, Gargoyles and even groups of Gallu Bulls or Magots. 
  The power and intelligence of a Baal-Rog also makes them ideal 
  for leading reconnaissance squads and conducting solo missions 
  (both of which they far prefer over leading demon troops). Ren­
  egades have even been known to establish lairs or entire king­
  doms of their own on other worlds. The Baal-Rog is also a 
  popular demon to be Rifted into other worlds by Shifters, Sum­
  moners, Demon Lords and dark gods. 
  Alignment: Aberrant (55%), Miscreant (25%), Diabolic (10%) 
  and Anarchist (10%). 
  Attributes: I.Q. 2D6+8, M.A. 2D6+8, M.E. 2D6+8, P.S. 
  2D6+28, P.P. 2D6+1O, P.E. 3D6+12, P.B. 2D6, Spd ID6xl0 
  running or 1 D6x 1 0+60 flying. 
  M.D.C.: 
  ID6x100+200. (In 
  S.D.C. 
  environments 
  it 
  has 
  3D4xl0+P.E. number for Hit Points, 2D4x1O S.D.C. and an 
  A.R. of I4.) 
  Horror Factor: 14 
  P.P.E.: ID4x100 
  1 7 
  Size: 12-14 feet tall (3.6 to 4.2 m), and weighs 1000-2000 
  pounds (450 to 900 kg). 
  Natural Abilities: Supernatural P.S. & P.E., nightvision 90 feet 
  (27.4 m), see the invisible, tum invisible at will, track by smell 
  45%, dimensional teleport 58% +2% per level of experience, 
  bio-regeneration 4D6 M.D. per minute ( ID6 per melee round), 
  impervious to fIre (including M.D. magic fIre and plasma en­
  ergy), magically knows all languages, and can leap 50 feet (15.2 
  m) without assistance from wings. Can also hover and fly. 
  R.C.c. Skills: Basic and Advanced Math 92%, Literate in 
  Dragonese/Elven 98% and two other languages of choice, Forg­
  ery 45%, Intelligence 88%, Track Humans 50%, Wilderness 
  Survival 70%, Land Navigation 
  80%, Swim 60%, Climb 
  80%170%, Dance 80%, Streetwise 80%, Demon & Monster 
  Lore 80%, Faerie Lore 60%, Radio: Basic 80%, Computer Op­
  eration 60%, W.P. Chain, and W.P. Heavy Energy. 
  Average Level of Experience: ID4+4 
  Attacks per Melee: Six physical attacks per melee or three by 
  magic. Favorite weapon is the magic Fire Whip (same as the 
  Fire Warlock spell, but with twice the duration time). 
  Damage: A per Supernatural Strength. A claw attack does an 
  extra +2D6 M.D., while a bite does only 2D4 M.D. 
  Bonuses (in addition to attributes): +3 on initiative, +3 to 
  strike, parry, and dodge, +4 to pull punch, +4 to roll with im­
  pact, +3 on magic saving throws, + 12 to save vs Horror Factor! 
  Magic: P.P.E. ID4x100. All levels 1-4 Fire Elemental magic, 
  plus Fire Whip (level 6), Animate & Control Dead, Tum Dead, 
  Exorcism, Remove Curse, and Heal Wounds. Equal to a 5th 
  level spell caster. 
  Quentin Milton (Order #26014138)
  
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Deevils, rival demons, humanoids and the 
  forces of good. 
  Allies: Fellow demons of Hades, dark gods, and occasionally 
  other powerful, evil beings. 
  Notes: Occasionally wears dragon armor and uses heavy weap­
  ons, like particle beam or plasma rifles and rail guns, but prefers 
  to rely on its own magic and abilities. They covet magic scrolls 
  and weapons and other magic items, but rarely use armor or 
  wear more than a loincloth. They are the symbol of cunning and 
  power, and seek their acquisition above all else. 
  Demon Locusts 
  The Demon Locusts are second in raw power and pure evil to 
  the greatest of the Demon Lords. Thus, all other demons are 
  subject to their demands. This makes them a combination errant 
  military generals and powerful independent operators who can 
  often do as they please, though they always rally to the aid of 
  their fellow demons whenever Hades, or a Lord to whom they 
  are allied, is threatened. 
  These creatures appear as a giant locust with an ugly, bald, 
  human head and the tail of a scorpion. They are the symbol of 
  destruction and genocide. Though their numbers are said to 
  range into the hundreds of thousands, most hibernate, patiently 
  waiting for Armageddon. Thus, they rarely establish regions of 
  power nor enforce their will on mortals or fellow demons. Occa­
  sionally, one or two are encountered in the mortal world, but 
  seldom more than that. This seemingly passive behavior is not 
  to be construed as benevolence or apathy, for the Demon Lo­
  custs are merciless, devastating fighters who loathe humankind 
  and the Gods of Light. They merely wait and plot for absolute 
  chaos and global annihilation. If a swarm of Demon Locusts ap­
  pear, prepare oneself for horrible disaster and, perhaps, the end 
  of the world. When the Four Horsemen of the Apocalypse ap­
  peared in Rifts Africa, so did a dozen Demon Locusts. Else­
  where on Rifts Earth, one or two are found in the Calgary 
  Kingdom of Monsters, one is said to haunt the ruins of old De-
  1 8  
  troit, another one or two are said to inhabit the Magic Zone and 
  wilderness of Poland as well as other places locked in war, de­
  struction, or dedicated to evil and demonkind. If more than a 
  few are found anywhere in the world, it is demon haunted China 
  and perhaps Russia, and India. Places, like the Yucatan, that 
  straddle two or more dimensions simultaneously, may also at­
  tract Demon Locusts and other supernatural beings. 
  Alignment: Miscreant (30%) or Diabolic (70%). 
  Attributes: I.Q. 3D6+10, M.A. 2D6+10, M.E. 3D6+10, P.S. 
  3D6+30, 
  P.P. 
  3D6+ 10, 
  P.E. 
  3D6+ 10, 
  P.B. 
  ID6, 
  Spd 
  ID6xl0+ 10 running or 3D6xlO+50 flying. 
  M.D.C.: 2D4xI00+400. (In S.D.C. environments it has 2D4x1O 
  for Hit Points, 2D6x1O S.D.C. and an A.R. of 17.) 
  Horror Factor: 16 
  P.P.E.: 2D4xl00+100 
  Size: 12 feet long (3.6 m) and weighs 700-900 Ibs (315 to 405 
  kg). 
  Natural Abilities: Supernatural P.S. & P.E., fly, nightvision 
  200 feet (61 m), see the invisible, turn invisible at will, track by 
  smell 45%, dimensional teleport 54%, bio-regenerates 6D6 
  M.D. per minute (or 2D4+ 1 per melee round), impervious to fire 
  (including M.D. magic fire and plasma energy), magically 
  knows all languages, and can leap 80 feet (24.4 m) without as­
  sistance from wings. 
  R.C.C. Skills: Basic and Advanced Math 98%, Literate in 
  Dragonese/Elven 98% and four other languages of choice, Forg­
  ery 85%, Intelligence 90%, Land Navigation 98%, Swim 70%, 
  Climb 80%/70%, Streetwise 90%, Demon & Monster Lore 
  90%, Faerie Lore 90%, Geomancy & Magic Lore 90% and 
  Computer Operation 90%. 
  Average Level of Experience: ID4+4 
  Attacks per Melee: Seven physical or psionic attacks or three 
  by magic! 
  Damage: As per Supernatural P.S., but the bite does only ID6 
  M.D. Scorpion tail sting: On Rifts Earth it inflicts 6D6 M.D. to 
  M.D.C. beings and ID6xl0 S.D.C.lHit Point damage to mortals. 
  Even Mega-Damage creatures must also roll to save vs poison 
  (14 or higher). A failed roll means the character has fallen vic­
  tim to the poison, is paralyzed for 2D6 melees, and suffers an 
  additional 6D6 points of damage (M.D. or S.D.C.IH.P. as the 
  case may be). 
  Bonuses (in addition to attributes): +4 on initiative, +2 to 
  strike, +4 to parry and dodge, + 1 to pull punch, +4 to roll with 
  impact, +5 on all saving throws, and is impervious to Horror 
  Factor. 
  Magic: P.P.E. 2D4xI00+100. All Level One spell magic plus 
  Call Lightning, Fire Ball, Fire Bolt, Negate Magic, Dispel 
  Magic Barriers, Fly as the Eagle, Animate/Control Dead, Tum 
  Dead, Exorcism, Remove Curse, Curse: Phobia, Luck Curse, 
  Spoil, Sickness, Earthquake, Id Barrier and Sanctum. Equal to 
  an 8th level wizard. In fact, if the G.M. would like, a Demon 
  Locust may know all Spoiling Magic spells (see the RiftS® 
  Book of Magic or Rifts® Mystic Russia) in addition to these in­
  vocations. 
  Psionics: Palladium RPG First Edition: All level one abilities, 
  at fifth level proficiency and I.S.P. 57. Rifts® and Palladium 
  Fantasy RPG® Second Edition: All Sensitive powers, I.S.P. 
  57, and fifth level proficiency. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Quentin Milton (Order #26014138)
  
  Enemies: Generally, humanoids, Faerie Folk, Deevils and the 
  forces of good. 
  Allies: Fellow demons of Hades, evil demigods, gods, and Alien 
  Intelligences. 
  Gallu, The Demon Bull 
  The 
  Gallu 
  appear 
  as 
  giant, 
  ebony-skinned, 
  demonic 
  Minotaurs with the legs and head of a bull, glowing red eyes, 
  menacing horns, and breath of smoke and fIre (not a weapon, 
  just a visual effect to show disdain, anger and frustration). An 
  adventurer will seldom encounter more than one or two Gallu 
  Bulls unless on a special mission. The Gallu are often accompa­
  nied by a handful of Lesser Demons, typically 104+ 1 Gar­
  goyles/Gurgoyles, Alu, Ghouls or Shedim. The Gallu Bull often 
  serves as squad leader or sergeant to Lesser Demons as well as 
  elite shock troopers. 
  Alignment: Aberrant (40%), Miscreant (30%), Diabolic (22%), 
  Anarchist (6%) and Unprincipled (2%; rare for a demon). 
  Attributes: I.Q. 
  ID6+8, M.A. ID6+8, M.E. 
  ID6+10, P.S. 
  ID6+30, 
  P.P. 
  ID6+12, 
  P.E. 
  2D6+l2, 
  P.B. 
  2D6, 
  Spd 
  2D6x1O+40 running. Cannot fly. 
  M.D.C.: ID6x100+50 on Rifts Earth. {In S.D.C. environments 
  it has 4D6x2 for Hit Points, ID4xl0+40 S.D.C. and an A.R. of 
  15.) 
  Horror Factor: l3 
  P.P.E.: 3D6xl0 
  Size: 12-14 feet tall (3.6 to 4.2 m) and weighs around 1000 
  pounds (450 kg). 
  Natural Abilities: Supernatural P.S. & P.E., nightvision 90 feet 
  (27.4 m), see the invisible, turn invisible at will, dimensional 
  teleport 60% + 1 % per level of experience, bio-regeneration 2D6 
  M.D. per melee round, fIre resistant (magic and M.D. fire does 
  half damage), magically knows all languages, and can leap 40 
  feet (12.2 m). 
  1 9  
  Average Level of Experience: ID4+2 
  Attacks per Melee: Six physical attacks per melee or two by 
  magic. 
  Damage: As per Supernatural Strength, but kick attacks do an 
  extra + ID6 M.D., a head butt does punch damage, a butt with 
  horns does an extra +2D6 M.D., and a running ram with horns 
  ID6xl0 M.D. and has a 01-60% chance of knocking opponents 
  smaller than 20 feet (6.1 m) tall off their feet, causing the victim 
  to lose initiative and one melee action/attack (counts as two at­
  tacks). A Gallu's bite does only ID6 M.D. 
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  strike, +4 to parry and dodge, +4 to pull punch, +3 to roll with 
  impact, +2 on all magic saving throws and +5 to save vs Horror 
  Factor. 
  Magic: P.P.E. 3D6x1O. Limited magic powers: Blinding Flash, 
  Cloud of Smoke, Globe of Daylight, Thunderclap, Fear, Repel 
  Animals, Animate & Control Dead, Tum Dead, Exorcism, Re­
  move Curse, Luck Curse, Phobia Curse, and Heal Wounds. 5th 
  level proficiency. 
  Psionics: None. 
  R.C.C. Skills: Basic Math 82%, Literate in DragoneselElven 
  98% and two other languages of choice, Intelligence 88%, Track 
  Humanoids 50%, Wilderness Survival 70%, Land Navigation 
  85%, Swim 80%, Climb 700/0160010, Dance 80%, Demon & 
  Monster Lore 80%, Faerie Lore 60%, Radio: Basic 80%, Com­
  puter Operation 60%, W.P. Chain, and W.P. Energy Rifle and 
  two of choice (any). 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, humanoids, Deevils and the forces of 
  good. 
  Quentin Milton (Order #26014138)
  
  Allies: Fellow demons of Hades and other powerful, evil beings. 
  Notes: 
  Occasionally wears armor and 
  uses a variety of 
  man-made M.D. weapons. On Rifts Earth, they are particularly 
  fond of magic items, Vibro-Blades, TW weapons and pulse ri­
  fles. 
  Jinn, 
  The Elemental Demon 
  The Jinn are powerful free spirits within the Hades hierarchy. 
  They are generally allowed to come and go and do as they 
  please, as long as their doings do not disrupt the demon commu­
  nity. Jinn are evil, mischievous creatures of magic linked to Ele­
  mental Forces. Cruel and vindictive, they are known to cause 
  disease, drought, and trouble for all mortal creatures. The Jinn 
  consider all mortal creatures to be their playthings. 
  These supernatural beings are found in many dimensions, 
  and Rifts Earth, the Palladium World, the Elemental Plane, and 
  Hades are among their favorites. Like True Elementals, the 
  Jinn's natural state is that of invisibility, only Warlocks and 
  those with the power to see the invisible can see them. They are 
  impervious to most weapons, including Mega-Damage devices, 
  however, the Jinn are vulnerable to magic and silver. A weapon 
  made of silver inflicts M.D. equal to double its usual S.D.C. 
  damage (Le., a dagger that does ID6 S.D.C. does 2D6 M.D. to a 
  Jinn). 
  The Curse. Long ago the Jinn were placed under a curse by 
  a powerful Alien Intelligence, or so legend tells. This curse 
  forces the Jinn to call anybody who can capture them, saves 
  their life, or provides them with vital aid, their "master." The 
  curse also binds them to grant three wishes as a reward for their 
  "master's" aid, or in order to end their obligation and regain 
  their freedom. Until the three wishes are requested and granted, 
  that particular Jinn is bound to that plane of existence and to the 
  person to whom the Jinn is obligated. 
  Being bound to an individual means that the Jinn must stay at 
  his side, cannot raise his hand against him, and must call him 
  "master." Although bound to that individual, the Jinn is not obli­
  gated to aid or assist him in any other way. To ask the Elemental 
  20 
  Demon for information, or for him to dispatch an adversary is 
  considered a wish. The Jinn is free to stand idly by, offer (good 
  or bad) advice, or laugh or jeer its master during a battle unless 
  it is requested (wished) to do otherwise. Of course, a Jinn may 
  volunteer any amount of aid or information it may desire to of­
  fer, but such assistance is likely to lead to treachery or death. 
  The Jinn loathes having to call any creature its master, even for 
  a short while, thus, the longer it takes to ask for the three 
  wishes, the more angry and vindictive the creature becomes. 
  Even the nicest Jinn is incredibly selfish, and most are evil 
  forces who hate virtue, compassion and goodness above all else. 
  These malignant souls always try to trick or cause the death of 
  the mortal who controls them, for if a mortal "master" dies, the 
  Jinn is free of its obligation and is able to leave. Note: A Jinn 
  cannot be obligated to an entire group, only one individual 
  within the group. 
  The Wish. The word ''wish'' must be used to force the Jinn 
  to comply with demands. It is important to understand that the 
  Jinn cannot actually produce something out of thin air as most 
  people believe. Rather, they use their power, cunning and evil 
  ways to fmd and get what is requested of them. If a king's ran­
  som is requested the Jinn disappears and returns within 48 hours 
  with the requested wealth. But the wisher does not know how 
  the wealth was obtained, from whom, or how many suffered or 
  died to acquire it. Without a doubt it was stolen. Likewise, a 
  wish to bring someone back to life will send the Jinn searching 
  for a Resurrection scroll or someone who can be forced to resur­
  rect the dead person; the Jinn and his accomplices are restricted 
  to the normal time and magic limitations regarding resurrection 
  and all wishes. Some wishes, such as resurrection, may be be­
  yond the powers of even this demon. 
  Being treacherous schemers and pranksters, they often try to 
  twist the wish into something foul and ugly, not intended by the 
  wisher, especially if the Jinn is treated poorly. Wishers are wise 
  to remember the Jinn are evil creatures of magic, whose real 
  strength of power lays in thievery, assassination, treachery, and 
  deceit. Consequently, they are always looking to cause mischief 
  and grief. This means that if the wish is worded carelessly, the 
  Jinn will twist the wisher's intent and, using his words, cause 
  trouble. 
  There are four types of Jinn: Black (earth), White (water), 
  Green (air), and Yellow (fIre). All Jinn have the following char­
  acteristics and abilities. 
  Alignment: Aberrant (5%), Diabolic (50%), Miscreant (25%), 
  and Anarchist (20%). 
  Attributes: I.Q. ID6+8, M.A. 2D6+10, M.E. 2D6+10, P.S. 
  2D6+30, P.P. 1D6+14, P.E. 2D6+10, P.B. 2D6, Spd 2D6xlO 
  running, or 2D6xl 0+ 1 00 flying. 
  M.D.C.: 2D6xl00+200 on Rifts Earth. (In S.D.C. environments 
  it has 2D4xlO+P.E. number for Hit Points, 1D6xlO S.D.C. and 
  an A.R. of 14.) 
  Horror Factor: 15 
  P.P.E.: 1D6xl00 
  Size: 8-24 feet (2.4 to 7.3 m) tall; can change size at will, and 
  weighs 1000 pounds (450 kg). 
  Natural Abilities: Supernatural P.S. & P.E. Its natural state is 
  invisible, but can turn visible and invisible at will, turn into mist 
  at will, metamorphosis into an insect at will, can change its size 
  from 8-24 feet (2.4 to 7.3 m) at will, fIre and cold resistant (even 
  Quentin Milton (Order #26014138)
  
  M.D. attacks do half damage), nightvision 90 feet (27.4 m), see 
  the invisible, dimensional teleport 53%, bio-regeneration 306 
  M.D. once per melee round, and magically knows all languages. 
  Important Note: All Jinn are creatures of the twilight and are 
  strongest at night. During the daytime, whether sunny or over­
  cast, all of their powers, abilities, number of attacks, bonuses, 
  physical M.D.C., etc., are at half. Jinn are also vulnerable to 
  weapons made of silver, day or night. Silver weapons do double 
  damage equal to M.D. 
  R.C.C. Skills: Basic Math 98%, Literate in DragoneselElven 
  98% and two other languages of choice, Streetwise 65%, Intelli­
  gence 90%, Track Humans 50%, Wilderness Survival 70%, 
  Land Navigation 85%, Swim 80%, Demon & Monster lore 
  90%, Faerie Lore 90%, Radio: Basic 90%, Computer Operation 
  90%, Basic Electronics 90%, Locksmith 80%, Pick Locks 90%, 
  Pick Pockets 70%, Palming 70%, Concealment 70%, 
  W.P. 
  Sword, and W.P. Energy Rifle and three of choice (any, but 
  tends to prefer Ancient weapons). 
  Average Level of Experience: 106+3 
  Attacks per Melee: Six physical attacks per melee or two by 
  magic. 
  Damage: As per Supernatural Strength. A body block/ram does 
  506 M.D. and has a 01-65% chance of knocking an opponent 
  who is 30 feet (9. 1  m) or smaller off his feet, causing that char­
  acter to lose one melee attack and initiative (counts as two at­
  tacks). Or the Jinn may use a weapon or magic. 
  Bonuses (in addition to attributes): +2 on initiative, +4 to 
  strike, +3 to parry and dodge, +4 to dodge in flight, +5 to pull 
  punch, +4 to roll with impact, +4 on all saving throws. Note: 
  Remember to reduce bonuses by one-half during the daytime 
  (round down). 
  Magic: P.P .E. ID6xlOO. Black Jinn: All Earth Elemental magic 
  levels 1-8. White Jinn: All Water Elemental magic levels 1-7. 
  Green Jinn: All Air Elemental magic levels 1-7. Yellow Jinn: 
  All Fire Elemental magic levels 1 -8. All at eighth level of profi­
  ciency (fourth during the day). 
  Psionics: I.S.P.: 104xl0+30. Palladium RPG First Edition 
  Jinn possess all level one and two psionic abilities at fifth level 
  proficiency. Rifts® and Palladium Fantasy®, Second Edition 
  style Jinn possess all Sensitive and Physical psionic powers at 
  fifth level proficiency. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, humanoids and the forces of good. 
  Allies: Fellow demons of Hades. 
  Notes: Occasionally wears armor, usually for visual effect, and 
  may use a variety of man-made M.D. weapons. On Rifts Earth, 
  Jinn are particularly fond of magic items, magic swords, 
  Vibro-Blades and energy rifles. They are the symbols of lust and 
  decadence. 
  Magot 
  Magots are hideous, giant maws with huge, wide teeth, and 
  three eyes on long tentacle- like stalks set upon three thick legs. 
  These demons roam the plains and forests of Hades in small 
  herds, petrifying and devouring intruders. Thankfully, it is rare 
  to encounter more than one or two Magots outside of Hades. 
  21 
  Magots rarely leave Hades intentionally, and those found in 
  other realms of existence are usually summoned there by power­
  ful magic, lured there, or accidentally whisked to an alien world 
  by magical or dimension spanning energies. However, the 
  Demon Lords Mictla and Modeus have been known to unleash a 
  dozen, sometimes hundreds, into other dimensions to wreak 
  havoc or to invade other worlds. Magots are officially the min­
  ions of Mictla the Devourer. 
  Alignment: Diabolic (80%) or Miscreant (20%). 
  Attributes: I.Q. 1 06+2, M.A. 106+2, M.E. 106+10, P.S. 
  106+40, 
  P.P. 
  1 06+12, 
  P.E. 
  106+16, P.B. 
  106, 
  Spd 
  106xl0+60 running. Cannot fly. 
  M.D.C.: ID4xl 000 on Rifts Earth (half that in most other 
  M.D.C. settings). (In S.D.C. environments Magots have 2D4xl 0  
  for Hit Points, 6D6x2 S.D.C. and an A.R. of 14.) 
  Horror Factor: 16 
  P.P.E.: 106xlOO 
  Size: 20 feet (6. 1  m) tall and weighs 2-3 tons. 
  Natural Abilities: Supernatural P.S. & P.E., nightvision 120 
  feet (36.6 m), see the invisible, turn into mist at will, dimen­
  sional teleport 25%, bio-regeneration ID4xlO M.D. per minute, 
  impervious to fire (even magic and M.D. fire does no damage), 
  magically knows all languages, and can leap 40 feet (12.2 m). 
  The Eyes of the Magot (special): Each fires a beam of light 
  that temporarily (106 minutes) turns its victims to stone. The 
  eye beams do not strike automatically and a roll to strike must 
  be made for each attack. A saving throw vs magic of 13 or 
  higher means the character is not turned to stone; roll to save 
  against each eye beam strike. The spell Stone to Flesh will in­
  stantly restore the victim of petrification. 
  R.C.c. Skills: Track Animals 35%, Track Humans 45%, Wil­
  derness Survival 90%, Land Navigation 80%, Swim 80%, 
  Climb 60%/20%, Demon & Monster Lore 50%, and Faerie Lore 
  30%. 
  Average Level of Experience: Not applicable. 
  Attacks per Melee: Eight; may combine physical attacks and 
  eye beam attacks. 
  Damage: As per its formidable Supernatural Strength. A swat 
  from an eye-stalk is equal to a Supernatural punch attack, but a 
  power punch is not possible except by a kick or stomp attack. A 
  Quentin Milton (Order #26014138)
  
  stomp attack does an extra +2D6 M.D., the Magot's bite does 
  2D6xlO M.D., and a running body block does lD6xl0+ 10 M.D. 
  and has a 01-85% chance of knocking an opponent smaller than 
  30 feet (9. 1 m) off his feet and 20 feet (6. 1 m) away from the 
  point of impact (victims lose two melee attacks and initiative). A 
  body ram counts as two attacks. See Natural Abilities for info 
  on temporary petrification. Never uses weapons, magic items or 
  armor. 
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  strike, + 1 to parry, +4 to dodge, +2 to roll with impact, +3 on all 
  saving throws and is impervious to Horror Factor! 
  Magic: None. Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, all mortal humanoids, Deevils, and the 
  forces of good. 
  Allies: Fellow demons of Hades and occasionally, dark gods 
  and very powerful evil beings. 
  Notes: Never uses weapons or gadgets, but is a ferocious preda­
  tor who knows no fear and often fights to the death once pro­
  voked. 
  Night Owl 
  The Night Owl has the body and wings of a giant owl with an 
  ugly, bald, human head and glowing red-orange eyes. These de­
  mons of Hades are sometimes seen directing legions of demons 
  and may function as commanding officers, Colonels and Gen­
  erals during times of trouble. As a rule, however, Night Owls 
  are solitary predators who tend to hunt alone and stir up trouble 
  as a lone individual or with a small number of henchmen 
  (2D4+2) consisting of Greater or Lesser Demons and/or evil hu­
  manoids. While Night Owls prefer to function as independent 
  operators or leaders of small groups/squads, most are well con­
  nected and have a network of "associates" they can contact, 
  trade with or call upon when they need them. On Rifts Earth, the 
  Night Owl is often an independent agent with his own agenda, 
  but may employ, partner up with or press into service ID4 hu­
  manoids (sometimes as many as 6- 12) as underlings, spies and 
  advisors. Their main job is to assist the demon with its machina­
  tions and to help counsel it in the ways of local society. Favorite 
  henchmen and agents are smugglers, stoolies, thieves, assassins, 
  witches and other evil practitioners of magic, all part of the 
  creature's secret network. 
  It is interesting to note that the conniving and duplicitous 
  Night Owls enjoy the role of elite advisors and counselors to 
  despot kings, tyrant lords, warlords and other evil people in po­
  sitions of power. Rumor has it that Lord Dunscon once had a 
  Night Owl counselor until the beast cheated him, and a Night 
  Owl is said to counsel the lord of the Calgary Kingdom of Mon-
  sters. 
  Alignment: Any evil. 
  Attributes: I.Q. 2D6+8, M.A. 2D6+8, M.E. 2D6+10, P.S. 
  ID6+28, P.P. 2D6+8, P.E. 2D6+10, P.B. 2D6+1, Spd 6D6 run­
  ning or ID6xl0+ 1 00 flying. 
  M.D.C.: 2D6xl0+80 on Rifts Earth. (Has lD6xl0 +P.E. num­
  ber for Hit Points, lD6xl0 S.D.C. and an A.R of 1 1  in S.D.C. 
  settings.) 
  Horror Factor: 15 
  P.P.E.: 2D6xl 0  
  Size: 4 to 5 feet (1.2 to 1 .5 m )  tall, has a 1 4  foot (4.3 m) wing­
  span and weighs 300 pounds (135 kg). 
  Natural Abilities: Fly, nightvision 300 feet (91 .5 m; can see in 
  total darkness), see the invisible, turn invisible, dimensional 
  teleport 56%, bio-regeneration 4D6 M.D. per minute (or lD6 
  M.D. per melee round), fire resistant (magic and M.D. fIre does 
  half damage), magically knows all languages. 
  R.C.C. Skills: Basic Math 98%, literate in DragoneselElven 
  98%, Intelligence 80%, Track Humanoids 80%, Wilderness Sur­
  vival 70%, Land Navigation 80%, Prowl 62%, Swim 20%, 
  Demon & Monster Lore 90%, Faerie Lore 80%. 
  Average Level of Experience: ID4+2 
  Attacks per Melee: Five physical or psionic attacks per melee 
  or two by magic. 
  Damage: Restrained claw/punch 4D6 S.D.C. damage plus P.S. 
  bonus, full strength claw/punch does 3D6 M.D., power punch 
  6D6 M.D. (counts as two attacks), flying claw strike 4D6 M.D. 
  and has a 40% chance of knocking an opponent off his feet 
  (counts as two attacks), bite does ID6 M.D. 
  Bonuses (in addition to attributes): +2 on initiative, +5 to 
  strike, +4 to parry and dodge, +4 to pull punch, +4 to roll with 
  impact, +4 on all saving throws. 
  Magic: P.P.E. 3D6xlO. Limited magic powers: Chameleon, 
  Globe of Daylight, Ignite Fire, Fear, Repel Animals, Animate & 
  Control Dead, Tum Dead, Exorcism, Remove Curse, Luck 
  Curse, Phobia Curse, and Heal Wounds, all at 5th level profi­
  ciency. 
  Psionics: 5D6xlO I.S.P. Palladium Fantasy RPG® First Edi­
  tion characters have all level 1 -3 psionic abilities at sixth level 
  proficiency. Rifts® and Palladium Fantasy®, Second Edition 
  style characters have all Sensitive and Physical psionics plus 
  Bio-Manipulation, Hypnotic Suggestion, Mind Bolt, Mind 
  Block Auto-Defense, Psychic Omni-Sight and P.P.E. Shield, all 
  at sixth level proficiency. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Deevils, humanoids and the forces of 
  good. 
  Allies: Fellow demons of Hades and evil humanoids in positions 
  of power. 
  Notes: Night Owls never wear armor nor use hand-held weap­
  ons, other than the occasional scroll or magic item. Wicked in 
  the extreme, they love to torture (using their claws, teeth, 
  psionics and magic). Most are quiet, observant, and treacherous. 
  They covet power above all else, but money, gold, gems and 
  magic items all play a necessary role in the acquisition of 
  22 
  power. 
  Quentin Milton (Order #26014138)
  
  Raksasha, 
  The Shape Shifter 
  One of the more rare and most powerful demons of Hades is 
  the shape changing Raksasha. The creature's natural form is that 
  of a large, black skinned humanoid with claws for nails and the 
  head of a feline, usually a tiger, sometimes a lion. The Raksasha 
  are generally very intelligent, but also arrogant, cunning and 
  conniving. They lust for power and see themselves as being 
  smarter and more clever than others. They enjoy toying with all 
  lesser beings including their fellow demons and other supernatu­
  ral monsters, but humans are particularly intriguing to them. 
  Strangely enough, Raksasha see humans as lowly but kindred 
  spirits due to their resourcefulness and imagination. Despite 
  their appreciation of humans, most Raksasha still tend to under­
  estimate humans (and most other races) whom the Raksasha dis­
  miss as interesting but inferior beings. 
  The shape shifters are attracted by power and therefore the 
  political arena has great appeal to them. They love to operate 
  behind the scenes where they influence the fate of kings, states­
  men and thousands of lives. The demonic felines use their shape 
  changing, disguise abilities, and psionics to masterfully weave 
  elaborate schemes and webs of deception to either get what they 
  want or bring about tragedy for the sheer entertainment value of 
  it. 
  Alignment: Any evil or selfish. 
  23 
  Attributes: I.Q. 2D6+9, M.A. 2D6+9, M.E. 2D6+9, P.S. 
  2D6+29, P.P. 2D6+9, P.E. 3D6+9, P.B. 3D6, Spd ID6xl0 
  M.D.C.: ID6xl00+500 on Rifts Earth. (Has ID6xl0 +P.E. 
  number for Hit Points, 3D4xl0 S.D.C., and an A.R. of 1 0.) 
  Horror Factor: 14 
  P.P.E.: 2D4xlOO 
  Size: 1-10 feet tall (0.3 to 3 m), the demon can magically alter 
  its size within this range, as desired. However, its natural range 
  is 6- 10 feet (1.8 to 3 m). At this size-range it weighs 700 pounds 
  (3 1 5  kg). 
  Natural Abilities: Supernatural P.S. & P.E., nightvision 120 
  feet (36.6 m), keen normal vision, see the invisible, tum into 
  mist, 
  track by 
  smell 
  45%, 
  dimensional 
  teleport 
  5 1  %, 
  bio-regeneration 406 M.D. per minute (or I D6 per melee 
  round), resistant to fire and cold (magic fIre and cold, and M.D. 
  plasma do half damage), teleport self and up to 300 additional 
  pounds (135 kg) up to five miles (8 km) away at will 53% +3% 
  per level of experience, and magically knows all languages. 
  Metamorphosis at Will: The demon's most frightful power is 
  the ability to shape change, at will, into virtually any living crea­
  ture as long as it is no smaller than one foot (0.3 m) and no 
  larger than 10 feet (3 m). The Raksasha can also use this power 
  to disguise himself to look exactly like a specific individual. 
  Shape Changing Disguise Skill: 96% if the person being imi­
  tated is in his presence. 82% if the Raksasha is very familiar 
  with the individual or working from photographs. 40% if work­
  ing from memory and with little personal knowledge of the sub­
  ject. Voice im itation is another power that is used in conjunction 
  with the disguise skill. 94% if the Raksasha is very familiar with 
  the individual. 800la if working from a good sound recording. 
  30% if working from memory and with little personal knowl­
  edge of the subject. 
  Note: The Raksasha's magical disguise abilities are en­
  hanced by its psionic powers of Total Recall and Alter Aura. If 
  the demon has met and studied the character he is imitating, in­
  cluding having seen/studied the subject's aura, he can alter his 
  own to make the disguise 95% perfect in every way! Also note 
  that the Raksasha can use his shape changing abilities to alter or 
  improve the disguise at any time. 
  R.C.C. Skills (Rifts®): Basic and Advanced Math 98%, Liter­
  ate in DragoneselElven 98% and five other languages of choice, 
  Forgery 75%, Intelligence 85%, Wilderness Survival 60%, Land 
  Navigation 60%, Swim 60%, Climb 80%170%, Dance 90%, 
  Sing 75%, Streetwise 80%, Demon & Monster Lore 92%, 
  Faerie Lore 92%, Astronomy 75%, Anthropology 70%, Radio: 
  Basic 98%, Computer Operation 98%, Pilot Vehicle (three of 
  choice at 70%), Horsemanship: General, W.P. Sword, W.P. 
  Knife, and two W.P.s of choice (any). 
  Average Level of Experience: ID6+4 
  Attacks per Melee: Six physical or psionic attacks per melee or 
  two by magic. Favorite hand to hand weapon is the Psi-Sword 
  and Psi-Shield, and other sword-type weapons, especially magic 
  blades. Otherwise, loves to use deception and its psionic and 
  metamorphosis powers. 
  Damage: As per Supernatural Strength. A claw attack adds an 
  extra +2D6 damage and a Raksasha's bite does 2D6 M.D. total 
  damage. 
  Bonuses (in addition to attributes): +4 on initiative, +4 to 
  strike, parry, dodge, +4 to pull punch, +4 to roll with impact, 
  Quentin Milton (Order #26014138)
  
  + 10 to save vs Horror Factor and +4 on all other saving throws. 
  Magic: P.P.E. 2D4xl00. Most have a fascination with magic 
  and are casual students of the mystic arts, usually spell casting. 
  Raksasha Wizards know all Metamorphosis, Protection and Illu­
  sionary spells, including: Death Trance, Aura of Death, Aura of 
  Power, Annor Bizarre, Charismatic Aura, Fool's Gold, Multiple 
  Image, Mask of Deceit, Horrific Illusion, Apparition, Illusion 
  Booster, Illusion Manipulation, Illusory Forest, Illusory Wall, 
  Illusory Terrain, and Hallucination, for deception and subterfuge 
  are a Raksasha's specialty. Plus Cleanse, Fear, Mystic Fulcrum, 
  Create Magic Scroll, Animate & Control Dead, Turn Dead, Ex­
  orcism, Remove Curse, Heal Wounds and six other spells of 
  choice selected from levels 1-4. The level of proficiency and 
  power, however, is limited to 3rd level regardless of the 
  Raksasha's actual level of experience. About 10% study 
  Diabolism (wards and circles) instead of spell magic. 
  Psionics: ID6xl00+l 00 I.S.P., and possesses all Healing, Phys­
  ical, Sensitive and Super-Psionic powers. Considered a Mind 
  Melter of 8th level proficiency regardless of actual level. 
  Habitat: Indigenous to an alien dimension, but can be found 
  anywhere. 
  Enemies: Generally, humanoids, Deevils, and the forces of 
  good. The Raksasha will consider allying itself to humans and 
  other beings in positions of power in order to usurp that power 
  for itself. For that matter, the duplicitous Raksasha may "ap­
  pear" to support, protect or ally itself to virtually anybody, good 
  or evil, human or monstrous, to achieve its goals or to have a lit­
  tle fun. Trusting a Raksasha is like juggling a rattlesnake and 
  hoping one doesn't get bitten. On the other hand, a Raksasha 
  who genuinely likes a character (but who can tell) can be sur­
  prisingly kind, generous and sincere - at least until push comes 
  to shove. 
  Allies: Fellow demons of Hades, humans and those who help to 
  further its own ends. 
  Notes: Occasionally wears annor and may use high-tech weap­
  ons depending on the circumstances and the individual, but 
  tends to rely on its own magic, psionics and intellect. They 
  covet power above all else. Tend to be cool under fire, aloof, ar­
  rogant and underestimate their opponents (or overestimate them­
  selves). On the dark side, Raksasha have a taste for drinking 
  human blood and love to eat the raw flesh of most humanoids. 
  Yum. 
  The Four Demon Beetles 
  Phoe the Fire Beetle, Kmm the Stone Beetle, Ti the Fear Bee­
  tle, and Dra of the Green Mold. Each of the Four Demon Bee­
  tles look identical, but each wields a different transfonnation 
  attack. All are evil and delight in creating trouble and despair, 
  for the beetles see mayhem as a spectator sport that they can 
  help initiate. 
  The Demon Beetles of Hades visit other worlds to observe 
  new life fonns and enjoy the tunnoil and strife they help to cre­
  ate. Fortunately, the four seldom travel together and are encoun­
  tered individually or in pairs. If successfully attacked and suffer 
  significant damage (half or more M.D.C.) the Demon Beetles 
  become annoyed and leave that area and dimension, at least for 
  a while. 
  24 
  All four demon beetles have identical stats, only their trans­
  fonnation attacks differ. Thankfully, there are only these four. If 
  they were more intelligent and less chaotic they might be con­
  sidered Demon Lords, but they command no legion of demons 
  nor rule any kingdom. They simply delight in chaos and suffer­
  ing. None are known to have visited Rifts Earth, though it seems 
  like a place that would appeal to the foul demons. Then again, it 
  is very possible one or more visited during the Dark Ages. For 
  that matter, one or more could be operating in China at this very 
  moment or could appear at any time. 
  Alignment: Diabolic evil. 
  Attributes: I.Q. 1 1, M.A. 1 1 , M.E. 16, P.S. 16, P.P. 1 6, P.E. 20, 
  P.B. 5, Spd 18 running or 66 flying. 
  M.D.C.: 1 90 on Rifts Earth. (Has 77 Hit Points, 66 S.D.C., and 
  an A.R. of 15 in S.D.C. settings.) 
  Horror Factor: 12 for an individual, 17 if all four are together. 
  P.P.E.: 1000 
  Size: 12 inches long (0.3 m) and weighs two pounds (0.9 kg). 
  Natural Abilities: Supernatural P.S. & P.E., fly, nightvision 
  120 feet (36.6 m), see the invisible, turn invisible at will, dimen­
  sional teleport 74%, bio-regeneration 6D6 M.D. per melee 
  round, regenerates lost antennae or limbs in 24 hours, and magi­
  cally knows all languages. Note: Even if the demonic beetle is 
  destroyed, it will reappear within 72 hours unless the damage in­
  flicted was double its M.D.C. or an exorcism is perfonned over 
  its remains. If either of these two events occurs, the Demon Bee­
  tle cannot return to that plane of existence for at least 1 00 years 
  (usually doesn't return for 10 times that period unless sum­
  moned). However, as one might have already surmised, when 
  destroyed on one plane of existence, the horrid insect reappears 
  in Hades fully restored 72 days after its demise, and it can travel 
  to some other world or plane of existence as soon as it would 
  like. If there is a way to permanently destroy any of the Four 
  Demon Beetles, it is a secret that seems to be unknown even to 
  the Splugorth. HOWEVER, if burnt and their remains ground 
  into dust, or mangled to a pulp and magically sealed in a jar 
  filled with holy water, the demon's essence remains trapped in­
  side in a limbo-state until the jar is opened or shattered. 
  R.e.e. 
  Skills 
  (Rifts®): 
  Basic 
  Math 
  98%, 
  Literate 
  in 
  DragoneselElven 98%, Wilderness Survival 90010, Land Naviga­
  tion 90%, Swim 90%, Climb 90010185%, Prowl 80%, Demon & 
  Monster Lore 90%, Faerie Lore 90%, and Anthropology 60%. 
  Attacks per Melee: Three physical attacks by bite. 
  Damage: Warning bite can be made to inflict 3D6 damage di­
  rect to Hit Points or ID6 M.D. against Mega-Damage oppo­
  nents. When so desired, the Demon Beetle can make its bite or 
  an energy bolt a transfonning magical attack that generates an 
  aura of magic to mutate the victim unless a save vs magic of 1 5  
  or higher is made. See the accompanying descriptions about the 
  bites as per each type of Demon Beetle. Note: To save vs the 
  Transfonning Attack, a character must roll a 1 5  or higher. 
  Phoe, the Fire Beetle: Transfonning Attack: Bite (even on 
  annor) turns its victim into a strange fire demon setting fire to 
  everything in its path. The original memory of that person is 
  completely suppressed by the feeble-minded demon he has be­
  come (I.Q. ID4+ 1). As a demon, the character is not evil, but an 
  insane pyromaniac and who runs wild and attempts to set every­
  thing ablaze. This demon will bum down an entire countryside 
  unless stopped. It usually attacks people, however, only when 
  Quentin Milton (Order #26014138)
  
  attacked fIrst. Although it sets fIre to buildings full of people, it 
  is not really trying to kill anyone, just busy making pretty fIre. 
  Fire Demon: Duration of Transfonnation: Temporary, 1 04 
  hours, but can be made to last 104 days if the beetle puts 500 
  P.P.E. into the magical attack. Special Abilities: The victim sees 
  his Spd increased to 66. I.Q. is 104+1 and most skills are for­
  gotten, but all other attributes and combat skills are unchanged. 
  M.D.C.: 4D6xl0. Size & Description: Victim grows (or shrinks) 
  to 1 0  feet (3 m) tall, has flaming red skin, pointed ears, fangs, 
  and blazing yellow eyes. Fire power: Shoots fIfe (like a flame­
  thrower) from hands up to a range of 60 feet (18.3 m), inflicting 
  406 M.D. Each blast counts as one melee attack. Can also cre­
  ate a Wall of Flame, a Circle of Flame and Ignite Fire/cause 
  spontaneous combustion at will every two melee rounds (each 
  counts as one attack for that round); equal to a fourth level War­
  lock spell power. Impervious to fIre. 
  Kmm, the Stone Beetle. Transfonning Attack: Emits a 
  flashing yellow beam from its eyes that turns anything it strikes 
  into stone. The effect is permanent, although a Stone to Flesh 
  spell will restore the petrifIed victim to nonnal. So will a Re­
  move Curse perfonned by a god. 
  Ti, Beetle of Fear. Transfonning Attack: Emits an eerie 
  looking sparkling that instills the victim it strikes with numbing 
  fear. All the victim of this attack can do is fall to the ground 
  trembling and sobbing in terror. He is afraid of everything and 
  everyone, including his old friends. Completely unable to func­
  tion in any way for 306 minutes. This traumatic experience also 
  has a 01-50% chance of instilling a pennanent phobia toward 
  beetles. 
  Dra of the Green Mold. Transfonning Attack: The bite cre­
  ates a green mold that covers its victim from head to toe in 106 
  melee rounds. The mold is a pennanent growth and can be re­
  moved only by means of a Remove Curse spell. The mold cov­
  ered person is -5 to strike, parry, and dodge and takes 106 
  points direct to Hit Points (or 406 M.D. if a Mega-Damage be­
  ing) daily. The green mold is slowly feeding on the victim and 
  unless healed, the character will eventually perish. Healing 
  magic, potions, bio-regeneration, etc., do restore the lost Hit 
  Points or M.D.C., but at half the usual amount and the growth 
  remains and continues to feed. When half or more of the vic­
  tim's total Hit Points or M.D.C. have been drained, that charac­
  ter's speed is reduced by half and he is -2 on all saving throws. 
  Plus he looks ugly (reduce P.B. by half) and frightening (has a 
  Horror Factor of 9 and looks diseased), so nonnal people often 
  shun him. To add to the diseased look and effect, anything the 
  character touches gets a few specks of green moldy residue. The 
  residue has no magic properties nor any ill effect, but it scares 
  the heck out of most people who fear the touch will turn them 
  into a mold covered monstrosity as well. 
  Bonuses for the Demon Beetles (in addition to attributes): + 1 
  on initiative, +3 to strike, +5 automatic dodge (does not use up 
  an attack/action to dodge), +12 to save vs Horror Factor and +6 
  on all other saving throws. 
  Magic: P.P.E. base is 1 000 points, but limited magic powers: 
  Fear, Animate & Control Dead, Turn Dead, Exorcism, Heal 
  Wounds, Death Trance (self), Mental Blast, Life Drain, Spoil, 
  and Teleport (self) spells at 10th level profIciency. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  25 
  Enemies: Generally, humanoids and the forces of good. 
  Allies: Fellow demons of Hades. Most regard them as Lords of 
  Hades though the beetles seem to have little desire for title or 
  political power. 
  Notes: Considered harbingers of chaos. The Demon Beetles are 
  said to be immortal and regenerate even from ashes within 72 
  hours. 
  Lords of Hades 
  Note: The following are condensed descriptions of a few no­
  table Lord of Hades. All are the equivalent of dark gods. See the 
  Palladium Fantasy Book o/Dragons & Gods for others (add the 
  Hit Points and S.D.C. together to get their M.D.C. on Rifts 
  Earth, most other stats are unchanged and all have Supernatural 
  P.S. & P.E.). 
  Abrasax the Insatiable 
  Abrasax has the head of a cock, clawed hands, Shedim-like 
  taloned feet, a huge pot belly, and a knotted tail. He is extremely 
  antsy and fIdgety, always looking for something to do, usually 
  something cruel. He loves to fIght, and often (0 1-66% chance) 
  succumbs to a beserker bloodlust when actually engaged in 
  combat. When such a rage occurs, Abrasax is unable to get 
  enough killing and gorges himself on the blood of his victims. 
  This wicked Demon Lord symbolizes gluttony, anxiety and cru­
  elty. He commands the Shedim and enjoys brutality, war and 
  blood sacrifIces in his name. 
  A Lord of Hades 
  Alignment: Diabolic. 
  Attributes: LQ. 16, M.A. 1 9, M.E. 15, P.S. 36, P.P. 20, P.E. 21, 
  P.B. 3, Spd 66 (45 mph/72 km). 
  M.D.C.: 8,600 
  Horror Factor: 16 
  P.P.E.: 1 ,330 
  Size: 16 feet tall (4.9 m) and weighs three tons. 
  Natural Abilities: Nightvision 200 feet (61 m), see the invisi­
  ble, turn invisible, teleport 80%, dimensional teleport 46%, 
  bio-regeneration 206 M.D.C. per melee round, fIfe resistant 
  (magic and M.D. fIfe does half damage), metamorphosis: animal 
  (usually a hawk, lizard or spider), leap 100 feet (30.5 m), magi­
  cally knows all languages and can instantly summon 104 Alu or 
  206+2 Shedim to his location, in any dimension, once per 24 
  hours. 
  R.C.C. Skills: Basic Math 98%, Literate in DragoneselElven 
  98%, Prowl 50%, Wilderness Survival 80%, Land Navigation 
  90%, Track Humanoids 60%, Demon & Monster Lore 80%, 
  Faerie Lore 70%, W.P. Sword, W.P. Blunt, W.P. Energy Rifle, 
  and W.P. Heavy Energy. 
  Vulnerabilities & Weaknesses: Takes triple damage from any 
  cold-based attack and is vulnerable in any cold environment. 
  Silver and Holy Weapons do double damage (M.D. equivalent if 
  an S.D.C. weapon). Abrasax's berserker rages can also be a 
  weakness because he will fIght until near death (down to 500 
  M.D.C.) and will slaughter entire towns, cities and armies that 
  he had intended to keep as slaves or minions. 
  Attacks per Melee: Six physical attacks per melee or two by 
  Quentin Milton (Order #26014138)
  
  magic. Add two physical melee attacks and +2 to strike and on 
  initiative when in a beserker killing frenzy. 
  Damage: Restrained punch 506 S.D.C. damage plus P.S. bo­
  nus, full strength punch or kick does 506 M.D., power punch 
  ID6xl0 M.D. (counts as two attacks), bite does 306 M.D., or 
  by magic. 
  Bonuses (including attribute bonuses): + 1 on initiative, +5 to 
  strike, +7 to parry and dodge, +8 to save vs Horror Factor, +2 on 
  all saving throws, and has a 55% chance of evoking a feeling of 
  trust or intimidation. 
  Magic: P.P.E. 1 ,330. All spell magic levels 1-4 and Turn Dead, 
  Animate & Control Dead, Paralysis: Lesser, Agony, Sickness, 
  Spoil, Negate Magic, Banishment and Exorcism. Also knows all 
  magic symbols and recognizes magic circles and wards. 6th 
  level proficiency. 
  Level of Experience: Equal to a 10th level Ley Line Walkeri 
  Wizard. 
  DeificlDemonic Powers: The full range of power over his fol­
  lowers, and can perform all prototypical deific powers at the 
  regular cost. See Rifts® Dragons & Gods for details on Deific 
  Powers. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, humanoids and the forces of good. 
  Allies: Fellow demons of Hades. 
  Notes: Occasionally wears armor and may use man-made weap­
  ons, though he rarely sees any value in them. Lord of the 
  Shedim. 
  Belphegor of 
  the Sulfur Pits 
  Belphegor is a huge monster that is part serpent and part gap­
  ing mouth with a bulbous midsection of the body and reeks of a 
  repugnant odor that can be smelled 4000 feet away (1219 m). 
  Belphegor delights in torture, hand to hand combat and ripping 
  apart living creatures and devouring them. This Demon Lord is 
  lazy, selfish and complacent. He is the symbol of lust, igno­
  rance, and sloth. 
  A Lord of Hades 
  Alignment: Diabolic. 
  Attributes: I.Q. 7, M.A. 7, M.E. 12, P.S. 42, P.P. 20, P.E. 30, 
  P.B. 3, Spd 22 (15 mph/24 km). 
  M.D.C.: 24,000 
  Horror Factor: 17 
  P.P.E.: 2,300 
  Size: 24 feet (7.3 m) and weighs two tons. 
  Natural Abilities: Nightvision 200 feet (61 m), see the invisi­
  ble, 
  turn 
  invisible 
  at will, 
  dimensional teleport 33%, 
  bio-regeneration 606 M.D. per melee round, impervious to fire, 
  poison/toxins and disease. Magically knows all languages and 
  can instantly summon 106+2 Gallu Bulls or 104 Magots to his 
  location, in any dimension, once per 24 hours. See Damage for 
  toxic cloud breath. 
  DeificlDemonic Powers: The full range of power over his fol­
  lowers, and can perform all prototypical deific powers at double 
  the standard cost. 
  26 
  R.C.C. Skills: Basic Math 60%, Literate in DragoneselElven 
  50%, Wilderness Survival 82%, Land Navigation 82%, Demon 
  & Monster Lore 52%, Faerie Lore 40%, W.P. Sword, W.P. 
  Knife, W.P. Energy. 
  Vulnerabilities & Weaknesses: Takes double damage from 
  cold of any kind. Holy weapons, rune weapons, silver weapons 
  and Angels inflict double damage. In addition, ordinary weap­
  ons inflict their normal damage, though the monster barely no­
  tices them. 
  Attacks per Melee: Six physical attacks per melee plus one 
  toxic cloud, or two attacks by magic. 
  Damage: Restrained punch 606 S.D.C. damage plus p.s. bo­
  nus, full strength punch or kick does 606 M.D., power punch 
  106xl0+20 M.D. (counts as two attacks), bite does 506 M.D., 
  or by toxic breath or magic. 
  Toxic Breath: Belches a magic toxic cloud that cause all who 
  breathe its air to gag and vomit, and eyes burn terribly. Victims 
  suffer 5D6 S.D.C. damage per each melee in the cloud and are 
  -3 to strike, parry and dodge, and lose all but one melee attack 
  for that round. Mega-Damage creatures suffer no damage, but 
  do suffer the penalties. Those clad in environmental body are 
  safe from this magical attack. Belphegor will usually launch a 
  toxic cloud as his frrst attack. The cloud covers a 100 square 
  foot (30 m) area and lingers for 2D6 melee rounds. He can belch 
  a toxic cloud once per melee. 
  Bonuses (including attribute bonuses): +2 on initiative, +3 to 
  strike, +5 to parry and dodge, +5 to pull punch, +8 to save vs 
  magic, +3 on all other saving throws and is impervious to poi­
  son, drugs, gasses, possession and Horror Factor. 
  Magic: P.P.E. 2,300. All Fire Elemental spells from levels one 
  and two, plus Turn Dead, Animate & Control Dead, Blind, Sick­
  ness, Spoil, Exorcism, Banishment, and Heal Wounds. 5th level 
  proficiency . 
  Level of Experience: Equal to a 6th level Fire Warlock. 
  Psionics: I.S.P. 160. All Sensitive powers. Considered a Major 
  Psionic. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, humanoids, Deevils, and the forces of 
  good. 
  Allies: Fellow demons of Hades. 
  Notes: Never wears armor, but may use any man-made weap­
  ons. 
  Modeus, Lord of Hades 
  The Supernatural Intelligence that calls himself Modeus, is 
  the ruler of Hades. When dealing with humanoids he usually ap­
  pears as a handsome, red haired man with dark eyes and bronze 
  complexion. Like most Alien Intelligences, Modeus' true form 
  is a mass of a hundred swarming tentacles and one gargantuan 
  eye. He has dominated the realm of Hades for eons and is capa­
  ble of creating hundreds of different essence fragments. Fortu­
  nately, over the centuries he has grown lazy and complacent. 
  However, the new developments on the planet Earth, becoming 
  a dimensional nexus, has sparked his interest. 
  Alien Intelligence 
  Alignment: Aberrant evil. 
  Quentin Milton (Order #26014138)
  
  Attributes: I.Q. 25, M.A. 29, M.E. 30, P.S. 54, P.P. 24, P.E. 26, 
  P.B. 2 (20 in human guise), Spd 70, an excellent administrator, 
  clever planner, good tactician; cunning, deceptive, and treacher­
  ous. 
  M.D.C.: 14,000; this number is so low because he has so many 
  splintered life essences scattered across the Megaverse - about 
  54,000 M.D.C. worth; literally hundreds, with many forgotten 
  others busy corrupting mortals. 
  Horror Factor: 16 
  P.P.E.: 7,000 
  Size: 5-25 feet tall ( 1 .5 to 7.6 m), weight varies with size. May 
  adopt many recognizable shapes. 
  Natural Abilities: Bio-regeneration of I D6xl0 M.D.C. per 
  minute (4 melees) and complete regeneration of limbs, 
  nightvision 600 feet (183 m), see the invisible, turn invisible at 
  will, impervious to fire and cold, dimensional teleport 88%, im­
  pervious to poisons/toxins/drugs, does not breathe air and is gi­
  ant in size. 
  Metamorphosis at will into a humanoid or animal (unlimited 
  duration), teleport self and others up to 100 miles (160 km) 
  away, dimensional teleport at will (88%, limited to dimensions 
  known by the intelligence), turn I D6xl00 dead at will (duration 
  24 hours), animate and control I D6xlOO dead, and his healing 
  touch restores 4D6 Hit Points or S.D.C. or M.D.C. Can also 
  summon 6D6 Lesser Demons, and/or 2D6 Greater Demons (in­
  cluding Demon Locust) three times a day. Can create 12 more 
  essence fragments for dimensional travel before he is maxed 
  out, and can also bond to and empower witches who pledge 
  themselves to him (unlimited). 
  DeificlDemon Powers: The full range of power over his fol­
  lowers, and can perform all prototypical deific powers at the 
  standard cost. 
  R.C.C. Skills (Rifts®): Generally not applicable because he is 
  a 
  primordial 
  force 
  of nature 
  or 
  magic. 
  Literate 
  in 
  Dragonese/Elven, Dwarven, American, Spanish, Euro, and 
  Wolfen at 98%. Demon & Monster Lore 98%, Faerie Lore 90%, 
  Computer Operation 80%, Writing 80%, Interrogation 98%, 
  Surveillance 98%, Basic and Advanced Math 98% and all 
  Rogue Skills at 98%. 
  Level of Experience: 1 7th level Ley Line WalkerlWizard and 
  15th level Diabolist. 
  Vulnerabilities 
  & 
  Weaknesses: 
  Sunlight 
  and 
  Daytime: 
  M.D.C., magic power, experience level and spell strength are all 
  reduced by half, and his vision is reduced by one third. Sunlight 
  also makes Modeus vulnerable to ordinary weapons (i.e., S.D.C. 
  weapons do the equivalent of M.D. weapons in sunlight/day­
  time). Rune and holy weapons, as well as holy water, do double 
  damage. His arrogance also works against him as he regularly 
  underestimates rivals and opponents, and ignores plots against 
  him and his regime. 
  Attacks per Melee: Eight physical or psionic attacks per melee, 
  or three by magic. Does triple damage from behind. Critical 
  strike or stun (must call which) on a natural 1 8, 1 9, or 20. 
  Bonuses (including attribute bonuses): +2 on initiative, +8 to 
  strike, +9 to parry and dodge, +6 to pull punch, +1 1% I.Q. skill 
  bonus, + 1 0 to save vs Horror Factor, +6 to save vs magic, +8 to 
  save vs psionic attack, and +3 on all other saving throws. 96% 
  chance to instill trust/intimidation, and is impervious to poison 
  and disease. 
  27 
  Magic Knowledge: Knows ALL spell invocations, levels 1-15, 
  plus all wards, magic symbols and circles of power. P.P.E.: 
  7,000. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Periodically can be 
  found anywhere. 
  Enemies: Humans, Deevils, especially the Lords and Ladies of 
  Dyval, and the forces of good. Often shares animosity toward 
  other Alien Intelligences. 
  Allies: May conspire with other forces of evil, both mortal and 
  immortal. 
  Notes: Symbolizes darkness, death and treachery. 
  Mictla the Devourer 
  Supernatural Intelligence 
  Mictla has been known to ancient humans since before the 
  Great Cataclysm marked the Coming of the Rifts. Mictla was 
  the AzteciMexican God of the Dead and Lord of Hades! Ac­
  cording to legend, the dark skinned, many tentacled demon with 
  ninety tiny, black eyes and a massive mouth was once "the" 
  ruler of Hades, until Modeus challenged her to a battle that 
  lasted for nearly three hundred years. In the end, Mictla believed 
  she was slowly losing the battle and struck a bargain with 
  Modeus to up give the majority of her domain and acknowledge 
  Modeus as her better. Modeus agreed and Mictla was left to rule 
  one third of Hades commanding Magots and Gargoyles. How­
  ever, Mictla has since fallen into bitter melancholy and has left 
  her part of Hades to languish and fall under the rule of Modeus. 
  The monster is greedy, overindulgent, and can be surprisingly 
  clever, but underestimates her own power and often quits short 
  for fear of losing face or what valuables she has already ac­
  quired. 
  The symbol of gluttony and greed, Mictla constantly eats, de­
  vouring all living things. She usually plays with her food, enjoy­
  ing the sensations that victims cause when they fmd out that 
  they can't pull themselves away from her adhesive tongue. She 
  always revels in the suffering and fear of others and drinks in 
  the emotions of her victims before they are devoured. Victims 
  are snared by her long forked tongue or hurled into her cavern­
  ous maw by other demons. Note: Mictla's tongue acts like a 
  permanent Carpet of Adhesion spell. 
  A Lord of Hades 
  Alignment: Miscreant. 
  Attributes: I.Q. 17, M.A. 20, M.E. 30, P.S. 50, P.P. 22, P.E. 38, 
  P.B. 2, Spd 1 8  
  M.D.C.: 1 8,000 main body, 6000 M.D.C. for the tongue, 1200 
  M.D.C. per each tentacle, and 80 M.D.C. per each eye (and 
  there's 90 of 'em). 
  Horror Factor: 19 
  Quentin Milton (Order #26014138)
  
  P.P.E.: 1,900 
  Size: 52 feet (15.8 m) tall, 136 feet (4 1 .4 m) long. Seldom as­
  sumes a different form. 
  Weight: 40 tons. 
  Natural Abilities: Bio-regeneration of ID4xl0 M.D.C. per me­
  lee round and completely regenerates lost limbs, tongue and 
  eyes within 1D6 hours. Nightvision 200 feet (61 m), see the in­
  visible, turn invisible at will, impervious to poisons/toxins and 
  drugs as well as fire and cold (no damage), the demon does not 
  breathe air, and can teleport self 66% (up to 1D6xlOO miles 
  awayl1 60 to 960 Ian) and dimensional teleport 24%. 
  DeificlDemon Powers: The full range of power over her fol­
  lowers, and can perform all prototypical deific powers at double 
  the standard cost. 
  Special (at no P.P.E. cost): Turn 1D6xl00 
  dead at will, animate and control ID6xl 00 dead, Restoration 
  (same as spell), Stone to Flesh (same as spell), Breathe Fire: 
  6D6 M.D., range: 6000 feet (1829 m). Can also summon and 
  command 4D6 Lesser Demons, and/or 2D6 Greater Demons 
  three times a day. Mictla can only fragment four pieces of her 
  essence to send into other dimensions. 
  Vulnerabilities & Weaknesses: Vulnerable to weapons made 
  of silver, which inflict M.D. equal to their usual S.D.C. damage, 
  and to magic. Holy weapons, holy water, and Angels inflict tri­
  ple damage! Rune and other magic weapons, spells, wards, and 
  circles do normal damage. 
  R.C.C. & Skills: Generally not applicable - primordial force 
  of nature or magic. She magically understands and speaks all 
  languages and is literate in ID6, and knows Land Navigation 
  and Demon & Monster Lore at 88%. 
  Level of Experience: Sixth. 
  Attacks per Melee: 12 physical or psionic attacks per melee 
  round on Rifts Earth (eight in S.D.C. settings), or two by means 
  of magic. The roll of a natural 1 8, 19, or 20 indicates that the 
  opponent has been thrown, knocked down or stuck to the 
  demon's adhesive tongue and shall be pulled into its maw and 
  swallowed within 1 D4+ 2 melee rounds. The character gets one 
  save vs magic (14 or higher) every melee he is stuck. Characters 
  who are swallowed are goners. Even those in power armor are 
  dissolved by the demon's stomach acids within ID4 minutes, 
  and trying to blast one's way out requires inflicting 600 M.D.C. 
  in one concentrated area! While stuck on the tongue, victims 
  only have two melee actions/attacks per round and hacking at 
  the tongue is useless, because it has 6,000 M.D.C. and wounds 
  heal almost as quickly as they are made. 
  Mega-Damage: Tentacles: As per Supernatural Strength. 
  Tongue Slap, same as Supernatural Punch. Being chewed inside 
  the maw: 3D4xlO M.D. Swallowed: 3D6xl0 per melee round 
  from the stomach acid. Never uses weapons or armor. 
  Bonuses (attribute bonuses included): +5 on initiative, +5 to 
  strike with tongue, +7 to strike with tentacles, +5 to parry and 
  dodge, +5 to pull punch, +5 to roll with impact, + 12 to save vs 
  Horror Factor, +8 to save vs psionics, +7 to save vs magic, 88% 
  to evoke a feeling of trust or intimidation. 
  Magic Knowledge: None. See Psionics and Natural and Deific 
  powers. P.P.E.: 1 ,900. 
  Psionics: I.S.P.: 230. All Physical powers plus Presence Sense, 
  See Aura, Sense Magic, Sense Evil, Group Trance and Mind 
  Block Auto-Defense; equal to a 6th level psychic. 
  Habitat: Indigenous to an alien dimension. Periodically can be 
  found anywhere. 
  28 
  Enemies: Humans, Deevils and the forces of good. Often feels 
  resentment and rivalry toward other demonic Lords and Alien 
  Intelligences. 
  Allies: May conspire with other forces of evil, but trusts no­
  body. 
  Notes: Even in her fallen state, Mictla is a feared Lord of 
  Hades, known to be aggressive and cruel. Not known to have 
  ever visited Rifts Earth. 
  Succor-Bemoth 
  Succor-Bemoth is a giant, thin, almost skeletal man with pale 
  grey skin and large, sad eyes. He looks very forlorn with a glim­
  mer of insanity in his eyes. Succor-Bemoth is the symbol of 
  jealousy and despair, Lord of the Magots and ruler of the third 
  continent of Hades. He is sometimes mistaken for the grim 
  reaper, in part because he is seldom without his magical staff of 
  bones. Roughly 55% of the time he is accompanied by ID4 
  Banshees and/or I D4+3 Ghouls and Nasu who anticipate his 
  presence will bring about death, especially in the mortal plane of 
  existence. 
  A Lord of Hades 
  Alignment: Diabolic. 
  Attributes: I.Q. 26, M.A. 20, M.E. 30, P.S. 27, P.P. 19, P.E. 20, 
  P.B. 6, Spd 40 (27 mph/43 Ian). 
  M.D.C.: 5,000 
  Horror Factor: 14 
  P.P.E.: 1 ,400 
  Size: 20 feet tall (6 m) and weighs 1500 pounds (675 kg). 
  Natural Abilities: Nightvision 600 feet (183 m), see the invisi­
  ble, turn invisible at will, bio-regeneration 4D6 M.D. per melee 
  round, completely regenerates lost limbs within 48 hours, im­
  pervious to fire and cold (no damage), impervious to poison/tox­
  ins and disease, metamorphosis into animal, humanoid or 
  supernatural beings as well as teleport 90%, dimensional 
  teleport 8 1%, and magically knows all languages. 
  DeificlDemonic Powers: The full range of power over his fol­
  lowers, plus all prototypical deific powers at double the standard 
  cost. Plus, he can instantly summon ID6 Alu or 2D6 Shedim to 
  his location, in any dimension, once per 24 hours. 
  R.C.C. Skills: Basic Math 98%, Literate in DragoneselElven 
  98% and two other languages of choice, Biology 80%, Holistic 
  Medicine 70%, Pathology 80%, Prowl 50%, Wilderness Sur­
  vival 70%, Land Navigation 70%, Dance 80%, Demon & Mon­
  ster Lore 80%, and Faerie Lore 60%. 
  Vulnerabilities & Weaknesses: Holy weapons and holy water 
  do double damage, as do Angels! A vial of holy water inflicts 
  4D6 M.D., a gallon 2D4xl0 M.D. 
  Psychotic Jealousy. Succor-Bemoth can become jealous of 
  anything that catches his fancy, from possessions to knowledge, 
  to people and power. The problem is, when he becomes jealous 
  he tries to capture it (whatever "it" is) for himself. If he can't 
  have it, then he tries to destroy it or whoever has it. In fact, he's 
  a ''the glass is half empty" kind of guy about everything, and de­
  lights in pointing out people's mistakes and misfortunes. This 
  Demon Lord is a master at using people's insecurities and 
  self-consciousness against them. 
  DeificlDemonic Powers: Succor-Bemoth has the full range of 
  Quentin Milton (Order #26014138)
  
  power over his followers, and can perfonn all prototypical deific 
  powers at double the standard cost. Can also summon 3D6xlO 
  Magots three times a day or 2D4 Greater Demons (any). 
  Level of Experience: 16th level, but casts spells at 1 1th level 
  spell strength. 
  Attacks per Melee: Five physical attacks per melee or three by 
  magic. 
  Damage: Restrained punch 4D6 S.D.C. damage plus P.S. bo­
  nus, full strength punch or kick does 4D6 M.D., power punch 
  ID4xIO M.D. (counts as two attacks), bite does I D6 M.D. 
  Bonuses (including attribute bonuses): + 1 on initiative, +5 to 
  strike, +5 to parry and dodge, +2 to pull punch, +2 to roll with 
  impact, +6 to save vs magic and psionics, + 1 0 to save vs Horror 
  Factor and +3 on all other saving throws. 
  Magic: P.P.E. 1400. Limited magic powers: All spell invoca­
  tions levels 1-1 1 .  1 1th level proficiency. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Deevils, humanoids and the forces of 
  good. 
  Allies: Fellow demons of Hades and occasionally, other dark 
  gods and forces. 
  Notes: Never wears armor or uses any man-made weapons. 
  Typically dressed in a hooded black robe with a belt of wonn 
  covered skulls, or a black tuxedo and top hat with the same belt 
  of skulls. 
  Deevils, Another 
  Horde of Demons 
  Another realm that contains legions of demonic, supernatural 
  beings is a realm known as Dyval (pronounced "die vow 1"). Un­
  like Hades, this world is covered in forests and glittering cita­
  dels dominated by creatures of evil. Like so many supernatural 
  beings, they are dimensional nomads who wander to different 
  worlds causing trouble and pain, or to hunt and feed. 
  Since the demons of Hades and the Dyvalians - better known 
  collectively as Deevils - both exist in huge numbers and both 
  wander the Megaverse, they are natural rivals and enemies. This 
  means Deevils and Hades Demons frequently work to under­
  mine each other's enterprises. This can be a no-holds-barred 
  open competition (may the most cunning scoundrel win) or be­
  hind the scenes manipulation of mortal pawns to undermine the 
  enemy, or direct conflict between the two evil forces resulting in 
  sabotage, 
  raids, 
  murder, 
  assassinations 
  and, 
  sometimes, 
  all-out-war. Many members of both races attack, rob and kill 
  one another on sight, especially if the conflict is isolated and in­
  volves under a dozen adversaries. Make no mistake, these two 
  rival demon races hate each other, and to such a degree that nei­
  ther has ever come to the other's aid nor ever worked together 
  even when a pact would be mutually beneficial. A Hades 
  Demon would rather die before making a deal with a Deevil, 
  and the denizens of Dyval feel exactly the same about the mon­
  sters of Hades. 
  29 
  One 
  of 
  the 
  many 
  places 
  Hades 
  Demons 
  and 
  DyvalianslDeevils regularly compete and clash is the Palladium 
  World Both actively try to recruit worshipers (especially among 
  the monster races) and engage in dark plots and foul works of 
  magic, murder and wickedness on that playing field. So far their 
  hold over this domain is weak at best, and the constant rivalry 
  between the two works to undermine their efforts as much as the 
  efforts of any champions of good. The point is, Hades Demons 
  and DyvalianslDeevils both have a known and active presence 
  in the Palladium World where they are constantly involved in 
  evil plots. 
  Another world where these two races of supernatural cretins 
  compete is Rifts Earth. However, Rifts Earth has been invaded 
  by a rather large number of several distinct clans of demons and 
  supernatural beings, of which Demons and Deevils are just two. 
  Some of these factions have even laid claim to entire countries ­
  Atlantis, China, and the pitched battle between the humans of 
  Germany and the Gargoyle Empire - are all excellent examples 
  of earthly regions taken over or under siege by demonic forces. 
  More often than not, however, supernatural terrors appear as 
  lone individuals, self-serving predators or small groups or clans 
  satisfied with causing mischief, death or destruction wherever 
  they go. Other demonic forces simply see Rifts Earth as a play­
  ground or battlefield, or as a means to an end (i.e., acquisition of 
  some prize, revenge, freedom, etc.). Whatever their agenda or 
  nature, demons, Deevils, and other evil supernatural beings like 
  them, should never be trusted, and only a fool thinks he can con­
  tain, control and command them for any length of time (which is 
  why so many people fear and loathe Shifters and Summoners). 
  Deevils 
  Deevils (and Devilkins) are infamous tempters and betrayers 
  even among their fellow Deevil kinsmen. In fact, the Deevils 
  are so well known and recognized by mortals that all Dyvalians 
  are lumped together under the label of "Deevils."An annoying 
  happenstance that is eagerly perpetuated by the Demons of 
  Hades who refuse to call Dyvalians anything but "Deevils." 
  The actual demonic being known as the Deevil appears as an 
  ugly, fanged humanoid with the horns of a ram, the nose of a 
  pig, and the lower body of a goat with cloven hooves. Like their 
  cousins, the Devilkins, Deevils try to trick and entice others into 
  doing evil and extracting murderous or at least hurtful revenge. 
  They and Devilkins are the fiends who stoke the fires of anger, 
  hatred, envy, jealousy and other dark emotions to compel mor­
  tals to do terrible crimes and acts of murder. This means they 
  bolster courage, play on one's misery and pain, and encourage 
  wickedness. ("Its not fair, Bobby-Boy. Can I call you, 
  Bobby-Boy? You should have gotten the prize. He doesn't even 
  deserve it, not like you. Practically stole it from you, too. But 
  you're used to always losing, ain't you? Bobby the Loser. Well, 
  ain't it time that stopped? Ain't you tired of being pushed 
  around and cheated by guys like that? Having people laugh at 
  you? And they were laughing, Bobby-Boy. Did you see that Co­
  alition Officer? Oh, he turned away when you looked in his di­
  rection, but he was laughing. Laughing at the loser. And all 
  because that guy beat you the way he did. Not just beat you. 
  Hell, anybody could lose in a fair game, but he humiliated you. 
  Quentin Milton (Order #26014138)
  
  55%, dimensional teleport 63%, bio-regeneration 2D6 M.D. per 
  melee round, magically knows all languages, and can leap 30 
  feet (9. 1 m). 
  R.C.c. Skills: Equal to a Mercenary Fighter/Grunt or Assassin. 
  Pick one and take all the O.C.C. Skills but only two of the 
  O.C.C. Related Skills. No Secondary Skills. 
  Average Level of Experience: 1D4+1 
  Attacks per Melee: Five physical or two via magic. 
  Damage: As per Supernatural Strength. A claw attack does an 
  extra 106 M.D., while a bite only does 106 M.D. total. 
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  strike or pany, +2 to dodge, +3 to pull punch, +3 to roll with 
  impact, +2 on all magic saving throws, +6 to save vs Horror 
  Factor. 
  Magic: 2D6xlO+10 P.P.E. All level one Fire Elemental magic 
  plus Tum Dead, Luck Curse, Phobia Curse, Compulsion, Re­
  move Curse, and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, humanoids, Hades Demons and the forces 
  of good. 
  Allies: Fellow demons of Dyval and other dark forces not allied 
  to Hades. 
  Notes: May use any type of weapons or armor, especially for 
  all-out-war. Deevils and Fenry are the foot soldiers of Dyval. 
  Thus, unlike the Devilkin, Deevils enjoy direct conflict, brawls 
  and life and death combat. 
  Devilkins 
  Devilkins are known as "the tempters," corrupting virtue and 
  all that is good. They make forays into other worlds to cause tur­
  moil and instigate trouble. They resemble the Greek god Pan, 
  with a human upper torso and head graced by black or silver 
  Rubbed your nose in it for no good reason, 'cept to be the big 
  hair and small horns protruding from the forehead. The lower 
  man at your expense. If it was me Bobby-Boy, I'd bushwhack 
  body is that of a goat with cloven hooves. Like Deevils they 
  him on his way home and gut 'im like a fish - but that's just me. 
  like to assume the shape of mortal humanoids to lure them into 
  Maybe you don't care people think you're a fool . . .  a loser.") 
  danger and evil ways. Devilkins are very much instigators who 
  Get the picture? And, of course, the Deevil will just happen 
  try to avoid direct combat, preferring to be the puppet master 
  to know where this guy is, the route he takes home, as well as a 
  pulling the strings behind the scenes. 
  dozen suggestions for extracting revenge. It doesn't really mat-
  Known as Devilkins, Deevilkins and Deevil Tempters. 
  ter if the sore loser succeeds in getting his revenge or that he 
  Alignment: Miscreant (50%), Aberrant (25%), Diabolic (20%) 
  might even get himself killed. All the Deevil wants is a little 
  and Anarchist (5%). 
  corruption and bloodshed to brighten up his day and maybe win 
  Attributes: I.Q. 2D6+8, M.A. 3D6+8, M.E. 106+12, P.S. 
  a convert to the dark side. 
  2D6+12, P.P. 2D6+ 12, P.E. 3D6+6, P.B. 4D6+2, Spd 2D6+10 
  Known as Deevils, Dyvals, and devils. 
  M.D.C.: 3D6x10 on Rifts Earth. (1D4xlO plus P.E. number for 
  Alignment: Miscreant (65%), Diabolic (10%), Aberrant (20%) 
  Hit Points, 6D6 S.D.C., and an A.R. of 12 in S.D.C. settings.) 
  or Anarchist (5%). 
  Horror Factor: 12 
  Attributes: I.Q. 106+6, M.A. 3D6, M.E. 106+1 2, P.S. 
  P.P.E.: 3D6xlO+40 
  2D6+12, P.P. 2D6+ 10, P.E. 3D6+6, P.B. 1D6+1, Spd 6D6+12 
  Size: 6 feet tall (1.8 m) and weighs 200 pounds (90 kg). 
  M.D.C.: 4D6x10 on Rifts Earth . (106x10 plus P.E. number for 
  Natural Abilities: Nightvision 90 ft (27.4 m; can see in total 
  Hit Points, 6D6+1 0  S.D.C., and an A.R. of 12 in S.D.C. set-
  darkness), see the invisible, tum into mist, metamorphosis: hu-
  tings.) 
  man or animal, dimensional teleport 66%, fIre and cold resistant 
  Horror Factor: 14 
  (even M.D. attacks do half damage), bio-regeneration 3D6 M.D. 
  P.P.E.: 2D6xlO+10 
  per minute, magically knows all languages, and can leap 30 feet 
  Size: 8 feet tall (2.4 m) and weighs about 500 pounds (225 kg). 
  (9 m). 
  Natural Abilities: Nightvision 60 feet (1 8.3 m), see the invisi-
  R.C.C. Skills: All Rogue skills at +10%, plus Sing (+20%), 
  ble, tum invisible at will, metamorphosis: human, track by smell 
  Dance (+10%), Escape Artist (+ 1 0%), Forgery (+10%), Intelli-
  30 
  Quentin Milton (Order #26014138)
  
  gence (+10%), Interrogation (+10%), Surveillance (+5%), Land 
  Navigation (+1 5%), Swim (+5%), Climb (+5%), Pilot: Two ve­
  hicles of choice, Computer Operation (+ 1 0%), Demon & Mon­
  ster Lore (+30%), Basic Math (+1 0%), W.P. Knife, W.P. Blunt, 
  and two W.P.s of choice. Literate in DragoneselElven, Ameri­
  can and four others (+20%). 
  Average Level of Experience: ID4+2 
  Attacks per Melee: Four physical or two by magic. 
  Damage: As per Supernatural Strength. 
  Bonuses (in addition to attributes): +1 on initiative, +2 to 
  strike, parry, or dodge, +3 to pull punch, +3 to roll with impact, 
  +2 on all magic saving throws, +6 to save vs Horror Factor. 
  Magic: P.P.E. 3D6xl0+40. All level 1-3 Fire Elemental magic 
  plus Trance, Domination, Calling, Energy Disruption, Tum 
  Dead, Luck Curse, Phobia Curse, Compulsion, Remove Curse, 
  Cure Minor Disorders, and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Fellow demons of Dyval and other dark forces, both hu­
  man and nonhuman. 
  Notes: Often uses the weapons, armor, and devices of man. 
  Dire Harpies 
  A demonic looking version of the mortal Harpy with huge 
  clawed feet. The skin is a sickly looking blotchy green, the 
  feathered wings black, or mottled grey and black, their eyes 
  glow with yellow flame and they drool hot lava! They are cruel, 
  evil creatures who serve as the minions of the Greater Deevils 
  and Deevil Lords. Carrion feeders, Dire Harpies delight in kill­
  ing and torture as well as eating the flesh of both the living and 
  the dead. 
  Alignment: Diabolic (60%) and Miscreant (40%). 
  Attributes: I.Q. 2D6, M.E. 3D6, M.A. ID6, P.S. 2D6+20, P.P. 
  2D6+10, 
  P.E. 2D6+1O, 
  P.B. 
  106, 
  Spd running: 
  106; 
  2D4x1 O+ 15 flying. 
  M.D.C.: 2D4xl 0+22 on Rifts Earth. (6D6 plus P.E. number for 
  Hit Points, ID4xl0 S.D.C., and an A.R. of 12 in S.D.C. set­
  tings.) 
  Horror Factor: 13 
  Size: 1 8  feet (5.4 m) and weigh 1400 pounds (630 kg). 
  Average P.P.E.: 106xl0 
  Natural abilities: Fly, glide, nightvision 220 feet (67 m), see 
  the invisible, spit lava (each spit counts as one melee attack, 
  does 3D6 M.D. and has a 40 footll2.2 m range), and 
  bio-regenerate 2D6 M.D.C. once every melee round. 
  R.C.C. Skills: Intelligence (+1 0%), Land Navigation (+20%), 
  Wilderness Survival (+20%), Track Humanoids (+15%), Track 
  Animals (+ 15%), Military Etiquette (+ 1 0%), Demon & Monster 
  Lore (+20%), Basic Math (+1 5%), Climb (+10%). Use the expe­
  rience table for the Assassin or Ranger. 
  Average Level of Experience: ID4 
  Attacks per Melee: Four hand to hand attacks per melee round. 
  Bonuses (in addition to attributes): +2 on initiative, +1 to 
  strike, +2 to parry, +5 to dodge while flying, +2 to pull punch, 
  +2 to roll with impact/fall, +1 on all saving throws and +8 to 
  save vs Horror Factor. 
  31 
  Damage: As per Supernatural P.S. A claw attack does an extra 
  2D6 M.D., while the bite does only ID4 M.D. total. 
  Psionics: None. 
  Magic: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Fellow demons of Dyval almost to the exclusion of all 
  others; tend not to trust (or like) anybody except fellow 
  Dyvalians. 
  Notes: May use weapons, armor, and devices created by man, 
  but tend to prefer classic melee weapons, like Vibro-Blades, or 
  magic weapons and items. Body armor is seldom of the full en­
  vironmental variety; Dire Harpies hate covering their heads. 
  Fenry, Demon Wolf 
  The Fenry is a giant, black furred wolf, with intelligent, 
  glowing red eyes. They are very crafty and clever predators 
  skilled in hunting, tracking and laying in ambush. They are of­
  ten used as scouts, assassins and protectors by other supernatu­
  ral beings and powerful practitioners of magic. The Fenry is a 
  supernatural predator that stalks and feeds on human and hu­
  manoid prey. Fortunately, they tend to be solitary hunters, so 
  seldom more than one or two are encountered unless they are 
  under the command of a more powerful master. 
  Alignment: Miscreant (40%), Diabolic (40%), and Aberrant 
  (20%). 
  Attributes: I.Q. 2D6+2, M.A. 3 D6+2 , M.E. 3D6+2, P.S. 
  2D6+20, P.P. 2D6+1O, P.E. 3D6+1 0, P.B. 106+4, Spd 
  2D6x1O+40 
  M.D.C.: 3D6x1O on Rifts Earth. (104xl0 plus P.E. number for 
  Hit Points, 6D6 S.D.C., and an A.R. of 10 in S.D.C. settings.) 
  Quentin Milton (Order #26014138)
  
  Horror Factor: 14 
  P.P.E.: 2D4xl0 
  Natural Abilities: Nightvision 90 feet (27.4 m), excellent day 
  vision, hearing as keen as a dog's, impervious to fire (including 
  M.D. plasma and magic fife, though flaming swords do half 
  damage), magically knows all languages, and can leap 30 feet (9 
  m) high or 50 feet (15.2 m) lengthwise (double with a running 
  start), dimensional teleport 3 1%, and bio-regeneration 3D6 
  M.D. per melee round. 
  Track Blood Scent: A Fenry can follow the scent of blood up 
  to 500 feet (152 m) away at 70% +2% per level of experience. 
  Roll once for every 500 feet (152 m) when following a blood 
  trail. A failed roll means the trail is lost. 
  Recognize Scent of Others: The character can recognize and 
  follow afamiliar scent up 50 feet ( 1 5  m) away at 54% +2% per 
  level of experience. + 10% to recognize and follow the scent of a 
  mate or other Fenry. Roll once for every 100 feet (30.5 m) when 
  following a scent trail. A failed roll means the trail is lost. 
  R.C.C. Skills: Supernatural predator. Streetwise (+30%), Intel­
  ligence (+20%), Land Navigation (+25%), Wilderness Survival 
  (+25%), Track Animals (+10%), Track Humans (+20%), Iden­
  tify Plants & Fruit (+10%), Demon & Monster Lore (+20%), 
  Basic Math (+ 1 0%), Prow I (+5%), Swim, and Climb (cannot 
  rappel). 
  Average Level of Experience: ID4+1; use the Assassin or 
  Ranger experience table. 
  Attacks per Melee: Five physical or psionic attacks. 
  Damage: As per Supernatural Strength. Claw attack with feet 
  does an extra ID6 M.D., bite does 4D6 M.D., or psionics may 
  be used. 
  Bonuses (in addition to attributes): +3 on initiative, +4 to 
  strike, +2 to parry or dodge, + 1 to pull punch, +2 to roll with 
  impact, +2 on all magic saving throws, +8 to save vs Horror 
  Factor. 
  Magic: None. 
  Psionics: I.S.P. 2D4x lO+10 and has all Healing, Sensitive and 
  Physical powers. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Fellow demons ofDyval or other powerful beings. 
  Size: 4 feet ( 1 .2 m) tall at the shoulder and 8 feet long (2.4 m). 
  Weight: 600 pounds (270 kg). 
  Notes: Never uses weapons or annor. Symbolize lycanthropy. 
  Fiends 
  The Fiend is a supernatural predator that feeds on P.P.E. en­
  ergy from its murdered victims similar to a Psi-Stalker. The 
  frightening monsters seem to be featureless, nothing more than a 
  jet black shadow in the form of a humanoid, except for its glow­
  ing yellow eyes and mouth. They are frequently clad in a black 
  or grey hooded robe and may use knives and other weapons. 
  Fiends often assume the guise of other creatures to stalk or mis­
  lead their prey. Black-hearted villains, Fiends are sadistic and 
  love to torture and cause sorrow. 
  32 
  Dyval Assassin & Enforcer 
  Alignment: Aberrant (30%), Miscreant (30%), Diabolic (30%) 
  and Anarchist (10%). 
  Attributes: I.Q. 2D6+8, M.A. 3D6+8, M.E. 106+12, P.S. 
  2D6+12, P.P. 2D6+12, P.E. 3D6+6, P.B. 2D6+2, Spd 2D6+10 
  M.D.C.: 3D4xl0+36 on Rifts Earth. (6D6+10 plus P.E. number 
  for Hit Points, 4D6+10 S.D.C., and an A.R. of 1 0  in S.D.C. set­
  tings.) 
  Size: 1 5  feet tall (4.6 m) and weighs 1000 pounds (450 kg). 
  Horror Factor: 14 
  P.P.E.: 3D4xl 0  
  Natural Abilities: Nightvision 90 feet (27.4 m ;  can see in total 
  darkness), see the invisible, metamorphosis: human and animal, 
  dimensional teleport 64%, fire and cold resistant (even M.D. at­
  tacks do half damage), bio-regeneration 3D6 M.D. per minute, 
  magically knows all languages. 
  R.C.C. Skills: Streetwise (+10%), Computer Operation (+2%), 
  Intelligence (+10%), Land Navigation (+15%), Track Human-
  Quentin Milton (Order #26014138)
  
  oids (+ 10%), Escape Artist (+ 10%), Pick Locks (+1 0%), 
  Palming (+ 10%), Concealment (+5%), Locate Secret Compart­
  ments (+5%), Demon & Monster Lore (+20%), Basic Math 
  (+20%), Prowl (+5%), Climb (+1 0%) and two W.P.s of choice. 
  Average Level of Experience: ID4+1; use the Assassin or Mil­
  itary Specialist experience table. 
  Attacks per Melee: Five physical attacks or two by magic. 
  Damage: Punch does 2D6 M.D., power punch 4D6 M.D. 
  (counts as two attacks), kick with foot 3D6 M.D. 
  Bonuses (in addition to attributes): +2 on initiative, +2 to 
  strike, parry, or dodge, +3 to pull punch, +3 to roll with impact, 
  +2 on all magic saving throws, and +7 to save vs Horror Factor. 
  Magic: P.P.E. 3D4xlO. All level one spell magic plus Chame­
  leon, Shadow Meld, Multiple Image, Mask of Deceit, Fear, Es­
  cape, Circle of Flame, Turn Dead, Animate & Control Dead, 
  Exorcism, and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Fellow demons of Dyval, but may join forces with other 
  beings, including evil humans, to cause camage and suffering. 
  Notes: Often uses the weapons, armor, and devices of man. 
  Gorgon 
  This is the classic "Medusa" of Greek myth: an ugly woman 
  or man with serpents for hair. Gorgons are dull-witted, evil, 
  foul-tempered beings who hate humans and all that is beautiful 
  with a passion - hate most mortal beings. They take great plea­
  sure in causing the ruin or death of beautiful beings, places and 
  things, and turn things of beauty as well as those who dare an­
  noy them, into stone (petrification)! The Gorgons are native to 
  Dyval, but are dimensional travelers who traverse the 
  Megaverse causing sorrow and death. On Rifts Earth, at least a 
  couple hundred have returned to their old haunts of the Greek 
  and Mediterranean islands, Italy and Turkey where they can be 
  encountered in groups of ID4+4, sometimes more. They may 
  also be found in other parts of Western Europe, India and North 
  Africa, but usually as solitary individuals and small clans of 
  1D4+1 .  
  33 
  Alignment: Diabolic (80%) and Miscreant (20%). 
  Attributes: I.Q. I D6+2, M.A. 1D6+2, M.E. 2D6+1 0, P.S. 
  2D6+20, P.P. 2D6+ 10, P.E. 3D6+6, P.B. 1D6, Spd 4D6 
  M.D.C.: 2D6x1O+35 for the main body and 5D6+12 for each 
  "snake" on Rifts Earth. (6D6xl 0  plus P.E. number for Hit 
  Points, 4D6+20 S.D.C., and an A.R. of 10 in S.D.C. settings.) 
  Size: 12 feet tall (3.6 m) and weighs 600 pounds (270 kg). 
  Average P.P.E.: 1D6xl0+40 
  Horror Factor: 16 
  R.C.c. Skills: Streetwise (+6%), Land Navigation (+1 0%), 
  Track Humans (+5%), Palming (+10%), Concealment (+10%), 
  Holistic Medicine (+ 1 5%), Brewing (+ 1 0%), Demon & Monster 
  Lore (+ 15), Basic Math, Prowl, Climb, and two W.P.s of choice. 
  Average Level of Experience: ID4; use the experience table 
  for the Assassin or Commando. 
  Natural Abilities: Nightvision 90 feet (27.4 m), see the invisi­
  ble, keen vision plus the vision of its many serpents, making it 
  impossible to blind or surprise attack a Gorgon. Dimensional 
  teleport 54% +2% per level of experience, resistant to fire and 
  cold (half damage), bio-regeneration 3D6 M.D.C. per melee 
  round, lost snakes regenerate within one hour, and the Gorgon 
  completely regenerates within 24 hours (full M.D.C.) unless its 
  head is severed and burnt. Magically knows all languages. 
  Petrification (special attack): To look into the eyes of a Gor­
  gon or one of her snakes is to suffer petrification! Victims must 
  roll to save vs magic (14 or higher). Approximate range 200 feet 
  (61 m). Avoiding looking at the monster will safeguard against 
  petrification, but all the character's combat rolls suffer a penalty 
  of -5! Petrified victims are permanently turned to stone unless 
  restored by the Gorgon who did it or through the enchantment of 
  a Stone to Flesh spell. 
  Attacks per Melee: Eight physical or petrification attacks or 
  two by magic. 
  Bonuses (in addition to attributes): +4 on initiative, +2 to 
  strike and dodge, +5 to parry, +3 to pull punch, +3 to roll with 
  impact, +2 on all magic saving throws, +8 to save vs Horror 
  Factor. 
  Damage: As per Supernatural P.S. Snake bites inflict 2D6 M.D. 
  or a snake can whip or jab doing 1D4 M.D. Each serpent has a 
  10 foot (3 m) reach and is +2 to strike and dodge, and +5 to 
  parry. 
  Quentin Milton (Order #26014138)
  
  Magic: P.P.E. ID6xI 0+40. Spells are limited to Death Trance, 
  Turn Dead, Animate & Control Dead, Spoil, Stone to Flesh, and 
  Exorcism. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension, but enjoy traveling 
  to mortal worlds and can be found almost anywhere from time 
  to time. As noted earlier, Gorgons are present on Rifts Earth, but 
  are limited to the European and African continents (old, favorite 
  locales). However, that does not mean a Gorgon could not ap­
  pear from the Calgary, St. Louis or other Rifts. 
  Enemies: Generally, Hades Demons, humanoids, the forces of 
  good and all beautiful beings whether they are intelligent or ani­
  mal life forms. 
  Allies: Fellow demons of Dyval, but may join forces with other 
  beings, including evil humans, dragons, Witchlings and ugly 
  Faerie Folk to cause carnage and suffering. Gorgons consider 
  the Splugorth and their minions to be hated rivals. 
  Notes: May use man-made weapons, body armor, and basic tech 
  devices like a radio. Weapons are limited to classic melee types 
  and light to medium energy weapons, particularly pulse lasers. 
  Imps 
  Imps are strange, little, pot-bellied Dyvalians with tiny bat 
  wings, tail, horns, empty eyes, and cloven feet. They are decep­
  tively innocent, almost cute looking, but are masters of lies and 
  deception. They enjoy robbing, overeating, drinking heavily, de­
  bauchery, torturing others and getting humanoids into as much 
  34 
  trouble as possible. They are the symbol of mischief and exces­
  siveness. 
  Alignment: Anarchist (50%), Miscreant (30%), Diabolic ( 1 0%), 
  and Aberrant ( 1 0%). 
  Attributes: I.Q. 
  1 06+8, M.A. 306+8, M.E. 206+6, P.S. 
  206+6, P.P. 206+6, P.E. 306+4, P.B. 206+2, Spd 206+6 
  M.D.C.: I D6x l O+P.E. attribute number. (406 plus P.E. number 
  for Hit Points, 20 S.D.C., and an A.R. of 1 0  in S.D.C. settings.) 
  Size: Three feet tall (0.9 m) and weigh 1 00 pounds (45 kg). 
  Average P.P.E.: 204x l 0  +P.E. attribute. 
  Horror Factor: 1 0  
  Natural Abilities: Nightvision 9 0  feet (27.4 m), see the invisi­
  ble, resistant to fire and cold (half damage), bio-regeneration of 
  106 M.D.C. once per melee round, and magically knows all 
  languages. 
  R.C.C. Skills: Streetwise (+1 0%), Intelligence (+ 1 0%), Land 
  Navigation (+1 0%), Escape Artist (+1 0%), Pick Locks (+1 0%), 
  Palming (+ 1 0%), Concealment (+5%), Find Contraband (+5%), 
  Demon & Monster Lore (+1 0%), Basic Math (+20%), Brewing 
  (+1 5%), Gemology (+20%), Prowl (+5%), Climb (+1 0%), W.P. 
  Knife and one of choice. 
  Average Level of Experience: 104; use the experience table 
  for the Thief or Bandit. 
  Attacks per Melee: Three physical or two magic. 
  Damage: As per Supernatural P.S.: typically 104 M.D. on a 
  power punch, otherwise a punch does 406 S.D.C., which isn't 
  bad for such a small fellow, but nowhere near as formidable as 
  other supernatural beings. Consequently, Imps love to acquire 
  magic weapons and devices and will also use energy weapons 
  (mainly pistols, Vibro-Knives, laser scalpels and explosives; 
  they adore fusion blocks). 
  Bonuses (in addition to attributes): +1 to strike and parry, +3 
  to dodge, +2 to pull punch, +4 to roll with impact, +2 on all 
  magic saving throws, +4 to save vs Horror Factor. 
  Magic: P.P.E. 2D4x l 0  +P.E. attribute. All level one spell 
  magic. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, the forces of good and 
  people who get in the way of the Imps' fun and goals. 
  Allies: Fellow demons of Dyval, but frequently associates with 
  humans and D-Bees, who Imps fmd highly underestimated by 
  other supernatural beings. Of course, Imps make treacherous 
  partners who will ultimately lead their associates into ruin or 
  worse. 
  Notes: These, um, little devils can be disarmingly charming, 
  cute and seemingly friendly - loyal and trustworthy, even - but 
  most only have their own agenda and best interest at heart. Imps 
  often use small weapons like pistols and hand grenades, and 
  may also wear Mega-Damage body armor (1 0-35 M.D.C. if 
  conventional armor, much more is possible with magic armor) 
  for additional protection. Covets magic items, gems and gold. 
  Imps can also be party animals and love a good time, which may 
  include debauchery, sadism and torture. 
  Quentin Milton (Order #26014138)
  
  Greater Deevils 
  Arch Fiends 
  Virtually identical to the lesser Fiend except this Deevil is 
  more powerful, cunning and deadly. These are one of the few 
  types of Dyvalians who dare to associate with evil humans, 
  dragons and other supernatural beings (even Hades Demons) to 
  get wha� they want. Although the Arch Fiend is often a highly 
  regarded officer of Dyval, they frequently operate independently 
  and enjoy causing trouble in the world of mortals. 
  Alignment: Aberrant (35%), Miscreant (25%), Diabolic ( 1 5%), 
  Anarchist (25%). 
  Attributes: I.Q. 2D6+1 O, M.A. 3D6+ 10, M.E. ID6+1 4, P.S. 
  2D6+ 14, P.P. 2D6+ 12, P.E. 3D6+ 10, P.B. 2D6+6, Spd 2D6+20 
  M.D.C.: 4D4xl 0+40 on Rifts Earth. (6D6+1 0  plus P.E. number 
  for Hit Points, 4D6+30 S.D.C., and an A.R. of 1 4  in S.D.C. set­
  tings.) 
  Size: 1 5  feet tall (4.6 m) and weigh 1 000 pounds (450 kg). 
  Average P.P.E.: 3D4x l 0+40 
  Horror Factor: 1 5  
  Natural Abilities: Nightvision 90 feet (27.4 m), see the invisi­
  ble, metamorphosis at will (human and animal), dimensional 
  teleport 70% +2% per level of experience, resistant to fIre and 
  cold (half damage), bio-regeneration 4D6 M.D.C. once per me­
  lee round, and magically knows all languages. 
  R.C.C. Skills: Streetwise (+1 6%), Intelligence (+ 1 5%), Land 
  Navigation (+1 5%), Track Humans (+1 5%), Escape Artist 
  (+1 5%), Pick Locks (+1 0%), Palming (+1 0%), Concealment 
  (+10%), Locate Secret Compartments (+5%), Demon & �on­
  ster Lore (+20%), Basic Math (+30%), Prowl (+5%), Clnnb 
  (+1 0%), Literate in ElvenlDragonese and two others (:-20%). 
  Average Level of Experience: ID4+ 3 ;  use the expenence table 
  for the Assassin or Commando. 
  Attacks per Melee: Five physical attacks per melee or two 
  magic. 
  Damage: As per Supernatural P.S. 
  Bonuses (in addition to attributes): +3 on initiative, +4 to 
  strike, +2 to parry and dodge, +5 to pull punch, +3 to roll with 
  impact, +2 on all magic saving throws, + 1 0  to save vs Horror 
  Factor. 
  Magic: P.P.E. 304xl 0+40. All level one spell magic plus Ch�­
  meleon, Shadow Meld, Multiple Image, Fear, Escape, Mystic 
  Portal, Magic Net, Circle of Flame, Fire Ball, Fiery Touch, 
  .
  Re­
  pel Animals, Tum Dead, Animate & Control Dead, Exorclsm, 
  Banishment, Desiccate the Supernatural and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Other Deevils in general, lesser Fiends in particular, but 
  may also associate with virmally any being that serves its pur­
  pose. 
  Notes: May use weapons and armor. 
  35 
  The Beast 
  The Deevil Beast is one of the most ferocious and powerful 
  of all the Greater Deevils. The massive creature loves to fIght 
  but is also an intelligent and cunning strategist. The visage of 
  the Beast is second only to that of the demon Baal-Rog, in this 
  case, a towering red-skinned humanoid with bulging muscles, 
  giant crimson bat wings, dark eyes and a head crowned with a 
  pair of large ram-like horns. The upper torso is human-like 
  while the lower body is like that of a goat with cloven hooves. 
  The Beasts serve as the lieutenants and captains of the Deevil 
  Lords and are charged with commanding squadrons to entire ar­
  mies of Dire Harpies and other Lesser Deevils, as well as spe­
  cial missions into the world of mortals. Their intelligence and 
  resourcefulness make them dangerous opponents. Renegades 
  have even been known to establish lairs and entire kingdoms of 
  their own on other worlds, especially among the so-called mon­
  ster races of the Palladium World. Beasts also consort and ally 
  themselves with powerful practitioners of magic, dragons and 
  other powerful and sinister beings. 
  Alignment: Aberrant (50%), Miscreant (25%), Diabolic (5%), 
  Anarchist (20%). 
  Attributes: I.Q. 2D6+ 1 O, M.A. 3D6+4, M.E. I D6+ 1 4, P.S. 
  5D6+ 14, P.P. 2D6+12, P.E. 3D6+ l2, P.B. 2D6+4, Spd 2D6+20 
  running; 3D4x l 0  flying. 
  M.D.C.: 4D6x l 0+80 on Rifts Earth. (2D4x l O  plus P.E. number 
  for Hit Points, 4D6+40 S.D.C., and an A.R. of 1 5  in S.D.C. set­
  tings.) 
  Size: 16 feet tall (4.9 m) and weighs 2000 pounds (900 kg). 
  Average P.P.E.: P.E. number x9 ( l 3 5  to 270 points). 
  Horror Factor: 1 5  
  Natural Abilities: Nightvision 120 feet (36.6 m), see the invisi­
  ble, metamorphosis at will into a humanoid (any) or bull, di­
  mensional teleport 70% +2% per level of experience, resistant to 
  frre and cold (half damage), bio-regeneration 4D6 M.D.C. once 
  per melee round, and magically knows all languages. 
  R.C.C.: All the O.C.C. Skills of the Cyber-Knight, but only se­
  lect four O.C.C. Related Skills and ignore the Hand to Hand 
  skills as well as Secondary Skills. Use the experience table for 
  the Cyber-Knight. 
  Average Level of Experience: 1 04+3 
  Attacks per Melee: Five physical attacks per melee or two 
  magic. 
  Damage: As per Supernatural P.S. 
  Quentin Milton (Order #26014138)
  
  Bonuses (in addition to attributes): +2 on initiative, +4 to 
  strike, +2 to parry and dodge, +6 to pull punch, +4 to roll with 
  impact, +3 on all magic saving throws, + 1 0  to save vs Horror 
  Factor. 
  Magic: P.P.E.: 135 minimum. All level 1 -3 spell magic/invoca­
  tions, plus Domination, Multiple Image, Magic Net, Circle of 
  Flame, Fire Ball, Energy Disruption, Call Lightning, Lightblade, 
  Magic Net, Turn Dead, Animate & Control Dead, Exorcism, 
  Banishment, Desiccate the Supernatural and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Mainly fellow demons of Dyval, but may join forces 
  with other evil beings. 
  Notes: May use weapons and the devices of man, particularly 
  magic items, but never wears armor except as a disguise when 
  metamorphed into a human or D-Bee form. 
  Horror 
  The Horror is a hideous monstrosity with a dripping mouth 
  and wicked claws, many eyes and a gaping maw. It lives to in­
  flict pain and suffering on all living things, thus its job on Dyval 
  is to serve as a threat to keep the Lesser Deevils and other min­
  ions and devotees in line. Horrors love to torture, almost as 
  much as they love to hunt and kill. Wholesale slaughter, how­
  ever, is their specialty and they often eat their opponents (some­
  times alive !). Despite the monsters' gruesome appearance and 
  savage nature, they are surprisingly intelligent and savvy war­
  riors who understand the value of working as a group and en­
  gaging in coordinated attacks. Thus, they are often put in charge 
  of armies of Lesser Deevils as well as special missions involv­
  ing sieges, mass destruction or murder. The Horror is the sym­
  bol of war and destruction. 
  Alignment: Aberrant (50%), Miscreant (25%), Diabolic (5%), 
  and Anarchist (20%). 
  Attributes: I.Q. 2D6+8, M.A. 
  1 D6+3, M.E. 2D6+1 2, P.S. 
  6D6+ 14, P.P. 2D6+12, P.E. 3D6+12, P.B. 1 D4, Spd 4D6+20 
  running; cannot fly. 
  M.D.C.: 4D4x 10+70 on Rifts Earth. (ID6x l O  plus P.E. number 
  for Hit Points, 4D6+ 1 0  S.D.C., and an A.R. of 1 6  in S.D.C. set­
  tings.) 
  Size: 16 to 20 feet tall (4.9 to 6 m) and weighs 2000 pounds 
  (900 kg). 
  Average P.P.E.: P.E.x8 
  Horror Factor: 1 7  
  Natural Abilities: Nightvision 120 feet (36.6 m), see the invisi­
  ble, tum invisible at will, keen vision plus its many eyes make it 
  impossible to blind or attack it from behind or by surprise, can 
  leap 1 00 feet (30.5 m), dimensional teleport 74% +2% per level 
  of experience, impervious to poison, impervious to normal fire 
  and cold (magic fire and cold do half damage), bio-regeneration 
  4D6 M.D.C. once per melee round and a lost eye regenerates 
  within 24 hours. Magically knows all languages. 
  R.C.c. Skills: Streetwise (+6%), Intelligence (+1 5%), Land 
  Navigation (+20%), Track Humans (+30%), Recognize Weapon 
  36 
  Quality (+ 1 5%), Military Etiquette (+ I 0%), Demon & Monster 
  Lore (+20%), Basic Math (+30%), Climb 
  (+20%), 
  Swim 
  (+1 0%), one W.P. of choice (typically uses claws and bite), Lit­
  erate in Elven and two others (+20%). 
  Average Level of Experience: ID4+2; use the experience table 
  for the Line WalkerlWizard. 
  Attacks per Melee: Six physical attacks (on Rifts Earth, nor­
  mally five) or two by magic. 
  Damage: As per Supernatural P.S. A claw attack does Supernat­
  ural punch damage plus an additional 3D6 M.D. The bite of the 
  Horror inflicts the equivalent damage of a full punch + I D6 
  M.D. 
  Quentin Milton (Order #26014138)
  
  Bonuses (in addition to attributes): +5 on initiative, +3 to 
  strike, parry and dodge, +6 to pull punch, +2 to roll with impact, 
  +3 on all magic saving throws, + 12 to save vs Horror Factor. 
  Magic: P.P.E.: P.E. number x9 (135 minimum). All level one 
  Air Elemental spell magic, plus Call Lightning, Turn Dead, Ex­
  orcism, Banishment, and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Mainly fellow demons of Dyval, but may join forces 
  with other evil beings. 
  Notes: Rarely uses weapons and never wears armor. When it 
  does, magic items are preferred. 
  Pandemonium 
  Pandemoniums are a super-rare breed of Deevil used exclu­
  sively by Supreme Lord Sahtalus as spies, infiltrators and assas­
  sins. Perhaps as few as 800 exist in all the Megaverse. These 
  Deevils appear as attractive humanoids, usually the opposite sex 
  of whomever might be their next victim. Sahtalus has dis­
  patched dozens of them to the Palladium World, instructing 
  them to become the lovers of important nobles, clergymen, or 
  others of influence. Very often the Pandemoniums become in­
  valuable to their human consorts, not only because of their gor­
  geous appearance, but because they are the only ones who can 
  soothe their lovers' nightmares (nightmares, of course, inflicted 
  by the Pandemonium). 
  Alignment: Aberrant (75%), Miscreant (5%), Diabolic (15%), 
  and Anarchist (5%). 
  Attributes: I.Q. 2D6+8, M.A. 3D6+1O, M.E. 3D6+l 0, P.S. 
  5D6+5, P.P. 3D6+8, P.E. 5D6+1 0, P.B. 2D6+20, Spd 4D6+20 
  running; cannot fly. 
  M.D.C.: ID4xI00+60 on Rifts Earth. (2D4xl 0+64 plus P.E. 
  number for Hit Points, 5D6+ 10 x8 S.D.C., and an A.R. of 12 in 
  S.D.C. settings.) 
  Size: 1 0  to 12 feet (3 to 3.6 m) tall, and weighs around 400 
  pounds (180 kg), but they can reduce themselves by half to fit in 
  the world of mortals. 
  Average P.P.E.: 6D6x12 
  Horror Factor: 14 
  Natural Abilities: Nightvision 120 feet (36.6 m), see the invisi­
  ble, turn invisible at will, metamorphosis: humanoid, dimen­
  sional teleport 74% +2% per level of experience, impervious to 
  poison, impervious to normal fire and cold (magic fire and cold 
  does half damage), bio-regeneration 3D6 M.D.C. once per me­
  lee round, and magically knows all languages. 
  Gaze of Mesmerism (Special): All victims of the gaze of the 
  Pandemonium lose their sense of reality as their world melts 
  away, to be replaced by a twisted, terror-filled hell. Once in the 
  gaze, victims do not recognize friend or foe (0 1-65% chance), 
  and often fall to the ground sobbing or racked in fear (01-50% 
  chance). The Pandemonium can manipulate specific images for 
  each victim, inflicting more and more horrors as they get closer 
  and closer to the victim's worst personal fears and nightmares. 
  Saving Throw: 14 or higher vs magic. Penalties: Victims who 
  37 
  fail to save are -6 on initiative, all combat bonuses and attacks 
  per melee are reduced by half and all skills are -60%! The hor­
  ror lasts until the Pandemonium releases the victim, or until five 
  minutes after the Pandemonium leaves the area. Possible Insan­
  !!Y: Roll to save vs insanity (12 or higher is needed to save). A 
  failed roll means a permanent insanity; roll on the Random In­
  sanity table found in the Rifts® RPG. 
  R.C.C. Skills: Palming (+1 5%), Concealment (+15%), Find 
  Contraband (+ 16%), Seduction (+26%), Streetwise (+l 0%), Ba­
  sic Math (+30%), and Literate in Elven/Dragonese and two lan­
  guages of choice. 
  Average Level of Experience: 1 D6+ l ;  use the experience table 
  for the Mind Mage. 
  Vulnerabilities & Weakness: Weapons made from the Millen­
  nium Tree do triple damage. 
  Attacks per Melee: Five physical or psionic attacks per melee 
  or two magic. 
  Damage: As per Supernatural P.S.; claw attacks do an extra 
  ID6 damage; or by weapon, or gaze. 
  Bonuses (in addition to attributes): +1 on initiative, +2 to 
  strike, parry and dodge, +4 to pull punch, +2 on all magic sav­
  ing throws, and + 1 0  to save vs Horror Factor. 
  Magic: None. 
  Psionics: 500 I.S.P. Possesses all Sensitive and Physical pow­
  ers, plus Detect Psionics, Mind Bolt, P.P.E. Shield and eight of 
  choice from the Super-Psionic category! 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Mainly lord and master Sahtalus, but may join forces 
  with other Deevils and evil beings to do their master's bidding. 
  Notes: Prefers not to use weapons and armor, but can use pretty 
  much anything available as part of a disguise or in a situation 
  that calls for it. The Pandemonium loves Vibro-Blades and 
  Techno-Wizard devices (and magic in general). 
  Serpents 
  Deevil Serpents appear as beautiful but frighteningly huge 
  golden serpents with warm brown eyes. They speak in a soft, 
  deep voice that is almost hypnotic in quality. These are the mas­
  ter plotters and tempters of the Deevil race, skilled in manipula­
  tion, blackmail and terror. They usually pull the strings from 
  behind the scenes, but won't hesitate to fight if they have to or 
  think it will be fun. 
  Alignments: Miscreant (50%), Diabolic (20%), Aberrant 
  (25%), and Anarchist (5%). 
  Attributes: I.Q. 3D6+8, M.A. 3D6+l2, M.E. 2D6+12, P.S. 
  3D6+12, P.P. 2D6+8, P.E. 3D6+6, P.B. 4D6+6, Spd 2D6+10 
  M.D.C.: 2D6xl0+65 on Rifts Earth. (ID4xl0 plus P.E. number 
  for Hit Points, 6D6x3 S.D.C., and an A.R. of 14 in S.D.C. set­
  tings.) 
  Size: 20 feet long (6. 1 m) and weighs 1000 pounds (450 kg). 
  Average P.P.E.: ID4xl 00 
  Horror Factor! Awe: 1 5  
  Natural Abilities: Nightvision 90 feet (27.4 m), see the invisi­
  ble, turn into mist, metamorphosis (human) at will, dimensional 
  Quentin Milton (Order #26014138)
  
  teleport 80% +2% per level of experience, resistant to ftre and 
  cold (attacks do half damage, magic does full), bio-regeneration 
  4D6 M.D.C. once per melee round, and magically knows all 
  languages. 
  R.C.c. Skills: All Rogue skills at +20%, plus Escape Artist 
  (+ 10%), Intelligence (+1 0%), Interrogation (+20%), Surveil­
  lance (+10%), Land Navigation (+20%), Gemology (+20%), 
  Swim (+20%), Climb (+5%), Demon & Monster Lore (+30%), 
  Basic and Advanced Math (+30%), two Lore of choice, and Lit­
  erate in ElvenlDragonese and six others (+20%). 
  Average Level of Experience: 104+3; use the experience table 
  for the Wizard. 
  Attacks per Melee: Three physical or two by magic. 
  Damage: As per Supernatural P.S. The bite does 2D6 M.D. re­
  gardless of P.S. 
  Bonuses (in addition to attributes): +1 on initiative, +2 to 
  strike, parry, or dodge, +4 to pull punch, +4 to roll with impact, 
  +2 on all magic saving throws, + 12 to save vs Horror Factor. 
  Magic: P.P.E. 3D6xl0+40. All level 1 -4 Earth Elemental magic 
  plus, Trance, Compulsion, Calling, Energy Disruption, Implo­
  sion Neutralizer, Forcebonds, Turn Dead, Minor Curse, Remove 
  Curse, Cure Minor Disorders, and Heal Wounds. 
  Psionics: None. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Mainly fellow demons of Dyval, but may join forces 
  with other evil beings. 
  Notes: Uses people, not their toys. 
  Deevil Wraiths 
  Ghostly apparitions of great psionic ability, sometimes called 
  the Black Specters. Normal weapons cannot harm them, only 
  psionics, magic and magic weapons affect these beings. Deevil 
  Wraiths serve as master spies and interrogators for their evil 
  masters. 
  Alignments: Miscreant (50%), Diabolic (30%) and Aberrant 
  (20%). 
  Attributes: I.Q. 3D6+8, M.A. 3D6+12, M.E. 2D6+12, P.S. 
  3D6+ 12, P.P. 2D6+8, P.E. 3D6+6, P.B. 4D6+6, Spd 2D6+ 10 
  M.D.C.: 2D6xl0+15 on Rifts Earth. (6D6 plus P.E. number for 
  Hit Points, 6D6x2 S.D.C., and ethereal by nature in S.D.C. set­
  tings.) 
  Size: 12 feet (3 .6 m) tall. 
  Average P.P.E.: I04xl00 
  Horror Factor: 15 
  Natural Abilities: Nightvision 100 feet (30.5 m), see the invisi­
  ble, dimensional teleport 70% +2% per level of experience, 
  bio-regeneration of 2D6 M.D.C. once per melee round, magi­
  cally knows all languages. 
  Ethereal By Nature (special): This means it can walk through 
  solid matter like walls, while physical attacks, like arrows, 
  swords, ftre and energy blasts do no damage - pass right 
  through. 
  38 
  R.C.C. Skills: Streetwise (+10%), Intelligence (+20%), Interro­
  gation Techniques (+20%), Surveillance (+30%), Land Naviga­
  tion (+20%), Heraldry (+ 1 0%), Locate Secret Compartments 
  (+20%), 
  Recognize 
  Weapon Quality (+10010), Gemology 
  (+20%), Demon & Monster Lore (+30%), two Lore of choice, 
  Basic and Advanced Math (+20%), and Literate in Elven and 
  six others (+20%). 
  Average Level of Experience: ID4+3; use the experience table 
  for the Wizard. 
  Attacks per Melee: Three psionic attacks only. 
  Damage: Via psionics only. 
  Bonuses (in addition to attributes): +3 on initiative, +2 on all 
  magic saving throws, + 12 to save vs Horror Factor. 
  Magic: None. 
  Psionics: I.S.P. 2D6+ 12 xl0 plus an additional 10 points per 
  level of experience. Possesses all Sensitive and Physical powers, 
  plus Detect Psionics, Mind Bolt, Telekinesis (super), Telekinetic 
  Push, Telekinetic Punch, Telekinetic Force Field, P.P.E. Shield 
  and seven of choice. Considered a Master Psionic. 
  Habitat: Indigenous to an alien dimension. Can be found peri­
  odically anywhere. 
  Enemies: Generally, Hades Demons, humanoids and the forces 
  of good. 
  Allies: Mainly fellow demons of Dyval, but may join forces 
  with other evil beings. 
  Notes: Can use weapons via telekinesis and ectoplasm. 
  Quentin Milton (Order #26014138)
  
  Deevil Lords 
  Many of the Lords and Ladies of Dyval are much too in­
  volved in their own schemes and political intrigue of the Dyval 
  monarchy to take a direct hand in the affairs of mortals. The two 
  who do are presented below. The rest regularly leave other­
  worldly matters to their lieutenants and underlings, getting in­
  volved only if their power base is threatened or something 
  especially interesting unfolds. 
  Sahtalus 
  The Supreme Lord Dyval 
  To worshipers, Sahtalus is the symbol of temptation, lust, 
  and betrayal. Which is fine with Sahtalus, and may have repre­
  sented what he once was, before he became the Supreme Lord 
  Dyval, but he has little time any more for temptation and lust 
  (there's always time for betrayal, however). 
  As the ruler of the realm of the Dyval, Sahtalus is constantly 
  busy, constantly organizing things, constantly looking in on the 
  other worlds where the Deevil has an interest. Most of all, he is 
  constantly busy watching his back, and making sure that one of 
  the other Deevil Lords isn't about to put him out of his job. 
  Sahtalus is a handsome, aristocratic nobleman with black hair 
  and beard, red skin, small horns, sparkling dark eyes, tail, and 
  human legs that end in cloven feet. Of course, this is but one ap­
  pearance among many, and it is said that Sahtalus may not exist 
  at all, but that Sahtalus is but a nom d'mauvais of a craftier 
  Deevil. 
  Alignment: Miscreant. 
  Attributes: I.Q. 21, M.E. 26, M.A. 25, P.S. 37, P.P. 20, P.E. 30, 
  P.B. 10, Spd 27 (18.5 mph/29.6 km). 
  M.D.C.: 1 8,000 on Rifts Earth. (7,600 for Hit Points, 9,600 
  S.D.C., and an A.R. of 15 in S.D.C. settings.) 
  Size: 20 feet (6 m) tall. 
  P.P.E.: 10,490 
  Horror Factor: 15 
  Natural abilities: Astral travel, fly (75 mph/120 km), 
  nightvision 400 feet (122 m), see the invisible, turn invisible, 
  impervious 
  to 
  fire 
  and 
  cold, 
  metamorphosis 
  (any), 
  bio-regeneration 2D4x1O M.D.C. per melee round, summon and 
  control as many as 6D6 Deevils of any kind (at a moment's no­
  tice; can summon and command entire armies of thousands with 
  a few hours preparation; favorite minions are Wraiths, Beasts 
  and Pandemoniums), magically knows all languages, animate & 
  control 3D4x100 of the newly dead, and dimensional teleport 
  75%. 
  Skills of Note: Literate in all current languages, including 
  Dragonese/Elven 98%, plus Track Humanoids 70% and all 
  Rogue skills at 80%. 
  Experience Levels: 20th level Alchemist, 1 5th level Ley Line 
  WalkerlWizard, 10th level Summoner, 7th level Diabolist and 
  amateur assassin. 
  Natural Vulnerabilities and Weaknesses: The touch of pure 
  iron is the only thing that can harm Sahtalus. He is unique 
  among the Deevil Lords in that he has made himself immune to 
  all other things that can harm him. 
  39 
  A"ogance. Although he tries to remember that others have 
  fallen from his exalted position, his contempt for his underlings 
  is gradually reducing his opinion of all his potential enemies. 
  Overreaching Ambition. In attempting to extend the influence 
  of Dyval in so many other realms, he may be weakening the 
  realm's ability to defend itself. 
  DeificlDemonic Powers: Sahtalus has the full range of power 
  over his followers, and can perform all prototypical deifIc pow­
  ers at the standard cost. 
  Greater Metamorphosis: Deity (special): Sahtalus has the rare 
  ability of taking on the form of any of the deities that he knows. 
  While he does not gain their powers or innate abilities, his imi­
  tation is good enough to fool the god's lay followers (01-99% 
  will not recognize the deception), and priests of that god 
  (01 -75% are fooled), but there is an even chance the god's own 
  minions will fall for it (01 -45%), while trying to put one over on 
  other gods is pretty unlikely (only 01-1 5%). Cost to Sahtalus: 
  125 P.P.E. 
  Magic Powers: All 1-1 1 th level magic spells/invocations, plus 
  all circles of power, and wards, and knows all magic symbols. 
  Psionic Powers: 700 I.S.P. Possesses all Sensitive and Physical 
  powers, plus Detect Psionics, Mind Bolt, Telekinesis (super), 
  Telekinetic Force Field, Telekinetic Punch, Telekinetic Push, 
  and P.P.E. Shield. All equal to 20th level in power. 
  Attacks Per Melee Round: Eight in physical combat or psionic 
  attacks or three by magic. 
  Special Bonuses (in addition to attributes): +2 on initiative, 
  +4 to strike, +2 to parry and dodge, +6 to pull punch, impervi­
  ous to possession, +12 to save vs Horror Factor, +3 on all other 
  saving throws, and 98% to charm or impress. 
  Favorite Weapons: He prefers not to use weapons in combat, 
  relying on his formidable range of powers, and occasionally re­
  bukes someone with a "scratch" from his claws. However, he 
  has a number of arcane weapons, including rune weapons, that 
  he will use ifhe feels he is in serious danger. 
  Alliances & Allies: Hel, his wife, is his greatest ally. 
  Pandemoniums are his favorite and most trusted minions (may 
  be considered an elite guard). He feels that all others must be 
  kept in line by force. Wraiths, arguably the fmest spies available 
  anywhere, are also among Sahtalus' favored minions, as are the 
  Beasts who function both as spies and elite warriors and body­
  guards. Of course, as the Lord of Dyval, Sahtalus may call upon 
  and command any of the Deevils, including the Lords and La­
  dies beneath him. 
  Enemies: Certainly the Gods of Light and Dyval's ancient ri­
  vals, the Demon hosts, but he is more concerned about traitors 
  who might be lurking in his own ranks, so he counts the other 
  Deevil Lords among his enemies. 
  Notes: Not particularly interested in technology, although he 
  will use whatever is expedient in getting his way. Magic and 
  Mega-Damage weapons do full damage. 
  Mephisto the Deceiver 
  Mephisto, the symbol of illusions and deception, has been se­
  cretly plotting to take the seat of power from Sahtalus. He is 
  waiting patiently for the right moment, all the while gathering 
  more and more of the Deevil races to his side. 
  Quentin Milton (Order #26014138)
  
  In terms of his personality, Mephisto suffers from delusions 
  of grandeur and has a serious case of megalomania. He regards 
  mortals as toys and pawns to be used for his own gain or amuse­
  ment. His citadel is more of a prison than a palace, since he has 
  taken the job of imprisoning, interrogating, and torturing all the 
  demons captured in Dyval's long conflict with Hades. Also in 
  his cells are a number of humans (Mephisto hates humans, and 
  likes to have a few around to torment), bound Lesser 
  Elementals, and even some "thing" that is rumored to be a cap­
  tive Angel. All throughout the citadel are Deevil Serpents, his 
  personal servants and jailers. Mephisto appears as a handsome, 
  dark skinned human with sharp, pointed teeth, long black, 
  fly-away hair, wild eyes, and a devious grin. 
  Alignment: Miscreant. 
  Attributes: I.Q. 23, M.A. 28, M.E. 24, P.S. 23, P.P. 24, P.E. 23, 
  P.B. 21, Spd 66 (45 mph/72 km). 
  M.D.C.: 12,000 on Rifts Earth. (6,539 for Hit Points, 3,600 
  S.D.C., and an A.R. of 14 in S.D.C. settings.) 
  Size: 16 feet (4.8 m) tall. 
  P.P.E.: 3,600 
  Horror Factor: 14 
  Skills of Note: Interrogation Techniques, Surveillance, Palming, 
  Card Shark, Gambling, Streetwise and all Espionage skills, all at 
  92%. 
  Natural Abilities: Nightvision 120 feet (36.6 m), fire and cold 
  resistant (half damage), bio-regeneration ID6xlO M.D.C. per 
  melee round, metamorphosis: animal (favorite shapes are raven, 
  black cat, spider, or scorpion), metamorphosis: humanoid (any), 
  knows all languages, see the invisible, tum invisible at will, im­
  pervious to poisons/toxins/drugs, does not breathe air, resistant 
  to fIre and cold (does half damage), teleport self 96% and di­
  mensional teleportation 80%. 
  Natural Vulnerabilities and Weaknesses: Weapons made of 
  pure iron do triple damage, and he can also be harmed by holy 
  weapons, rune weapons and magic of all kinds. Psionics also do 
  normal damage. 
  Power Hungry. Mephisto is blinded by his lust for power. He 
  doesn't even realize how obvious he is about it, and how his un­
  relenting campaign to subvert Sahtalus and to take over Dyval 
  has become plain to everyone. 
  Megalomaniac. He believes that he is the only fit ruler of the 
  universe, and that all other gods are incompetents and idiots. 
  Deific!Demonic Powers: Mephisto has the full range of power 
  over his followers, and can perform all prototypical deific pow­
  ers at the standard cost. 
  Mephisto is the master of Deevil Serpents and he uses them 
  as his spies and agents in many places. At any time Mephisto 
  can summon 5D6 to his side. Arch Fiends are also a favored 
  minion with entire armies at Mephisto's command. 
  Experience Levels: 16th level Ley Line WalkerlWizard, 10th 
  level Summoner, and 10th level Assassin. 
  Magic Knowledge: All 1-12 level magic spells/invocations. 
  Also a Summoner and knows all magic symbols, runes, and all 
  summoning and protection circles, plus the following power cir­
  cles: All Seeing, Dimensional Rift, Healing, Insanity, Knowl­
  edge, Passion, Power and Power Matrix. 
  Psionic Powers: A Master Psionic with 2,000 I.S.P. Possesses 
  all psionics abilities, including all Super-Psionics and Mind 
  Bleeder powers! All equal to 16th level in power! 
  Attacks Per Melee Round: Nine physical or psionic attacks, or 
  two by magic. 
  Special Bonuses (in addition to attribute bonuses): +3 on ini­
  tiative, +2 to strike, parry and dodge, +10 to pull punch, imper­
  vious to Horror Factor and possession, and 94% to charm or 
  impress. 
  Favorite Weapons: Juris: A two-handed mace from a long-lost 
  realm where magic and technology were fused together, it is 
  able to discharge lightning as it impacts on a target, doing 
  2D6xl0 M.D., but is limited to six lightning strikes per day; 
  range 3000 feet (9 14 m). The blade itself does ID4xl0 M.D., 
  double damage to Demons of Hades! 
  Alliances & Allies: In trying to arrange for alliances against 
  Sahtalus, he has made too many offers and too many promises. 
  Most deities don't trust anything that Mephisto has to say. 
  Enemies: He hates all the Gods of Light, along with most other 
  gods of good alignment, but his hatred for Sahtalus shines above 
  everything else. 
  Notes on Rifts® Earth: Mephisto would love to go there! 
  However, he would be disturbed to hear that an Alien Intelli­
  gence is currently masquerading as him on Rifts® Earth. 
  Unaffiliated 
  Palladium Demons 
  40 
  The following are a few demonic beings known to the Palla­
  dium World, but which seem to have no affiliation with any par­
  ticular demonic clan or pantheon. Also see the Angel-Demon 
  Serpent in Rifts® Conversion Book One. 
  The Thin Ones 
  Original concept by Bill Coffin & Kevin Siem bieda 
  Actually, nobody knows what a Thin One is, so scholars and 
  xenologists would argue as to whether or not the Thin Ones are 
  true demons or some bizarre alien life form that defies human 
  understanding. Decide for yourself. 
  The Thin Ones are a race of parasitic humanoids that, in or­
  der to live, must inhabit a host body that they control from the 
  inside like a puppet. Nobody knows where these creatures come 
  Quentin Milton (Order #26014138)
  
  from, whether they are native to the Palladium World or if they 
  were brought there like so many of the other aliens living in the 
  Baalgor Wastelands. All that is known for certain about these 
  strange humanoids are their feeding patterns. 
  Thin Ones live off the ambient magical energy (P.P.E.) found 
  within all living beings. They tap into this energy by inhabiting 
  a host body, usually by paralyzing it, prying the mouth open and 
  fitting itself down the host's throat. Once inside, the Thin One 
  extends itself along the host's limbs and into its brain stem. At 
  this point, the Thin One has total control over the host body. 
  The host is still alive, but its brain is put in a kind of stasis while 
  the Thin One is in control. Those lucky enough to survive a 
  Thin One possession never recall being possessed, nor do they 
  suffer any negative side effects aside from a few days of disori­
  entation and fairly intense headaches (-1 0% to all skills and -2 
  to strike, parry and dodge while these headaches persist). 
  Thin Ones siphon off a single point of P.P.E per day for as 
  long as one possesses a body. This is a temporary loss of P.P.E 
  for the host, which is recovered normally, as if the P.P .E. were 
  expended in casting a spell. The host's remaining P.P.E. is at the 
  Thin One's disposal. 
  While possessing a host body, a Thin One may access what­
  ever knowledge or abilities the host has. Thus, the possessed in­
  dividual performs as he/she/it would normally in regard to 
  attributes, skills, knowledge, memories, fighting, spell casting, 
  psionics, etc. The only difference is that the Thin One is control­
  ling the host entirely, piloting it like a bizarre kind of living ve­
  hicle. Thin Ones usually stay in a host until it dies or is killed. 
  Since Thin Ones are not thrill-seekers by nature, it is quite feasi­
  ble for one to remain in a host for years. Thankfully for young 
  hosts, there is a good chance that they will outlive the Thin One 
  controlling them, at which point, the diabolical creature will 
  leave its host, who must now cope with the fact that he has been 
  effectively unconscious for the past "X" number of years. 
  When in combat, it is the Thin One's host body that takes all 
  damage. The creature inside is completely unaffected by the suf­
  fering or death of its host body. When the host dies, the Thin 
  One simply leaves it in search of another. This is when Thin 
  Ones are most vulnerable and can be destroyed by magic and 
  physical attacks. 
  There are ways to expel a Thin One from its host body. Thin 
  Ones detest the cold, and their host body does not provide 
  enough warmth to save them. Thus, the creature will die if ex­
  posed to temperatures below 32 degrees Fahrenheit (0 degrees 
  Celsius) for more than one hour. Just before dying, the Thin One 
  leaves the host body and curls up to preserve heat. At this point, 
  it may be left to die or it may be captured and kept alive in a 
  metal box or some other form of strong constraint (any M.D.C. 
  material). Once trapped this way, it is too weak to break out and 
  the sealed metal (or M.D.C.) container keeps it alive, preserved 
  within in stasis. 
  The only other way to remove the creature while it is inside a 
  host is if an attacker scores a critical hit on it (a Natural 20). Un­
  der such a circumstance, there is a 01-25% chance that the dam­
  age inflicted will affect the Thin One as well as the host body. If 
  a Thin One is injured in this manner, it will panic, flee the host 
  body at once, and try to escape. Rites of Exorcism will confIrm 
  the presence of the possessing creature, but cannot force its ex­
  pulsion. 
  41 
  Discovering the presence of a Thin One is not as difficult as 
  one might think. They are hardly masters of subterfuge or sub­
  tly, and they often give themselves away by doing as they please 
  and using the host's body in such a way that it does not fit with 
  the character's true alignment, morals or personality. Most of 
  the time, a Thin One-possessed individual is very emotionless 
  and distant, reluctant to communicate verbally, and avoids cold 
  temperatures (even to the extent of not drinking cold beverages). 
  Furthermore, psionic and magical abilities to sense evil or the 
  supernatural and/or see aura will indicate the presence of this 
  foul being. So will exorcism. 
  Despite the various methods of discovering a Thin One, they 
  still have a great weapon at their disposal: hardly anybody in the 
  Palladium World or Rifts Earth even knows about them. Very 
  few people have ever heard of the Thin Ones, much less seen 
  one or studied them long enough to have any idea of their range 
  of abilities. Indeed, most of the times when it is discovered that 
  the Thin One's host has been taken over by something, people 
  first assume that a ghost or other infernal entity is doing the pos­
  session. And while the host's friends and loved ones waste time 
  with religious ceremonies and exorcisms, the Thin One itself re­
  mains unaffected. 
  In the end, however, nobody knows what motivates Thin 
  Ones. Once they possess a host, they often will just carry on a 
  seemingly normal life, punctuated by acts of cruelty and evil, 
  but otherwise doing what it can to keep its host body alive and 
  healthy. Some Thin Ones display a penchant for extreme vio­
  lence and wickedness, using their host like a disposable weapon, 
  causing as much damage and discord as possible before leaving 
  their host behind (often as a corpse) and continuing their foul 
  work in another hapless victim. Despite this, there do seem to be 
  at least a few Thin Ones who are capable of performing good 
  deeds, and some will even champion the downtrodden from 
  time to time. Of course, this is very rare, since most Thin Ones 
  generally seem to view all humanoid life as its personal food 
  supply and playthings. But, just as humans might develop ex­
  treme fondness for a dog, cat or horse, so to will Thin Ones de­
  velop an uncommon affection for a humanoid used as its host, 
  and sometimes one or more people close to its host body (re­
  member the monster does share its host's memories). In fact, 
  some speculate that it is the memories and emotions of the host 
  that can sway a Thin One to take a kind look toward humanoids 
  and compel them to help others or show mercy. 
  Thin Ones usually live and act alone, but small groups of 
  them do occasionally get together to perform some unknown 
  mission. 
  Unknown, intelligent alien being & NPC Villain 
  Alignment: The vast majority are Diabolic (30%), Miscreant 
  (30%), Aberrant (1 0%) or Anarchist (25%). Due to their para­
  sitic, predatory nature, they have a very hard time following a 
  good alignment. NPC villain/monster, not recommended as a 
  player character. 
  Attributes: The number of six-sided dice to be rolled is desig­
  nated as follows: I.Q. 3D6+4, M.E. 4D6, M.A. 4D6, P.S. 2D6, 
  P.P. 2D6, P.E. 2D6, P.B. I D6, Spd. 2D6 
  M.D.C.: Becomes a light Mega-Damage creature on Rifts Earth 
  with 6D6+l 2. (Has P.E.+3D6 for Hit Points, 3D6+6 for S.D.C. 
  and an A.R. of 8 in S.D.C. worlds.) 
  Quentin Milton (Order #26014138)
  
  42 
  Horror Factor: When viewed in their natural state, Thin Ones 
  have an H.F. of 9. However, this is more like intense curiosity 
  or amazement. The Thin Ones are not particularly menacing 
  looking, despite their sinister means of survival. 
  Average P.P.E.: 6D6 +25. In addition, Thin Ones can tap into 
  the P.P.E of their hosts. 
  Average Life Span: Unknown; believed to be 30-40 years. 
  Size: At full height, a Thin One stands almost 8 feet (2.4 m) tall. 
  However, Thin Ones fold themselves to fit inside and merge 
  with a host body. Furthermore, they can fold and roll up into a 
  ball the size of a grapefruit. This is done when without a host 
  body and hiding, afraid or cold. 
  Physical Appearance: On its own, a Thin One appears like an 
  eight foot (2.4 m) tall stick figure or armature made out of some 
  kind of black or gray wire. These creatures are extremely spin­
  dly, and look as if they could be snapped in two with the slight­
  est effort. Their height and spindly build makes them somewhat 
  awkward and clumsy, but they can easily move through very 
  tight spaces (like a chimney, crack in a wall, between the bars of 
  a prison cell or grate, a partly open window, arrow slit, and so 
  on) as well as densely obstructed pathways like a jungle or for­
  est. Furthermore, they are difficult to see among rocks, trees, 
  and shadows, especially when standing still, blending into the 
  shapes, lines, and shadow patterns of the background. Their 
  long arms and legs end in small, sharp hooks that can only per­
  form the most basic manipulation. Thin Ones have a small, nar­
  row head which has a pair of pinpoint-small, jet black eyes and 
  no other facial features aside from a tiny, thin, horizontal mouth. 
  The extremely wiry build of Thin Ones allows them to fold up 
  into tiny packages such that if a Thin One fully bundled itself, it 
  would only be as large as a large grapefruit or small bundle of 
  sticks. 
  O.C.C.s Available: None, since they simply adapt to the O.C.C. 
  of their host and draw upon his or her skills and experience. 
  Thus if a fifth level Mercenary Troll is taken over by a Thin 
  One, it acts with the abilities, experience and bonuses of the host 
  Troll - however, experience and skills are frozen at the level of 
  the host when the monster frrst took possession of him. Once the 
  Thin One leaves that host, however, it loses all the abilities and 
  skills it had once enjoyed, and has only dim memories of that 
  period 
  Natural Abilities: In addition to possession by literally entering 
  and merging with a host body, all Thin Ones possess the 
  spell-like ability to paralyze others with their touch. This ability 
  is equivalent to the spell Paralysis Bolt, only that the Thin Ones 
  cannot use it over a distance, only by touch. This is the primary 
  means for a Thin One to subdue and enter a host. 
  Also, all Thin Ones have the psionic-like ability to See 
  Auras, as per the psionic sensitive ability. This operates con­
  stantly for the Thin Ones, and it has no I.S.P. or P.P.E. cost. 
  This is how the Thin Ones determine which hosts to target and 
  identify psychics who are their natural enemies. 
  R.C.C. Skills: Scale Walls 80% and Prowl 50% (+35% when in 
  darkness, shadows or hiding and not moving). 
  Vulnerabilities: As noted previously, various types of psionics 
  can detect the presence of a Thin One. Likewise, psionic powers 
  that can precisely target a specific mind can be used against the 
  Thin Ones. This includes Mind Bolt, Hypnotic Suggestion, 
  Mind Bond, Mind Wipe and others that directly affect the mind. 
  Quentin Milton (Order #26014138)
  
  The creature is also vulnerable to psionic and magical illusions. 
  Remember, the mind of the host body is effectively asleep and 
  in stasis, so it is the mind of the Thin One that is in control and 
  vulnerable to psionic mind attacks and illusions. The only way 
  to hurt the monster while inside the host body without hurting 
  the host, is through careful use of psionics. However, this means 
  psychics are regarded as natural enemies and the frrst foes to be 
  eliminated. 
  Cold based magic attacks may draw the monster from its 
  host body and inflict double damage when it is outside the 
  warm, protective host. Physical weapons and punches can also 
  be used against the creature when it is outside a host body, but 
  make attackers vulnerable to its paralyzing touch (victims need 
  a 16 or higher to save) and being possessed themselves. 
  Attacks Per Melee: Two in their natural state or per those of 
  the host body. 
  Damage: Claws inflict 2D4 M.D. Rarely use any kind of 
  weapon when outside of its host body. 
  Bonuses: None in their natural state, otherwise those possessed 
  by the host body. 
  Magic: None in their natural state other than those noted under 
  natural abilities, above. Their ability to physically enter and 
  seize complete control of a host body without hurting that body 
  or mind in any way is, obviously, some innate, magical ability 
  unlike any known. 
  Psionics: Only the ability to See Aura and Detect Psionics 
  (range: 60 feetl1 8.3 m; line of vision). 
  Habitat: Originally found only in the Baalgor Wastelands, but 
  they are feared to be spreading. Hot and warm climates only. 
  Not known to be on Rifts Earth or other worlds. 
  Languages: The Thin Ones speak a unique language among 
  themselves that is based on transmitted, sub-harmonic vibra­
  tions. Without advanced technology, you basically cannot tell 
  when Thin Ones are communicating with each other, nor can 
  one hear what they are saying. All Thin Ones also appear to 
  speak Elven and know whatever language their host body knows 
  for as long as they inhabit it. 
  Enemies: All humanoids and many larger animals are consid­
  ered potential host bodies and enemies. Some have speculated 
  that the Thin Ones are some kind of alien demon or creature of 
  magic because they have minimal understanding of or regard for 
  humanoid life. Also, like demons and many creatures of magic, 
  they tend to be self-serving and often wicked and cruel, hurting 
  others for their own enjoyment. 
  Allies: It is thought they may associate with certain demons or 
  other powerful, supernatural beings, but this is pure theory. 
  Winter Storm Ice Demon 
  The notorious Winter Storm Ice Demon of Palladium is so 
  named because this monster appears after the first snow begins 
  to fall in the Northern Hinterlands, and the first snow is usually 
  a storm. Whether true demons, monstrous elemental beings or 
  something else entirely, the Winter Storm Ice Demon is a fear­
  some monster that stalks humanoids and intelligent life forms 
  for both food and pleasure. 
  Little is known about these foul creatures. They seem to dis­
  appear with the spring thaw and reappear shortly after the first 
  43 
  winter snow beings to fall. Reports of encounters with Ice 
  Demons in the Northern Mountains during summertime suggest 
  they may migrate and perhaps hibernate in a cave or curl up on a 
  mountain peak during the warm months. When winter returns, 
  the demons migrate back into the lowlands. 
  The Ice Demon's origin is anyone's guess. Cruel, savage, 
  killing machines, they seem to live for battle, kill for pleasure, 
  and devour humanoid flesh. They go looking for trouble and at­
  tack without provocation. Though normally a solitary hunter, 
  the Winter Storm Ice Demon may gather in groups of 3-12 to 
  lay siege to an armed camp, home or even a fort or town. They 
  seem to have no fear of humans or most other humanoids, and 
  welcome a challenge from practitioners of magic and physically 
  powerful beings such as Bearmen, Gigantes and dragons. Some 
  will fight to the death, especially if provoked, while others will 
  fight to the brink of death before giving up and vanishing in the 
  snow. 
  These demons seem to be made entirely of living ice. They 
  have claws that are like short swords and teeth like daggers. 
  Sharp spikes and spines cover its back and head, while ice 
  shards help to protect the forearms and knees. In the winter of 
  the Palladium north lands, all these Ice Demons do is wander 
  the countryside looking for intelligent beings to slaughter. While 
  humanoids are its primary target, dragons, Sphinxes, and other 
  creatures of magic, creatures of beauty and beings of good 
  alignment are also sought out and destroyed. 
  Also known as Winter's Vengeance 
  Alignment: Always Diabolic evil (100%). 
  Attributes: The number of six-sided dice to roll is as desig­
  nated. I.Q. 106+7, M.E. I D6+7, M.A. ID6, P.S. 4D6+ 1O, P.P. 
  ID6+12, P.E. 106+15, P.B. ID6, Spd. 3D6+22 
  M.D.C.: ID6x1O+160 M.D.C. (In S.D.C. worlds it has P.E. 
  number x2 +90 for Hit Points, 2D6xl0 S.D.C. and an A.R. of 
  15.) 
  Horror Factor: 9 
  Quentin Milton (Order #26014138)
  
  P.P.E.: 4D6x1O +ME. attribute number. 
  Size: 7-9 feet (2. 1 to 2.7 m) tall; 800- 1000 lbs (360 to 450 kg). 
  Physical Appearance: A brutish creature of ice and spikes, 
  with long, thin arms and legs, and a head and spine covered in a 
  crown of icy thorns. 
  Average Life Span: Immortal, although they can be slain. 
  Natural Abilities: Great strength, speed and cruelty. Impervi­
  ous to cold (love it; the colder the better, and cold based magic 
  has no effect), impervious to poison and disease, resistant to 
  fIre. Nightvision 2000 feet (610 m), can see the invisible, can 
  turn invisible when on ice or in water. Doesn't need to breathe 
  air or drink water and can go without eating for seven days at a 
  time without ill effect (feasts on human flesh, bones and blood 
  and often gorges itself). Bio-regenerates ID6 Hit Points or 
  S.D.C. every melee round and magically understands all lan­
  guages, but growls, snorts and howls like an animal. May say a 
  word or two like, "No, yes, open door, die human and now you 
  die" in a cold, deep voice. 
  Leave tracks, but can run atop freshly fallen snow without 
  sinking down into it. Ice Demons can run/slide across ice even if 
  wafer thin at double their normal speed as well as swim in be­
  low freezing water at double their normal speed. Can climb up 
  frozen rock and sheer walls of snow and ice at full speed (equiv­
  alent of 90/80% climbing skill). Skill equivalents include: Land 
  Navigation (75%), Track Humanoids (70%), and Swim (90%). 
  Vulnerabilities: -5 to save vs fife based magic. Magical flame 
  weapons and Holy weapons do double damage. Rune weapons 
  do normal damage but against them the demon's A.R. is a mere 
  10! The Ice Demon is vulnerable to ordinary weapons, provided 
  they can punch through its formidable Armor Rating of 15! Sil­
  ver weapon have no special signifIcance. 
  o.c.c.s Available: None; see Natural Abilities and Magic. 
  Attacks Per Melee: Six physical or two by magic. 
  Damage: Hand to hand or by magic. Bite: 3D6 M.D., Claws: 
  2D6 +Supernatural P.S. damage (double damage to creatures 
  made of fIre or vulnerable to cold, including Fire Dragons). 
  Punch or Kick: as per Supernatural P.S. 
  Bonuses (in addition to attributes): +1 on initiative, +3 to 
  strike and parry, +2 to dodge, +2 to disarm, impervious to pos­
  session and Horror Factor, and +3 on all saving throws. 
  Magic: All Water Warlock spells levels 1-5 (including those in 
  this book); cast as ifby a 6th 
  level Warlock. P.P.E.: 4D6xl 0  +ME. attribute number. 
  Psionics: None. 
  Habitat: The Northern Hinterlands and Northern Mountains 
  (may also exist in the Land of the Damned). Occasionally, 1D4 
  are encountered in the Great Northern Wilderness and Disputed 
  Lands, but only in the winter. 
  Languages: Magically understand all languages, but are mon­
  sters of few words. 
  Enemies: Compelled to hunt down intelligent life forms and de­
  stroy them. Tend to stay in the remote regions. 
  Allies: Warlocks can speak to these beings, but the demons have 
  no respect for them and see them as their natural enemies. 
  Sometimes ally themselves with evil Summoners, Wizards, 
  gods, demon lords and other powerful, but evil beings, espe­
  cially if war and destruction is promised. Tend to respect 
  Witches, Terror Trees, Threkk and evil Faerie Folk, and leave 
  them alone. 
  44 
  Undead 
  Legions 
  Vampires 
  The most famous of the undead is the classic vampire - the 
  living who return to quasi-life as the blood drinking "walking 
  dead" - or ''undead.'' The vampire is not presented in these 
  pages because there is already an entire World Book dedicated 
  to them, Rifts® World Book One: Vampire KingdomsTM. 
  Check it out! 
  Ah, but there are a variety of other undead monsters from the 
  voodoo Zombie to much less familiar monsters presented in the 
  pages that follow. Most of these undead horrors were inspired 
  from ideas and text by Bill Coffin that originally appeared in the 
  Palladium Fantasy® sourcebook, Land of the Damned™ 
  Two: The Eternal Torment™. Of course they are presented 
  here, adjusted and statted out for Rifts® and the rest of the infI­
  nite Megaverse®. In addition to these undead, many cultures 
  have myths and legends about blood drinking fIends and undead 
  terrors that are not included in these pages. Mythology and his­
  tory are always great sources for role-playing ideas, use them. 
  The Endless Dead 
  By Kevin Siembieda & Bill Coffin 
  The horrifIc monstrosities in this section are demonic undead 
  quite rare in most of the Megaverse. With a few exceptions, the 
  Land of Eternal Torment on the Palladium World and Rifts 
  Earth being two of them, they are seldom found inhabiting the 
  same region or world together. Like vampires, only one or two 
  types of undead are usually encountered in any one geographic 
  area. However, the multi-dimensional aspect of Rifts Earth and 
  the fact there are places, like China, that are literally Hell on 
  Earth, all manner of evil spirits, demons, and undead are found 
  lurking in the shadows on Earth. Still, most of the undead de­
  scribed in this section are comparatively rare and seldom found 
  in large numbers or in organized groups or working together. 
  Most are evil predators who feed on the living and enjoy inflict­
  ing pain and suffering upon mortals. Like most predatory beasts, 
  they hide in the shadows and avoid contact with other life forms 
  except to come out at night to hunt humanoid prey. Most are 
  solitary hunters or gather as pairs or small groups of a dozen or 
  less. Places like the 'Burbs offer plenty of hiding places and am­
  ple "food stock" appealing to the undead, however, any of these 
  creatures could be found anywhere in the world, and in any en­
  vironment, from woodland or mountain to village or city. Feared 
  and loathed by the living more than any other monster, the 
  undead are hunted and destroyed relentlessly. 
  Quentin Milton (Order #26014138)
  
  45 
  About the Undead 
  All undead are supernatural creatures who have, in some 
  way, already died, but are cursed to roam the earth as an infernal 
  walking dead. This makes them immune to ordinary weapons 
  (no damage). Thus, like the traditional vampire, only weapons 
  made of wood, silver or magic will harm them (full damage), 
  Holy Weapons included. Sometimes a specific undead will have 
  a specific, special or additional vulnerability, but unless it says 
  otherwise in the description, the usual wood, silver and magic 
  vulnerability applies. 
  Weapons that have been blessed by a mid- to high-level 
  Priest of Light (6th level or higher) tum an ordinary weapon into 
  one that hurts most undead, but it only does one third its usual 
  damage and the "blessing" is only good for 48 hours. Blessing 
  silver or magic weapons has no additional effect; they inflict the 
  same damage as always. 
  Water damage to vampires. Blessing water turns the liquid 
  into the equivalent of acid or molten lead to the undead. A sin­
  gle vial (about 8 ounces) does 3D6 points of damage direct to 
  Hit Points to a vampire, and 2D4 points of damage to most other 
  forms of undead. Against vampires, rain does 4D6 damage per 
  minute and holding a vampire under running water does 6D6 
  damage per minute. When a vampire has lost 21 points of dam­
  age below zero, it melts away into slime and the vampire is 
  slain. Note: Unless stated so, ordinary water has NO ill effect on 
  the other types of undead presented in this section. 
  Holy symbols can be used to hold all undead at bay, forcing 
  them back ID6+6 feet (2. 1 to 3.6 m). Being touched by a holy 
  symbol causes burning pain and ID6 points of damage. Magic 
  circles of protection will also usually work to hold undead out­
  side the circle. 
  Sunlight destroys vampires at a rate of I D6xlO points of 
  damage per melee round! However, sunlight does NOT 
  hurt/damage all undead. Only those who are exciusively noctur­
  nal predators, sleeping during the day, suffer damage like a 
  vampire, the other undead function just fme in the daylight -
  well, mostly. Since all undead are creatures of death and dark­
  ness, they are most powerful at night. The stats and bonuses un­
  der each description are for the creature at its foil strength, 
  which is at night. During the daytime, reduce the undead's phys­
  ical attributes, S.D.C., bonuses and the range, duration and dam­
  age of any psionic, magic, or special powers by haUl 
  Psionics. Not all undead possess psychic abilities. Those 
  who do have psionics often use them to seek out the living be­
  fore their undead brethren can. If they possess the ability to 
  communicate Empathically or Telepathically, they will have a 
  much easier time making contact and influencing or manipulat­
  ing the living. See the individual descriptions for details. 
  Special Abilities. Each type of undead is unique, and will 
  have different powers, abilities, afflictions and goals. These will 
  be presented in each description. 
  Impervious to most normal weapons, disease, poison, 
  gases, alcohol, fire, heat, cold (although magic fire and cold do 
  foil damage), drowning, and possession. Note: When a descrip­
  tion says M.D. weapons or magic do "normal" or "full damage," 
  it means, when dealing with the undead and vampires, that the 
  M.D. does the equivalent of S.D.C. and Hit Point damage to 
  them. Remember, the undead are impervious to most normal 
  Quentin Milton (Order #26014138)
  
  weapons, including both the S.D.C. and Mega-Damage variet­
  ies. Thus, an undead can take a particle beam or rail gun blast to 
  the chest and brush it off like rice thrown at a wedding - no 
  damage other than some tattered clothes. However, magic, 
  magic weapons and select other things (including those noted 
  previously) may do normal to grievous damage to the undead. 
  Such damage is subtracted first from the undead's S.D.C. and 
  then Hit Points. The undead are just a strange breed of monster 
  whose very nature (Le., the "living dead") defies the laws of 
  physics, nature and reason. 
  Feeding Habits. Though vampires drink human and human­
  oid blood, other undead may consume humanoid flesh, internal 
  organs and other things instead of or in addition to blood. The 
  eating habits for each type of undead are noted in their descrip­
  tion. 
  Killing the undead. Again, the different types of undead 
  may have different vulnerabilities and ways they can be killed. 
  In most cases, the head must be severed and the head and body 
  burnt separately until they are reduced to ash or close to it. Oth­
  erwise, an undead may seem dead (S.D.C. & Hit Points reduced 
  to zero or below), but if the body remains intact, the creature re­
  generates to "unlife" with the coming of the next night. Like­
  wise, just decapitating the monster is not enough, for if the head 
  and body are reunited, the creature returns to life with the next 
  nightfall. Driving a wooden stake into a vampire 's heart immo­
  bilizes the fiend and puts it into a coma as long as the stake re­
  mains in place. Remove it, and the creature returns to life within 
  a melee round (15 seconds). Staking other undead often has no 
  such effect, and will make the monster extremely angry. If there 
  is some special way to hurt, contain or destroy a specific type of 
  undead, it is presented in the description. 
  Hit Points & S.D.C.: Like vampires, these undead have Hit 
  Point and S.D.C. stats because they cannot be hurt or killed by 
  conventional weapons, not even M.D.C. weapons. Magic M.D. 
  weapons do the equivalent damage in S.D.C. and Hit Points 
  when leveled against the undead. Always subtract damage from 
  S.D.C. first. 
  The Becoming: How any of these beings become such 
  twisted monstrosities is not entirely known. According to leg­
  end, most were once mortal humanoids transformed by some 
  angry god or deific curse to punish them for their past transgres­
  sions. However, it is also possible that many of these undead are 
  created in a similar fashion as the traditional vampire. At this 
  point, nobody knows if either or both or something entirely dif­
  ferent creates these foul beings. 
  Supernatural P.S. & P.E.: All undead have Supernatural 
  Strength (punches to M.D.) and endurance (never tire). 
  Note: Whether it's because classic vampires hold sway over 
  Mexico or some other reason, the undead described here are 
  more common in other parts of the world than North America. 
  Aberrations 
  Aberrations resemble thin, sexless humanoids about as tall as 
  a human. Their skin is a pasty white, and they have no body hair 
  whatsoever. Their heads look as if some unseen hand reached 
  down and screwed them 1 80 degrees so they are facing back­
  wards. The flesh on their necks is wrinkled and stretched, show-
  46 
  ing that indeed, these creatures did not develop with their heads 
  on backward, they were really twisted into place somehow. An 
  Aberration's clawed hands are where his feet should be and his 
  feet are where his hands should be. Both the Aberration's hands 
  and feet are also twisted around 1 80 degrees, so the creature's 
  hands, feet and head are all facing one direction while the rest of 
  its body is facing the other direction. 
  To walk around, the Aberration does a handstand so it can 
  move upright and still rest on its feet. Like a limber acrobat, the 
  Aberration bends back and lets its legs hang over its head so it 
  can bring its hands to bear on things. To see one of these crea­
  tures in motion is a little disorienting, both because they look so 
  weird, and because their body parts are all mixed up, and most 
  folk automatically try to rearrange them in their minds. 
  Aberrations have a very long tongue and drool excessively. 
  Unfortunately, many of them have a lot to say, so they spend 
  much of their time seeking out somebody who will listen to their 
  rants, raves and complaints. According to legend, these undead 
  were once mouthpieces, corrupt attorneys, spies, instigators, in­
  terrogators and torturers, though they are in complete denial of 
  their evil ways and bent on explaining themselves. Any creature 
  who dismisses them, disagrees with them or shuns them, even in 
  fear, is attacked, and, if possible, incapacitated, captured and 
  tortured for 106+3 days before the Aberration finally kills them 
  and drinks their blood and eats their organs. 
  Aberrations can use weapons and tools quite well with their 
  hands, but they rarely do. They are among the least overtly ag­
  gressive of the undead and, if one can stomach 1 04 hours of lis­
  tening to the horrid thing, and convincingly feign sympathy, the 
  Aberration will let them go on their way unscathed, and may 
  even warn them about other danger in the a..--ea. Aberrations fre­
  quently gather in small, sullen groups of 104+ 1 individuals who 
  all commiserate in a mass discussion about their unfair punish­
  ment, terrible lives and dismal future. When not meeting with 
  their fellows, Aberrations are content to watch the world go by, 
  always watching with their dark, unblinking eyes. The moment 
  the urge strikes them, however, they race over to an unsuspect­
  ing individual or group to begin chatting at the top of their 
  lungs, so excited are they to relate their stories of woe and mis­
  ery to newcomers. Of course, to the uninitiated, this may look 
  like an unprovoked attack. People who respond by running 
  away or attacking the Aberration earn the monster's ire and 
  murderous vengeance for shunning them. 
  Where an Aberration causes real trouble is when one adopts 
  an individual or group of living characters and tags along with 
  them on their adventures. There is a 01-33% chance that an Ab­
  erration stays with any living being who shows it kindness by 
  taking the time to listen to its sad saga and pretends to be sym­
  pathetic. The creature talks relentlessly to him/them about its 
  eons of suffering, wallowing in self-pity and telling tale after 
  tale of woe. Anything the creature has to say is either 
  self-involved or incredibly negative ("You'll never make it." 
  "It's hopeless." "Why try?" "You're all doomed, I'm afraid." 
  and so on). Remember, ignoring or telling the Aberration to shut 
  up only provokes the creature and may turn him against that in­
  dividual or the entire group. The constant prattle also makes 
  prowling and quiet travel impossible as long as the jabbering 
  undead is in tow. 
  Quentin Milton (Order #26014138)
  
  47 
  The only ways to get rid of one of these dangerous pests are 
  to sneak off when it's not looking, kill it or outrun it. Killing 
  them is usually the easiest solution, but a chatty Aberration re­
  ally hasn't done anything wrong, and good characters might 
  have a hard time justifying the slaughter of even an evil undead 
  who has not wronged them. Aberrations who have been with the 
  group for a while will get a hurt look on their face once they are 
  attacked ("But what did I do wrong?") and then defend them­
  selves, fighting unusually well for creatures with such distorted 
  body structures. Should the Aberration win the fight, it will ex­
  tract a terrible revenge and cannot be fooled again by pretense 
  of friendship or companionship by that group. Likewise, those 
  who encounter an Aberration they snuck away from in the past, 
  will face an angry and vengeful enemy when they meet again. 
  Alignment: Miscreant or Diabolic evil only. 
  Attributes: I.Q. 3D6, M.E. 2D6, M.A. 2D6, P.S. 3D6+6, P.P. 
  3D6+2, P.E. 2D6, P.B. ID4, Spd 3D6 
  Size: Six feet tall (1.8 m) on average and weighs around 1 50 to 
  170 lbs (67.5 to 76.5 kg). 
  Hit Points: P.E. attribute number +3D6. Add an additional 3D6 
  points for every one hundred years it has existed as an undead. 
  S.D.C.: 104xl0 
  Horror Factor: 10 
  P.P.E.: 3D6 
  Magic: None. 
  Psionics: None. 
  Natural Abilities: Keen vision and senses, Nightvision toOO 
  feet (305 m) and bio-regenerates at a rate of 2D6 Hit Points or 
  S.D.C. per hour. Is awake and alert all night and most of the 
  day, sleeping only four hours in the early morning hours after 
  dawn, always up by noon. Understands and speaks all languages 
  at 98%, but is illiterate. 
  R.C.C. Skills (Rifts®): ID6 Lore (+30%) skills of choice, Ba­
  sic Math (+20%), Radio: Basic (+20%), Sing (+10%), Swim, 
  Climb and either History or Law. No other skills of note. What­
  ever it knew in life, this undead has forgotten how to do it. 
  Special: Sense the Living: Aberrations can instinctively sense 
  the location of a living, intelligent, mortal humanoid within two 
  miles (3.2 km). Can also sense Banshees. 
  Special: Scream of Despair: When an Aberration fears it is 
  not getting its story through to a living visitor, it can scream 
  what it has to say at a volume equal to a megaphone. This 
  booming, rather high-pitched scream can be heard up to three 
  miles (4.8 km) away. All who hear it know the wail is bad - a 
  portent of danger. Indeed, if the Aberration continues to be ig­
  nored or shunned it will attack in a murderous fury, usually bat­
  tling until it is slain or at least incapacitated (Hit Points reduced 
  to zero or less). Additionally, other predators, blackguards, 
  monsters and undead may hear the scream and may come to in­
  vestigate. 
  Average Level of Experience: ID4 
  Attacks Per Melee (Rifts®): Four. Aberrations are the wimps 
  of the undead. 
  Damage: As per Supernatural P.S., or weapons it picks up along 
  its journey (tends to prefer small blade weapons and energy pis­
  tols). In the Eternal Tonnent, Aberrations are fond of taking 
  rocks and bones and throwing them at opponents (106+3 S.D.C. 
  damage up to 200 feetl61 m away) and using large bones for 
  clubs (2D6 S.D.C. damage). 
  Quentin Milton (Order #26014138)
  
  Bonuses (in addition to attributes): +2 to strike, parry and 
  dodge, +4 to pull punch, and +5 to save vs Horror Factor. 
  Penalties: -3 to save vs psionics and illusions. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbol 
  and holy water. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Can be found just about anywhere, though they seem 
  to haunt crossroads, bridges, ruins, tunnels and other under­
  ground environments. 
  Enemies: Hates all other undead, mainly because they can't 
  stand these blabbermouth complainers either, and regularly beat 
  them into silence and subject them to other indignities and bru­
  tality. 
  Allies: Loners, they avoid all but the company of fellow Aberra­
  tions and the living. 
  Blighters 
  Blighters, sometimes known as Fodder Wretches, are ugly, 
  scabrous humanoids. They are forever plagued by scaly, dis­
  eased flesh that exudes a hideous stench and itching all over 
  their carcass. Driven mad by these conditions, the Blighters are 
  all savage, animal-like humanoids who spend much of their time 
  huddled under some rock scratching their flesh until it bleeds 
  and grumbling incoherently to themselves. In short, they look 
  like scarred, scabbed and boil covered walking corpses with 
  long, clawed fmgers. 
  Blighters have no real society to speak of, though they do 
  sometimes congregate in groups of 6D6, but only when there is 
  something there that satisfies everybody's mutual interest. For­
  tunately for mortals, Blighters are so obsessed with their own 
  puss-filled and itching bodies that they tend to be oblivious to 
  things around them until someone else draws their attention. 
  48 
  This means careful and quiet adventurers can walk within 1 0  
  feet (3 m) of an entire group of these misanthropes without 
  causing alarm or provoking them to attack. However, once a liv­
  ing being, be it animal or humanoid, is noticed, the foul mon­
  sters attack with the intention of killing and devouring every last 
  morsel except for the bones. Because they are so hideous them­
  selves, Blighters loathe all attractive creatures and delight in 
  beating them into submission, tying them up and torturing them 
  (typically for 2D6 hours) before killing and eating them, and 
  then smashing their bones in small pieces. The more beautiful 
  the creature, the more terrible the torture. Sometimes, when a 
  Blighter is well fed, the monster goes out into the world captur­
  ing and disfiguring and/or maiming attractive beings and letting 
  them go to suffer from the deformity and ugliness the Blighter 
  has delivered upon them. 
  Alignment: Miscreant or Diabolic evil only. 
  Attributes: I.Q. 106+4, M.E. 106+1, M.A. 104, P.S. 206+14, 
  P.P. 2D6+9, P.E. 2D6+9, P.B. 104, Spd 2D6+9 
  Size: 6-7 feet (1.8 to 2. 1 m) and weighs 1 50 to 220 Ibs (67.5 to 
  99 kg). 
  Hit Points: P.E. attribute number x3. 
  S.D.C.: P.E. attribute number +30. 
  Horror Factor: 14 
  P.P.E.: 2D4 
  Magic: None. 
  Psionics: None. 
  Natural Abilities: Nightvision 1 000 feet (305 m) and 
  bio-regenerates at a rate of 2D6 Hit Points or S.D.C. per hour. Is 
  awake and alert all night and most of the day, sleeping only four 
  hours from noon till five in the evening, when the sun is hottest. 
  Magically understands and speaks all languages at 90%, but is 
  illiterate. 
  Special: Stench of Putrification: The Blighters reek of decay­
  ing human flesh and any mortal who comes within 1 0  feet (3 m) 
  chokes, gags and his eyes water. This reaction imposes the fol­
  lowing penalties (mainly applicable in close-combat situations): 
  -3 on initiative, - 1  to strike and parry, -20% to perform a skill, 
  and will desperately want to avoid any type of wrestling holds 
  or pinning moves against this horrid smelling monstrosity. Plus 
  the character must roll under his P.E. attribute number once ev­
  ery minute to avoid vomiting from the stench (even characters 
  with a P .E. of 1 8  or higher must roll a 1 7  or lower to save, de­
  spite their high endurance). Of course, characters in environ-
  mental body armor or who wear a gas mask are immune to the 
  stench. An air filter reduces the smell and makes the wearer +3 
  to save. 
  Bite Causing Sickness: The bite of the Blighter inflicts the 
  Sickness identical in effect to the spell of the same name (see the 
  Rifts RPG® or the Book of Magic). The only difference is the 
  duration, which is six hours per each bite that draws blood (does 
  S.D.C. or Hit Point damage). 
  Special: Pox Curse: Once a day, Blighters can throw a pox 
  curse that causes the victim to break out in open, running sores 
  that cover the face and body 24 hours after the curse. The sores 
  are pus-filled, itchy and ugly. P.B. attribute and S.D.C. are re­
  duced by half (P.B. by half and M.D.C. by 10% if a 
  Mega-Damage creature). Also reduce P.E. by -3 points. A Re­
  move Curse spell or healing touch of a god will remove the pox 
  instantly, otherwise it (and its penalties) will last for 106 
  months. 
  Quentin Milton (Order #26014138)
  
  R.c.c. Skills: Swim (+20%), Climb (+10%), Camouflage 
  (themselves; + 10%) and Land Navigation (1 5%). No other skills 
  of note. Whatever it knew in life, this undead has forgotten. 
  Average Level of Experience: ID4 
  Attacks Per Melee (Rifts®): Five. 
  Damage: As per Supernatural P.S., though a claw strike does an 
  extra ID6 M.D.; Blighters all have sharp talons for rending and 
  scratching their own flesh. A bite attack does only ID6 M.D. re­
  gardless of P.S. 
  Bonuses (in addition to attributes): +2 to strike, parry and 
  dodge, +3 to pull punch, and +8 to save vs Horror Factor. 
  Penalties: When confronted with opponents who have a P.B. of 
  1 8  or higher, the monster becomes so obsessed with "getting it" 
  that the Blighter ignores other potential opponents and dangers, 
  making it vulnerable to surprise attacks, traps and ambushes. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Known to exist in the Yucatan, India and Mongolia. 
  Occasionally found anywhere, including the Chi-Town 'Burbs 
  and other North American cities, slums and ruins. Suspected of 
  arriving in North America via the st. Louis and Detroit-Windsor 
  Rifts. 
  Enemies: The living and especially the beautiful. 
  Allies: None, except other undead, only they loathe Aberrations 
  and either chase them away or kill them whenever the pests 
  show their faces. 
  Blood Wraiths 
  Legend says Witches and evildoers who make a pact with 
  evil Alien Intelligences and engage in massacres, campaigns of 
  genocide, and the slaughtering of women, children, slaves and 
  noncombatants become Blood Wraiths after they die. Blood 
  Wraiths are hideous, life-sucking creatures that are on a constant 
  search for living victims. Others claim it is a demon from an 
  alien dimension. 
  The creature has a vaguely humanoid shape, only it appears 
  as a bloated, hairless being that is composed entirely of blood, 
  no muscle or bone. It can stand up and walk around like a biped, 
  but if one were to punch or kick it, the blow would feel as if one 
  is striking a soft bag of liquid, like a giant walking water bottle. 
  49 
  Likewise, Blood Wraiths have a hard time grabbing or holding 
  anything because their bodies are completely smooth and glis­
  tening with a slime that may very well be a coating of blood. Of 
  course, they are blood red in color. 
  Blood Wraiths feed by touching a living creature and concen­
  trating on it for one melee round, then drawing their victim's 
  blood out as if by some high-powered fonn of osmosis. Given 
  enough contact with a Blood Wraith, a victim can lose his entire 
  blood supply in a matter of minutes. The Blood Wraith's fa­
  vored method of attack is to envelop an opponent in a wrestling 
  style hold and draw the blood (and life) out of its victim an 
  ounce at a time. Not only do Blood Wraiths love to feed on in­
  telligent life fonns, but they also have a special hatred for any 
  person who is obviously a priest, knight or Champion of Light. 
  Other "heroes" - whether self-proclaimed or the genuine article 
  - are next on the monsters' list. 
  Blood Wraiths detest a fair fight, and at the first sign of being 
  overpowered or ganged up on, the monster releases its prey, 
  abandons the fight and seeks to escape. They are nocturnal hunt­
  ers but may be found awake and alert during the day in under­
  ground chambers. 
  Alignment: Miscreant and Diabolic evil only. 
  Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 4D6, P.P. 
  4D6, P.E. 4D6, P.B. 106, Spd 3D6 
  Size: When all drawn together, the Blood Wraith can fill a hu­
  manoid form standing between six and seven feet (1.8 to 2. 1 m) 
  tall. However, since these creatures are made of liquid, they of­
  ten assume fonns that are a lot more spread out than that, and as 
  such, can cover a much larger area if they spread out thinly 
  enough. 
  Weight: Around 200 Ibs (90 kg). 
  Hit Points: P.E. attribute number x2. 
  S.D.C.: 2D4xl0 
  Natural A.R.: 8, also see Limited Invulnerability under Natural 
  Abilities. 
  Horror Factor: 12 
  P.P.E.: 4D4 
  Magic: None. 
  Psionics: None. 
  Natural Abilities: Nightvision 
  1 000 feet (305 m) and 
  bio-regenerates at a rate of ID6 Hit Points or S.D.C. per melee 
  round! Blood Wraiths are nocturnal hunters who shun sunlight 
  (sunlight does the same damage to them as vampires, only it 
  turns them into a boiling puddle of goo). Magically understands 
  and speaks all languages at 90%, but is illiterate. 
  Special: Liquid Fonn Metamorphosis: Six times an hour, a 
  Blood Wraith can transfonn into a fonnless glob of blood-like 
  ooze in which it can squeeze through a crack in a wall, down a 
  drainpipe, through openings the size of the crack under a door, 
  and holes no smaller than the size of an orange, as well as to slip 
  out of any bonds, slosh through prison bars or those of a gate or 
  fence, and similar. Thus, these undead are almost impossible to 
  contain or imprison. 
  Limited Invulnerability: S.D.C. strength attacks just bounce 
  off harmlessly. Any kind of M.D. physical attack - punch, kick, 
  stomp, fall, blunt weapon strike, etc., - that strikes the Blood 
  Wraith is like hitting a spongy bag of liquid that gives with the 
  force of the blow, causing the monster little harm (10% of nor­
  mal damage). Projectile weapons also do one tenth their nonnal 
  damage. 
  Quentin Milton (Order #26014138)
  
  Mega-Damage blade weapons that "stab" and "cut", includ­
  ing spears, swords, knives, axes and even biting and claw at­
  tacks, do half damage and cause blood to ooze or spurt from the 
  wound. Those who bite a Blood Wraith get a mouthful of vile 
  tasting blood that is not human or any kind of blood they have 
  ever tasted. Those locked in close combat will become covered 
  in the creature's blood. 
  Mega-Damage energy attacks, such as heat/fIre, electricity, 
  magical energy and psionic energy bolts, etc., do full damage. 
  So do magic weapons and weapons made of bone or stone. 
  Blood Wraiths are NOT vulnerable to wood or silver. Impervi­
  ous to the usual things for the undead. 
  In addition, it is impossible to grab onto and hold a Blood 
  Wraith even with a bear hug or multiple tentacles or lassoes (can 
  ooze through a net or cage). The damned thing is just too soft 
  and slippery to get a grip, besides those who think they have a 
  hold on the monster are allowed to hold it only so the evil fIend 
  can draw their blood out through touch. 
  R.C.C. Skills: Swim (+1 5%), Climb/Scale Walls (too slippery 
  to get a bonus), Land Navigation (+toolo), and Wrestling. No 
  other skills of note. Whatever it knew in life, this undead has 
  forgotten. 
  Average Level of Experience: ID4 
  Attacks Per Melee (Rifts®): Four. 
  Damage: Blood Punch: As per Supernatural P.S. and leaves a 
  large fIst- or grapefruit-sized blood splat/print on its opponent's 
  body/clothing/armor or shield or whatever it struck. 
  Blood Drain: Touching or pressing against an opponent or 
  victim for one melee round enables the Blood Wraith to begin 
  sucking the character's blood dry. Each draining action counts 
  as one of the creature's melee attacks and does ID6 damage di­
  rect to Hit Points! Note: Blood Wraiths love to use this power 
  to intimidate captives under interrogation. They may also keep 
  one or more prisoners whom they keep as a renewable food 
  source, draining off one third to half of the prisoner(s) blood and 
  leaving it alone for a day or two before feeding again. If the 
  monster has two or three prisoners, it can feed on one a day in 
  rotation. Theoretically, a Blood Wraith could keep such prison­
  ers indefmitely, but they are too lazy and food supplies too 
  scarce in many areas for them to make any prolonged effort of 
  feeding captives to keep them alive (though water is usually 
  provided). Thus, most perish within ID4+2 weeks in captivity. 
  Of course, characters inside full environmental body annor, 
  power armor or robot vehicles are impervious to this attack un­
  less the armor is severely breached (reduced to 1 0% of its origi­
  nal M.D.C.). However, the monster's power works through 
  clothing, and non-environmental armor doesn't offer enough 
  protection to stop this attack. 
  Bonuses (in addition to attributes): +3 to strike, + 1 to dodge, 
  +4 to entangle, +8 to save vs Horror Factor and pin/hold/inca­
  pacitates on a natural roll of 1 8, 1 9, or 20 (one melee round later 
  it starts to drain blood!). 
  Vulnerabilities: -2 to save vs magic and energy attacks. 
  Heat/fIre, electricity, magical energy, psionic energy bolts, and 
  similar M.D. attacks do full damage. So do magic weapons and 
  weapons made of bone or stone (inflicting M.D. equivalents if 
  an S.D.C. weapon). 
  When stabbed by a Holy Weapon, the creature takes 50% 
  more damage and its blood around the wound boils! Likewise, 
  50 
  being touched by a holy symbol does 2D6 M.D. and causes the 
  blood under the spot where touched to boil. Blood Wraiths are 
  NOT vulnerable to wood or silver. Impervious to the usual 
  things for undead. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat (Rifts®): Blood Wraiths are known to be slaves of the 
  Splugorth and used to assist their chief minions in the extraction 
  of infonnation through torture, as well as Bio-Wizard and medi­
  cal experiments. They are also known to inhabit parts of France 
  where they are worshiped as demigods (and provided humanoid 
  sacrifices) by Blood Druids. This is one of the few places where 
  they are found in groups of 3-6, and as many as 300 or 400 may 
  exist in that country alone. Exist as lone predators and small 
  groups in Africa, Russia, Mongolia and parts of Eastern Europe. 
  Enemies: Any living creature, no matter how big or strong. 
  Allies: Typically solitary hunters, but may work or join forces 
  with other cooperative undead as well as other powerful evil be­
  ings, including dragons, vampires, demons, Deevils, dark gods, 
  Necromancers, and Priests of Darkness (especially if they wor­
  ship them). 
  Bone Fiend 
  Bone Fiends are fIendish, undead soldiers who love to en­
  gage in wholesale slaughter of adventurer groups, military 
  squads and platoons, villages and may even ravage a large town 
  or city using hit and run tactics. At fIrst glance, Bone Fiends re­
  semble the animated skeletons summoned by lesser spells and 
  those with the power to animate and control the dead. However, 
  that is where the similarity ends, for Bone Fiends are stronger, 
  faster, and more intelligent than mere, puppet-like animated 
  dead. They think and plot, fonnulate plans and adapt to battle­
  fIeld conditions. They are demonic warriors with knowledge of 
  combat strategies and tactics, work in groups and with others, 
  like to lay cunning traps and ambushes, and actively look for 
  battles to fIght. While Bone Fiends have no society to speak of, 
  they do follow a military structure, congregate with their own 
  kind and live to serve other more intelligent and imaginative 
  undead, responding to the commands of the most intelligent and 
  powerful undead, as well as Necromancers, Priests of Darkness, 
  Greater Demons, and dark gods, as if these individuals were 
  their military commanders. Otherwise, they congregate with 
  other lesser undead acting as their protectors or wandering 
  around alone, in pairs or small groups of 2D6 as if they were 
  soldiers on patrol. And as "soldiers on patrol," Bone Fiends in­
  stinctively attack and try to destroy anything that is not undead, 
  demonic or evil - namely the living in general, and intelligent 
  life fonns, like humans and D-Bees, in particular. Bone Fiends 
  are found in greater numbers only when some powerful force of 
  evil goes about gathering them and organizing them into an 
  army company (160 troops). 
  Bone Fiends jump to action whenever they are attacked or 
  threatened themselves or they spot a living creature (typically 
  humanoids, but sometimes pets and attractive animals too). 
  They may move in to attack immediately and without mercy or 
  wait and set up an ambush, or strike under the cover of night. 
  Bone Fiends just hate the living, and as undead soldiers, it is 
  their eternal "duty" to punish and kill the living and beautiful, 
  Quentin Milton (Order #26014138)
  
  51 
  which is why they attack them without provocation. They also 
  rush to the defense of any undead under attack, as if it is also 
  part of their duty or instinct to serve and protect their undead 
  brethren. This makes them unswervingly loyal to other more in­
  telligent undead who use them to chase away interfering adven­
  turers and defend evil strongholds. 
  Alignment: Aberrant evil in the broadest sense of the word, and 
  devoted to other undead. 
  Attributes: I.Q. ID6+5 (cunning and tactical decision making), 
  M.E. ID6+6 (loyal and unswerving from their duty), M.A. 104, 
  P.S. ID6+1 7, P.P. 2D6+12, P.E. 2D6+12, P.B. ID4, Spd 3D6+6 
  Size: 6-7 feet (1.8 to 2. 1 m) tall with a human skeletal appear­
  ance. Weighs 50 to 75 lbs (22.5 to 34 kg). 
  Hit Points: P.E. attribute number +20. 
  S.D.C.: 204xlO+13. Many also wear tattered gloves, gauntlets, 
  pieces of scrap armor, capes and cloaks, but they are for show, 
  not protection. 
  Horror Factor: 12 
  P.P.E.: 104 
  Magic: None. 
  Psionics: None. 
  Natural Abilities: Nightvision 
  1 000 feet (305 m) and 
  bio-regenerates at a rate of 1D6 Hit Points or S.D.C. per melee 
  round! Bone Fiends never need to sleep, although they do rest, 
  usually in the wee hours of the morning before it gets light 
  (2-5:00 a.m.). Magically understands and speaks all languages at 
  95%, but is illiterate. 
  Special: Bone Grafting: If a Bone Fiend loses an appendage, 
  he can pick up a loose bone from any skeleton and graft it onto 
  himself as a replacement. Within a few minutes the limblbone 
  magically alters its shape to conform with the rest of the body 
  and the creature is instantly restored and healed back to full 
  strength. If the entire skeleton is knocked apart, the cursed thing 
  will reform by the end of the next night. Note: The only way to 
  kill a Bone Fiend is to smash its skull into a dozen pieces and ei­
  ther bum it all or bury each and every skull fragment separately. 
  If even one skull fragment is left unburied, the Bone Fiend will 
  reform and walk again within 48 hours. 
  R.C.C. Skills: Swim (+20%), Climb/Scale Walls (+20%), Land 
  Navigation (+20%), Recognize Weapon Quality (25%), Military 
  Etiquette (+20%), Detect Ambush (+10%), Radio: Basic 
  (+10%), W.P. Sword, W.P. Pole Arm, W.P. Blunt and W.P. 
  Shield. Modem weapons/guns can be picked up and used but 
  without benefit of any bonus (straight unmodified dice rolls 
  only). No other skills of note. Whatever it knew in life, this 
  undead has forgotten. 
  Average Level of Experience: 1D4+2 
  Attacks Per Melee (Rifts®): Five. 
  Damage: As per Supernatural P.S. or weapon. Prefers M.D. and 
  magical swords, maces and small to medium shields. 
  Bonuses (in addition to attributes): +1 on initiative, +2 to 
  strike, parry and dodge, +2 to disarm, +4 to pull punch, paired 
  weapons, kick attack, critical strike on an unmodified roll of 19 
  or 20, and +8 to save vs Horror Factor. They are fighting and 
  killing-machines. 
  Vulnerabilities: Magic fire and magically flaming weapons in­
  flict 50% more damage, otherwise, silver, magic and holy weap­
  ons do normal damage. Holy symbols will hold it at bay but do 
  no physical damage the Bone Fiend, nor does holy water do any 
  Quentin Milton (Order #26014138)
  
  damage. Tends to be fearless and fights to the death (or at least 
  till zero Hit Points), refusing to surrender or show mercy. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat (Rifts): These undead warriors can be found anywhere 
  from time to time. Their presence has been confirmed in Africa, 
  at least during the appearance of the Four Horsemen of the 
  Apocalypse. Many believe Bone Fiends were brought to Rifts 
  Earth by Death or War, and that a small army of perhaps 
  100-200 currently serve the Phoenix Empire. Undead skeletal 
  warriors have also been reported in France, Italy and Eastern 
  Europe, though in small squads and it is unclear if they are, in­
  deed, Bone Fiends. 
  None are confirmed to exist in North America, and there 
  have been no reports of them in what was once the old Ameri­
  can and Canadian Empires. However, rumors from vampire 
  haunted Mexico have, for generations, claimed that some of the 
  lords of the Vampire Kingdoms command armies of skeleton 
  warriors. Whether these may be Bone Fiends or not has yet to be 
  confirmed. Doc Reid and his Rangers insist the stories are true, 
  though the size of these Bone Fiend armies are much smaller 
  than the tall tales suggest. More than a few southern bound vam­
  pire fighters among the Cyber-Knights can also attest to having 
  done battle with squads of "Skeleton demons" in northern Mex­
  ico. 
  The Splugorth sometimes use Bone Fiends as opponents in 
  gladiatorial games; undead warriors vs living ones. Always a 
  crowd pleaser. It is interesting to note that the self-proclaimed 
  Angel of Death operating in the Brodkil Empire in southern Po­
  land can not tolerate any form of undead, and has her Brodkil 
  destroy them at sight. 
  Enemies: All mortal life forms. 
  Allies: Will come to the defense of any undead and may serve 
  as soldiers to powerful undead lords, Necromancers and other 
  powerful, evil beings. 
  Evisceral 
  The undead known as Eviscerals are said to be soldiers who 
  were cowards and betrayers or shirked their duties in life. They 
  are grotesque humanoids who have wide-open body cavities that 
  hold not a single organ. It is as if somebody scraped out their 
  heart, lungs, stomach, liver, kidneys, intestines, all of it. All that 
  is left from navel to chops is a naked rib cage, a clear view of 
  the top of the creature's pelvis and the length of his spine. In ad­
  dition, the head usually resembles a skull with withered flesh, a 
  crooked jaw and widely spaced, sharp, pointed teeth. The limbs 
  of the body are lean but muscular, and the hands are equipped 
  with long, sharp claws for cutting and digging out organs. 
  Some would say that the Eviscerals were punished for "not 
  having the guts" to fight or do what was expected of them, and 
  as such, were denied having any for the rest of eternity. What­
  ever the reason for making the Eviscerals the way that they are, 
  the bottom line is these creatures have no internal organs to 
  speak of, and consequently they eat the organs of the living they 
  slay. This entails killing the victim (naturally), opening them up, 
  removing their insides, and eating them on the spot. Of course, 
  since the Eviscerals have no way to contain these organs, they 
  52 
  just slide on out into a big mess on the ground, much to the 
  monster's dismay, but they taste great while chewing them, and 
  the horrid creature has the satisfaction of depriving another be­
  ing of their innards (and life). This macabre routine is perpetu­
  ated over and over whenever a humanoid or large animal can be 
  killed and gutted. 
  Unlike many of the undead, Eviscerals have a full recollec­
  tion of past events and whatever has happened to them since be­
  coming one of the living dead. These creatures are storehouses 
  Quentin Milton (Order #26014138)
  
  of historical knowledge going back, some say, to the Dark Age 
  of Rifts Earth, and if one were able to interview them at length, 
  they could learn an unprecedented amount of information (ex­
  cluding secrets of magic, the locations of treasure troves, etc.). 
  However, getting this info out of the creature is immensely diffi­
  cult, even if one is offering fresh guts and organs for trade. 
  Since these malicious undead are cunning and smart, they make 
  up stories and lies about ancient heroes, the Gods of Light and 
  events that never happened to confuse, torment, sadden and 
  frustrate the living. Thus, one can never be certain if what an 
  Evisceral says is true or lies. 
  Alignment: Miscreant and Diabolic evil only. 
  Attributes: I.Q. ID6+1O, M.E. I D6+1 1 ,  M.A. ID6+12, P.S. 
  2D6+13, P.P. ID6+ 14, P.E. ID6+15, P.B. ID6, Spd 4D6 
  Size: 6-7 feet (1.8 to 2. 1 m) and weighs 150 to 200 lbs (67.5 to 
  90 kg). 
  Hit Points: P.E.x2 
  S.D.C.: ID4x10+20 
  Horror Factor: 13 
  P.P.E.: 3D6 (more if a Wizard). 
  Magic: 01-05% were spell casting practitioners of magic in 
  their previous life (ID6 level) and retain that knowledge in their 
  undeath. However, whatever P.P.E. they once had is reduced by 
  half (i.e. half normal for that O.C.C. and level of experience). 
  For some reason, they cannot learn new spells since becoming 
  undead. All others have no mystic knowledge. 
  Psionics: None. 
  Natural Abilities: Nightvision 1 000 feet (305 m) and 
  bio-regenerates at a rate of 2D6 Hit Points or S.D.C. per minute. 
  Is awake and alert all night and most of the day, sleeping only 
  four hours from noon till five p.m. when the sun is hottest; al­
  ways up by five or six. Magically understands and speaks all 
  languages at 95%. 
  R.c.c. Skills: Swim (+20%), Climb (+20%), Land Navigation 
  (+20%), Computer Operation (+5%), Radio: Basic (+5%), plus 
  ID4+ 1 from Communications or Domestic skills (all +5%), 
  ID4+ 1 Technical or Science skills and ID4 from Rogue or 
  Weapon Proficiency skills. Any other skills have faded away 
  over the years from lack of practice. 
  Average Level of Experience: ID4+2 
  Attacks Per Melee (Rifts®): Four physical or two by magic if 
  a spell caster. 
  Damage: As per Supernatural P.S. A claw strike does an extra 
  +2D6+2, but their bite only does ID4 M.D. regardless of P.S. 
  Or by weapon, but most tend to rely on their claws. 
  Bonuses (does not include possible attribute bonuses): + 1 on 
  initiative, +2 to strike and parry, + 1 to dodge, + 1 to disarm, and 
  +8 to save vs Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbol 
  and holy water. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat (Rifts): Eviscerals are found, periodically, worldwide, 
  including North and South America, Europe and Asia. Accord­
  ing to many Rogue Scholars, this undead did exist in consider­
  able numbers during the Dark Ages, but most from that period 
  are believed to have been destroyed, making those who claim to 
  be knowledgeable of the past liars. 
  Enemies: All mortal life forms. 
  53 
  Allies: May associate with other undead and powerful evil be­
  ings, but will be compelled to attack and gut mortal associates 
  and even leaders if the opportunity arises. 
  Festulent 
  Like the Bone Fiend, the Festulent is a form of re-animated 
  dead that often roams the countryside in force. According to leg­
  end, in their mortal life, these characters were warriors who 
  cheerfully participated in wanton acts of cruelty, torture and 
  brutality. 
  Festulents appear as especially putrid zombies. Half are ema­
  ciated, others are bloated, and most have some degree of rotting 
  flesh, and may even be missing a limb, an eye, or have an en­
  emy's weapon protruding from their body. The latter is a lasting 
  reminder of the many enemies they have slain in battle. This 
  weapon or large weapon fragment cannot be removed regardless 
  of one's P.S. nor through the use of magic. 
  Festulents are perhaps the only form of undead who mean no 
  harm to anybody or anything, not even to the living. These crea­
  tures go about a weird sort of daily life, as if they do not really 
  understand that they are either dead or re-animated. They also 
  seem to have forgotten that there was ever a war, and the major­
  ity of them come together to form small communities. Entire 
  villages of Festulents can be found from time to time, as can 
  large populations of them in the assorted Vampire Kingdoms, 
  where they work tirelessly for their masters. In fact, rumors sug­
  gest that legions of Festulents helped to build (and continue to 
  maintain) portions of the Vampire Kingdoms, though no one 
  knows for sure. 
  If anything, the Festulents seem universally ambivalent to ev­
  erything. They do not mind the company of any other creature, 
  living or undead, and make no violent move toward anything 
  unless they has been provoked, or unless they are being com­
  manded to do so by a Necromancer or being of great power (like 
  the rulers of the Vampire Kingdoms, Mummies Immortalus, 
  Demon Lords, Priests of Darkness, and similar). Festulents will 
  also fight to defend themselves. 
  Though Festulents retain a basic sort of intelligence, they are 
  all dim-witted drones who retain little or no knowledge of their 
  former lives. Nor do they any longer crave or enjoy war or cru-
  Quentin Milton (Order #26014138)
  
  elty. They will fight if necessary or commanded to do so, but 
  they do not enjoy it, and the sight of death and slaughter makes 
  them deeply sad. Consequently, these undead don't mind doing 
  any sort of labor or chore, fulfilling their duty the best they can 
  even if they are treated like slaves or beasts of burden. 
  Festulents will toil without end and without complaint. Those 
  willing to enslave large numbers of these creatures (and many a 
  Necromancer does) can build huge structures in no time at all 
  (as the lords of the Vampire Kingdoms have done). Curiously, 
  though, when commanded in a military capacity, Festulents get 
  very literal with their commands, and follow the strict letter of 
  their orders, but do so poorly (reduce number of attacks and bo­
  nuses by half; round down). 
  However, being undead, Festulents must feed on the living, 
  an act that brings them no joy, only sorrow. They feed by drain­
  ing their victim of blood, usually by slitting their throat with a 
  blade weapon of some kind. When hungry, there is nothing to 
  stop them from their grim task and, as they did in the past, they 
  strike without mercy or pause, relentlessly pursuing any who 
  might manage to escape. A Festulent should feed once every 
  two or three days, and becomes driven to attack the first flesh 
  and blood creature they see if they have not feasted on blood for 
  more than three weeks (which is common). 
  While Festulents are unique among the undead in that they 
  show a full range of emotions, they are not kind or generous, 
  just dull, sorrowful and hungry. As a result, Festulent emotions 
  come off as exaggerated, fake, and creepy. The most genuine 
  Festulent emotion is sorrow, for they are sorry they live in such 
  an unhappy circumstance under such miserable conditions. 
  Oddly enough, Festulents never feel sorry for themselves, nor 
  do they express displeasure over their own condition. They just 
  endure the best they can, quietly living in a sea of regret. 
  Alignment: Miscreant only. 
  Attributes: I.Q. I D6+3, M.E. 106+2, M.A. 106+6, P.S. 
  ID4+20, P.P. 2D6+2, P.E. 2D6+6, P.B. I D6, Spd 2D6+5 
  Size: Six to seven feet (1.8 to 2. 1 m) tall and weighs 150 to 200 
  lbs (67.5 to 90 kg). 
  Hit Points: P.E. attribute number +50. 
  S.D.C.: 106xlO+20 
  Horror Factor: 12 
  P.P.E.: 2D4 
  Magic: None. Psionics: None. 
  Natural Abilities: 
  Supernatural Strength and Endurance, 
  Nightvision 1000 feet (305 m) and bio-regenerates at a rate of 
  3D6 Hit Points or S.D.C. per minute. Is awake and alert all night 
  and most of the day, sleeping only five hours in the late morning 
  hours after dawn, always up by noon or 1 p.m. Understands and 
  speaks all languages at 98%, but is illiterate. 
  R.c.c. Skills: Radio: Basic (+10%), Salvage (+10%), General 
  Repair (+20%), Masonry (+20%), Rope Works (+20%), Climb 
  (+1 5%), Basic Math (+25%), W.P. Sword, W.P. Knife, and 
  W.P. Shield. No other skills of note. Whatever it knew in life, 
  this undead has forgotten how to do it. Can use modem weapons 
  but does so without benefit of bonuses (unmodified roll only). 
  Average Level of Experience: ID6 
  Attacks Per Melee (Rifts®): Five. 
  Damage: As per Supernatural P.S. Claw strike does an extra 
  2D6, but the bite only does 106 M.D. Or by weapon, typically 
  an M.D. or magical one. 
  54 
  Bonuses: +1 to strike, parry and dodge. +3 to pull punch, and 
  +4 to save vs Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbol 
  and holy water. Lack personal initiative, look to others to direct 
  them. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Believed to exist in the Vampire Kingdoms, perhaps 
  by the thousands. Seldom encountered anywhere else on Earth, 
  which is not to say they don't exist or couldn't appear from a di­
  mensional Rift. 2- 12 are often controlled by Shifters and Necro­
  mancers. 
  Enemies: None per se, but must feed on the living. 
  Allies: All other undead and the occasional other evil being. 
  Garkain 
  The Garkain is an Australian vampire-like, demonic predator. 
  Its escapades are limited to Down Under and its description is 
  located in the Beyond the Supernatural Conversion Section of 
  this book. See page 83. 
  Gravedigger 
  The Gravedigger is a weird undead beast-man with a craving 
  for dead bodies. They are gaunt gorilla-like creatures with big, 
  bony, hooked shovels for hands. Their task or instinctive drive 
  is to find or dig up the dead (mainly the recently slain) and eat 
  them, bones and all. For the most part, Gravediggers are not all 
  that put out by their loathsome life. They are dim-witted and 
  function on a primordial level, going about their business in a 
  straightforward, methodical way. 
  Undead Gravediggers have learned to follow the behavior of 
  other undead and predators to fmd fresh corpses to eat. Which 
  means they are attracted to war and plague zones as well as 
  smaller battlefields and graveyards. Consequently, a hundred or 
  more haunt the ruins of fallen Tolkeen whiles others dig up the 
  CS Death Camps and mass graves scattered throughout Minne­
  sota and Wisconsin. 
  The ghoulish creatures are also a problem for adventurers 
  who are sick, injured or taken captive by other undead, because 
  Gravediggers gather to watch and wait for their death like vul­
  tures. Furthermore, these undead seem to have a sixth sense 
  about the dead, and seem to be able to know when and where 
  they might fmd the remains of the deceased. To help them with 
  their chore, they can home in on the dead with extraordinary ac­
  curacy by scent alone. When they "catch the whiff of death," 
  Gravediggers do whatever they have to - swim long distances, 
  climb sheer walls, endure any obstacle - to find the dead and 
  devour them. Gravediggers are not suicidal, however, and al­
  though they always try to take the most direct route to their next 
  meal, they use whatever methods necessary to ensure they get 
  there in one piece. Likewise, while these undead gladly fight 
  anybody who tries to take away or prevent them from getting a 
  carcass (or bones, even), the monsters give up if their opposition 
  is too tough or too persistent (Le. after 106+1 melee rounds), 
  but lurk in the wings and follow wherever the corpse may be 
  Quentin Milton (Order #26014138)
  
  taken, watching and waiting until it is buried and the living 
  leave so they may dig up the body and feast. If a body is to be 
  cremated, a Gravedigger is likely to make a mad dash through 
  the flames, snatch up the corpse and flee with it. Any other 
  Gravediggers participating in the theft will try to engage any 
  protectors of the deceased long enough that their comrade can 
  make a clean get away and then follow the scent of the dead to 
  share in the meal. 
  While Gravediggers are not likely to attack a living person 
  lingering at death' s door, it may try to help matters along by 
  calling the attention of a predator or monster to the group in the 
  hope it will kill them, as well as drag away the wounded so they 
  cannot get medical attention, cut a rope to make a character fall, 
  and so forth, but never a direct attack, and an undead Grave­
  digger NEVER delivers the actual death blow. If attacked, a 
  Gravedigger only fights in self-defense long enough to make 
  55 
  good its escape. If captured, the creature cannot communicate 
  for it speaks in grunts, whimpers and growls and only under­
  stands half of everything anybody is saying. They are more ani­
  mal than intelligent. 
  Alignment: Miscreant. 
  Attributes: I.Q. ID4+1, M.E. ID6+I, M.A. ID6, P.S. ID6+I8, 
  P.P. ID6+8, P.E. 2D6+IO, P.B. ID6, Spd 2D6+l 8 
  Size: 7-8 feet (2. 1  to 2.4 m) tall, though they spend much of 
  their time hunched over, so they might seem smaller than they 
  are. Weighs 700 to 800 lbs (3 15 to 360 kg). 
  Hit Points: P.E. attribute number +30. 
  S.D.C.: ID6xIO+20 
  Horror Factor: 1 1  
  P.P.E.: 2D6 
  I.S.P.: 2D4x1O 
  Magic: None. 
  Psionics: All Gravediggers possess the psionic abilities of Psy­
  chic Diagnosis (4), Presence Sense (4) and Death Trance (1). 
  Natural Abilities: Never fatigues or needs sleep (though more 
  powerful at night). Digs three times faster than a stout, strong 
  man. Supernatural P.S. and P.E., nightvision 1000 feet (305 m) 
  and bio-regenerates at a rate of 2D6 Hit Points or S.D.C. per 
  hour. Awake day and night, but sleeps whenever there is no 
  food (dead bodies) or potential food (living beings) around. 
  Magically understands and speaks all languages but only at 
  50%, and is illiterate. 
  Special: Track Dead by Scent: Like a cadaver dog trained to 
  sniff out dead bodies, Gravediggers can smell even one body 
  within a 10 mile (16 km) radius of itself and track it to its pre­
  cise location at a 90% proficiency. As soon as it catches the 
  scent, the creature runs after it at full tilt. 
  R.C.C. Skills: Climb 80%170%, Swim 80%, and Land Naviga­
  tion 80%. No other skills of note. Whatever it knew in life, this 
  undead has forgotten how to do it. 
  Average Level of Experience: ID4+I 
  Attacks Per Melee (Rifts®): Four. 
  Damage: As per Supernatural P.S. Bite does 2D6 M.D.; can 
  also dig with its feet, scratching at the earth like an angry 
  chicken. 
  Bonuses (in addition to attributes): + 1 to strike and parry, and 
  +3 to save vs Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water. Not aggressive. Though it eats the dead, the 
  monster will not directly attack, fight and kill the living. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Can be found anywhere, but usually where there is 
  death and destruction, and thus and ample amount of food. 
  Enemies: None per se. 
  Allies: None per se, tend to stick to their fellow Gravediggers, 
  but kowtow to other, stronger undead to do their bidding. 
  Quentin Milton (Order #26014138)
  
  Harbinger 
  Those who secretly served dark gods or Alien Intelligences 
  as spies, infonners and backstabbers are said to become Harbin­
  gers as a reward for their service. This way, they may continue 
  to serve their (secret) master, even in death. 
  Harbingers look like an average-sized cat, dog, raven, rat, or 
  a large snake, lizard, toad or spider. The animals are always jet 
  black with alert, sparkling eyes that belie their intelligence. In 
  humanoid fonn - for Harbingers are shape changers - the hair, 
  lips and fmgernails are black set against chalk-white skin and 
  the eyes glow with an eerie orange light. 
  Harbingers lurk in the shadows, watching, remembering and 
  reporting what they see and hear to a superior or contact who 
  also serves the master, for they are the spies of the undead Foul 
  beings who find and follow the living, sizing up their strengths 
  and weaknesses, detennining their value or usefulness, and de­
  tennining which of the living are most vulnerable or easiest to 
  turn against their brethren. Harbingers may also work to manip­
  ulate events by luring the unsuspecting into traps or the clutches 
  of their master (and his agents), or trick them into doing their 
  master's bidding or work some terrible evil. When so com­
  manded, these undead enjoy acts of sabotage, terrorism and 
  treachery, framing the innocent for crimes they did not commit, 
  encouraging rivalry and discord, stealing or destroying food 
  supplies or items of value, and even perfonning assassination, 
  which they enjoy most of all. And always, the Harbinger works 
  for a powerful master and some insidious purpose - their very 
  56 
  presence a portent of coming danger, treachery or doom. A Har­
  binger always walks in shadow and leads the way for evil, suf­
  fering and death. Part of their curse is they can never act on their 
  own accord and desires, but must forever serve as the henchmen 
  of a greater shadowy power. 
  In animal fonn, the Harbinger is at its most stealthy and mys­
  terious, watching, learning and waiting. In human guise, they 
  are beguilers, seducers, manipulators, thieves and assassins. 
  However, their acts of treachery and cruelty have cost them their 
  humanity, thus they cannot maintain human fonn for more than 
  30 minutes at a time, never under the light of day, and never for 
  more than three hours, in total, during a single night. Even in an­
  imal fonn, however, the creature is the walking dead, strongest 
  at night, more vulnerable in the day. 
  Alignment: Diabolic. 
  Attributes: I.Q. 106+10, M.E. 106+12, M.A. ID6+14, P.S. 
  104+16, P.P. 106+18, P.E. 106+16, P.B. ID6+20 in both hu­
  man and animal fonn, Spd 106+14 in human fonn, double in 
  animal guise. 
  Size & Weight: Usually tall and slender in human fonn. 
  Hit Points: ID6xl0 +P.E. attribute number. 
  S.D.C.: 106xl0 
  Horror Factor: None, strangely attractive and alluring even in 
  animal fonn. 
  P.P.E.: 2D4xlO +P.E. attribute number. 
  I.S.P.: M.E.x2 
  Magic: All Harbingers possess the following spell abilities: 
  Sense Evil (2), Sense Magic (4), See Wards (8), Sense Traps 
  (7), Charismatic Aura (10), Fool's Gold (10), Multiple Image 
  (7), Chameleon (6), Shadow Meld (10), Charm (12), Escape (8) 
  and Control the Beasts (18). 
  Psionics: Harbingers instinctively have the following psionic 
  powers: Astral Projection (8), Commune with Spirits (8), Dispel 
  Spirits (10), Empathy (4), Mind Block (4), Object Read (6), See 
  Aura (6), Sense Dimensional Anomaly (6), and Telepathy \4) . . 
  Natural Abilities: Nightvision 1600 feet (488 m), see the mVlS­
  ible, and bio-regenerates at a rate of ID6 Hit Points or S.D.C. 
  per minute and completely regenerates a lost limb overnight, in 
  addition to the abilities of its animal fonn (Le. a raven can fly, a 
  rat can leap and dig, etc.). The Harbinger can come out during 
  the day or night, but is, by nature, a nocturnal predator and can 
  NOT assume human fonn in the light of day. It is awake and 
  alert all night, but will try to fmd 4-6 hours to sleep during the 
  day. Understands and speaks all languages at 98%, and is liter­
  ate in DragoneselElven. 
  Special: Animal F onn: The Harbinger is trapped in animal 
  fonn during the day and for most of the night. That's okay, be­
  cause this undead creature has learned to cherish its animal as­
  pect. All Harbingers have a primary animal fonn (a favorite 
  shape that best suits the creature' s  disposition) and a secondary 
  animal it can turn into at will for an indefmite period of time. 
  Select two from the following: cat, dog, raven, rat, or a large 
  snake, lizard, toad or spider. All are completely jet black. 
  Special: Metamorphosis Human: The Harbinger can turn into 
  an attractive human (half are female, half male) at will, but only 
  for 30 minute intervals, only at night, and only for a total of 
  three hours. Is trapped in its animal fonn the rest of the time and 
  during the day. 
  R.C.C. Skills: Prowl (+20%), Surveillance (+20%), Track Hu-
  Quentin Milton (Order #26014138)
  
  manoids (+30%), Intelligence (+20%), Pick Locks (+10%), Pick 
  Pockets (10%), Land Navigation (+20%), Dance (+20%), Climb 
  (+20%), Horsemanship: General (+10%), and Basic Math 
  (+30%). No other skills of note. These are the main skills 
  known in life, the rest are forgotten. 
  Attacks Per Melee (Rifts®): Five. 
  Damage: As per Supernatural P.S. Bite does 2D4 M.D., or by 
  weapon (typically use a knife or blunt weapon). 
  Bonuses (in addition to attributes): +2 on initiative, +2 to 
  strike, parry and dodge, +3 to disarm, +4 to pull punch, and +7 
  to save vs Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water. Plus, the limitations of its animal form, it cannot 
  metamorph into human form during the day, it is at half strength 
  during the day and must always do the bidding of an evil mas­
  ter; no free will. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Anywhere. With all the Alien Intelligences and dark 
  gods loose on Rifts Earth or involved in making trouble for hu­
  manoids and rival Intelligences, there are undoubtedly Harbin­
  gers at work in our world. These individuals are said to 
  sometimes serve certain Necromancers, Summoners, Death Cult 
  leaders, Priests of Darkness and Witches (usually as a demon fa­
  miliar for the latter). Undoubtedly, Mrrlyn of England com­
  mands at least a score of Harbingers and so must Nxla the 
  Soulharvester (Lexington, Kentucky). Rumor has it, a pair of 
  Harbingers serve Lord Dunscon of the Federation of Magic, 
  while others mark the presence of other dark forces. As for the 
  Vampire Kingdoms of Mexico, Lord of the Deep and even Lord 
  Splynncryth of Atlantis - who can say? 
  Enemies: Harbingers universally hate undead Aberrations. Oth­
  erwise, all intelligent life forms are seen as their playthings and 
  fodder for their masters. 
  Allies: Evil and duplicitous beings more powerful than they, in­
  cluding Witches allied to their master, Necromancers, Priests of 
  Darkness, Summoners and Death Cults (whose leader is typi­
  cally a Priest of Darkness), as well as vampires and other intelli­
  gent undead and other powerful evil beings. 
  Note: Harbingers are psychic vampires who feed on the sweet 
  nectar of fear, sorrow and hate. 
  Jaliquette 
  The Jaliquettes look just as they did in their former lives, but 
  with a few grave distinctions (no pun intended). The most dra­
  matic of these is that the Jaliquette's body died and turned to 
  dust 48 hours after becoming reborn as the undead, leaving only 
  the head. This disembodied head is a monstrous version of the 
  individual's former self. The creatures' eyes glow a fiery red, 
  and the teeth distend into terrible fangs. The hair turns into a 
  wild, coarse mane, and the ears stretch out and come to a point. 
  Though they have no body, Jaliquettes get around just fme; they 
  can fly about with noteworthy speed and maneuverability. 
  As a flying grotesque head, the Jaliquette has four goals: 1) 
  fmd a living creature - it can be anything, from a medium to 
  large animal to a humanoid, but it must be alive. 2) Kill it with­
  out wrecking the body too badly. 3) Decapitate it, and 4), attach 
  itself to the headless stump. Once this is done, the Jaliquette can 
  57 
  Quentin Milton (Order #26014138)
  
  control the decapitated body as if it were its own, enjoying all of 
  the powers the body once had when it was alive. That means if a 
  Jaliquette manages to decapitate a Grackle Tooth and replaces 
  the D-Bee's head with its own, then the Jaliquette now has the 
  strength and physical abilities of that Grackle Tooth, but not the 
  victim's skills or memories. Only creatures of magic (including 
  mortal practitioners of magic) and supernatural beings (includ­
  ing other undead) are off limits and cannot be used in this fash­
  ion. Mortal beings, however, are all fair game, provided they are 
  large enough to accommodate the head. 
  Without having arms and legs of its own, decapitating a vic­
  tim can be a bit problematic. So, most Jaliquettes hunt their vic­
  tims until nightfall. Then they attack, going for their victim's 
  throat with their fangs, trying to kill him before any serious 
  struggle ensues. In the alternative, it may select a new body be­
  fore the old one is used up, or command some henchman to do 
  the deed for it. Once the victim is dead, the Jaliquette basically 
  gnaws the head from the neck, leaving a ragged, bloody stump. 
  This can be done in 104 minutes, which is important because to 
  use the body, it can never be dead for more than seven minutes 
  or it cannot be used. Once the original head has been removed, 
  the Jaliquette can animate the body to stand up, float into posi­
  tion, and use the hands and arms to pull it into place and magi­
  cally connect itself with the decapitated body. And voila! The 
  Jaliquette and its new body are now one, though the line where 
  the head and body connect remains apparent as a horrible 
  looking gash all the way around. In many cases, like when a 
  desperate J aliquette kills an animal or an inhuman looking vic­
  tim, the Jaliquette will look absolutely ridiculous and horrifying 
  at the same time. The Jaliquette does not care how glaringly 
  freakish it looks, though, because its sole drive is to fmd a body 
  for its head and most anything will do. 
  However, any Jaliquette who fmds a body will not have long 
  to enjoy it. First, the body itself is still dead, and it begins to 
  slowly rot. The magic of the Jaliquette slows this process, but 
  cannot stop it. Thus, for the fIrst 14 days the body looks reason­
  ably (all things considered) healthy and attractive, but over the 
  next two weeks it takes on the pallor of a corpse. For two weeks 
  after that it begins to shrivel and rot like any corpse would, so 
  the body now looks emaciated, and is infested with maggots and 
  other insects that eat corpses. Moreover, in areas where they are 
  common, 204 Gravediggers will appear out of nowhere to fol­
  low the Jaliquette everywhere, waiting to feed on the carcass 
  when it is abandoned, which will be soon . The next two weeks 
  are the body's last, as it now reeks of decay and open wounds 
  and large patches of rot are everywhere. Decomposition is so 
  bad that bits of skin, hair and flesh drop off (eaten by the Grave­
  diggers), revealing the skeleton underneath. At the end of this 
  two week period (8 weeks total), the body must be abandoned 
  and the Jaliquette must fmd a new mortal vessel to carry its 
  head. Though it happens time and time again, the loss a body of 
  any kind is the worst agony possible for a Jaliquette, and it 
  causes these creatures great distress when it happens. 
  Once a Jaliquette claims a body, it can be usurped by other 
  Jaliquettes. Where desirable host bodies are not readily avail­
  able, Jaliquettes frequently fIght one another to have one, for the 
  creatures only feel whole when connected to a corpse. Naturally, 
  the fIrst Jaliquette is loath to relinquish its body, and a fIerce 
  battle ensues as the bodiless Jaliquette attacks its fellow in a 
  58 
  desperate bid to gain a body for itself. It is a battle of biting and 
  psionic energy with the loser being rendered temporarily help­
  less, numb or unconscious (remember the undead regenerate and 
  return to life even after Hit Points are reduced to zero or below). 
  Once a Jaliquette has gained a body, it usually pretends that it 
  is whatever person or creature whose body it has stolen. How­
  ever, Jaliquettes are terrible role-players and even worse actors, 
  so they will always come off as a freakish monstrosity. ("But 
  why do you not think that I am a cat, good sir? See? I have a 
  nice fluffy tail, do I not? Listen: Meow, meow. Still not con­
  vinced? Observe, as I give myself a bath.") 
  Alignment: Miscreant. 
  Attributes (for tbe bead only): I.Q. 206+6, M.E. 206, M.A. 
  206, and Spd 206+10 when flying as a decapitated head. The 
  physical attributes are those of the usurped body for the duration 
  that it is possessed by the Jaliquette, even while rotting away. 
  Once connected to a body, Speed becomes that of the deceased. 
  Note that the Jaliquette can detach itself from the body at any 
  time, but it cannot be gone for more than seven minutes or the 
  body becomes useless to it. Furthermore, another Jaliquette hid­
  ing in the shadows could steal the body if it connects before the 
  seven minutes elapses or the fIrst one returns. Note that any 
  Gravediggers in tow instinctively wait until the seven minutes 
  are up before feasting. 
  Size: The size of a human head and weighs about ten to fourteen 
  pounds (4.5 to 6.3 kg). 
  Hit Points (Rifts®): The head has 606+30 Hit Points. The dead 
  body has no Hit Points (it's dead); see S.D.C. for how much 
  damage the body can withstand. 
  S.D.C. (Rifts®): The S.D.C. of the original body is restored 
  (M.D.C. converts directly to S.D. C.), + ID6x10+40 regardless of 
  what type of creature it once was. (The head gets no S.D.C.). As 
  with most undead, the now undead body is impervious to nor­
  mal weapons the same as a vampire (same vulnerabilities too). 
  The creature may wear body armor for additional protection. If 
  all S.D.C. are reduced to zero, the body is destroyed and the 
  Jaliquette is enraged. It may attack and kill all those responsible, 
  taking one of their bodies for its own, or it may fly away, proba­
  bly to plot some terrible vengeance or wait until the right mo­
  ment to attack one of them and make that character's body its 
  own. Note: A Jaliquette will never forget anybody who de­
  stroyed one of its bodies. Should they ever meet again, the hor­
  rid thing will seek revenge in one form or another. 
  Horror Factor: 14 
  P.P.E.: 506. I.S.P.: 606+ 12 
  Magic:.None, other than the ability to take a decapitated body 
  as described above. 
  Psionics: Telekinetic Punch (6), Telekinesis (varies), Mind Bolt 
  (varies), Catatonic Strike (40) and Empathic Transmission (6). 
  Cannot block psionic attacks. 
  Natural Abilities: In addition to those of the stolen body, the 
  head can fly, has nightvision 1 000 feet (305 m), can see the in­
  visible, and the head bio-regenerates at a rate of 206 Hit Points 
  per melee round. Jaliquettes are active day or night as one of the 
  only undead whose powers and abilities are NOT diminished in 
  any way in the daylight (stays constant). Doesn't need to sleep. 
  Understands and speaks all languages at 98%, but is illiterate. 
  R.c.c. Skills: Basic Math (+30%), Lore: Demons & Monsters 
  (+1 5%), Streetwise (+5%), Surveillance (10%), and Prowl 
  Quentin Milton (Order #26014138)
  
  (+25% as a silent, flying, dismembered head). No other skills of 
  note. Whatever it knew in life, this undead has forgotten. 
  Average Level of Experience: 104+1 
  Attacks Per Melee (Rifts®): Four. 
  Damage: Bite: 306 M.D. or Head Butt: 106 M.D. close com­
  bat or 206 from a flying head butt (counts as two attacks). Oth­
  erwise inflicts whatever damage the body it possesses is capable 
  of doing. 
  Bonuses (head only): +2 on initiative, +2 to strike, +5 to auto­
  matic dodge (roll to dodge but the act of dodging does not use 
  up a melee attack), +1 to save vs mind control and +7 to save vs 
  Horror Factor. 
  Vulnerabilities: The obvious disadvantages of being a flying 
  head or walking corpse on Rifts Earth, the body, while attached 
  to the immortal head, has all the usual vulnerabilities of an 
  undead (wood, silver, magic, holy symbols and holy water) ex­
  cept for sunlight. Sunlight does not hurt nor diminish the 
  Jaliquette. Note: Driving a stake or shooting an arrow into its 
  forehead between the eyes will immobilize it the same way as a 
  stake in the heart immobilizes a vampire. However, this can be 
  difficult because the head can fly from the body at any time and 
  always gets to make a dodge at +5. To kill it, the head must be 
  wrapped in chains and weighted down and either sunken to the 
  bottom of a lake or the sea (where it dissolves) or burnt to ash. 
  Average Life Span: Immortal until slain. 
  Habitat: Believed to be rare on Rifts Earth, but most certainly 
  found in Russia, Mongolia, and China. Also, in much fewer 
  numbers (rare) in India and countries bordering Russia. 
  Enemies: Mortals who are seen as "food" and "vessels" for the 
  head, and those who oppose its other little adventures and ex­
  ploits. Jaliquettes like to harass and toy with other beings, and 
  may also serve a greater power, typically some other undead or 
  powerful creature of magic. They also kill to feed on the P.P.E. 
  energy that is doubled when any living creature dies. 
  Allies: Sometimes their own kind when there are enough bodies 
  for everyone and people to kill for their P.P.E. May serve an evil 
  and duplicitous being more powerful than they, including Nec­
  romancers, Shifters, Summoners, Priests of Darkness, and Death 
  Cultists, as well as vampires and other intelligent undead or 
  powerful evil beings like gods and godlings. Sometimes takes 
  prisoners to keep as their next "body in waiting." 
  Note: Jaliquettes are P.P.E. vampires who feed on the energy re­
  leased by the living at the moment of death, leaving the rest of 
  the body untouched. Consequently, they are sometimes followed 
  by Aberrations, and especially Blighters, Gravediggers, fellow 
  Jaliquettes (looking for a fresh body) and other carrion-feeders 
  who eat what the Jaliquette leaves behind. Need to feed once ev­
  ery three days (and that means killing their victim) or become 
  weak; reduce I.S.P. by 10% and bonuses by one point until it 
  can sate its hunger. If it does not eat for more than six days, its 
  body begins to rot at twice the normal rate described. 
  59 
  Mortoii, 
  Zombie Vampire 
  The Morto;; are "Zombie Vampires" - undead who look like 
  bloated and putrefied walking corpses. They are vampires who 
  drink the blood of living humanoids for sustenance and then eat 
  their hands and arms. It is said, by some, that this compulsion 
  about hands comes from the fact that the Mortoii were once 
  master craftsmen, artisans, forgers, thieves and pickpockets, but 
  others claim the Mortoii simply envy artisans and crafts people 
  so much that they take their hands out of spite, even in death. 
  The Mortoii are, themselves, blood draining vampires with fm-
  ., 
  9 "  
  Quentin Milton (Order #26014138)
  
  gers and hands like deadwood, incapable of creating art or per­
  forming delicate work. Thus, the Mortoii feed on hands just out 
  of contempt, to destroy what they themselves envy. 
  Mortoii love art, and remember painful bits of their own past. 
  They know (or at least believe) they were once something spe­
  cial, creative and vibrant, and, thus, see their current state of ug­
  liness and graceless hands as an unholy mockery. To make their 
  cold existence more bearable, most Mortoii collect bits of art 
  and beauty in the way of jewelry, small statues, toys, designs in 
  fabrics and other works of artistry taken from those they kill. 
  Many cover their subterranean lairs with them or build little 
  shrines with things of beauty. Others carry them around with 
  them so they can pull them out and look at them whenever they 
  want. Keeping them on their person (usually in a pouch or sack) 
  also prevents them from being stolen or smashed by the many 
  cruel and loutish undead and demons who despise all things of 
  beauty. Furthermore, the sight of somebody dancing, using sign 
  language, picking a pocket, making a work of art or even just 
  whittling, as well as the sight of somebody making or eating 
  normal food or displaying normal eating habits, drives the 
  Mortoii into a killing frenzy. Amid shouts of "Stop it! Stop it! 
  You bloody savages!" and similar talk, the Mortoii leaps upon 
  those who (inadvertently) dared remind it of what it was once 
  and attack without mercy until the individual is dead or the 
  Mortoii is driven away. 
  If a Mortoii devours his victim's hands (which is usual), the 
  monster momentarily regains a bit of its old dexterity and feel­
  ing in its own hands. Regrettably for the Mortoii, the sensation 
  is a fleeting one and one hour after feasting it is gone. During 
  that time, however, it can perform skills that are otherwise im­
  possible (see Natural Abilities for details), though the short time 
  is scarcely enough to do or make much of any significance with 
  the restored skills. Despite this, the Mortoii love the short mo­
  ment of joyous manual dexterity, and would, if they could, 
  slaughter thousands without hesitation to maintain their cher­
  ished abilities. Such is the craven existence of the Zombie Vam­
  pire. 
  Alignment: Diabolic evil only. 
  Attributes: I.Q. 2D6+5, M.E. ID6, M.A. ID6, P.S. I D4+20, 
  P.P. ID6, P.E. 2D6+l2, P.B. ID4, Spd ID6 
  Size: Five to seven feet (1 .5 to 2. 1 m) tall. 
  Weight: 200-300 Ibs (90 to 135 kg). 
  Hit Points: P.E.+24 
  S.D.C.: ID6xlO+ 13 
  Horror Factor: 12 
  P.P.E.: 2D6 
  Magic: None. 
  Psionics: None. 
  Natural Abilities: Supernatural Strength, nightvision 1000 feet 
  (305 m) and bio-regenerates at a rate of 2D6 Hit Points or 
  S.D.C. per minute. Is awake and alert all night and most of the 
  day, sleeping only five hours in the afternoon, always up by 
  dusk. Understands and speaks all languages at 98%, and most 
  (01-75%) are literate in DragoneselElven. 
  Special: Regained Skills and Dexterity: For one hour after 
  eating a single hand and forearm, the Mortoii's P.P. attribute in­
  creases to 19 and the monster can perform the following old 
  skills. Roll percentile to determine whether the monster was an 
  artist or thief/spy. The skill proficiency fades to a mere 5% after 
  60 
  the hour elapses unless there is another limb to eat, which is 
  why these horrid undead are always looking for new victims to 
  mutilate. 
  01-60% ArtisanlPerformer: Art 95%, Forgery 90%, Sculpting 
  & Whittling 95%, Sew 95%, Masonry 90%, General Repair & 
  Maintenance 80%, Dance 75%, and Play Musical Instrument 
  (one of choice) 95%. 
  61-00% Thief or Spy: Prowl 75%, Pick Locks 95%, Pick 
  Pockets 90%, Palming 85%, Concealment 75%, Rope Works 
  80%, Climb 95%/85%, and Basic Math 85%. No other skills of 
  note. 
  Whatever other skills it knew in life, this undead has forgot­
  ten them. 
  Attacks Per Melee (Rifts®): Five (Seven for one hour after 
  eating a pair of hands). 
  Damage: As per Supernatural P.S. Bite does ID6 M.D. Rarely 
  uses a weapon of any kind. 
  Bonuses (in addition to attributes): +2 on initiative when 
  there is a hand to be gotten! +3 to strike, otherwise + 1 to strike, 
  + 1 to dodge, and +6 to save vs Horror Factor. 
  Penalties: The obvious poor dexterity and addiction to eating 
  hands - will do almost anything to get one. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Found here and there as lone predators or in small 
  groups of 2D4, or serving some more powerful, evil being (un­
  der which circumstance their numbers could be greater). Con­
  sidered to be rare in most places on Rifts Earth. 
  Enemies: Tend to be loners but may gather with other undead. 
  Allies: Necromancers, Shifters, Witches, evil priests, intelligent 
  undead and other wicked and powerful evil beings who promise 
  them hands and let them create works of art or ply their skills as 
  thieves and spies. 
  Note: Mortoii feed on blood, they eat hands only to restore their 
  own, regardless of how pitifully short that restoration may be. 
  Rawhead 
  By the light of day, a Rawhead appears as a normal, living 
  humanoid (they retain the looks they had before becoming the 
  undead). Though they look mortal, other undead sense their true 
  nature and do not usually molest them. In fact, many of the less 
  intelligent and comparatively weak undead fear the Rawheads 
  who are among the most intelligent, organized and willfully ma­
  licious of their kind. Thus, the Rawheads are among those who 
  gather up the "lesser" undead and other foul beings to make 
  them do their bidding and rule over clans and tribes of them like 
  a despot tyrant. 
  Once night falls, unless the repulsive creature has the skin of 
  a victim to wear, its skin peels off in layers to reveal a walking 
  body of muscle, bone and cartilage glistening with blood. Some­
  how, the skinless body is more horrifying than an animated skel­
  eton or even a festering corpse. For it seems to possess a lively 
  yet abhorrent appearance that is truly grotesque. Deceivers and 
  traitors by nature, Rawheads can wear the skin of other human­
  oids, other than true giants. The Rawhead must personally skin 
  Quentin Milton (Order #26014138)
  
  its victim and remove the covering of skin in one piece, some­
  thing the monsters are uncannily adept at doing (instinctive). 
  Then, it can don the skin as a mortal might a suit of clothing, 
  with the skin magically fitting over the Rawhead as if it were 
  tailor made for it. As many as three different skin "costumes" or 
  disguises may be kept in storage, though only one can be worn 
  at a time. The horrible guise can be kept indefmitely as long as 
  it is never worn during the day, for the first beam of sunlight to 
  strike the macabre guise will turn it to powder. However, at 
  night, the Rawhead can wear the hide of other humanoids with­
  out worry, putting it on and off at will. Rawheads are vampires 
  who drink the blood of mortals, but to do so it must strip off any 
  disguise to reveal its true, hideous nature. All pretense disap­
  pears when these creatures actually shed their outer skin and go 
  hunting. In this state, their naked muscles are bright red and 
  glisten, and there is a strong smell of both burned flesh and fresh 
  blood about them. 
  Though they possess no special weapons during combat, 
  Rawheads are strong and swift fighters, more than capable of 
  killing most victims with their bare hands. Most Rawheads pre­
  fer to strangle or break an opponent's neck or beat an opponent 
  into unconsciousness. This way, the skin of the victim is pre­
  served with minimal damage. Besides, like true vampires, the 
  Rawhead often keeps victims imprisoned for multiple feedings 
  before killing them once and for all. It must be said, however, 
  that Rawheads have a terrible tendency to get carried away once 
  they have the upper hand in any given battle, so once their vic­
  tim has been vanquished, a Rawhead must roll a 16-20 on a D20 
  or it will not be able to stop itself before beating its victim to 
  death. Once their victims are dead, Rawheads can no longer 
  feed on them, but their skin might still be of use. 
  Rawheads need to feed nightly! 
  Alignment: Evil! 25% are Aberrant, 25% are Miscreant and 
  50% are Diabolic. This type of vampire is supremely arrogant, 
  cruel and aggressive, sometimes killing for fun or the dramatic 
  effect. Rawheads dream of someday ruling over the living and 
  envy the vampires of Mexico. 
  Attributes: I.Q. 2D6+7, M.E. 2D6, M.A. 2D6 (+6 when in hu­
  man guise of one kind or another), P.S. 2D4+26, P.P. 1D6+16, 
  P.E. 2D6+1 0, P.B. 1D4 in natural undead guise, +10 in human 
  guise, Spd 3D6+3 
  Size: 6-7 feet (1 .8 to 2. 1 m) tall and weighs 1 80 to 240 lbs (81 
  to 1 08 kg). 
  61 
  Hit Points: P.E. attribute number x3. 
  S.D.C.: 2D4xl0+1 1 
  Horror Factor: 15 when revealed in its true form, none in hu­
  manoid disguise. 
  P.P.E.: 3D6 
  Magic: None. Psionics: None. 
  Natural Abilities: Supernatural Strength, nightvision 1000 feet 
  (305 m) and bio-regenerates at a rate of 2D6 Hit Points or 
  S.D.C. per melee round (15 seconds). Is awake and alert all 
  night and most of the day, sleeping only two or three hours in 
  the afternoon, always up by dusk. Understands and speaks all 
  languages at 98%, and many (01-60%) are literate in 
  Dragonese/Elven. 
  Special: Great Leaping Ability: Rawheads can leap 20 feet 
  (6. 1 m) in any direction from a standing start. With a running 
  start, that distance can double to 40 feet (12.2 m) high or across. 
  Special Climbing: Rawheads can cling to walls and ceilings 
  like a bug, climbing at 95% proficiency at full Speed attribute. 
  R.C.C. Skills: Wrestling, Horsemanship: General 80%, Skin & 
  Prepare Animal Hides 90%, Land Navigation 90%, Surveillance 
  80%, Prowl 80%, Detect Ambush 80%, and Detect Conceal­
  ment & Traps 80%. Whatever other skills it knew in life, this 
  undead has forgotten them. 
  Average Level of Experience: I D4+2 
  Attacks Per Melee (Rifts®): Seven at night, five in the day­
  time. 
  Damage: As per Supernatural P.S. Bite does only 2D4 M.D. Or 
  by weapon, but the vast majority of Rawheads rely on their 
  brute strength and bare hands, they prefer things that way. 
  Special: Strangle Hold: The Rawheads are skilled at pinning 
  and strangling the life out of their victims. Those pinned in a 
  strangle hold only get half their normal attacks (round down) 
  and take 4D6 damage direct to Hit Points per each melee round 
  (15 seconds) they are strangled! While being strangled the vic­
  tim cannot speak, call for help nor cast spells and all attacks di­
  rected at his undead opponent are 20% weaker than normal. 
  Note: The victim, however, can try to use his attacks to escape 
  rather than fight. Expending one attack, the victim must roll a 
  "natural" 1 8-20 to break free (no bonuses apply). Combining 
  two attacks into one big effort, the character must roll a "natu­
  ral" 15-20 to break free. And if the victim has six or more at­
  tacks normally, he can use the three he has while being 
  strangled in one effort to break free, requiring an unmodified 
  roll of 10-20 to be successful. If the character can break free he 
  takes only ID6 damage for that round of strangulation and both 
  the Rawhead vampire and his intended victim start a new com­
  bat round. Roll initiative. 
  Special: Breakneck Attack: This is a special attack in which 
  the Rawhead focuses the energy of all its attacks for one melee 
  round into its first and only attack that round. If successful the 
  monster snaps the neck of his victim in one potentially fatal 
  blow, reducing Hit Points to zero and placing the character in a 
  coma. (Note: If allies of the victim act quickly, they can set and 
  brace the neck and restore the individual with three psionic or 
  magic healings. However, the victim of this near death experi­
  ence only gets back 2D6 Hit Points and no additional psychic or 
  magic healing can be used on him for 24 hours. A Restoration 
  spell will completely heal the individual. Of course, the 
  Rawhead usually scoops up his victim and walks off with him to 
  Quentin Milton (Order #26014138)
  
  feed and skin, so allies need to act quickly to save their friend, 
  ftrst by chasing away or killing the Rawhead.) 
  Using the breakneck attack has its risks. The creature must 
  expend all of its attacks at once, meanwhile the victim gets a 
  saving throw (16 or higher, only P.E. attribute bonuses apply). If 
  the intended victim survives, the character only takes ID6 
  points of damage direct to Hit Points, and has all of his or her at­
  tacks remaining as well as the initiative. This means the charac­
  ter can attack the Rawhead at will for the rest of that melee 
  round! All the Rawhead can do is try to parry or dodge. How­
  ever, most Rawheads are so supremely conftdent and mean that 
  they will take that risk at some point in most every battle, often 
  making it their ftrst attack. And if it is successful the ftrst time, 
  they will try it again, probably against their very next opponent. 
  On the other hand, any character who survives two breakneck 
  attacks from the same Rawhead is impervious to that method of 
  attack from any Rawhead, that day forward! 
  Create other Rawhead: Just as the traditional vampire can 
  create others like itself, the Rawhead can also create more of its 
  kind, which makes them a plague to the outside world. To do 
  this, the monster kills and skins its victim like usual, lays them 
  out under the light of a full moon, cuts itself, covers the body in 
  its own blood and blows a breath into the mouth of the de­
  ceased. A moment later, the corpse shudders to life as a 
  Rawhead. However, this Rawhead has no "skin" of its own, and 
  looks the same day or night, at least until it can steal the hide 
  from one of his next victims. This Rawhead has 20% lower Hit 
  Points, S.D.C. and attributes than its creator until 10 years have 
  passed or until its creator dies, whichever comes ftrst. Addi­
  tionally, it is completely loyal and obedient to its creator, serv­
  ing as the monster's chief lieutenant. Otherwise, the new undead 
  forgets most of its past, and instinctively gets the skills and abil­
  ities noted in the stats that follow. All other skills are forgotten. 
  Note: Only one new Rawhead may be created per year, and the 
  creation process leaves the creator in a diminished capacity (re­
  duce S.D.C. and bonuses by half) for six months. The creator 
  may release its unholy progeny from its service to him at any 
  time, but most keep them for years. 
  Bonuses (in addition to attributes): +2 on initiative when hun­
  gry or angry, otherwise + 1 .  +2 to strike and parry, + 1 to auto­
  matic dodge (the character must roll to dodge, but the act of 
  dodging does not use up a melee attack), +2 to entangle, +3 to 
  disarm, +4 to pull punch, and + 1 0 to save vs Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water, but not sunlight. Rawhead vampires can come 
  out during the day, their only penalty being their reduced physi­
  cal attributes, H.P./S.D.C. and abilities, as noted in the opening 
  of this section. Also they appear as humanoids (typically human 
  or Elf) during the day, turning into their true form only when at­
  tacking to feed or when extremely angry. Note: Holy weapons, 
  holy water and the touch of a holy symbol do double damage to 
  Rawheads. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Rawheads are known to emerge from the Rifts at De­
  troit, Windsor, St. Louis Arch, and Old Chicago. Thus, from 
  time to time, the Chi-Town and Iron Heart 'Burbs suffer 
  Rawhead infestations requiring Coalition purges lead by NTSET 
  operatives working in tandem with Psi-Net and the CS Army. 
  62 
  Rawheads respect the vampires' claim on Mexico and do not 
  challenge their reign, but lone individuals may sometimes visit 
  Ciudad Juarez and other places in the vampires' realm. Also ex­
  ist in Eastern Europe and Russia, but have never been able to es­
  tablish a beachhead to create their own independent kingdom. 
  Otherwise, a lone Rawhead or clan or group of 3D6 may be en­
  countered almost anywhere - all in all, outside of the places 
  noted above, these vampires are rare even on Rifts Earth. 
  Enemies: All who dare stand in their way or challenge their su­
  premacy. They also despise the living and desire to rule over 
  others. Rawheads may even dominate the lesser undead, 
  sub-demons and some Lesser Demons, ruling small clans (4D4) 
  and tribes (1D4xlO+lO). Sometimes they are willing to serve as 
  the lord and master of living humanoids and monsters, protect­
  ing them from other undead, provided they worship the 
  Rawhead, do everything the undead horror demands and the 
  group willingly lets their vampire lord feed on them! 
  Allies: All who are willing to call them master. Smart, cruel and 
  vindictive in the extreme, Rawheads like to be leaders, with 
  lesser beings serving them. Sometimes ally themselves to other 
  extremely powerful beings, but only if the Rawhead holds an 
  important position, ideally the second-in-command or leader of 
  a special squad with a considerable amount of autonomy. 
  Revenant 
  The Revenant are a kind of undead patchwork person con­
  sisting of multiple, different and mismatched parts representing 
  the many who had perished at their hands while alive. In life, it 
  is said these undead were serial killers, assassins, murderers, 
  and priests or cult leaders who engaged in mass murder, acts of 
  genocide, and wartime atrocities responsible for large scale 
  death and suffering. A living abomination that reeks of the 
  chaos and hatred they so lovingly served to the bitter end. 
  The average Revenant body is covered in scars and stitches, 
  helping to show it consists of mUltiple body parts taken from 
  ID4+2 different victims. Moreover, the right arm is always a 
  wicked, indestructible blade made from the monster's own 
  bone. Among the more gruesome features are the partial limbs 
  and features of their victims jutting from places one could never 
  imagine, as well as having an eye concealed in the (main) 
  mouth, forcing the Revenant to speak from one of his other 
  mouths (which could be on the cheek, in or above an eye socket, 
  the belly, hand, anywhere). True to their vile nature, however, 
  the Revenant see their deformity as a badge of honor. 
  Without a doubt, the Revenant is among the most repugnant 
  of all undead, and one of the most ruthless and vicious. They 
  hate all living things, often attacking them without provocation 
  to either destroy or torment. Revenant also loathe other undead 
  whom they see as both weak and competition. Thus, they en­
  gage in acts to sabotage, torture, and enslave or destroy their 
  undead cousins. Only the Rawhead and traditional Vampire are 
  a match for them, and even they sometimes succumb to the 
  powerful Revenant. Likewise, the eternally deftant Revenant re­
  fuse to "serve" any being, but may join forces, as equals, with 
  fellow beings who worship chaos and seek to make the Gods of 
  Light suffer. 
  Quentin Milton (Order #26014138)
  
  Alignment: 50% Diabolic and 50% Aberrant evil. 
  Attributes: I.Q. 206+2, M.E. 206, M.A. 104, P.S. 104+35, 
  P.P. 206+ 12, P.E. 106+18, P.B. 1 04, Spd 206+ 12 
  Size: Five to seven feet (1 .5 to 2. 1 m) and weighs 1 80 to 250 Ibs 
  (81 to 1 12.5 kg). 
  Hit Points: P.E. attribute number x3. 
  S.D.C.: 304xlO 
  Horror Factor: 15 
  P.P.E.: 204xlO 
  Magic: None. Psionics: None. 
  Natural Abilities: Supernatural Strength, nightvision 1600 feet 
  (488 m), see the invisible, and bio-regenerates at a rate of 306 
  Hit Points or S.O.C. per melee round (15 seconds). Is awake and 
  alert all night and most of the day, sleeping only two or three 
  hours in the afternoon, always up by dusk. Understands and 
  speaks all languages at 98%, and many (01-60010) are literate in 
  Dragonese/Elven. 
  Special: Eyes in the Back of the Head: All Revenant have 
  one eye in their main mouth plus 106+3 additional eyes, with at 
  least one pair in the back of their head, which means they can 
  NOT be caught by surprise or from behind, and can try to dodge 
  or parry all attacks. They also have 104+1 mouths, of different 
  varieties on various parts of their bodies, not to mention 1D4 ad­
  ditional 1imbs, though usually small like that of a child, and two 
  different kinds of ears, one round, one pointed. The body is cov­
  ered in stitches, of course. 
  63 
  Special: Great Leaping Ability: The Revenant can leap 20 
  feet (12.2 m) in any direction from a standing start. With a run­
  ning start, that distance doubles to 40 feet (6. 1 m) high or 
  across. 
  Impervious to the light of day: Revenant vampires can come 
  out during the day WITHOUT penalty! They are at full strength 
  day and night! 
  R.C.C. Skills: Boxing (taken into account in the number of at­
  tacks), Horsemanship: Knight 90010, Land Navigation 90%, 
  Track Humanoids 75%, Prowl 50%, Recognize Weapon Quality 
  90%, Detect Ambush 90%, Military Etiquette 90%, Intelligence 
  80%, Escape Artist 60%, Palming 60%, and Basic Math 95%. 
  Whatever other skills it knew in life, this undead has forgotten 
  them. 
  Average Level of Experience: 1 D4+3 
  Attacks Per Melee (Rifts): Seven. 
  Damage: As per Supernatural P.S., though the Blade Arm does 
  an extra +2D6 M.D. A bite only does 104 S.D.C. damage. Rev­
  enant almost always rely entirely on their great strength and 
  bone sword, ignoring other weapons unless they are powerful 
  magic items. 
  Bonuses (in addition to attributes): +3 on initiative, +2 to 
  strike, +2 to parry, +2 to automatic dodge (still needs to roll to 
  dodge, but the act of dodging does not use up a melee attack/ac­
  tion), +5 to pull punch, +3 to disarm, and impervious to Horror 
  Factor and possession. 
  Insanities: All Revenant are obsessed with personal freedom 
  and revenge upon the Gods of Light and their champions. Most 
  are also sociopaths who hate people and enjoy causing pain, suf­
  fering and death. If the G.M. likes, he can pick or roll for a ran­
  dom insanity as well. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water, but not sunlight. Rune weapons, holy weapons, 
  and the touch of a holy symbol inflict double damage to Rev­
  enant. Holy water does normal damage. 
  Special: Salt A version: A Revenant absolutely will not cross 
  over a line of salt. Thus, one can protect himself by standing in a 
  circle of salt, though the vampire can hurl objects at the charac­
  ter from a safe distance. Moreover, since the Revenant typically 
  command other creatures, the undead can have one of its slaves 
  or minions wipe the salt away. Eating salt will cause the mon­
  ster to gag, and lose one melee action, but nothing else (other 
  than make it mad). Having salt thrown on it has no adverse ef­
  fect. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Exceedingly rare throughout most of the Megaverse, 
  as these homicidal and extreme madmen often bring about their 
  own destruction. When they are encountered, they are often 
  found as the leaders of an army of monsters, raiders and ram­
  paging marauders as well as despot rulers of godforsaken king­
  doms or would-be usurpers, and revenge driven destroyers (of 
  any scale). Some believe a Revenant is the ruler of (or at least a 
  top warlord in) the Calgary Monster Kingdom. Revenant have 
  also been reported in Southern Africa, India, China and Russia, 
  though usually as a solitary maniac on a tear or leader of a band 
  of lesser demons or monsters. 
  Enemies: All who dare stand in their way or challenge their su­
  premacy. They also despise the living and desire to rule over 
  Quentin Milton (Order #26014138)
  
  others. Revenant even dominate the lesser undead, ruling small 
  clans (4D4) and tribes (ID4x1 O+10) of undead. Sometimes they 
  are willing to serve as the lord and master of living humanoids 
  and monsters, protecting them from other undead, provided their 
  subjects worship the Revenant and do everything the undead 
  horror demands of them. 
  Allies: All who are willing to call the monster their master. No 
  Revenant will serve another living being unless it is to deliver 
  some personal retribution, mass murder or biblical-level reckon­
  ing. And even evil sorcerers, warriors, dragons, demons and es­
  pecially Deevils are viewed as flawed, lesser beings to be 
  distrusted and watched carefully. Summoners are the most hated 
  of all, for they try to contain and control beings such as they. 
  Sladka 
  This monster bears a rough resemblance to a large war horse, 
  but possesses a demonic nature akin to a Melech. The demon 
  steeds themselves are great weapons, capable of killing many 
  soldiers on their own, for the Sladka is a vicious and wild 
  undead steed whose strength and ferocity are only matched by 
  its blind anger and general unsuitability for use as a riding ani­
  mal for any but the most powerful undead, such as the Rawhead 
  and Revenant, powerful practitioners of magic, demons and 
  other supernatural beings. 
  All Sladka appear as coal-black war horses with smoky green 
  eyes. As they breathe, a heavy fog-like vapor rolls out of their 
  mouth. All are fitted with a harness, bit and saddle by an un­
  known god or supernatural power. This gear is magical in na­
  ture, indestructible, and cannot be removed, for the Sladka are 
  condemned to forever serve the legions of evil and undead. 
  However, there are only a handful of the undead who know how 
  to ride the great black steeds, all others ignore the demon steeds 
  which frustrates the animals to no end. Sladka love carrying 
  warriors to war, and long for the days of action and bloodshed. 
  Thus, they will even consider serving lesser warlike beings such 
  as Brodkil, and at least a thousand serve as front-line war horses 
  in the fledgling Brodkil Empire of Poland. At least another thou­
  sand serve dark forces in Russia (mortal and supernatural) and 
  one must presume the demon steed can also be found in China 
  and surrounding regions. 
  64 
  Like all undead, the Sladka have no use for mortal human­
  oids and will try not to allow them to ride on their backs. Should 
  a mortal dare mount the demon steed, the animal will buck and 
  run like a hurricane, snorting out a great field of fog that makes 
  visibility impossible. Then, if the rider continues to hang on 
  (needs to roll under his Horsemanship skill for racing with an 
  additional -25% penalty every ID4 minutes), the Sladka will 
  race through the pea-soup fog in a forest of branches or through 
  canyons with overhanging rock or other obstacles in an effort to 
  slam the rider into them and knock the rider off This almost al­
  ways works as the Sladka can see through fog and smoke as 
  clear as day, while the rider is completely blind (- 10 to dodge) 
  until the object is only a few yards/meters away. Only if a mor­
  tal rider can hang on for an hour or more will the demon steed 
  allow itself to be ridden, but only for that day. With the begin­
  ning of each new night, the ritual begins again with the undead 
  animal more determined than ever to knock the rider off its 
  back. 
  Alignment: Miscreant or Diabolic. These undead horses are just 
  mean and have a taste for human blood. 
  Attributes: LQ. ID6+6, M.E. 2D6+6, M.A. 2D6, P.S. I D4+3 1 ,  
  P.P. 2D6+6, P.E. 2D6+ 12, P.B. 2D6+ 12, Spd ID6x1O+34 
  (30-52 mph/48 to 83 km). 
  Size: Seven feet (2. 1  m) tall at the shoulder and weighs 2,000 to 
  2,500 Ibs (900 to 1 , 125 kg). 
  Hit Points: P.E. x3 
  S.D.C.: ID6x1O+22 
  Horror Factor: 10 
  P.P.E.: 6D6 
  I.S.P.: 2D4x1O +M.E. attribute number. 
  Magic: None. 
  Psionics: All Sladka have the following psionic abilities: Sensi­
  tive: Commune with Animals (6), Empathy (4), Mind Block (4), 
  Presence Sense (4), See the Invisible (4), Sense Dimensional 
  Anomaly (6), Sixth Sense (2), and Telepathy (4). 
  Natural Abilities: Nightvision 1600 feet (488), see the invisi­
  ble, Supernatural P.S., bio-regenerates at a rate of ID6 Hit 
  Points or S.D.C. per melee round (15 seconds). The Sladka is a 
  nocturnal beast, but can venture forth in the daytime, only its 
  Spd and other attributes, Hit Points, S.D.C., leaping ability and 
  bonuses are half in the light of day, and it can NOT create fog. 
  Typically sleeps most of the day away. Understands all lan­
  guages at 95%, but cannot speak (may use Telepathy and Empa­
  thy to communicate). 
  Special: Create Fog: The Sladka can create fog with its 
  steamy breath. It does so by running and encircling a particular 
  area breathing fog the entire time. When it has run an entire cir­
  cular pattern (up to two miles/3.2 km in diameter) the fog 
  breathed out along the edge of circle quickly fills the area within 
  the completed circle. The fog is peasoup thick, meaning one can 
  barely see the tip of his sword the fog is so heavy. The fog re­
  mains as long as the Sladka remains inside its perimeter, but 
  fades away within ID6 minutes after the demon steed leaves. 
  Able to see in the fog, one of the creature's tactics in hunting 
  prey is to envelop them in fog and then attack under its cover. 
  All mortals trapped in the fog fight almost as if partially blind; 
  no initiative, -5 to strike, parry and dodge, and Land Navigation 
  and Tracking skills are impossible in the fog. 
  Special: See through Fog and Smoke: The demon steed sees 
  through fog and smoke as if it were not there. 
  Quentin Milton (Order #26014138)
  
  Special: Sound of Thunder or Silent Running: The Sladka 
  can choose to run heavy in which case its hooves hammer the 
  ground with the sound of approaching thunder (+2 to the ani­
  mal's Horror Factor). The noise causes most animals such as 
  normal horses, ponies, cattle, livestock and even cats to run 
  away (dogs whine and bark nervously but will usually stay with 
  their master). Likewise, children will begin to cry and even war­
  riors and adventurers will feel nervous and a bit scared (-I on 
  initiative). In the alternative, the Sladka can adjust its stride to 
  run an inch or two above the ground and run as silent as a gentle 
  blowing wind with just the slightest rustle of leaves (nothing for 
  anyone to notice or fear). 
  Special: Phenomenal Leaping: The Sladka can leap 30 feet 
  (9. 1 m) high and 40 feet (12.2 m) lengthwise in just a few strong 
  steps and can leap 100 feet (30.5 m) high and 200 feet across 
  (61 m) when running at full speed or close to it (at least 90%). 
  R.C.C. Skills: The undead animal also has the skill equivalents 
  of Land Navigation 98%, Track Humanoids 65%, Track Ani­
  mals 60%, Prowl 60010, Detect Ambush 90%, and Basic Math 
  65%. Languages: None. Sladka whinny and snort like horses, 
  and many insist they can also laugh, but they may also commu­
  nicate through Telepathy. 
  Attacks Per Melee (Rifts®): Four. 
  Damage: As per Supernatural P.S. as follows: Bite: 204 M.D., 
  Front Hoof Kick: 406 M.D., Rear Hoof Kick: 506, Power Kick 
  (ID4xl0+3 M.D.). Slamming riders into trees and outcroppings 
  does 306 S.D.C. damage (double when running at full speed). 
  Bonuses (in addition to attributes): +2 on initiative, +1 to 
  strike, +3 to automatic dodge (must roll to dodge, but the dodge 
  does not use up a melee attack/action), +2 to save vs charms and 
  mind control, and +5 to save vs Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water, but not sunlight. Magic flaming weapons inflict 
  50% more damage to the Sladka. 
  Value: Out in the real world, evil, inhuman beings will cheer­
  fully pay 1-2 million credits for a Sladka that will let them ride 
  them. Sometimes available at the Splynn Dimensional Market 
  on Atlantis. 
  Habitat: On Rifts Earth, occasionally found anywhere, world­
  wide, usually as a lone animal or in small groups of 304. Hun­
  dreds, perhaps thousands of Sladka are believed to exist in 
  Poland, Russia, China and surrounding areas. The many wars 
  and presence of supernatural beings on Rifts Earth makes it an 
  attractive environment for the demon steed. The many dimen­
  sional portals provide them access to Earth. 
  Enemies: Hate mortals and see them as prey and natural ene­
  mies to be avoided or slain. 
  Allies: They prefer to be ridden and directed by fellow undead 
  but may allow Necromancers, Summoners and other evil beings 
  to ride them as well. 
  Sleepwalker 
  The Sleepwalkers are something of an enigma as they seem 
  to straddle both the waking real world and the dreamworld. 
  They are among the most ordinary looking of the undead and, to 
  casual observers, appear to be a painfully thin Elf or D-Bee with 
  pointed ears. Their arms are especially willowy, and their hands 
  65 
  Quentin Milton (Order #26014138)
  
  are gaunt and end in wicked claws - retractable like a cat. The 
  skin is a pale white with a creamy green pallor. Their hair is 
  long and silvery grey or stark white. Unlike the many feral and 
  bestial undead, Sleepwalkers are quiet, slow and calm, moving 
  and behaving as if they were sleepwalking through the world 
  without a care. It is said that unless provoked, Sleepwalkers ig­
  nore humans and other mortal adventurers, unless it is to stop to 
  discuss philosophy before moving on and drifting off. The 
  Sleepwalker's passive exterior, however, conceals an evil that is 
  like a seething cauldron ready to boil over and burn all it 
  touches. 
  The reason Sleepwalkers seem so passive is that their minds 
  straddle two or three different dimensions simultaneously, the 
  real world, the dreamworld and the Astral Plane. Their realm of 
  existence is only partly in the physical realm, the rest of them is 
  detached, lost in thought, plotting as their Astral essence floats 
  among the clouds and mist dreaming up treachery and evil. Evil 
  they visit upon others in dreams and visions that inspire selfish­
  ness and acts of cruelty and evil. In this regard, the Sleepwalker 
  is the most insidious of the undead, for they often touch and in­
  fluence (corrupt) the living without the victim ever realizing it. 
  This laconic demon feeds on dreams and emotions, stealing 
  thoughts, memories and ideas, making them its own and losing 
  itself in the dreams of others - hence the creature's constant 
  dazed, sleepwalking appearance. Unlike normal psychics, the 
  Sleepwalker can pick up numerous snippets of random thoughts 
  from dozens of different minds and zoom in on the one or two 
  that seem most interesting. Using a combination of Telepathy, 
  Empathy and Astral Travel, the Sleepwalker can quietly enter a 
  person's thoughts. Like a ghostly voyeur, the Sleepwalker does 
  nothing to hurt or influence the mind it is sharing, bobbing 
  along on the thoughts and emotions like a leaf cast adrift on the 
  waves. Mortals are only vulnerable to the Sleepwalker when 
  they themselves fall asleep. Here in the misty dreamworld, the 
  parasitic Sleepwalker is much more powerful and can influence 
  the sleeper's dreams, creating nightmares and implanting 
  thoughts, ideas and visions. 
  In the physical world, the Sleepwalker can also communicate 
  with people verbally or via psionics, however, when enjoying 
  the thoughts or dreams of others, day or night, the demonic be­
  ing is often oblivious to the people and events around it. They 
  can take that casual attitude because they are undead and little 
  can do serious damage to them. However, being shaken out of 
  their euphoric dream state or being accosted by outsiders or out­
  right attacked does wake the undead dreamer, quickly pulling 
  them out of their delirium. Sometimes, the creature doesn't 
  mind, especially if the source of the disturbance is interesting or 
  amusing to it in some way, but most of the time the Sleepwalker 
  is madder than hell and strikes out with a vengeance, both phys­
  ically and with psionics. It is a strange sight to see: one minute 
  the Sleepwalker seems practically lobotomized, the next the 
  creature is a raging demon lashing out with tooth and claw. 
  When the battle is done (i.e. everyone is dead or has run oft) 
  the Sleepwalker resumes its dreaming and idle musing 
  Alignment: Evil, Aberrant (33%), Miscreant (33%), Diabolic 
  (34%). Loves to instigate people to take selfish and evil actions 
  against others as well as frighten and inspire them through 
  dreams and inspiring dream-visions. 
  Attributes: I.Q. 2D6+9, M.E. 2D6+7, M.A. 2D6+5, P.S. 
  2D6+ 13, P.P. 2D6+8, P.E. 2D6+6, P.B. 2D6+8, Spd 2D6 
  66 
  Size: Six to seven feet ( 1 .8 to 2. 1 m) tall and weighs 140 to 1 80 
  lbs (63 to 8 1  kg). 
  Hit Points: P.E. attribute number x4. 
  S.D.C.: 2D4xl0+18 
  Horror Factor: 9 
  P.P.E.: 6D6 
  I.S.P.: 2D6xlO +M.E. attribute number. 
  Magic: None. 
  Psionics: A Master Psychic with the following abilities: Astral 
  Projection (8), Commune with Spirits (8), Empathy (4, but at six 
  times the normal range), Telepathy (4, but at ten times the nor­
  mal range), Meditation (0), Presence Sense (4), Float (8), Ad­
  vanced Trance State (10), Empathic Transmission (6), Hypnotic 
  Suggestion (6), Induce Nightmare (15), and Insert Memory (25). 
  Natural Abilities: Nightvision 1 600 feet (488 m), see the invis­
  ible, Supernatural P.S., bio-regenerates at a rate of 3D6 Hit 
  Points or S.D.C. per melee round (15 seconds). The Sleepwalker 
  is half awake and half asleep all the time, becoming fully con­
  scious only when forced into combat and in other people's 
  dreams. May venture forth in the daytime or night without pen­
  alty; at full strength at all times. Understands and speaks all lan­
  guages at 98% as well as speaks through dreams, Telepathy and 
  Empathy, but cannot read. 
  R.C.c. Skills: Land Navigation 98%, Lore: Faerie Folk 90%, 
  Lore: Demons & Monsters 90%, and Basic Math 90%. No other 
  skills of note. Whatever it knew in life, this undead has forgot­
  ten. 
  Level of Experience: Not really applicable. 
  Attacks Per Melee (Rifts®): Five. 
  Damage: As per Supernatural P.S. A claw strike does an extra 
  2D6 M.D., but a bite does only 2D4 M.D. 
  Bonuses (in addition to attributes): +3 to strike, +2 to parry, 
  + 1 to dodge, +3 to disarm, +5 to pull punch, impervious to mind 
  control, possession and Horror Factor. 
  Vulnerabilities: Standard, wood, silver, magic, holy symbols 
  and holy water, but not sunlight. Barely aware of the physical 
  world and people around it, which sometimes causes the Sleep­
  walker to stumble into dangerous situations. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Exceedingly rare anywhere in the Megaverse. Un­
  doubtedly, Rifts Earth is too rich an environment to ignore, and 
  with all the dimensional Rifts present, there must be some num­
  ber of Sleepwalkers worldwide. How many is anyone's guess. 
  Probably not more than four or five hundred. 
  Enemies: All who interrupt their dreams, plots, and machina­
  tions as well as those who challenge and threaten them. 
  Allies: Tend to be loners with their own agenda. Note, while 
  Sleepwalkers may seem to be calm and nonthreatening, that fa­
  cade is an illusion. These beings are evil through and through, 
  delighting in causing nightmares, terror and manipulating and 
  encouraging mortals to do evil. Sleepwalkers love interfering in 
  the affairs of mortals and creating chaos, depravity, betrayal and 
  suffering. That means political hot spots appeal to them. 
  Notes: Sleepwalkers can and do kill, as well as drink blood and 
  eat gore, but usually do so in anger or revenge. They feed upon 
  emotion and bits of unprotected P.P.E. while people sleep. In 
  fact, because the Sleepwalkers steal P.P.E. while their victims 
  slumber, the energy is usually replenished before their victims 
  Quentin Milton (Order #26014138)
  
  wake up and they never know the difference. Sometimes the 
  P.P.E. is diminished when the victim awakens, but only by 10010 
  and often goes unnoticed. 
  Some people fear Sleepwalkers serve as "secret agents" for 
  some horrific Alien Intelligence. On the Palladium World they 
  are suspected of being agents of the dreaded Old Ones and seek 
  a way to reawaken them, and bring about a new age of night­
  mares and chaos. Certainly the Sleepwalkers are an enigma 
  wrapped in evil. 
  Spell Magic Zombie 
  Creature of Necromancy 
  The traditional spell magic zombie is the result of a 
  Necromantic ritual that turns a corpse into the undead. To create 
  a zombie, the sorcerer must fmd a recently deceased body, not 
  more than six hours dead, lay it on a white or silver linen, draw 
  a circle around it and light three scented candles. The candles 
  are then placed on the body: one on the forehead, one on the 
  mouth and one on the chest above the heart. As the incantation 
  reaches its climax, the mage cuts his fmger and draws a 
  pentagram on the corpse's throat with his still warm blood. Mo­
  ments later, the monstrosity rises to pseudo-life, the obedient 
  slave of his creator. The ceremony must be done secretly in a 
  graveyard or burial place during a night of a full moon. 
  Alignment: Generally considered evil, but as an undead slave 
  its actions reflect the alignment and wishes of its master - does 
  only as it is told to do. 
  Attributes: I.Q. 7, M.E. not applicable, M.A. not applicable, 
  P.S. 20 (Bionic Equivalent), P.P. 8, P.E. not applicable (works 
  tirelessly), P.B. 1D4 (it's a walking corpse!), Spd 10 
  Size: Typically human equivalent size, 5-7 feet (1 .5 to 2 . 1  m) 
  tall and weighs 1 10 to 200 Ibs (49.5 to 90 kg). 
  Hit Points: Not applicable (not really alive). 
  S.D.C.: 1 50; will regenerate within 48 hours unless head and 
  body are buried separately. Can wear M.D.C. body armor or 
  power armor although it lacks the intelligence and skill to use 
  power armor as anything other than protective armor. Only 
  wears body armor iftold to do so by its master. 
  Horror Factor: 12 
  P.P.E.: 1D6 
  Magic: None. Psionics: None. 
  Natural Abilities: Nightvision 300 feet (91 .5 m), see the invisi­
  ble, and magical regeneration within 48 hours. The zombie is 
  more intelligent than a mummy and can speak, read simple signs 
  and sentences, perform simple tasks and even drive a car. This 
  means a zombie(s) can be sent to retrieve an artifact, follow 
  somebody, kidnap a person and so on. Moreover, this undead 
  slave only obeys the one who created it and select individuals 
  whom its creator may designate as authorities. 
  Like the mummy, a zombie is a walking corpse. It feels no 
  pain, no fears, no goals and little emotion. Bullets, knives, clubs, 
  and other physical attacks do NO damage. Mental assaults by 
  psychics, magic charms, illusions, sleeps, curses, sickness, pa­
  ralysis, and other similar attacks, do no damage. Turn Dead does 
  67 
  not work because the zombie is an "un" dead. Banishment does­
  n't work because it is not actually a living supernatural being. 
  Negation simply does not work and Remove Curse is not appli­
  cable. However, the zombie has its vulnerabilities, the trick is 
  knowing what to use. 
  Zombies will rise again, even if riddled with silver bullets or 
  blown to bits. The only way to stop a zombie is to sever its head 
  from its body and bury both separately. An exorcism will also 
  serve to dispel the Necromantic energies to turn the creature 
  back into an inanimate corpse. Otherwise, it will regenerate all 
  S.D.C. and body parts within 48 hours and seek out its master 
  for new instructions. There is no limit to the number of zombies 
  a mage can create, control and command. 
  R.C.C. Skills: Designed as a magical slave, the creature knows 
  only very basic things, like how to open and close a door or 
  window, what a truck is and similar. They don't generally talk, 
  have emotions, desires or motives of their own. Magic zombies 
  do as they are told. The only applicable skills are Land Naviga­
  tion 90%, Climb 70%/60%, and Basic Math 90%. 
  Attacks per Melee: Two. 
  Damage: Bite: 1D4, punch or kick: 2D4 S.D.C. damage. Power 
  punch does 1 M.D. point but counts as two melee attacks. Or by 
  weapon, however, only guns and other basic weapons can be 
  used, and at -4 to strike. Zombies are not intended to be war­
  riors, they are mindless slaves. 
  Bonuses: +2 to parry and dodge. No initiative bonus. Work or 
  fight tirelessly and without pain. Impervious to disease, poison, 
  drugs, pain, fatigue and fear. Fearless; no Horror Factor scares 
  it. However, large fires and energy weapons/barriers will hold it 
  at bay. A protection circle will also keep it away. Most psychic 
  and magic powers have no effect, only energy attacks. 
  Vulnerabilities: A zombie is vulnerable to magical energy at­
  tacks, such as Energy Bolt, Fire Bolt, Circle of Flame, and Call 
  Lightning, all of which do full damage as S.D.C. (point for point 
  conversion). Normal electricity, lasers, particle beam weapons 
  and similar energy weapons do half their normal damage. Nor­
  mal fire inflicts full damage. Weapons made of, or covered in, 
  silver will do full damage whether it be blade or bullet. Zombies 
  can also be trapped/imprisoned and blown up, but will regener­
  ate within 48 hours unless an exorcism is performed over the re­
  mains. 
  Average Life Span: Immortal until slain, decapitated and 
  burned to ashes. 
  Habitat: Can be created and deployed anywhere. Zombies are 
  most commonly created and used by Necromancers and evil 
  practitioners of magic, as well as evil dragons, demons and su­
  pernatural beings with advanced spell knowledge. Zombies 
  were, for example, deployed at Tolkeen before it fell, mostly as 
  robot-like work forces. Wherever Necromancy is strong, one 
  will fmd zombies and other forms of animated dead. 
  Enemies: Those of its master. 
  Allies: Those of its master. 
  Spell Cost & Requirements: 12th Level Invocation. Requires 
  the recently deceased, full moon, spell knowledge and sufficient 
  P.P.E. to perform the invocation. Range: Touch. Duration: Ex­
  ists until destroyed. Saving Throw: None. P.P.E. Cost: 250. 
  Quentin Milton (Order #26014138)
  
  ��� 
  P.S. 206+20 (Supernatural), P.P. 7, P.E. 106+20 (Supernatural, 
  :;\� 
  works tirelessly), P.B. 3 (it's a walking corpse!), Spd 7 
  Size: Typically human equivalent size, 5-7 feet (l .5 to 2.1 m) 
  tall and weighs 1 1 0 to 200 Ibs (49.5 to 90 kg), and can be hu­
  man or D-Bee, but the victim must be mortal. 
  Hit Points: 106xl0+17 
  S.D.C.: 97, and has all the standard undead Vampire properties, 
  i.e., impervious to normal weapons, vulnerable to silver, magic 
  and holy water. May wear M.D.C. body armor or power armor 
  though it lacks the intelligence and skill to use power armor as 
  anything other than a protective body covering; and still flees 
  Voodoo Xombie 
  from the sun even if inside environmental body armor. Only 
  wears body armor if told to do so by its master. 
  Voodoo Xombies are not known to exist on Rifts Earth. 
  Horror Factor: 10 
  Their secrets are believed lost in the Great Cataclysm or Dark 
  P.P.E.: 204 
  Ages, but who knows? The Voodoo Xombie is neither dead nor 
  Magic: None. Psionics: None. 
  a supernatural undead. Its magic creates the illusion of death. 
  Natural Abilities: Nightvision 100 feet (30.5 m), Supernatural 
  First, a Voodoo priest must create an effigy, a doll-like repre-
  P.S. and P.E., impervious to Horror Factor, impervious to cold 
  sentation of the intended victim. A lock of hair, nail clippings or 
  and normal fire, impervious to disease, poison and drugs, and 
  the victim's blood or skin must be attached to the doll and a 
  magically bio-regenerates 206 Hit Points or S.D.C. every hour. 
  magical ritual then performed under the light of the moon (full 
  The Xombie can speak in single words or short phrases, read 
  or not). When the spell is cast (300 P.P.E.) the victim falls ill 
  signs and sentences, perform simple tasks and even drive a car. 
  from fever and chills that make him bedridden. The poor soul 
  This means a Xombie can be sent to retrieve an artifact, follow 
  gets to save vs magic, but requires a 16 or higher to save and 
  somebody, kidnap a person and so on. Moreover, this undead 
  must make two saves out of three tries. Two failed rolls means 
  slave only obeys the one who created it and select individuals 
  the character turns into a Xombie. The save required becomes 
  whom its creator may designate as authorities, though the cre-
  1 8  if the Voodoo practitioner is actually present or the victim is 
  ator is the overriding authority. 
  part of the ceremony! A failed roll means the victim appears to 
  Unlike the mummy and magic zombie, the Voodoo Xombie 
  die as the heart stops beating and the body takes on the look and 
  feels pain, regret, emotions and dreams. If blown to bits or Hit 
  pallor of a corpse. However, the Voodoo Xombie is a living per-
  Points reduced to 40 below zero, the Xombie cannot recover/re-
  son transformed by dark magic. 
  generate and the individual dies. Otherwise the quasi-undead re-
  Within 12 hours the "deceased" disappears, as if it got up 
  generates and returns to its maker. 
  when no one was looking, and walked away. Which is exactly 
  R.C.C. Skills: Designed to be a slave, the pitiful creature re-
  what it did. Driven by dark magic, the poor soul is now a slave 
  members only very basic things, like O.C.C. skills at -40%, and 
  of the Voodoo master who created it. Its mind clouded and 
  how to open and close a door or window, how to drive, how to 
  driven by instinct, the Xombie knows to fmd its master and 
  answer a telephone or work a radio, and similar. They will try to 
  serve him as he commands. Like the magic zombie, the Voodoo 
  talk if their mouth is not sewn shut, but cannot string together 
  Xombie is a slave with superhuman strength and endurance, and 
  more than four words and speech is slow and slurred. Even 
  absolute obedience to its creator. However, the character retains 
  those with unbound mouths don't generally talk, though many 
  bits of memories, hopes and dreams and knows it is alive and 
  grunt and groan. 
  enslaved. He or she is simply helpless to do anything about it, 
  Special Xombie skills (provided by the magical transforma-
  almost as if trapped in a coma and somehow made to do the bid-
  tion) are limited to Surveillance/Tailing 75%, Intelligence 70%, 
  ding of another. Like all zombies, this incarnation is like a robot 
  Prow 1 80%, Climb 800/0/70%, Swim 70%, Land Navigation 80% 
  drone capable only of doing what its creator or master desires 
  and Basic Math 80%. 
  (the creator can give a Xombie to another and bid his slave to 
  Attacks per Melee: Three. 
  obey someone else). However, these living victims have some 
  Damage: As per Supernatural P.S., but a bite only does one 
  awareness and can moan, sob and speak 1-4 simple, one or two 
  M.D. point. A weapon can be used, but usually without benefit 
  syllable words. Likewise, while it must do what its master com-
  of bonuses, unless it was an O.C.C. skill, and even then at half 
  mands, it can speak, moan, or howl to warn the living. Words 
  the usual bonus. Xombies are mindless (or at least, mind 
  are slurred, sluggish and simple, like, "help me," "kill me," 
  clouded) slaves. 
  "run," "go," "beware," "hide . . .  he comes," and similar. Thus, 
  Bonuses: +2 to parry and dodge. No initiative bonus. Work or 
  the Voodoo Xombie's lips are often sewn shut to prevent it from 
  fight tirelessly and without pain. Impervious to disease, poison, 
  speaking or making noise. Before the Coming of the Rifts, hor-
  drugs, pain, fatigue and fear. Fearless; no Horror Factor scares 
  ror stories in Haiti whispered of entire sugar cane plantations 
  it. However, large fIres and energy weapons/barriers will hold it 
  worked by Xombie laborers. 
  at bay. A protection circle will also keep it away. Most psychic 
  Alignment: Generally considered evil, but as an undead slave 
  and magic powers have no effect, only energy attacks. 
  its actions reflect the alignment and wishes of its master - does 
  Vulnerabilities: Has all the standard undead Vampire proper-
  only as it is commanded to do. 
  ties, i.e., impervious to normal weapons: Bullets, knives, clubs, 
  Attributes: Whatever the individual had in life is transformed 
  and other physical attacks do NO damage. Mental assaults by 
  in this pseudo-undead form as follows: I.Q. 7, M.E. 7, M.A. 3, 
  psychics, magic charms, illusions, sleeps, curses, sickness, pa-
  68 
  Quentin Milton (Order #26014138)
  
  ralysis, and other similar attacks, do no damage. Turn Dead does 
  not work because the Xombie is actually alive . Banishment 
  doesn't work because it is not actually a living supernatural be­
  ing. Negation simply does not work. 
  However, the Voodoo Xombie is vulnerable to silver, magic 
  and holy water, all of which do their usual damage (in H.P. and 
  S.D.C. equivalents; point for point conversion). 
  Sunlight does not destroy a Voodoo Xombie, but hurts its 
  eyes (-3 to strike, parry and dodge), stings the skin and compels 
  the pseudo-undead to hide from it, seeking shelter underground 
  or in some dark, sunless place. 
  Average Life Span: Immortal until slain or restored to life. 
  Note: That's right, a Voodoo Xombie can be restored to normal. 
  There are a few ways this can occur. 
  1) Remove Curse spell, except at half the usual success rate, 
  and the spell must be attempted at least one mile (1.6 km) away 
  from the Voodoo Master who created the Xombie - and the 
  Xombie won't come along peacefully. It will instinctively fight 
  anybody who tries to abduct it and will not otherwise defy or 
  leave its master (except as per number three). 
  2) Kill the Xombie's master! Usually the creator, but may be 
  the owner if the Voodoo Master has given or sold the Xombie to 
  somebody else. Xombies on loan still belong to their cre­
  ator/true master. Killing the creator/owner restores all Xombies 
  created by that evil individual. 
  3) Victims who originally had an M.E. of 18 or higher auto­
  matically get a saving throw once every six months. As before, a 
  16 or higher is needed to save, and no bonuses apply, straight 
  roll only. These characters may one day just snap out of it and, 
  having regained their senses and broken the magic, can run 
  away and try to lead a normal life. Their memories as a Xombie 
  are fuzzy and unclear, almost dream- or nightmare-like, but oth­
  erwise the individual is alert and normal in every way. Well, al­
  most. Unless he flees miles away, his old Voodoo Master may 
  seek to reclaim him by conducting a new Xombie ritual. Those 
  who have been enthralled once are more susceptible to the 
  magic of their old master, requiring a save of a natural 1 8  or 
  higher! Another reason to kill the Xombie Master or travel hun­
  dreds of miles away. 
  Habitat: Theoretically, a Voodoo Xombie can be created and 
  deployed anywhere, but the secrets of Voodoo are (believed) 
  lost since the time of the Great Cataclysm and have not existed 
  on Rifts Earth in hundreds of years. 
  Enemies: Those of its master. 
  Allies: Those of its master. 
  Spell Cost & Requirements: 13th Level Voodoo Ritual. Re­
  quires the making of an effigy, hair or nails, a nighttime ritual, 
  spell knowledge and sufficient P.P.E. to perform the magic. 
  Range: One mile (1.6 km). Duration: Exists until the spell is 
  broken or the Xombie is destroyed. Saving Throw: 16 or 1 8, or 
  higher. P.P.E. Cost: 300. 
  Monsters from Beyond 
  the SupernaturafM 
  Supernatural Monsters 
  Beyond 
  the Supernatural, like most of our other 
  role-playing games, is an S.D.C. based game system. What you 
  will fmd on the following pages are the specific changes that oc­
  cur when many of these monsters enter the P.P.E. rich world of 
  Rifts Earth. This means that en the present day Earth of Beyond 
  the Supernatural (BTS) the data from that time period and 
  RPG apply, but for Rifts® the altered stats presented here 
  should be used. 
  Remember, the increased mystic energies that abound on 
  Rifts Earth transform supernatural monsters, creatures of magic, 
  and so-called demons, into more powerful beings than they were 
  in present day Earth. In most instances, these changes tum these 
  beings into Mega-Damage creatures. Not all the monsters from 
  BTS are included, only the most common, dangerous and 
  unique. 
  Note: Of course, all these creatures are Non-Player Character 
  villains and monsters, and should not be allowed as player char­
  acters. The Attribute stat block indicates the number of dice to 
  69 
  be rolled plus any applicable modifier. All of these creatures are 
  supernatural beings, so P.S. and P.E. are supernatural unless 
  stated otherwise. Thus, they are impervious to disease and most 
  poisons and drugs. 
  Banshee 
  The Harbinger of Death 
  The Banshee is a P.P.E. vampire that relies on predatory in­
  stinct. Although legends sometime attribute its mournful wail 
  with the power to paralyze or kill, the Banshee is not that pow­
  erful. In actuality, this lesser demon is a psychic scavenger 
  whose clairvoyant abilities enable it to sense the likelihood of 
  death. Like a vulture, it is drawn by the psychic scent of death 
  and waits. 
  At the instant of death, the potential psychic energy (P.P.E.) 
  of all living creatures surges, doubling in magnitude, and then 
  drifts away, ultimately drawn into ley lines. This is what the 
  Quentin Milton (Order #26014138)
  
  Banshee has waited for - the moment of death. That instant 
  when the potential psychic energy (P.P.E.) doubles and vacates 
  the body of the deceased, for P.P.E. is the sweet nectar upon 
  which the Banshee feeds, devouring it in a matter of seconds. 
  The creature does not use the energy for magic or any other pur­
  pose. For it, potential psychic energy is food, plain and simple, 
  and the Banshee's famous wail cries of hunger and excitement 
  as it waits for its coming meal. 
  The Banshee is an impatient and eternally hungry creature. 
  When the ailing or injured individual hangs onto life, refusing to 
  give up the ghost, the wailing is motivated by frustration, for a 
  Banshee never kills, and must wait until the moment of death to 
  come naturally. Banshees are not patient, so they moan and wail 
  to announce their disfavor, and in so doing, inadvertently serve 
  as the harbingers of death. If a death doesn't occur within 1 0  
  hours, it begins to moan and radiate an empathic field that cre­
  ates a sensation of despair or sorrow. This powerful, undirected 
  empathic transmission affects everybody within a 60 foot (18.3 
  m) radius of the creature. Note that the sorrow of the Banshee is 
  not born from sympathy, but self-pity, for the foul being is sad 
  because it can't wait to eat and it is getting ever so more hungry. 
  The wail is a long, deep, mournful howl that can make a per­
  son's blood tum cold. The frightful moaning will make every­
  body nervous and jumpy, especially if they know the source is a 
  Banshee. 
  A Banshee will leave when the person(s) dies, or if it senses 
  that the person(s) expected to die has taken a tum for the better 
  and death is not going to come any time soon. However, a Ban­
  shee may wait as long as six weeks, especially if it senses a 
  great deal of potential psychic energy. Should the ailing individ­
  ual recover, the Banshee lets loose one last groan and departs to 
  search for death elsewhere. Thus, the presence of a Banshee 
  does not automatically mean death or tragedy is inevitable, but it 
  does mean that there is a very real possibility, usually occurring 
  within 72 hours of the Banshee's arrival. 
  A Banshee can be driven away by exorcism, or intensely 
  strong emotions of love or by psionic combat. Banshees are 
  spirit-like beings whose natural state of being is that of the in­
  visible. Those with the power to see the invisible can see them, 
  but to most others they are nothing more than a disembodied 
  sound and puff of wind. They are vulnerable to psionics and can 
  be contacted or attacked via Telepathy, Empathy, Empathic 
  Transmission, Bio-Manipulation (they are invisible but exist in 
  the physical plane), attacks from Astral Travelers, Astral Golem, 
  Exorcism and Ectoplasm. Banshees are also vulnerable to spells 
  of Exorcism, Banishment, Constrain Being, Commune with 
  Spirits, Summon Lesser Being, Mental Blast, Desiccate the Su­
  pernatural, and magic weapons and cannot enter magic sanc­
  tums or circles of protection. 
  Note: A Banshee can be an excellent means of creating a 
  sense of impending danger and suspense. 
  Alignment: Miscreant. 
  Attributes: 
  I.Q. 2D6, M.E. 1D6, M.A. I D6, P.S. 1D6, P.P. 
  3D6, P.E. ID6, P.B. 1D6, Spd 4D6 
  Hit Points: 50; see S.D.C. 
  S.D.C.: 50. Like the undead, Banshees are impervious to most 
  man-made weapons, and are vulnerable only to psionics and 
  magic, including magic weapons and Techno-Wizard weapons 
  that fire TK rounds or magical bolts of energy. 
  70 
  Size: 6- 10 feet tall (1.8 to 3 m) and has no measurable weight in 
  its spirit form. 
  Horror Factor: 14 
  P.P.E.: 2D6+2 
  Natural Abilities: Ethereal, which means it can walk through 
  solid matter, like walls, while physical attacks, like bullets, fire 
  and energy blasts do no damage (pass right through it). Hovers 
  and floats above the ground up to 1 00 feet (30.5 m) high. 
  Teleport self only, up to 2000 miles (3200 km), but only when 
  going to a new feeding site. Natural state is invisible and it can­
  not make itself visible. Natural Empathy: Automatically senses 
  emotions as well as sickness and death (costs no I.S.P.). Natural 
  Empathic Transmission of Sorrow: Radiates in a 60 foot (1 8.3 
  m) area around the Banshee, costs no I.S.P. (automatic); mortals 
  save as normal vs psionic attack from sorrow/despair. Also see 
  psionics. 
  Magic: None. 
  Psionics: I.S.P.: 100. Abilities include: Clairvoyance (4), Psy­
  chic Diagnosis (4), Sense Magic (3), Empathy (4), and Em­
  pathic Transmission (6). The latter is the only way it can attack 
  a creature of flesh and blood. Equal to 5th level strength. Con­
  sidered a Major psionic. 
  Attacks per Melee: Three hand to hand attacks with Astral 
  Travelers only. Otherwise, it can only attack on the physical 
  plane with Empathic Transmission once per melee round. Note: 
  Attacks only if it feels threatened. 
  Bonuses: None; it's a scavenger and psychic carrion feeder. 
  Damage: Little on the physical plane where the Banshee's only 
  means of attack is Empathic Transmission (used in self defense 
  only) and its own Aura of Sorrow. On the Astral Plane or 
  against Astral attackers, the Banshee can inflict ID6 Hit Point 
  damage per punch, kick or bite. 
  o.c.c. & Skills: None, animal-like predator. 
  Average Life Span: Immortal until slain. 
  Habitat: Banshees are commonplace on Rifts Earth, especially 
  at war zones and places where the innocent are persecuted, tor­
  tured, imprisoned and slain. It is interesting to note that when 
  one Banshee has staked out squatter's rights on one specific in­
  dividual, another Banshee respects that claim and will not chal­
  lenge it. However, if numerous people are hurt, sick or could die 
  from some impending catastrophe or attack, then swarms of 
  Banshees may appear, each claiming an individual for them­
  selves and following them wherever they go. This "gathering" 
  of Banshees is uncommon except at places where death is fre­
  quent or occurs en masse. For example, a dozen or so Banshees 
  had staked out the Coalition Death Camps and torture chambers 
  of Tolkeen, while in the final days of the war, hundreds, perhaps 
  even thousands gathered to wait and to gorge themselves on the 
  cornucopia of death delivered upon the Tolkeenites during the 
  last days the Coalition's final siege on Tolkeen. Likewise, 
  scores of Banshees are common in and around the Gargoyle 
  Empire and the many battlefields of Germany, Poland and Rus­
  sia. That having been said, Banshees are found as lone individu­
  als and small groups (2D6) worldwide. 
  Enemies: None, per se. 
  Allies: None, per se. 
  Note: It's usually fairly difficult and pointless to kill a Banshee 
  for they simply wait for death, they do not cause it. Conse­
  quently, it is far easier to chase it away via exorcism or by some 
  other psionic or magic method. 
  Quentin Milton (Order #26014138)
  
  Boschala 
  The Living Nightmare 
  The Boschala is a demonic supernatural creature from an­
  other world. The beast is a terrible, but stupid, shape changing 
  predator that tries to make itself look like a creature from what­
  ever world it is currently inhabiting. Unfortunately, it has no 
  perception of how life-forms function in our reality and, conse­
  quently, takes on a nightmare appearance as a gross mass of ani­
  mal parts and human features. It may, for example, have the 
  head of a human, a second head of a dog, the body of a worm, 
  bat wings, and eight spider legs or anything in between or 
  stranger than that. Each Boschala that enters our world assumes 
  a different form. The only time a player character will ever find 
  two or more of identical appearance is when the creatures have 
  entered into our world together in the ftrst place. In such a case, 
  all of the monsters imitate the same basic appearance and usu­
  ally work as a loose pack of predator animals. The hideous 
  things can also physically merge into one another, combining 
  their number of attacks and M.D.C. into one gigantic monstros­
  ity. As many as ftve can merge to become one. 
  Despite the Boschala's demonic appearance and predatory 
  nature, they are not exceptional in the area of combat. Their real 
  strength lies in the shock of their appearance, great number of 
  attacks and Mega-Damage capabilities, not their intelligence or 
  cunning. In fact, the Boschala tend to be very straightforward 
  predators who hide in the shadows, stalk prey at night or in 
  quiet, deserted areas, make their kill and drag off their prey to 
  some dark comer to feed before skulking back to their lair. Con­
  sequently, Boschala instinctively know to live away from popu-
  71 
  lation centers (especially ones that have advanced weapons and 
  technology that can hurt them) and hunt humanoids who stray 
  too far from the safety of numbers. Thus, the Boschala hunts at 
  night and often around the perimeter of a town or city. However, 
  if the community offers ample hiding places and remote places 
  to hide and travel along, such as a tunnel or sewer system, an 
  abandoned underground city, and so on, then the Boschala will 
  come to live in the bowels of the city, surfacing to hunt and kill 
  before retreating to the sanctuary of the deserted catacombs be­
  low. In remote or wilderness regions, the creature may prey on 
  both animals and humanoids, and make a lair in a cave, ruins, or 
  under a fallen tree or boulder. 
  Evil practitioners of magic find the Boschala an attractive 
  creature to serve as a guardian or watchdog, or a monstrous as­
  sistant. The creature's grisly looks and vicious nature are an ex­
  cellent deterrent to thieves and enemies while the monster's 
  high P.P.E. reserve provides its master with a readily available 
  reserve of potential psychic energy (P.P .E.) that can be tapped 
  by the spell caster to work his magic. When summoned through 
  a magic circle or summoned by a Shifter, the creature responds 
  to the mage like an obedient, misshapen puppy. When this oc­
  curs, the sorcerer can mentally communicate with the thing by 
  touch, or draw on the combined Potential Psychic Energy. 
  There is only one danger in summoning the Boschala, and 
  that's summoning too many. Whenever 1 3  or more are together, 
  they are compelled to mate. Mating is a repulsive, horriftc scene 
  in which all the Boschala merge and flow together in one 
  twisted mass of pulsating flesh and undulating limbs. The entire 
  process takes a mere 30 minutes, but is a gruesome spectacle 
  best avoided. When the multitude withdraw, becoming separate 
  Quentin Milton (Order #26014138)
  
  beings again, there will be one additional, full-grawn Boschala. 
  This process can be repeated once every 24 hours. Furthermore, 
  a sorcerer can NOT control 1 3  or more of these things. They 
  won't attack him unless he attacks one frrst, but they will com­
  pletely ignore him and run off to cause havoc and murder in the 
  world at large. Note: The birthing process temporarily depletes 
  them of all P.P .E. for 23 hours. 
  The following random tables enable Game Masters to design 
  one of these abominations with relative ease. 
  Appearance Design Tables 
  First: Determine 
  main body type 
  01-08% Humanoid 
  09-1 5% Canine 
  16-22% Worm 
  23-29% Feline 
  30-36% Slug 
  37-43% Horse 
  44-50% Bull 
  5 1 -57% Rhinoceros 
  58-64% Elephant 
  65-7 1% Lizard 
  72-78% Spider 
  79-85% Insect 
  86-93% Snake 
  94-00% Bird 
  Second: Determine 
  the number of heads 
  01-20% Four 
  21-40% One 
  41-60% Two 
  61-80% Three 
  8 1-00% Five 
  Third: Roll for the 
  appearance of each head 
  01-10% Goat 
  1 1-20% Dog 
  21-30% Lizard 
  3 1 -40% Fly 
  41-50% Human 
  5 1-60% Cat 
  61-70% Monkey 
  7 1-80% Spider 
  8 1-90% Rat 
  91-00% BulVCow 
  Fourth: Determine 
  the number of legs 
  01-20% Two 
  21-40% Three 
  41-60% Four 
  61-80% Six 
  8 1-00% Eight 
  72 
  Fifth: Roll for the type of legs. 
  Each roll represents a pair of legs. 
  01-12% Human 
  13-24% Feline 
  25-36% Horse 
  37-50% Insect 
  5 1-62% Canine 
  63-75% Lizard 
  76-87% RhinolElephant 
  88-00% Spider 
  Sixth: Determine 
  the number of arms 
  01-20% Two 
  21-40% Three 
  41-60% Four 
  61-80% Five 
  81-00% Six 
  Seventh: Roll to determine 
  the type of appendage for each arm 
  01-20% Crab claw 
  21-40% Human hands 
  41-60% Tentacle, like an octopus 
  61-80% Bird-like claws 
  8 1-00% Ape-like hand 
  Eighth: Tail(s) 
  01-35% One 
  36-7 1% Two 
  72-00% None 
  Ninth: Type of Tail 
  01-20% Monkey 
  21-40% Lizard 
  41-60% Feline 
  6 1-80% Dog 
  81-00% Bunny 
  The Boschala Character 
  Alignment: Anarchist or evil; typically Miscreant (50%) or Di­
  abolic (35%). 
  Attributes: I.Q. ID6, M.E. 3D6, M.A. 2D6, P.S. 3D6+20, P.P. 
  3D6, P.E. 4D6, P.B. ID6, Spd 2D6 
  M.D.C.: ID6xI00+200, becomes a Mega-Damage creature on 
  Rifts Earth. (Has 60+lD4xl0 for Hit Points, 100 S.D.C., and an 
  A.R. of 8 in S.D.C. settings.) 
  Size: 8-15 feet (2.4 to 4.6 m) long/tall and weighs 500 to 3000 
  pounds (225 to 1350 kg). 
  Horror Factor: 18 
  P.P.E.: 2D4xlO on Rifts Earth. (ID4x10 in S.D.C. environ­
  ments). 
  Natural Abilities: Supernatural P.S. and P.E. make it frighten­
  ingly strong and tireless. Nightvision 100 feet (30.5 m), track by 
  smell 70% (+10% to follow blood scent), good normal color vi­
  sion, see the invisible, impervious to poisons, drugs and gases, 
  bio-regeneration of ID6xl0 M.D.C. per hour. 
  R.C.C. (Equivalent) Skills: Climb 900/0/80%, Swim 60%, 
  Prowl 50%, Land Navigation 90%, the Tailing part of Surveil-
  Quentin Milton (Order #26014138)
  
  lance only 80%, and magically understands (like a trained dog 
  understands) all languages. 
  Attacks per Melee (Rifts®): Five attacks per melee, regardless 
  of the number of heads and arms. 
  Bonuses (in addition to Attributes): +1 on initiative, +1 to 
  strike and parry, +2 to roll with impact, +3 to save vs magic and 
  possession, and + 1 0 to save vs Horror Factor. The Boschala is 
  vulnerable only to Mega-Damage weapons/attacks, magic and 
  psionics. 
  Damage: As per Supernatural P.S. Bite inflicts 2D6 M.D. and a 
  claw attack does an extra +2D6 M.D. It can use guns if it has a 
  humanoid or ape hands, but is -6 to strike with them. Note: The 
  Boschala is more animal than intelligent and functions with the 
  instincts of a wild cat. 
  Magic: None. Psionics: None. 
  Average Life Span: 400 years. 
  Habitat: Anywhere on Rifts Earth. There seems to be an unusu­
  ally large number in western Europe, presumably there's an 
  opened Rift that is linked to their world somewhere. 
  Enemies: Humanoids are seen as nothing more than prey/food, 
  and the forces of good, demon slayers and monster hunters as 
  natural enemies. 
  Allies: Often the pawns of evil or unscrupulous practitioners of 
  magic, demons and other forces of evil. 
  Note: The Coalition States have occasional trouble with 
  Boschala living in their city sewer systems and feeding on the 
  poor people of the lower levels inside the fortified cities of Iron 
  Heart and Cbi-Town, as well as the 'Burbs. Exactly how they 
  are getting into the fortress cities is unknown, but it is a problem 
  that has troubled the CS for generations. Even the hint of a 
  Boschala or other supernatural monster sees NTSET on the job. 
  Dar'ota 
  The Incubus & Succubus 
  Many cultures on many worlds have myths about the 
  Succubus (female) and Incubus (male), for these demonic beings 
  have been in action for eons. In their natural, "true" form, the 
  Incubus and Succubus, also known as the Dar 'ata, are large, 
  slimy, scaly, hunchbacked humanoids that resemble a monstrous 
  lizard. The head is a huge, misshapen bag of flesh with a gaping 
  mouth loaded with large sharp teeth and fangs three to six 
  inches long (76 to 1 54 mm). This demon is a skilled shape 
  changer who takes on the physical appearance of an attractive 
  human or humanoid and uses sex appeal and seduction to lure 
  unsuspecting victims to their doom. When the victim has fallen 
  to the disguised monster's good looks and charm, he or she is 
  killed, the throat tom out and the blood drunken. The Dar' ota 
  does not always kill and feed upon its victims. The Incubus and 
  Succubus are cunning seducers who may use their guile and 
  sexuality to trick and manipulate those under their thrall to do 
  dark and terrible things - acts of cruelty, betrayal, avarice, sloth, 
  lust, revenge, stupidity, theft, torture and even murder and mass 
  destruction. 
  The creatures are vampires, though not undead. Rather, they 
  are demons who must feed on blood, preferably human blood, 
  every two days. They are cruel, maniacal beings who enjoy us­
  ing and abusing mortals in every possible way, including emo-
  tional and mental trauma. Moreover, the Dar' ota often ally 
  themselves other forces of darkness, be it an evil wizard or 
  witch or dragon, demon lord or god. In fact, they are always 
  anxious to promote betrayal, pain and suffering in the name of 
  some evil plot, whether the scheme has any merit or chance of 
  success, or not. They just enjoy the challenge and fun of it all. 
  In human form, the creatures have the beauty and appeal of a 
  movie star. Only the monster's inhuman strength and malignant 
  aura (for those who can see such things) hint that the beauty is 
  not what he or she seems to be. A Dar'ota can remain in human 
  form for days, but must revert to its monstrous shape to feed 
  (ideally every two days). The demon must also revert to its true 
  identity when engaged in prolonged combat (more than two 
  minutes/8 melee rounds). They are lethal combatants in both hu­
  man and monster guise, but most devastating as the lizard-thing. 
  All Dar'ota are psychotic and natural born killers who love to 
  hurt and murder. It is what they live for, and they do it ex­
  tremely well. 
  Alignment: Diabolic (50%) or Miscreant (50%). 
  Attributes: 
  I.Q. 3D6, M.E. 3D6, M.A. 5D6, P.S. 5D6, P.P. 
  4D6, P.E. 4D6, P.B. ID6 in natural Dar'ota form, 6D6 in human 
  form, Spd 5D6 
  M.D.C.: 2D4xl O+40 points and covered in a tough, scaly hide. 
  (Has 2D4xl0 for Hit Points, 1 00 S.D.C., and an A.R. of 12 in 
  S.D.C. settings.) 
  P.P.E. (Rifts®): ID6x10+1O 
  Size: Five to six feet tall ( 1 .5 to 1 .8 m) and weighs 300 to 600 
  lbs (135 to 270 kg); looks much thinner and lighter in human 
  guise, but that is all part of the illusion. 
  Quentin Milton (Order #26014138)
  
  Horror Factor: 1 8  when the transfonnation from human to 
  monster is witnessed, 1 5  as the lizard-like Dar'ota, and none in 
  human guise. 
  Natural Abilities: Supernatural P.S. Nightvision 60 feet (1 8.3 
  m; can see in total darkness), keen nonnal vision, smell blood 
  up to a half mile away (0.8 km), and track by smell 50% (+25% 
  to follow blood scent), resistant to fIre and cold (does half dam­
  age). Bio-Regenerates 4D6 M.D. per hour and can completely 
  regenerate eyes and limbs lost in combat within 48 hours (half 
  that at a ley line, 12 hours at a nexus). Can function in the day or 
  night and only needs about 4 hours sleep a day, however, they 
  prefer the comforting darkness of nighttime and often "hang" at 
  nightclubs, dance halls, casinos, and places of ill-repute. 
  Special: Shape Changing Ability: The Succubus can shape 
  change into a beautiful adult female human (or human-like 
  D-Bee) and the Incubus into a handsome human or D-Bee male. 
  Attacks per Melee (Rifts®): Five hand to hand attacks per me­
  lee or one using magic. 
  Bonuses (in addition to attributes): Same for both the male 
  and female. + 1 on initiative, + 1 to strike, +2 to parry and dodge, 
  +4 to pull punch, +3 to roll with impact, +1 0 to save vs Horror 
  Factor and + 1 to save vs magic. 
  Damage: As per Supernatural P.S., but a claw strike does an ex­
  tra +2D4 M.D., a nonnal bite 6D6 S.D.C., a power bite ID6 
  M.D. 
  R.C.C. Skills: Languages: can speak Dragonese and six others 
  (+30%), Demon & Monster Lore (+20%), Palming (+20%), 
  Concealment (+20%), Disguise (+30%), Prowl (+20%), Climb 
  (+20%) and W.P. Knife and two W.P.s of choice (any). 
  Average Level of Experience: ID4+2 
  Average Life Span: Immortal - until physically destroyed. 
  Vulnerabilities: The Dar'ota is hurt by nonnal Mega-Damage 
  weapons, psionics and magic of all kinds. Likewise, other than 
  their P.E. attribute bonus, this demonic being is affected by poi­
  son and drugs, though they do half damage, last half as long and 
  have half the usual effect. Dar'ota cannot swim and hate water 
  (even getting wet in the rain), though water has no harmful ef­
  fects other than the fact that these demons can drown. 
  Psionics: None. 
  Magic: Average 40 P.P.E. (I D6xlO+ 10). Spell magic only, 
  equal to a 4th level sorcerer, which means a 13 or higher is 
  needed to save vs magic. Spells include: Death Trance, Sense 
  Evil, Concealment, Befuddle, Calling, Charismatic Aura and 
  three additional spells (G.M.'s choice) from level one and/or 
  two. 
  Habitat: Any environment in any world, any time. These blood 
  sucking demonic parasites have plagued mortals for as long as 
  anyone can remember. Fortunately, they travel alone or in pairs 
  and are comparatively rare. 
  Enemies: Humanoids and champions of good. 
  Allies: Powerful supernatural forces and practitioners of magic. 
  Notes: Cool, confIdent, masters of lies, disguise and deception. 
  Arrogant, treacherous, and see themselves as superior beings. 
  They are the kind of creature who would kick a puppy just for 
  laughs and enjoy torturing, killing and creating a state of chaos 
  and anxiety wherever they go. 
  74 
  Dimensional Ghoul 
  As one might guess, Dimensional Ghouls, also known as 
  D-Ghouls, are rather common on Rifts Earth. They are tall, thin 
  humanoids who, in dim light and at a distance, may be mistaken 
  for a human or certainly a D-Bee. A closer look reveals their 
  long, jagged teeth, sunken eyes, and sagging, grey skin hanging 
  off a skeletal body. Like all ghouls, the creature feeds on the 
  flesh of the dead. A true scavenger, it will eat any dead animal 
  or humanoid, but prefers the taste of human flesh above all oth­
  ers. 
  The Dimensional Ghoul exhibits a fair amount of intelligence 
  and a penchant toward being mischievous and curious, rather 
  than outright evil or cruel. Unlike the Dybbuk and other de­
  mons, it has no deep-rooted hatred for humankind. They just 
  like to eat them after they are dead. This doesn't mean that they 
  are any less dangerous, just less vindictive and aggressive. Di­
  mensional Ghouls have been known to maim and kill when 
  threatened, hurt, or interrupted while feasting, but they seldom 
  initiate an attack or engage in murder themselves. 
  The Dimensional Ghoul derives his name from the ability to 
  move from one dimension to another at any ley line nexus point 
  without opening a Rift. The D-Ghoul can just syphon the energy 
  and vanish, dimensionally teleporting to a new world. D-Ghouls 
  can be enticed or controlled by other beings and compelled or 
  commanded to take another living, man-sized creature with him 
  when he teleports to another dimension. The problem with this 
  method of dimensional travel is that the process is excruciat­
  ingly painful to humans and most mortal beings, inflicting 
  ID6xl0 points of damage direct to Hit Points (2D4xlO M.D. if a 
  Mega-Damage being). If the person was magically controlling 
  the D-Ghoul any mystical control is lost the moment they arrive 
  in the new dimension. Of course, there are countless dangers 
  and environmental problems when traveling through dimensions 
  randomly. Problems for mortal beings, that is, not the supernatu­
  ral D-Ghoul. Note: Splugorth Slavers sometimes employ or en­
  slave Dimensional Ghouls to travel to different worlds and 
  participate in their dimensional slave hunting, spying, sabotage 
  of competitors and exploration. Temporal Raiders and Shifters 
  may also consider using D-Ghouls for their own nefarious pur­
  poses. 
  Alignment: Anarchist (30%), Miscreant (30%), Diabolic (30%), 
  and Aberrant (10%). 
  Attributes: I.Q. 3D6, M.E. 4D6, M.A. 3D6, P.S. 4D6, P.P. 
  4D6, P.E. 4D6, P.B. ID6, Spd 4D6 
  M.D.C.: 2D4xlO+80. (Has 80 Hit Points, 2D4xlO S.D.C. and 
  an A.R. of 6 in S.D.C. settings.) 
  Size: 6 to 10 feet tall ( 1 .8 to 3 m), but very thin and skeletal 
  with strange, luminous eyes, large pointed ears and long, nar­
  row, pointed teeth. Weighs 1 50-290 pounds (67 kg to 13 1 kg). 
  Horror Factor: 12 
  P.P.E.: 20 
  Natural Abilities: Supernatural P.S. and P.E., sees the invisible, 
  nightvision 200 feet (61 m), nonnal day vision, fIre and cold re­
  sistant (even magic fIre does half damage), impervious to poison 
  and disease, and bio-regenerates 3D6 M.D. per hour. 
  Special: Dimensional Travel Ability: Can travel to random 
  worlds via ley line nexus junctions, as noted earlier. There are 
  two related abilities that work hand in hand with the dimen-
  Quentin Milton (Order #26014138)
  
  sional teleportation. 1) Sense Ley Line P.P.E. : The D-Ghoul can 
  sense huge amounts of Potential Psychic Energy to indicate the 
  location of ley lines and nexus points. Range: 1 50 miles (240 
  km). 2) Temporal Intangibility: To avoid the agony of the di­
  mensional teleportation, the D-Ghoul can momentarily become 
  intangible. It can perform this ability in an instant at any time. 
  Duration: 30 seconds (2 melees); as often as once every two 
  minutes. Range: Self only. Impervious to all attacks while intan­
  gible, but cannot move or attack while intangible. 
  Attacks per Melee (Rifts@): Four. 
  Damage: As per Supernatural P.S. Claw or kick attacks inflict 
  an extra +ID6 M.D., while the bite does ID4 M.D. The Dimen­
  sional Ghoul can use any type of weapon, from club to subma­
  chine-gun. However, it will only use whatever weapon it fmds 
  handy/laying around and never becomes skilled with, or at­
  tached to, one. 
  Bonuses (in addition to attributes): +2 to save vs psychic at­
  tack, +3 to save vs magic, + 1 0 to save vs Horror Factor, imper­
  vious to disease. 
  Magic: None. 
  Psionics: I.S.P.: 500. Detect Psionics, Sense Magic, Object 
  Read, Psychic Diagnosis (usually on the dead to determine the 
  cause and time of death), Death Trance and Deaden Pain. 
  R.C.C. Skills: Magically understands and speaks all languages, 
  though illiterate. Demon and Monster Lore (+20%), Prowl 
  (+1 0%), Climb (+1 0010), Swim (+5%), Basic Electronics (+5%), 
  Pick Locks (+5%), Biology (+1 0%), Basic Math (+30%) and 
  two Technical or Domestic skills of choice (no bonus). 
  Average Level of Experience: ID4+2 
  Average Life Span: Immortal - until destroyed. 
  Habitat: Dimensions, worlds and lands everywhere. 
  Enemies: Humanoids in general. Dislikes other ghouls (compe­
  tition). 
  Allies: May associate with other supernatural beings or other 
  powerful beings. 
  Notes: Perhaps the most intelligent and responsive to other life 
  forms of all the Ghouls. 
  Dybbuk, The 
  Demon Ghoul 
  The Dybbuk is a horrifying demon that has stalked human­
  kind since the time of the 
  ancient Egyptians. In ancient 
  pre-Rifts Earth, the Dybbuk - "Eater of Flesh," was said to have 
  been summoned by a powerful insane Necromancer who opened 
  a doorway to the Dybbuk realm of existence in an attempt to 
  summon an army of the savage creatures. Unfortunately, he 
  greatly underestimated their power and became their frrst human 
  victim. During those pre-Rifts days the Dybbuk was an S.D.C. 
  creature, but even then, it was a formidable supernatural foe. On 
  Rifts Earth, where mystic energy abounds, the dreaded monster 
  of old can enter our dimension at will and is more powerful than 
  ever. 
  The Dybbuk loathes humankind and delights in making it 
  suffer. The demon looks at all humanoids as humans, so even 
  Elves, Ogres and D-Bees are in danger from it. Dybbuk are in­
  telligent, cunning and deadly, able to understand human behav-
  75 
  ior and learn basic skills and use that knowledge to hurt 
  humanity. Despite their wiles, they are extremely intolerant of 
  their own kind and squabble and bicker incessantly whenever 
  two or more are forced together. For this reason, they shun the 
  company of their own race. A Dybbuk will frequently work with 
  an evil sorcerer, Hades Demons, Deevils and other maleficent 
  forces to cause mayhem and inflict agony. 
  The natural form of this demon-ghoul is a massive, bar­
  rel-chested humanoid with no neck, vaguely human, bald head, 
  and a large maw rimmed with a double row of pointed teeth. In 
  place of the arms are a pair of oversized limbs, like those of an 
  ape, thickly muscled, with massive, clawed hands, like shovels, 
  that drag across the ground These arms are used to dig up the 
  graves of the dead and to rend flesh from large prey. Tucked un­
  der them is a second pair of arms. Spindly and delicate, a little 
  shorter than a human's, and half as thick. The hands are small, 
  with long fmgers tipped with four inch long, razor sharp claws 
  used to dismember its food and feed itself. 
  The Dybbuk cannot tolerate the light of day, which com­
  pletely blinds it and physically hurts (104 M.D. damage per 
  minute of exposure). A Globe of Daylight spell has the same ef­
  fect on a Dybbuk as it does a vampire, sending the creature scur­
  rying away in pain and revulsion. As a result, the sinister 
  creatures venture out only at night or on rainy, overcast days. 
  Their favorite habitat is city ruins, graveyards, caves, tunnels, 
  sewers, and slums (including Ciudad Juarez and the Chi-Town 
  'Burbs). The Dybbuk's favorite food is dead, rancid meat (ani­
  mal or human), but they have grown to enjoy fresh human and 
  Elfish flesh almost as much. 
  Quentin Milton (Order #26014138)
  
  Alignment: Diabolic (50%) or Miscreant (50%). 
  Attributes: I.Q. 3D6, M.E. 4D6, M.A. 2D6, P.S. 5D6, P.P. 
  4D6, P.E. 4D6, P.B. 1D6, Spd 3D6 
  M.D.C.: 2D6x1 O+80, becomes a Mega-Damage creature on 
  Rifts Earth. (Has 2D4x1 O  for Hit Points, 1D6x 1 O+ 1 00 S.D.C., 
  and an A.R. of 12 in S.D.C. settings.) 
  Size: 6 to 8 feet ( 1 .8 to 2.4 m) tall and weighs 400 to 700 Ibs 
  ( 1 80-3 1 5  kg). 
  P.P.E.: 6D6 
  Horror Factor: 14 
  Natural Abilities: Track by smell 85%, nightvision 600 feet 
  ( 1 83 m), excellent normal night sight (can see in one sixth the 
  light needed by humans), but blinded by sunlight (- 1 0  to strike, 
  parry and dodge). Artificial light is hard on the Dybbuk's eyes 
  (30 footl9. 1  m range of vision without sunglasses). Can dig 
  through packed dirt or clay at a rate of six feet ( 1 .8 m) per min­
  ute, and almost always constructs a network of tunnels in its lair 
  to confuse and better escape intruders (Dybbuk love catacombs 
  and labyrinths). Bio-regenerates at a rate of ID6 per melee 
  round, impervious to cold and normal fire, but magic fire and 
  magic cold do half damage. 
  Special: Inhabit the Dead: There is one more ability that 
  makes the Dybbuk extremely dangerous. The damnable thing 
  can physically inhabit the recently deceased! If the body is not 
  badly damaged and it is one hour or less since the time of death 
  the Dybbuk can discorporate itself and enter the dead body. Im� 
  mediately, 
  the 
  corpse 
  comes 
  to 
  life, 
  possessed 
  by 
  the 
  demon-ghoul. The memories, skills, personality and essence of 
  the person are all gone. It is an empty, lifeless husk that the 
  Dybbuk now inhabits. A perfect disguise to walk among hu­
  mans, scout out an area and spy upon its next victims. The Dyb­
  buk can maintain the body, without it deteriorating, indefmitely, 
  as long as the monster feeds daily on human blood. 
  Vulnerabilities: Sunlight hurts, blinds and slowly kills the Dyb­
  buk. Mega-Damage weapons, magic and psionics have their 
  normal effect and damage. Also vulnerable to the most deadly 
  poisons and massive doses of drugs, but even large doses last 
  only half as long as a normal dose would and each dose of poi­
  son does only 20% its normal damage. 
  Attacks per Melee: Six in Dybbuk form or four when inhabit­
  ing a humanoid corpse. 
  Bonuses (in addition to attributes): + 1  on initiative, +1 to 
  strike, + 1 to parry and dodge, +2 to disarm, +4 to pull punch, +4 
  to save vs Horror Factor and +4 to save vs magic. 
  Damage: In human form, punches and kicks do 3D6 S.D.C.+ 
  P.S. damage bonus and a bite 1D6. 
  In demon form, as per Supernatural P.S. A claw strike with the 
  large hands does an extra 3D6 M.D., the small one an extra ID4 
  M.D., the Dybbuk' s bite does 2D4 M.D., a power bite 4D4. 
  Magic Powers: None. Psionic Powers: None. 
  R.C.C. Skills: This supernatural scavenger & carrion eater can 
  speak American and Spanish 98% but is illiterate, plus speaks 
  three other languages (+20%) and knows the following skills: 
  Find Contraband (+5%), Track Humanoids (+1 0%), Prowl 
  (+1 0%), Swim (+5%), Basic Math (+20%), and can learn a total 
  of 3D4 human skills. Make selections from the categories of 
  Communications, Domestic, Espionage, Pilot, Rogue, Techni­
  cal, and Wilderness. 
  Average Life Span: 600 years. 
  Average Level of Experience: 1 D6+ 1 
  76 
  Habitat: Anywhere, anytime. 
  Enemies: Humanoids and the living in general, humans in par­
  ticular. 
  Allies: Ghouls and creatures of evil. 
  Note: Mean, vindictive, bloodthirsty. Likes to kill and inflict 
  suffering. 
  Entities 
  An entity is a supernatural energy being that is invisible to 
  the human eye. Consequently, it is the entity who has become 
  known as ghosts, spirits, wraiths, and similar non-corporeal ap­
  paritions. There are five major types of entities, each uniquely 
  different from the others. They are: 1. The Poltergeist, 2. Sy­
  phon or Trapped Entity, 3. Haunting Entity, 4. Tectonic Entity, 
  and 5. Possessing Entity. All are potential psychic energy 
  (P.P.E.) vampires. 
  Entity: Poltergeist 
  The Poltergeist, known as the mischievous spirit, is a wild, 
  wandering, supernatural force with a minuscule intelligence. 
  The odd little energy being flies about looking for a good source 
  of Potential Psychic Energy (P.P.E.) to feed upon. Conse­
  quently, Rifts Earth abounds with Poltergeists, especially along 
  ley lines and at nexus points. Once such a place is found, the 
  Poltergeist settles in for the long haul. This is its home, its 
  dwelling place. The Poltergeist(s) is pretty oblivious to the ac­
  tivities of other life forms who may share its home. Its only in­
  terest in the human and/or animal occupants is as a source of 
  food and play. With the abundance of ley line energy, most life 
  forms are viewed as playmates. 
  Despite what you may be thinking, the Poltergeist's syphon­
  ing of P.P.E. from humans is painless and harmless (unless 
  you're a practitioner of magic who needs his P.P.E. for spell 
  casting). One Poltergeist only absorbs I D4 points of P.P.E. per 
  day, not much to be concerned with, unless there is a group of 
  them each taking 1D4 P.P.E. 
  Poltergeists are very rambunctious beings whose idea of fun 
  and play is moving, throwing and hiding physical items. And 
  that's where trouble comes in. The dopey creatures love to play, 
  and who better to play with than those lumbering two-legged, 
  flesh and blood creatures. Furthermore, Poltergeists can drink 
  human emotions (empathy). Intense emotions, such as anger, 
  love and fear are tantalizing to the mischievous spirits, giving 
  them a drug-like euphoric high. It's only a matter of time before 
  these entities realize that fear is the easiest emotion they can 
  evoke in humanoids, so that's the one they use most often. Hu­
  mans get scared over the smallest things : banging or pounding 
  in the middle of the night, doors flinging open or closing by 
  themselves, pots and pans flying through the air, and so many 
  other innocuous things that send them screaming and running 
  into the night. Great fun and a buzz too! 
  Quentin Milton (Order #26014138)
  
  Silliness (laughter/humor) is the next best method of evoking 
  strong emotions if scaring tactics don't work. Lifting a person 
  into the air, messing up their hair, making utensils dance, stack­
  ing objects, blowing out candles, moving a chair or object to 
  cause someone to fall, etc., are all possible antics from a Polter­
  geist with a sense of humor. 
  Understand that despite this mischief, a poltergeist is not de­
  liberately cruel or sadistic, only stupid, selfish (it wants that 
  buzz) and frisky. Unfortunately, Poltergeists don't understand 
  these alien life-fonns called humans and animals. Consequently, 
  while they may not intentionally hurt anybody, they can do so 
  by accident. For example, they don't realize that telekinetically 
  hurling cutlery could kill somebody, or that dropping a big tree 
  branch or anvil on top of a person's head could kill him. Thank­
  fully, for the most part, Poltergeists stick to small pranks, like 
  hiding keys, unlocking doors, stealing socks, knocking things 
  over, floating objects through the air, and similar eerie, but 
  harmless tricks and pranks. 
  There are one or two more bits of bad news about Polter­
  geists. First, they tend to travel in groups of 2D6, especially on 
  Rifts Earth, and a nexus point is likely to harbor two or three 
  times more. Second, once they fmd a nice home (i.e. one with 
  plenty of P.P.E. and people to scare or amuse) they hate to 
  leave. 
  Getting rid of a Poltergeist is easier than getting rid of most 
  supernatural beings. Magic Exorcisms, Protection Circles, and 
  Amulets of Protection against the supernatural will send them 
  scurrying away. Spells like Constrain Being, Control and En­
  slave Entity, Summon Entity, Immure Entity and Banishment 
  are all powerful means of controlling them. Meanwhile, the 
  spell, Desiccate the Supernatural, obliterates them, while the 
  Commune with Spirits spell enables the mage to talk to them 
  and perhaps convince them to leave. A psychic can use similar 
  psionic Exorcism, Telepathy, Empathy, Empathic Transfer and 
  a few other means to convince them to vacate a premises. 
  Alignment: Anarchist (97%) or Miscreant (3%), the latter uses 
  scare tactics only. 
  Attributes: Not applicable. Low intelligence energy being, with 
  minimal mental endurance or afImity, doesn't understand bio­
  logical life fonns, naturally invisible and intangible themselves 
  and possess a speed of 44 (30 mph/48 km). 
  M.D.C.: 4D6+ 1 0  on Rifts Earth. (Has 4D6+ l 0  Hit Points, no 
  S.D.C. and no A.R. in S.D.C. settings; an energy being). 
  Horror Factor: 10 
  P.P.E.: 4 of its own, but needs to feed daily and requires an ad­
  ditional four points to feel full. 
  Size: About the size of a soccer ball; energy sphere. 
  Weight: Not measurable. 
  Natural Abilities: Invisible is their natural state, can fly and 
  hover, maximum speed is about 30 mph (48 km). They are also 
  intangible which means they can pass through solid matter (but 
  not through energy), and never tire. 
  Vulnerabilities: All magic and psionic attacks. They are imper­
  vious to physical and energy M.D. attacks, gases, drugs, poison, 
  cold, heat, fire, etc. 
  Attacks per Melee: Two, by means of psionics only. 
  Bonuses: +2 to dodge, +10 to save vs Horror Factor. Note that 
  attackers who cannot see the invisible are -10 to strike a Polter­
  geist. 
  77 
  Damage: By psionics or a hurled S.D.C. or M.D. weapon. 
  Magic: None. 
  Psionics: Natural I.S.P. is a mere 10, but the Poltergeist can 
  draw on the I.S.P. and convert the P.P.E. around it into I.S.P. 
  (one P.P.E. = four I.S.P.) to perfonn psionic feats. This means 
  that the entity has a virtually unlimited amount of I.S.P. when 
  on a ley line, and can drain a practitioner of magic of the very 
  P.P.E. he hopes to use in magic against the entity! 
  Psionic Abilities: Empathic receiver, meaning they automati­
  cally feel the emotions of those around them (at no I.S.P. cost), 
  plus See Aura, See the Invisible, Sense Magic (P.P.E.), Levita­
  tion and Telekinesis, all at the equivalent of a 4th level Major 
  Psychic. 
  O.C.C. & Skills: Land Navigation 90%. That's it. 
  Habitat: Anywhere there is an abundance of P.P.E. or I.S.P. 
  Enemies: None per se. 
  Allies: None per se. 
  Note: As a psychic vampire, a Poltergeist draws on the I.S.P. of 
  the people around it to perfonn its psychic feats. If there is no 
  I.S.P. available (or it's used up) the creature can draw on the 
  P.P.E. of people or animals and convert it into usable psionic In­
  ner Strength Points (I.S.P.) at a rate of four I.S.P. per every one 
  point of P.P .E. 
  A few Poltergeist enter into our dimension almost every time 
  a dimensional portal is opened or a natural dimensional Rift oc­
  curs at a ley line nexus. They also sneak in whenever a 
  Shifter/Summoner summons 
  lesser or greater supernatural 
  forces. 
  Poltergeist are not always found at ley lines. They can be at­
  tracted by human P.P.E., especially to families with children, 
  psychics, and practitioners of magic, all of whom have high Po­
  tential Psychic Energy on which they can feed. Vacating a Pol­
  tergeist infested place for several months may send the hungry 
  little buggers away in search of a new food source, providing 
  there is no other available source of living P.P.E. in the immedi­
  ate area; 01-35% chance of success. Destroying the dwelling 
  and leaving the area increases the ratio for success to 01-79%, 
  but is rather extreme. 
  Entity: Syphon 
  The Syphon is an evil entity that inhabits inanimate objects. 
  Immediately upon inhabiting an object, the entity is trapped, for­
  ever imprisoned until the object is destroyed. Such creatures in­
  habiting dead trees and rocks have certainly contributed to 
  legends of foul-tempered "nature and earth spirits." The Syphon 
  is also responsible, in part, for legends of magic amulets, rings 
  and mystic artifacts empowered or possessed by evil spirits. 
  Some practitioners of magic and scholars suspect that some 
  magic items and rune weapons are empowered by a trapped and 
  controlled 
  Syphon Entity (indeed, a common practice 
  of 
  Bio-Wizardry known, on Rifts Earth, only to the Splugorth). 
  The Syphon can inhabit any type of non-living matter, except 
  plastic and items already imbued with magic, from rings, amu­
  lets, and medallions to mirrors, walking sticks, swords, and 
  Golems. The object it inhabits can only be moved through levi­
  tation, consequently, the most 
  desired objects 
  are 
  small 
  hand-held items and particularly items of value to humanoids, 
  Quentin Milton (Order #26014138)
  
  such as gems, jewelry, and weapons. The Syphon cannot inhabit 
  or control the actions of a functioning or unprogramed robot, be­
  cause it is already an animated machine with an artificial 
  brain/control unit. Nor can it impart any of its M.D.C. to the ob­
  ject it possesses. Note: Cannot affect cybernetic and bionic parts 
  either, because they are neurologically linked to living matter. 
  The trapped entity lays dormant in a state of suspended ani­
  mation until the presence of a living creature with sufficient Po­
  tential Psychic Energy awakens it. Like the Poltergeist, the 
  Syphon feeds off the host creature(s), requiring 20 P.P.E. to be­
  come fully awake and 10 P.P.E. or more every day to remain 
  conscious and alert. However the entity is a glutton and will de­
  vour as much P.P.E. as available, sometimes consuming 20 
  times the required energy. Sadly, such gluttony does not sustain 
  it for more than an extra day and the eternally hungry fiend will 
  need to feed again within 48 hours. 
  Obviously, being near a ley line or nexus will keep the Sy­
  phon active and alert without the need of a living source of 
  P.P.E. But the entity would rather inhabit a small portable object 
  and be among humanoids than at a ley line where it would be 
  constantly aware and fed, but terribly alone and unfulfilled. 
  Unlike the Poltergeist, the Syphon's intentions are far from 
  playful or innocent. The Syphon Entity is a diabolical fiend that 
  delights in manipulating, corrupting, and destroying humanoids. 
  A common practice of the Syphon is to sense a corruptible indi­
  vidual and make telepathic contact. After initial contact the en­
  tity weaves a fantastic story about being a powerful source of 
  magic or possessing the knowledge/means to acquiring great 
  power. It plays upon the person's greed, lust for power, want for 
  revenge, hatred, love and other exploitable weaknesses and de­
  sires. In exchange for its aid, the horrid creature often demands 
  regular blood sacrifices to be made in its presence. This way the 
  gluttonous fiend can absorb all the doubled P.P.E. of the mur­
  dered victim, as well as enjoy the slaying of an innocent person 
  and its contribution to the moral destruction of its human pawn. 
  A plaything who the Syphon will try to push to the brink of 
  madness or suicide. 
  The Syphon is a diabolically cunning creature who is patient 
  and calculating. It does not worry about what will happen when 
  its current pawn is killed, because, sooner or later, there is al­
  ways another. That person may be found an hour, a week or a 
  decade later, it doesn't matter to the Syphon. Time has little 
  meaning to this eternal force of evil. When a human host is not 
  available, it simply sleeps. 
  Although tougher than the Poltergeist, the Syphon is vulnera­
  ble to the same magic and psychic forces. An Exorcism or Ban­
  ishment will set it free of the object and force the entity to leave 
  the area to fmd a new place to inhabit. The Syphon Entity must 
  take possession of an object within one hour of being evicted, or 
  be spirited back to its own world. In its freed energy form, the 
  entity is vulnerable to all forms of magic and psionic attack, but 
  is still impervious to physical assaults. Psionic powers are al­
  ways effective against a Syphon, whether housed inside an ob­
  ject or a free moving energy sphere. Destroying the object the 
  entity inhabits will force it to flee the immediate area (100 
  feet/30.5 m) to fmd a new object to call home, but does not kill 
  or harm the entity in any way. However, the owner of the object 
  cannot force himself to destroy it (he's under the Syphon's in­
  fluence), it must be at the hands of someone else. Warning: The 
  78 
  Syphon is far more capable and willing to defend itself than a 
  Poltergeist. One of its most prized weapons is the human 
  pawn(s) under its influence. 
  Alignment: Diabolic (50%) or Miscreant (50%). 
  Attributes: Not applicable. Very cunning, intelligent and ruth­
  less, equal to an I.Q. of 14 or 1 5, but doesn't understand biologi­
  cal life forms, naturally invisible and intangible itself and 
  possesses a speed of 44 (30 mph/48 km) as an energy being. 
  M.D.C.: The entity itself is a Mega-Damage creature on Rifts 
  Earth, with 
  ID6x l O+30 M.D.C. This does not include the 
  S.D.C. or M.D.C. of the object it inhabits. On Rifts Earth, they 
  can inhabit a robot or vehicle that does not have artificial intelli­
  gence, but smaller inanimate objects are more likely. (Has 
  6D6+1O Hit Points, no S.D.C. and no A.R. in S.D.C. settings.) 
  Horror Factor: 1 0  
  P.P.E.: 6 
  Size: About the size of a soccer ball as an energy being, but can 
  inhabit an object as small as a ring and as big as 50 feet ( 1 5  m). 
  Weight: Not applicable; an energy being. 
  Natural Abilities: In addition to its psionic powers, a Syphon is 
  able to possess/inhabit non-living objects. Note that this does 
  not enable the entity to animate or move the object through any 
  means other than levitation. 
  In energy form it can hover and fly at a maximum speed of 
  30 mph (48 km) and is intangible, which means it can pass 
  through solid objects and its natural state is invisible. The Sy­
  phon is also a natural Telepath, meaning it expends no I.S.P. 
  during telepathic communication. 
  R.C.C. Skills: None, communicates by means of Telepathy. 
  Attacks per Melee: Two attacks per melee by psychic means 
  only. 
  Bonuses: +2 to dodge as an energy being, +2 to save vs magic, 
  + 1 to save vs psionic attacks, and + 1 5  to save vs Horror Factor. 
  Damage: By psionics or weapon. 
  Magic: None. 
  Psionics: Base I.S.P. is a mere 20 points, but the Syphon can 
  draw on the I.S.P. and/or P.P.E. around it to perform psionic 
  feats. This means that they have a virtually unlimited amount of 
  I.S.P. when on a ley line. P.P.E. conversion to I.S.P. is four 
  I.S.P. for every one P.P.E. point. The Syphon uses its own 20 
  I.S.P. only when it has no choice. As a psychic vampire, the en­
  tity draws on the I.S.P. of those around it to perform its psychic 
  feats. 
  Special: Stealing Psychic Energy: Each attempt to draw on 
  another person's I.S.P. or P.P.E. is considered a psionic attack 
  and the intended victim must roll to save vs psionic attack. A 
  successful roll to save means the entity did not get the energy it 
  needed and must use its own energy reserve or skip an attack. A 
  failed save means the entity can steal up to 20 I.S.P. or 5 P.P.E. 
  from that specific person. That individual temporarily loses the 
  energy points as if he had used psionic powers or cast magic 
  himself. A person who willingly offers his or her I.S.P.IP.P.E. 
  does not roll a save vs psionic attack, the energy is automati­
  cally stolen; this is often the case with willing humanoid pawns. 
  Limited Psionic Powers: Unlimited Telepathy (costs no 
  I.S.P.), Empathy, Empathic Transmission, Mind Block, Divina­
  tion, Presence Sense, See Aura, See the Invisible, Sixth Sense, 
  Levitation, Bio-Manipulation and Hypnotic Suggestion. All are 
  cast at a strength equal to a 6th level psychic. 
  Quentin Milton (Order #26014138)
  
  Habitat: Anywhere! 
  Enemies: None per se. 
  Allies: None per se. 
  Note: Remember, the Syphon Entity cannot animate or other­
  wise control the inanimate object it inhabits. Thus, it cannot fIre 
  an energy weapon or make a 'bot hit somebody. Furthermore, it 
  cannot possess objects made with plastic, nor magic items or 
  bionic or cybernetic parts. Nor robots because they are animated 
  by an artifIcial intelligence (an empty robot without a brain is a 
  different story). 
  Entity: Haunting 
  - The Classic Ghost 
  A Haunting Entity is a misguided and confused psychic 
  bloodhound. Although we can not see it, intelligent life forms 
  leave a psychic impression wherever they have been. Our homes 
  and work places hold the strongest emanations, because that is 
  where we spend most of our time. Generally, the psychic im­
  pressions fade or are so weak that they are imperceptible. How­
  ever, strong emotions, such as intense hatred, love, desire, 
  anger, sorrow and so on, leave a deep, lasting mark, a psychic 
  impression that the Haunting Entity sees and feels in every way. 
  This entity is like a psychic sponge with no identity of its own. 
  It is drawn to the emotions of others, from the past as well as re­
  cent, soaks them up and languishes in them. 
  Since only the strongest emotions are perceivable, the entity 
  experiences only the most intense, happy, traumatic, painful, or 
  frightful emotions and memories. Little snippets of life gone by. 
  The entity fmds the very strongest of these emotional events and 
  plays them back over and over again, becoming absorbed in 
  them. This is where trouble can arise, because the Haunting En­
  tity has no individual identity and gets confused by the emotions 
  and experiences of others. Confused to the point that "it" thinks 
  that "it" is the central person of the recorded psychic impres­
  sion. Locked in the memory of an event from the past, the 
  Haunting Entity becomes a shadow of that person. An intangible 
  apparition of the past. In every sense of the word, a ghost. 
  The Haunting Entity becomes so completely a part of the 
  memory that it believes it is that specifIc person and re-enacts 
  that fragmented memory endlessly. This is why the same 
  "ghosts" are so often reported to be haunting a particular place 
  and repeating one or two events, sometimes for centuries. This 
  is the ghost who is always seen at the same place sobbing, or the 
  ghost that always appears walking the same forlorn corridor. 
  Haunted places are often inhabited by Poltergeist too, because 
  the ghost radiates the intense emotions the Poltergeist enjoy so 
  much, plus haunted places are often at or near ley lines. 
  Getting rid of a Haunting Entity can be surprisingly easy or 
  incredibly difficult. Since it is bound to that specifIc person and 
  memory, sometimes it can be fooled into leaving. Most ghosts 
  are reliving tragic or personally painful events. If the human­
  oid(s) can resolve its (perceived) plight, pain, fear or worry, the 
  entity is set free of the tumultuous memory that has bound it to 
  that place. SatisfIed, it leaves, and once gone from the area, 
  those emotions fade and the Haunting Entity sets out in search 
  for new experiences to live. For example: If a person was mur­
  dered, the entity may not leave until it can be proven that the 
  79 
  culprit was captured and punished. Another example might be a 
  case of regret and unfulfIlled promises, like: Dear, sweet Auntie 
  Mildred wanted her favorite niece to have a special token of her 
  affection (a book, a brooch, hand-knitted scarf, or whatever), but 
  Auntie died before she could do so. Thus, if the player charac­
  ters could give the niece Auntie's gift, the ghost would be happy 
  and leave. The elaborateness of the mystery or promise is 
  strictly up to the Game Master. It can be laced with evil and in­
  trigue, or be completely innocent, or soap-opera melodramatic 
  (Auntie Mildred's book is found, presented to the niece and it is 
  discovered to be a rare fIrst edition. Or the niece now knows that 
  Auntie forgave her for some past altercation. And so on). 
  In some cases there can be no solution to get the entity to 
  leave. This requires a more direct means of removal, such as an 
  Exorcism. While the Exorcism has the best chance for success, 
  the spells Commune With Spirits, Banishment, Control and En­
  slave Entity, and Summon Entity are also useful magic against 
  Quentin Milton (Order #26014138)
  
  these haunted spirits. Characters with Psychic Sensitive powers 
  are the ideal people to identify, locate and communicate with the 
  entity. A Haunting Entity is vulnerable to magic and psychic at­
  tacks only, and is certain to defend itself when it falls under at­
  tack. 
  Alignment: Any, varies widely. By nature this entity is the clos­
  est thing to a true neutral as is possible. It simply wanders the 
  world without a care, desire, hope, dream, aspiration or involve­
  ment in anything. We will call it a passive anarchist. However, 
  the Haunting Entity that is caught in a memory believes itself to 
  be that person and assumes his or her alignment. This can make 
  the ghost friendly and kind, selfish or evil and dangerous. 
  An evil or vengeful persona will compel the entity to react in 
  kind. It will erroneously see living humans as the targets of its 
  disdain or suffering and attempt to extract its vengeance or in­
  flict its evil on each and every person who dares to invade its 
  domain. This means if the deceased was an axe murderer, so is 
  the ghost. If the memory it has absorbed is filled with hatred, the 
  ghost is hateful, mean and potentially deadly, lashing out at in­
  nocent passers-by with cruel intentions. Fortunately, these 
  ghosts always leave hints as to their intentions and motives be­
  fore attacking. 
  Ghosts of a good alignment, on the other hand, are not 
  overtly hostile, but may scare the dickens out of a character with 
  sudden appearances, moans, groans, sobbing, singing, whisper­
  ing, footsteps, floating objects, an icy touch, and so on. The en­
  tity does not mean to scare anybody, it's just perpetually 
  reliving its imagined life. An entity of a good alignment may 
  even be friendly or helpful and warn characters of evil forces or 
  impending danger. Of course, since the entity has no identity of 
  its own (it has been good, evil, and selfish many times before), it 
  simply becomes the person in the psychic memory impression. 
  Attributes: Not applicable. Low intelligence and little personal 
  identity, equal to an I.Q. 5 and an M.E. 2. Doesn't understand 
  biological life forms, naturally invisible and intangible itself and 
  possesses a speed of 30 (about 20 mph/32 km) in its ghostly en­
  ergy form. 
  M.D.C.: I D6x l 0+30. (Has 6D6+1 0  Hit Points, no S.D.C. and 
  no A.R. in S.D.C. settings.) 
  Horror Factor: 14 
  P.P.E.: 8 
  Size: A human-size energy being that usually appears as glitter­
  ing mist with vaguely human features; i.e. a ghost. 
  Weight: Not applicable. 
  Natural Abilities: Ethereal and intangible, meaning it can walk 
  through solid matter. Its natural state is invisible, but it can, for 
  brief moments (3D4 minutes), become visible to the human eye 
  either as a semi-transparent ghost image or completely solid and 
  apparently real (Ectoplasm). The entity can also hover and fly at 
  a maximum speed of 20 mph (32 km). It is impervious to all 
  physical and energy attacks. 
  Attacks per Melee: Three psionic attacks per melee. 
  Bonuses: +1 to dodge, +3 to save vs magic, +2 to save vs 
  psionic attacks, + 1 5  to save vs Horror Factor. 
  Damage: By psionics or M.D. object or weapon. 
  Magic: None. 
  Psionics: Base I.S.P. is a mere 30, but the Haunting Entity can 
  draw on the I.S.P. and/or P.P.E. around it to perform psionic 
  feats. This means that they have a virtually unlimited amount of 
  80 
  I.S.P. when on a ley line. P.P.E. conversion to I.S.P. is four 
  I.S.P. for every one P.P.E. point. The entity may use its own 30 
  I.S.P. only when it has no choice. As a psychic vampire, the en­
  tity draws on the I.S.P. of those around it to perform its psychic 
  feats. Stealing psychic energy from living creatures is the same 
  as the Syphon Entity. 
  Limited Psionic Powers: Empathy, Empathic Transmission, 
  Mind Block, Presence Sense, See the Invisible, Total Recall, Te­
  lepathy, Telekinesis and Ectoplasm. Equal to an 8th level psy­
  chic. 
  R.C.C. & Skills: None, communicates by means of Telepathy. 
  Habitat: Anywhere! 
  Enemies: None per se. 
  Allies: None per se, but often attracts I D4 Poltergeist. 
  Note: The ghostly Haunting Entity must draw ectoplasm from 
  an unwitting human source. On rare occasions the entity may 
  draw on the powerful emotions of a living person, becoming his 
  or her ghostly clone. These are known as Haunting Dopplegan­
  gers who follow its human duplicate around, haunting and mim­
  icking his movements, appearing and disappearing randomly. 
  All the usual conditions and abilities of the Haunting Entity ap­
  ply. 
  Entity: Tectonic 
  One of the most powerful and dangerous entities is the Tec­
  tonic Entity. A wandering energy vampire that, like the Syphon, 
  craves the pain and suffering of humans. As an energy being it 
  has only psychic abilities to rely on. Actually, that's all it really 
  needs because, like all entities, it can easily draw P.P.E. from 
  living creatures without hurting a soul, but the diabolical mon­
  ster enjoys hurting and killing others. The typical Tectonic En­
  tity invisibly stalks its intended victim(s), then, at the right 
  moment, builds itself a physical body and attacks. It is this abil­
  ity to build a body that gives the creature its name: "tectonic" as 
  pertaining to "construction or building." 
  The "building entity" can construct a body from any avail­
  able inanimate objects and debris. The body can be made of 
  trash (rags, tin cans, plastic, milk cartons, garbage and so on), or 
  twigs and wood, or the bones from skeletal remains, leaves, 
  toys, junk, dirt, rocks, Mega-Damage debris, and so on. All the 
  objects must be small, no tables, couches or car fenders, and all 
  must be non-living. To build its body, the Tectonic Entity 
  telekineticly pulls the objects of choice together to build a 
  frightening, massive (usually 1 0  or 12 feetl3 to 3.6 m tall) hu­
  manoid mound of walking debris. The entity takes pleasure in 
  the tasty emotion of fear that its macabre appearance evokes in 
  most mortals. The terror satiates its demonic pleasure, while the 
  act of killing is both enjoyable and doubles the amount of the 
  P.P.E. available from its prey. The artificial construct can be 
  maintained for 24 hours before crumbling into a scrap pile. It 
  cannot reanimate the junk or create a new body until 12 hours 
  later. 
  Normally, the Tectonic Entity can also inhabit and animate 
  small humanoid or animal shaped figurines, such as dolls, pup­
  pets, 
  statues, and robots. 
  The normal 
  size 
  limitation 
  for 
  pre-made constructs like dolls and suits of armor is that the ob­
  ject can be no smaller than one foot (0.3 m) and no taller than 
  five feet (1 .5 m), but the abundance of mystic energy on Rifts 
  Quentin Milton (Order #26014138)
  
  Earth enables the entity to inhabit and animate structures that 
  are twice as big, 1 0  feet (3 m)! The animated objects can be va­
  cated at will, but can not be reanimated for 12 hours after the 
  entity's departure. 
  On Rifts Earth, the Tectonic Entity has been used by evil or 
  desperate practitioners of magic to breathe life into an infmite 
  variety of monstrous puppets, including Golem-like statues and 
  Mega-Damage constructed bodies. A Tectonic Entity can bring 
  life to a deactivated or broken robot, or use the M.D.C. debris of 
  robots and vehicles to build itself a Mega-Damage junk-body. A 
  recent atrocity in the fallen Kingdom of Tolkeen provides a 
  vivid example of some of the scope in which a Tectonic entity 
  can be used. During one skirmish between Coalition troops and 
  some terrorist Shifters, the sorcerers summoned and controlled a 
  dozen different Tectonic Entities. They sent them into a Coali­
  tion stronghold (passing through walls and other defenses) to 
  possess a dozen Skelebots that had not yet been activated by the 
  CS troops. The Skelebots became the bodies of the entities and 
  wreaked havoc and death upon the unsuspecting encampment, 
  slaying 1 12 soldiers before the 'bots could be destroyed. The en­
  tities had a joyous time and, having fulfilled their commitment 
  to the Shifters, simply departed. Such are the incredible, super­
  natural powers and horrors of Rifts Earth. 
  Alignment: Miscreant (50%) or Diabolic (50%). 
  Attributes: Not applicable. High intelligence, crafty and cruel; 
  equal to an I.Q. 1 0  or 1 1 . Physical body has a P.S. of 36. Natural 
  energy form is invisible and intangible; speed 30 (about 20 
  mph/32 km). 
  M.D.C.: The entity itself has 2D4xl 0+20 M.D.C. (or that same 
  amount in Hit Points in S.D.C. environments). The M.D.C. or 
  81 
  S.D.C. of the physical body it creates is heavily dependent on 
  the materials and parts available. A Tectonic Entity new to Rifts 
  Earth might not realize that stone and rubbish can be atomized 
  by modem energy weapons, but these entities are smart, and 
  will quickly figure out what materials are M.D.C. and which are 
  S.D.C. That having been said, even a body made of S.D.C. ma­
  terial will have a low, Mega-Damage equivalent. 
  The S.D.C. or M.D.C. of a Tectonic Entity's Physical Body: 
  Leaves and rags: 1 00 S.D.C. (or one M.D.C.) 
  Twigs and wood: 400 S.D.C. (or 4 M.D.C.) 
  Plastic, tin cans andlor rubbish: 800 S.D.C. (or 8 M.D.C.) 
  Dirt or clay: 1 ,000 S.D.C. (or 1 0  M.D.C.) 
  Dirt and rock: 4,000 S.D.C. (or 40 M.D.C.) 
  Granite and/or bedrock: 9,000 S.D.C. (or 90 M.D.C.) 
  Metal alloys: 1 0,000 S.D.C. (or 1 00 M.D.C.) 
  Mega-Damage Debris/Scraps/Junk: 200 M.D.C. 
  Animated Bodies: Like a stuffed doll, puppet, mannequin, 
  stone statue, body armor, or deactivated 'bots will all have the 
  same S.D.C. or M.D.C. as originally designed into them, but 
  M.D. attacks do half damage, because the entity feels no pain 
  and can keep going until the artificial body has been completely 
  obliterated! See natural abilities. 
  Horror Factor: 14 
  P.P.E.: 1 0  plus the P.P.E. it absorbs from others. 
  Size (RiCts®): The physical body construction is typically 1 0  or 
  12 feet (3 to 3 .6 m) tall, but can be as small as one foot (0.3 m). 
  The energy body is about four feet ( 1 .2 m) in diameter when not 
  contained inside a construct. 
  Quentin Milton (Order #26014138)
  
  Weight: Varies greatly with the composition of the physical 
  construct. 
  Natural Abilities: Able to compose a physical body, roughly 
  humanoid in shape, out of inanimate objects. Also able to in­
  habit and animate objects such as dolls, puppets, statues, and ro­
  bots. The energy form is impervious to all physical and energy 
  attacks, but is vulnerable to magic and psionics. The energy 
  form can fly and hover at a maximum speed of 20 mph (32 km) 
  and is invisible to the human eye. 
  The physical body constructed or inhabited by the Tectonic 
  Entity is not alive, consequently, it is impervious to cold, poi­
  son, drugs, gases, does not require air to breathe, and though it 
  may burn (depending on what it is made of) it feels no pain. Al­
  though it has a Structural Damage Capacity (S.D.C.) or 
  Mega-Damage Capacity (M.D.C.), S.D.C. bullets, stabbings, 
  slashings and hitting inflict no or little damage even to S.D.C. 
  bodies, except to punch holes into the thing or dent or mangle 
  part of it (often the bullet becoming just another feature of the 
  body). Fire and explosives are effective against most S.D.C. 
  bodies, while Mega-Damage weapons inflict half damage (for 
  similar reasons). Magic and psionic powers are always effective 
  against the entity and do full damage to its Tectonic Body and to 
  the entity within, provided the spell or power is directed at the 
  invisible creature within. 
  The only way to stop the entity is to destroy its artificial 
  body. When the body is destroyed, the Tectonic Entity exists 
  only in its invisible energy form and cannot build or inhabit a 
  new body until 12 hours have passed. If destroyed in energy 
  form the entity is slain! Only those who can see the invisible can 
  see the entity, though some sensors may also be able to detect its 
  presence and movement. Of course, the energy being is only af­
  fected by magic and psionics. 
  A warning about fIre: Remember, this thing is not alive and 
  feels no pain. Setting it on fIre may eventually destroy the body, 
  but until it is completely burnt to a cinder, all setting it ablaze 
  does is turn it into a flame covered monster that's momentarily 
  even more deadly because of the fire. The Tectonic Entity can 
  function completely while ablaze, attack and fight, until ALL 
  the M.D.C. of its body is gone. 
  Attacks per Melee: Three psionic, or four physical attacks per 
  melee when it has created and inhabited an artificial body. 
  Bonuses (in physical form): 
  +1 on initiative, +2 to strike, 
  parry, and dodge, +2 to pull punch. Bonuses in both forms: +2 
  to save vs magic, + 1 to save vs psionic attack and + 1 0 to save vs 
  Horror Factor. 
  Damage by Body Type: S.D.C. : 5D6+2 1 S.D.C. damage from 
  an S.D.C. body made of wood, dirt, clay, or stone and/or brick. 
  3D6 M.D. from a granitelbedrock or metal body, 5D6 M.D. in a 
  body made of any Mega-Damage materials, and only 2D6+2 1 
  S.D.C. damage in all other forms. Note that some specially con­
  structed bodies, which may include special alloys, weapons and 
  magic properties, may inflict more damage. May use any weap­
  ons that are part of the body or which the Tectonic Body can 
  pick up and handle. 
  Magic: None. 
  Psionics: Base I.S.P. is a mere 20, but it can draw on the I.S.P. 
  and/or P.P.E. around it to perform psionic feats. This means that 
  they have a virtually unlimited amount of I.S.P. when on a ley 
  line. P.P.E. conversion to I.S.P. is four I.S.P. for every one 
  82 
  P.P.E. point. The Tectonic Entity will use its own 20 I.S .P. only 
  when it has no choice. Stealing psychic energy from living crea­
  tures is the same as the Syphon Entity. 
  Limited Psionic Powers: Empathy, Mind Block, Presence 
  Sense, See the Invisible, See Aura, Sixth Sense, and Telekinesis. 
  Equal to a 4th level psychic. 
  R.C.C. Skills: Land Navigation, Climb and Basic Math, all at 
  70% proficiency. Communicates by Empathy or by Telepathy. 
  Habitat: Anywhere! Thankfully, rare even on Rifts Earth. 
  Enemies: Hates humanoids and things of beauty. 
  Allies: None per se, may associate with other Tectonic Entities 
  and powerful supernatural forces. 
  Note: The entity cannot possess a fully functioning robot with 
  an active artificial brain, and robot vehicles are too big and not 
  humanoid in shape. 
  Possessing Entity 
  The Possessing Entity is generally considered to be the most 
  powerful and dangerous of all the entities. It is an intelligent and 
  malevolent force that relishes human torment and anguish. Like 
  the other entities, it is a psychic vampire that feeds on the P.P.E. 
  of its victim and those around it. However, it takes particular 
  pleasure in horrifying and bedeviling the friends and family of 
  the person it possesses. 
  A successful possession means the entity has inhabited the 
  body of a living creature and completely dominates that body. 
  The essence and intellect of the original person is completely 
  submerged, dormant, as if asleep, and will have no idea or mem-
  Quentin Milton (Order #26014138)
  
  ory of what the Possessing Entity is doing with his or her body. 
  The hideous thing can commit murder or worse, vacate the 
  body, and the innocent character will suddenly have control of 
  his body holding a bloody knife, but has no memory of commit­
  ting any atrocity. 
  Similarly, the Possessing Entity can allow the possessed indi­
  vidual to regain his faculties and momentary control without 
  leaving the body, by releasing its domination over the host 
  body. The entity can regain control instantly, at will, and unlike 
  the victim of the possession, the entity is completely aware of 
  everything the person experiences regardless of which of them 
  is currently in control. A favorite ploy of a Possessing Entity is 
  to relinquish its control long enough to convince the victim and 
  those around him that he is insane (a psychopath or multiple 
  personality). It is only after the entity has pushed things too far 
  that it will drop its charade and let those around it know of its 
  true identity/presence. 
  Getting rid of a Possessing Entity is extremely difficult. 
  Magically, only Exorcism has any chance of success. Banish­
  ment, Control or Summon Entities, and all the rest are ineffec­
  tive. Of course, one can always try to talk the damned thing out, 
  but that seldom works. Psychic Exorcism and other psionic 
  powers can be used to attack the entity itself, but will definitely 
  provoke the creature to violence. The incapacitation of the host 
  body through drugs or magic for long durations ( 1 D6 months) 
  may entice the Possessing Entity to leave in search of a more 
  fun body. Killing the host body always sets the entity free, but 
  doesn't do much good for the victim. 
  Alignment: Aberrant ( 1 5%), Miscreant (40%) and Diabolic 
  (45%). 
  Attributes: Not applicable to the entity in energy form, al­
  though it is extremely intelligent, cunning and treacherous, 
  equal to an I.Q. of 1 8 .  Its natural state is invisible and intangible 
  in energy form with a speed of 50 (35 mph/56 km). Otherwise, 
  the evil entity has the physical attributes of the host body it con­
  trols - though not the skills or memory of that individual. 
  M.D.C.: 2D6x l 0+40 (with equivalent Hit Points in an S.D.C. 
  setting). 
  Horror Factor: 10 
  P.P.E.: 4 
  Size: About 4 feet ( 1 .2 m) as an energy being. 
  Weight: Not applicable. 
  Natural Abilities: In energy form: the possession of others (hu­
  man or animal), Empathy (feels the emotions of others around 
  it; at no I.S.P. cost), hover and fly, its natural state is invisible 
  and it is impervious to physical and energy attacks. As always, 
  the entity is impervious to physical attacks but is affected by 
  magic and psionics. Note: Depending on the body, most all 
  forms of attacks will affect and hurt the host body. 
  Attacks per Melee: Four physical attacks per melee or two 
  psionic attacks per melee. 
  Bonuses: +6 to S.D.C. damage inflicted by the host body, +2 on 
  initiative, +2 to strike, +4 to parry and dodge, +2 to pull punch, 
  +2 to roll with impact, +2 to save vs magic, +2 to save vs 
  psionic attack, + 1 0  to save vs Horror Factor. All apply to physi­
  cal form too. 
  Damage: By psionics, the physical body, or weaponry. 
  Magic: None. 
  Psionics: Natural I.S.P. is a mere 30, but the Possessing Entity 
  83 
  can draw on the I.S.P. and/or P.P.E. of the host body (if applica­
  ble) or the ambient P.P.E. around it to perform psionic feats. 
  This means its has a virtually unlimited amount of I.S.P. when 
  on a ley line. P.P.E. conversion to I.S.P. is four I.S.P. for every 
  one P.P .E. point. 
  Limited Psionic Powers: Empathy (at no I.S.P. cost), Em­
  pathic 
  Transfer, 
  Bio-Manipulation, 
  Levitation, 
  Telekinesis, 
  Sixth Sense, See the Invisible, Impervious to Fire, Death 
  Trance, Telepathy and Mind Block. Equal to a 6th level psychic. 
  R.C.C. & Skills: Land Navigation and Basic Math, all at 70% 
  proficiency. Communicates by Empathy or by Telepathy. 
  Habitat: Anywhere. Thankfully, they are rare even on Rifts 
  Earth. 
  Enemies: None per se, but hates humans and all beings who are 
  good and/or attractive. 
  Allies: None per se, typically a loner. 
  Note: Fortunately, the Possessing Entity is the most uncommon 
  of all entities. They are typically brought to a particular world 
  by evil sorcerers, demonic lords or an evil god. 
  Garkain 
  Australian Vampire Predator 
  The Garkain is a hideous, huge bat-thing known in Australian 
  Aborigine legend as a flesh-eating demon. The creature resem­
  bles a humanoid in shape, but has large, leathery membranes 
  from its ankles to the wrists creating a rather bat-like appear­
  ance. The head is that of an ugly bearded human with pointed 
  ears, small nose, deep red eyes, and large, wide mouth filled 
  with small, sharp, yellow teeth and fangs. Its human-like hands 
  and feet complete the illusion that it is half human and half bat. 
  A voracious carnivore, the Garkain has a nearly insatiable ap­
  petite and is constantly on the prowl in search of human prey 
  every night. Its standard attack is to silently glide in on the 
  wind, swoop down on its intended victim, and wrap him in the 
  smothering embrace of its wing-like membrane or tear out the 
  throat with its teeth. The demon then tears its victim limb from 
  limb, frrst drinking the blood and then eating each piece, leaving 
  only the dismembered trunk behind as evidence of its handi­
  work. A gruesome discovery for the poor soul who fmds the de­
  ceased, but telltale evidence of a Garkain hunting in the area. 
  The Aborigines call the Garkain the "Dumb Spirit" because it 
  is driven entirely by predatory instincts and knows no fear, mak­
  ing it a supernatural "dumb animal" willing to fight against im­
  possible odds and driven to kill by primordial hunger. The 
  Dumb Spirit will fight and endure massive amounts of damage 
  (reduced as low as 1 5% of its starting M.D.C.) before flying 
  away to lick its wounds and heal. However, the Garkain will re­
  turn a night or two later to hunt again, and possibly engage the 
  very same defenders, proving it is indeed, dumb. Ah, but while 
  the Garkain may be dumb in some matters, it is no idiot, and of­
  ten seeks easy prey such as drunks, the aged and infrrm, as well 
  as snatching up small children and flying off with them before 
  feeding to avoid battle with those who would fight to save the 
  little one. When children are snatched, the winged demon car­
  ries them off to its lair to devour them. This penchant for grab­
  bing children may allow soldiers and defenders to lay a trap for 
  the "Dumb Spirit" by using a shape changer (Changeling, 
  Quentin Milton (Order #26014138)
  
  dragon, magic spell, etc.) to make an adult (or robot) appear as a 
  child. However, if followed to its lair, the Garkain will fight to 
  the death. 
  Alignment: Diabolic (50%) or Miscreant (50%). 
  Attributes: I.Q. I D6, M.E. 2D6+1 0, M.A. 2D6, P.S. 3D6+10, 
  P.P. 3D6+ 1 0, P.E. 2D6+1 0, P.B. I D4, Spd 2D6 10ping along on 
  the ground, but flying speed is 2D6+50 (typically around a 
  speed of 38-42 mph/6 1 to 67.2 km). 
  M.D.C.: 2D6x 1 O  +P.E. attribute number on Rifts Earth. (Has 
  ID6x1 O  for Hit Points, I D4x 1 O+20 S.D.C., and an A.R. of 1 0  in 
  S.D.C. settings.) 
  Size: 6 to 8 feet ( 1 . 8  to 2.4 m) tall/long (on the ground it walks 
  on its hands making it look smaller than it really is) and weighs 
  200 to 350 lbs (90- 1 57.5 kg). 
  P.P.E.: 5D6 
  Horror Factor: 1 3  
  Natural Abilities: Supernatural P.S. an d  P.E., silent flight equal 
  to a Prowl of 80% (half that when on the ground), track by smell 
  65% (+ 1 0% to follow blood scent), nightvision 5000 feet (1 524 
  m, can see like an owl for nearly a mile), excellent normal day 
  vision too. Bio-regenerates I D6 M.D. per melee round, impervi­
  ous to heat, poisons, drugs and gases, and fire does half damage. 
  Vulnerabilities: S.D.C. weapons made of bone inflict the 
  equivalent of Mega-Damage (point for point), and is -3 to save 
  vs Aborigine and Dream Time magic. Mega-Damage weapons, 
  magic and psionics have their normal effect and damage. 
  Attacks per Melee: Five in hand to hand combat. 
  Bonuses (in addition to attributes): +2 on initiative, +1 to 
  strike, + 1 to parry, +2 to dodge, +3 to dodge while in flight, + 1 
  to disarm, +2 to pull punch, + 1 0  to save vs Horror Factor and +4 
  to save vs mind control whether it be a magical, superpower or 
  psionic attack. 
  Damage: As per Supernatural P.S., while a bite does 2D4 M.D. 
  and a power bite 4D4. 
  Magic Powers: None. Psionic Powers: None. 
  R.C.c. Skills: This supernatural scavenger & carrion eater mag­
  ically understands all languages but only at 60% comprehen­
  sion, 
  plus 
  Track 
  Humanoids 
  (+ 1 0%), 
  Tailing 
  from 
  the 
  Surveillance skill (+20%), Land Navigation (+20%), Spelunking 
  (+20%; lives in caves), and Climb (+20%). 
  Average Life Span: Immortal until slain. 
  Average Level of Experience: I D4+1 
  Habitat: Primarily Australia, Jakarta and Southeast Asia, but, 
  from time to time, may be found anywhere in the world, thanks 
  to the teleportation powers of the Rifts. 
  Enemies: Humans and humanoids are the Garkain's primary 
  prey. 
  Allies: Ghouls and other lowly and dull witted creatures of evil. 
  May sometimes serve smarter demons, undead and evil practi­
  tioners of magic, but usually as a murderous henchman or attack 
  dog-like pet. 
  Note: Mean, vindictive, blood thirsty. Lives to hunt and feed on 
  humanoids. 
  Gargoyles & Gurgoyles 
  Optional Player Characters 
  Gargoyles are huge demonic looking creatures who appear 
  to be giant lizard-like humanoids with massive bat wings, a 
  sharp-toothed maw, dark green or grey-green skin, and blazing 
  yellow eyes. The Gargoyle's reptilian appearance is a bit decep­
  tive, for though they are hatched from eggs, they are warm 
  blooded. The specter of their grim visage can be seen in legends 
  throughout Earth history, which means they have visited our 
  planet in the past. 
  Although considered to be demons, they are creatures from 
  another dimension and generally regarded as "sub-demons," mi­
  nor supernatural beings less powerful than true lesser demons. 
  Gargoyles have a pack mentality and travel in vast flocks. In 
  days past, one rarely encountered more than a pair on Earth, but 
  since the Coming of the Rifts, they are all too common, espe­
  cially in Europe and China. Vast legions of Gargoyles have 
  joined forces with other supernatural and/or alien beings to cre­
  ate scattered kingdoms throughout parts of Spain, France, Italy, 
  Austria, Germany, Poland, Czechoslovakia, Hungary, Romania 
  and Russia, perhaps elsewhere as well. Those in and around 
  Germany are constantly warring against the humans of the New 
  German Republic, and only the humans' advanced technology 
  keeps the sub-demons at bay. (See Rifts® World Book 5: 
  Triax & The NGR for details on this conflict.) 
  Gargoyles have a low intelligence and tend to rely on brute 
  strength, natural powers and superior numbers. However, they 
  are not stupid either. They can be very treacherous and are al­
  ways ruthless, especially in battle. Remember, Gargoyles (and 
  Gurgoyles) are instinctive aggressive predators who work as in­
  dividuals and in small groups, as well as part of a large flock or 
  tribe. They love to fight and will die with a toothy grin etched 
  across their lips when their time comes. Part of the pack mental­
  ity is to secure a territory, mate and expand. Thus, the presence 
  of Gargoyles and their kin could spell disaster for other human­
  oid life forms on Earth if their population is not held in check. 
  Gargoyles are definitely demonic invaders who will try to con­
  quer the planet. 
  Gurgoyles are somewhat smaller, wingless versions of Gar­
  goyles. They are equally as vicious as their winged brothers and 
  serve as the foot soldiers of the marauding hordes. Gurgoyles 
  are always submissive and loyal to Gargoyle Mages, Lords and 
  their winged Gargoyle brothers. Both Gargoyles and Gurgoyles 
  are carnivores who feast on the flesh of any living creature who 
  falls prey to them, from cattle to humans. Although Gargoyles 
  and Gurgoyles possess some psychic abilities, it is only the Gar­
  goyle Lords and Mages who possess great magic or psionic 
  power. A Gargoyle Lord is one of the few among these crea­
  tures (one in a hundred) who have a comparatively high amount 
  of P.P.E. and can wield magic. Fortunately, their range of mys­
  tic knowledge is usually very limited. 
  Gargoyles and Gurgoyles are familiar with the use of energy 
  weapons and some of the non-human kingdoms actually manu­
  facture energy weapons for them. It is the Gurgoyles who wear 
  plate body armor and operate the newly developed power armor 
  and giant robot. Gargoyles prefer heavy weapons like rail guns, 
  pulse rifles, particle beam and plasma weapons. Both Gargoyles 
  and Gurgoyles have a special fondness for Vibro-Blades, Rune 
  84 
  weapons and whips/chain weapons. 
  Quentin Milton (Order #26014138)
  
  85 
  Quentin Milton (Order #26014138)
  
  Gargoyle & Gurgoyle R.C.C.s 
  Alignment: Typically Anarchist (30%), Miscreant (20010) or 
  Aberrant (20%), but can be any. 
  Attributes (Gargoyle): I.Q. 2D6+2, M.E. 3D6+ 1 ,  M.A. 2D6+2, 
  P.S. 2D6+1 8, P.P. 2D6+1 8, P.E. 2D6+1 8, P.B. 2D6, Spd run­
  ning 5D6, but speed flying is 2D4x 1 0+ 10 for Gargoyles. 
  Attributes (Gurgoyle): I.Q. 2D6, M.E. 3D6, M.A. 2D6, P.S. 
  24+2D6, P.P. 1 8+2D6, P.E. 1 8+2D6, P.B. 2D6, Spd running 
  1 O+6D6. 
  M.D.C.: Gargoyle: 1 06xI00+ 1 00. (Has 106x 1 O  +P.E. number 
  for Hit Points, 2D4x 1 O  S.D.C. and an A.R. 14 in S.D.C. set­
  tings.) 
  Gurgoyle: I 04x l 00. (Has 106x 1 O  +P.E. number for Hit 
  Points, I D6x1 O  S.D.C. and an A.R. 12 in S.D.C. settings.) 
  Horror Factor: 16 Gargoyle, 14 Gurgoyle. 
  P.P.E.: Gargoyles: 3D6, and Gurgoyles: 2D6. 
  Size of Gargoyles: 1 0-20 feet tall (3 to 6 m), wingspan is 20 
  feet (6 m) and weighs 1200 to 2000 pounds (540 to 900 kg). 
  Size of Gurgoyles: Gurgoyles are 8- 1 2  feet (2.4 to 3 .6 m) tall 
  and weigh 800 to 1 000 pounds (360 to 450 kg). 
  Natural Abilities: Gargoyles can fly, both Gargoyles and 
  Gurgoyles have nightvision and superior hawk-like day vision 
  enabling them to see a football-sized target (0.3 m) up to two 
  miles (3.2 m) away. The tails are not prehensile, but are agile 
  and strong enough to be used like an arm to hit an opponent. 
  Gargoyles can leap 1 00 feet (30.5 m) gliding with their wings. 
  Gurgoyles can leap 40 feet (12 m). Both can bio-regenerate 4D6 
  M.D. every hour. 
  Attacks per Melee: Both creatures have five attacks per melee. 
  Damage: Restrained claw attack inflicts 4D6 S.D.C. damage 
  plus P.S. bonus, full strength claw/punch or kick inflicts 3D6 
  M.D. (Gurgoyles with a P.S. of 3 1  or higher do 4D6 M.D.), 
  power punch does 6D6 M.D., strike with the tail does 2D6 
  M.D., bite does 2D6 M.D., or by weapon. Gargoyles can also 
  perform a flying tackle that does 2D6 M.D. and has a 75% 
  chance of knocking the person down (victim loses one attack 
  and initiative), but counts as two attacks. Bonuses (in addition 
  to attributes): +2 on initiative, + 1  to strike, +2 to parry and 
  dodge, +4 to dodge while in flight, + 1 to save vs psionic attacks, 
  and + 1 0 to save vs Horror Factor. 
  Psionics: I.S.P. is I D4x1O. Meditation, Mind Block, Presence 
  Sense, Sense Magic, Telepathy, Resist Hunger, Resist Fatigue 
  and Resist Thirst. Equal to a 6th level psychic. 
  Magic: Only Gargoyle Mages can learn magic. 
  R.C.C.s: The average Gargoyle and Gurgoyle is a warrior, but 
  also see Gargoyle Lord, Gargoyle Mage and Gargoylite, which 
  follow. 
  R.C.c. Warrior Skills: Detect Ambush (+ 1 0%), Detect Con­
  cealment (+ 1 0%), Escape Artist (Gargoyles only +10%), Intelli­
  gence (+8%), Track Humanoids (+ 1 0%), Wilderness Survival 
  (+1 5%), First Aid (+5%), Prowl (+1 0%), Climb (+1 0%), Swim 
  (Gurgoyles only +1 0%, Gargoyles are - 1 0%), W.P. Sword, W.P. 
  Energy Weapon of choice and two additional of choice (any). 
  Speak Gargoyle, DragoneselElven and Gobblely 98% and can 
  learn two other Languages (+ 1 0%), plus the character can select 
  six additional Secondary Skills from any category except Elec­
  trical, Mechanical, Medical and Science (no skill bonuses). 
  Level of Experience: Player characters use the same experience 
  table as the Psi-Stalker. The average NPC warrior is 104 level. 
  86 
  Habitat: Common to Europe and China, particularly Spain, 
  France, Italy, Austria, Germany, Poland, Romania and Russia, 
  perhaps elsewhere as well. Gargoyles love mountains, forests 
  and hilly terrain. 
  Average Life Span: 300 to 500 years, but some have been 
  known to live as long as a thousand years. 
  Value: As a slave in the gladiatorial arena they can command a 
  price of 75,000 to 1 50,000 credits. 
  Enemies: Generally speaking, Gargoyles and their kin do not 
  get along well with most true supernatural beings. They hate 
  vampires and detest ghouls and Devilkins. Tend to stay with 
  their own kind. Those they do accept tend to be powerful crea­
  tures to whom they are usually subservient. 
  The members of the Gargoyle Empire have broken this gen­
  eral rule and freely associate with most monster races other than 
  vampires. This makes other Gargoyles look upon them as a dis­
  turbing anomaly. 
  Allies: Gargoyles frequently join forces with other supernatural 
  beings and monstrous D-Bees. They are especially friendly to­
  ward Trolls and other giants, mutant animals, and so-called 
  Lesser Demons because they are on more of an equal footing 
  with them. Many Gargoyles are also friendly with the Splugorth 
  who frequently employ them as guardians, scouts and slavers. 
  The Splugorth have given one particular tribe/flock of Gar­
  goyles dominion over the northwestern mountains of Atlantis. 
  The Gargoyle Empire of Europe is officially allied with the 
  New Phoenix Empire, Mindwerks, and other regional monster 
  forces, including the Brodkil and Gene-Splicers. However, most 
  other alliances are tentative and subject to change. 
  Notes: Gargoyles and Gurgoyles are always loyal to their tribe 
  or flock, even if that community has been adopted and is com­
  posed primarily of non-Gargoyles. They work very well as 
  members of a small team and work especially well under the di­
  rection of a Gargoyle Lord or powerful supernatural being. 
  Males and females look nearly identical, only females tend to be 
  a bit less muscular, have small horns and are a bit more fleshy 
  or soft looking. Remember, Gargoyles are hatched from eggs. 
  They are not mammals, so the females do not have breasts and 
  none have nipples or a belly button. 
  Gargoyle Lord 
  Gargoyle Lords are s o  named because they are th e  natural 
  leaders of the Gargoyle species and possess powers not shared 
  by others of their kind, including invisibility and metamorphosis 
  into living stone. Gargoyle Lords are considered to be of royal 
  heritage and elite warriors. One out of every hundred Gargoyles 
  is a Lord, one out of every four to eight thousand Gargoyles is 
  recognized as the High Lord, effectively a general or royal duke 
  and usually of a high experience level ( 106+4). The ultimate 
  leader will be a Gargoyle Lord or Mage elevated to the position 
  of Ultimate Lord, effectively an emperor. Lords organize and 
  lead the Gargoyles and Gurgoyles both in war and in a social 
  structure. A Lord can be male or female. 
  Data Note: All other information is the same as the Gar­
  goyle. 
  Alignments: Any, but usually Anarchist (40%), Aberrant (30%) 
  or Miscreant (20%). 
  Quentin Milton (Order #26014138)
  
  Attributes (Lord): I.Q. 2D6+5, M.E. 3D6+2, M.A. 2D6+3, 
  P.S. 2D6+24, P.P. 2D6+1 8, P.E. 2D6+ 1 8, P.B. 2D6+ 1 ,  Spd run­
  ning 5D6, but speed flying is 2D4xl 0+ 10. 
  M.D.C.: I D4xlOO+300, also see Stone Metamorphosis (which 
  adds another 200 M.D.C.). (Has ID6xl0 +40 and P.E. number 
  for Hit Points, 3D4x l 0  S.D.C. and an A.R. 14 in S.D.C. set­
  tings.) 
  Horror Factor: 1 6  
  P.P.E.: 6D6 
  Size: 15 to 20 feet tall (4.6 to 6 m) and weighs 1 -2 tons. 
  Natural Abilities: Nightvision and superior hawk-like day vi­
  sion enabling them to see a football-sized target (0.3 m) up to 
  two miles (3.2 m) away. The tail is not prehensile, but agile and 
  strong enough to be used like an arm to hit an opponent. Can 
  leap 1 00 feet (30.5 m) gliding with their wings, turn invisible at 
  will, teleport self (range 2400 feetl732 m, 93% accuracy) twice 
  daily, and bio-regenerates 4D6 M.D. every hour. Magically un­
  derstands all languages, but only at a base level of 50010 (see 
  R.C.C. Skills for specific tongues). 
  Special: Stone Metamorphosis: The Lord possesses special 
  powers far beyond the normal Gargoyle. One is the startling 
  metamorphosis into living stone! The transformation can be per­
  formed three times per day, increasing M.D.C. by 200 and add­
  ing + I D6 M.D. to damage from punches and kicks, but reduces 
  speed by one-third. Can fly in stone form but at half speed. The 
  duration of the transformation is limited to six hours per meta­
  morphosis. 
  Special: Fire Breath: 4D6 M.D., range: 90 feet (27.4 m), but 
  only once per melee round (counts as one melee action/attack). 
  Attacks per Melee: Six. 
  Damage: Restrained claw attack inflicts 4D6 S.D.C. damage 
  plus P.S. bonus, full strength claw/punch inflicts 4D6 M.D., 
  power punch does I D6x 1 O  M.D., strike with tail 3D6 M.D., bite 
  does 2D6 M.D., fire breath 4D6 M.D., or by weapon. Flying 
  tackle does 2D6 M.D. (add 2D6 M.D. if in stone form) and has a 
  75% chance of knocking the person down (victim loses one at­
  tack and initiative), but counts as two attacks. 
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  strike, parry and dodge, +6 to dodge while in flight, +3 on all 
  saving throws, and + 1 0  to save vs Horror Factor. 
  Psionics: I.S.P. is I D6xlO. Meditation, Mind Block, Presence 
  Sense, Sense Magic, Telepathy, Resist Hunger, Resist Fatigue 
  and Resist Thirst. Equal to a 6th level psychic. 
  Magic: Only Gargoyle Mages can learn magic. 
  R.C.c. Warlord Skills: Detect Ambush (1 0%), Detect Con­
  cealment (+1 0%), 
  Intelligence (+1 2%), 
  Track 
  Humanoids 
  (+1 5%), Wilderness Survival (+ 1 5%), Land Navigation (+1 0%), 
  Prowl (+5), Climb (+1 0010), Swim (- 1 0%), W.P. Sword, W.P. 
  Energy Weapon of choice and three others of choice (any), 
  speaks Demongogian, Dragonese/Elven and Gobblely at 98%, 
  Literate in Dragonese 88%, and speaks four other Languages 
  (+1 0%), plus can select eight additional Secondary Skills from 
  any category except Electrical, Mechanical, Medical and Sci­
  ence (+5% skill bonus). 
  Level of Experience: Player characters use the same experience 
  table as the dragon. NPC Lords will range I D4+3 levels. High 
  Lords are I D4+5 levels or higher. 
  Note: Gargoyle Lords are likely to have a legion of Gargoyles 
  and Gurgoyles at their beck and call. The Ultimate Lord is usu-
  87 
  ally 1 0th level or higher, and commands an entire flock which 
  could number into the hundreds of thousands (sometimes, mil­
  lions). 
  Gargoyle Mage 
  The Gargoyle Mage is endowed with natural magic abilities 
  through a supernatural link with elemental forces. These powers 
  are similar to the human Elemental Warlock, except their magic 
  is limited to one specific area of Elemental Magic - Earth. The 
  Earth based magic of the Mage and the Gargoyle Lord's ability 
  to tum into living stone suggests Gargoyles, as a race, may be 
  related to Elementals. Gargoyles just accept their abilities with­
  out question, consider themselves to be demons, and do not wor­
  ship Elementals. Only about one in 20,000 Gargoyles is a 
  "Mage." They look exactly like any other winged Gargoyle and 
  can be male or female. The Gargoyle Mage is often the most 
  charismatic member of the clan and uses it to their advantage. In 
  fact, a Gargoyle Mage may become the Ultimate Lord of an en­
  tire flock, but is typically counsel to a king (and often the real 
  power behind the throne). 
  While the typical Gargoyle and Gurgoyle exhibit a "flock" 
  mentality (and loyalty), the Gargoyle Mage is an independent 
  and free spirit who often goes off to establish his or her own 
  kingdom or power bloc. In fact, the Gargoyle Mage may even 
  encourage lesser beings like humans, Orcs, Goblins and D-Bees 
  to worship it as a god or demigod, and enjoys the adoration of 
  others. When not in a position of absolute power, the Gargoyle 
  Mage is likely to be a second-in-command or a bold, independ­
  ent adventurer or defiant rogue. 
  Alignments: Any, but usually Anarchist (30%), Aberrant (30%) 
  or Miscreant (25%). 
  Attributes (Mage): I.Q. 2D6+6, M.E. 3D6+3, M.A. 3D6, P.S. 
  2D6+1 8, P.P. 2D6+ 1 8, P .E. 2D6+ 1 8, P .B. 2D6, Spd running 
  5D6, but speed flying is 2D4x l O+ 1 0. 
  M.D.C.: ID6x100+ 1 50 on Rifts Earth. (Has I D4x l 0  +40 and 
  P.E. number for Hit Points, 2D4x 1O S.D.C. and an A.R. 14 in 
  S.D.C. settings.) 
  Horror Factor: 1 6  
  P.P.E.: 3D6x1O 
  Size: 1 5  to 20 feet tall (4.6 to 6 m), and weighs 1 -2 tons. 
  Natural Abilities: Nightvision and superior hawk-like day vi­
  sion enabling them to see a football-sized target (0.3 m) up to 
  two miles (3.2 m) away. The tail is not prehensile, but agile and 
  strong enough to be used like an arm to hit an opponent. Can 
  leap 1 00 feet (30.5 m) gliding with their wings, turn invisible at 
  will, teleport self (range 2400 feetl732 m, 93% accuracy) twice 
  daily, and bio-regenerates 4D6 M.D. every hour. Magically un­
  derstands all languages, but only at a base level of 65% (see 
  R.C.C. Skills for specific tongues). Plus spell casting abilities 
  and psionics. 
  Special: Fire Breath: 4D6 M.D., range: 90 feet (27.4 m), but 
  only once per melee round (counts as one melee action/attack). 
  Attacks per Melee: Five physical attacks per melee or four 
  magic attacks, or two physical and two magic. 
  Damage: Restrained claw attack inflicts 4D6 S.D.C. damage 
  plus P.S. bonus, full strength claw/punch or kick inflicts 3D6 
  M.D., power punch does 6D6 M.D., bite does 2D6 M.D., or by 
  Quentin Milton (Order #26014138)
  
  weapon. Flying tackle does 2D6 M.D. and has a 75% chance of 
  knocking the person down (victim loses one attack and initia­
  tive), but counts as two attacks. 
  Bonuses (in addition to attributes): +3 on initiative, +2 to 
  strike, parry and dodge, +4 to dodge while in flight, +4 to save 
  vs magic, +3 on all other saving throws, and + 12 to save vs Hor­
  ror Factor. 
  Psionics: I.S.P. is l D6xlO. Meditation, Mind Block, Presence 
  Sense, 
  Sense Magic, Sense Evil, Detect Psionics, Healing 
  Touch, Exorcism, Telepathy, Resist Hunger, Resist Fatigue and 
  Resist Thirst. Equal to a 6th level psychic. 
  Magic: P.P.E. 3D6x l O. Possesses all level 1 -3 Earth Elemental 
  magic spells at a proficiency equal to a fourth level Warlock. 
  Can speak to all Elemental beings, 80% chance of seeing even 
  an invisible Elemental and sensing their presence within 1 000 
  feet (305 m). 
  R.C.C. Skills: Warlock and Scholar. Intelligence (+ 12%), Track 
  Humanoids (+5%), Wilderness Survival (+1 0%), Land Naviga­
  tion (+8%), 
  Streetwise (+1 0%), Demon & Monster Lore 
  (+20%), 
  Astronomy 
  (+1 0%), 
  Basic 
  and 
  Advanced 
  Math 
  (+15%), First Aid (+1 0%), Prowl (+1 0%), Climb (+1 0%), Swim 
  (- 1 0%), speaks Demongogian, DragoneselElven and Gobblely 
  at 98%, Literate in Dragonese 98% and two others (+20%), and 
  speaks four other Languages (+20%), plus can select twelve ad­
  ditional Secondary Skills from � category (+ 1 0% skill bonus 
  on all). 
  Level of Experience: Player characters use the same experience 
  table as the dragon. NPC Mages will range ID4+ 1 levels, but 
  can be lower or much higher. An experienced Gargoyle Mage 
  will be 2D4+2 level and may wield magic weapons and possess 
  magic items. 
  Note: Of all the Gargoyle species, the Mage is most likely to 
  leave the flock to explore and establish a power base, crime net­
  work, secret lair, etc., in other parts of the world. Thus, they 
  may be found anywhere. Of course, Germany and the countries 
  surrounding it are plagued with Gargoyles, and among them, 
  Gargoyle Mages holding positions of great influence and power. 
  Gargoylites 
  Gargoylites are misfits among the giants of the Gargoyle spe­
  cies. They are small, squat versions of the Gargoyle Lords, 
  standing only three feet (0.9 m) tall. Their round bellies, pudgy 
  appearance, stumpy arms and legs (and tail), tiny horns and 
  small, seemingly underdeveloped, wings give them a rather imp­
  ish and comical appearance. Nothing like the massive, muscular 
  giants who dominate this demonic race of beings. Nor do 
  Gargoylites share the aggressive and combatant instincts of their 
  larger kin. Instead, they tend toward mischief, thievery, decep­
  tion and the manipulation of others. While they lack the lust for 
  power, they are obsessively greedy, particularly for precious and 
  semiprecious stones as well as magic items and truly rare col­
  lectibles. Their deceptive natures make them naturals as spies, 
  infiltrators, thieves and saboteurs - and are often put to such use 
  in the Gargoyle Empire as well as by Shifters, Summoners and 
  other powerful beings who enlist Gargoylites as their henchmen. 
  Alignment: Any, but typically Anarchist (60%) or Miscreant 
  (20%). 
  88 
  Attributes (Gargoylite): 
  I.Q. 2D6+2, M.E. 3D6+ 1, M.A. 
  3D6+2, P.S. I D6+ 1 8, P.P. I D6+ 1 6, P.E. 2D6+16, P.B. 2D6, 
  Spd running 3D6, but speed flying is I D4xl O+ 1 O. 
  M.D.C.: ID4x1 00 even for these diminutive fellows. (Has 5D6 
  +P.E. number for Hit Points, 6D6 S.D.C. and an A.R. 13 in 
  S.D.C. settings.) 
  Horror Factor: 10 
  P.P.E.: 4D6 
  Size: Three feet tall (0.9 m) and weighs around 1 00 pounds (45 
  kg). 
  Natural Abilities: The ability to fly (despite how disproportion­
  ately small their wings may be), nightvision 120 feet (36.6 m), 
  superior hawk-like day vision enabling them to see a foot­
  ball-sized target (0.3 m) up to two miles (3 .2 m) away, leap 20 
  feet (6 m) gliding with their wings, tum invisible at will, and 
  bio-regenerates 6D6 M.D. every hour. Their short, stubby, little 
  wings appear to be useless but can carry the Gargoylite and up 
  to 500 pounds (225 kg) with ease, although they cannot sustain 
  long flights (30 minutes maximum). The short tail is ineffective 
  in battle. 
  Special: Metamorphosis into Stone: The Gargoylite pos­
  sesses powers very similar to the Gargoyle Lord. Metamorpho­
  sis into living stone can be performed three times per day, 
  increasing providing an extra 1 00 M.D.C. and adds ID6 M.D. to 
  punches and kicks, but reduces speed by one-third. Can fly in 
  stone form, but at half speed. The duration is limited to six hour 
  per metamorphosis. 
  Special: Fire Breath: 4D6 M.D., range: 60 feet ( 1 8.3 m), but 
  only once per melee round (counts as one melee action/attack). 
  Attacks per Melee: Four. 
  Damage: Restrained claw attack inflicts 3D6 S.D.C. damage 
  plus P.S. bonus, full strength claw/punch or kick inflicts 2D6 
  M.D., power punch does 4D6 M.D., bite does I D6 M.D., or by 
  weapon. Gargoylites can also perform a flying tackle that does 
  ID6 M.D. and has a 50% chance of knocking the person down 
  (victim loses one attack and initiative), but counts as two at­
  tacks. Bonuses (in addition to attributes): +2 on initiative, + 1 
  to strike, +2 to parry and dodge, +4 to dodge while in flight, +3 
  on all saving throws, and + 1 0  to save vs Horror Factor. 
  Psionics: I.S.P. is 6D6. Meditation, Mind Block, Presence 
  Sense, Sense Magic, See Aura, Object Read, Telepathy, Resist 
  Hunger, Resist Fatigue and Resist Thirst. Equal to a 4th level 
  psychic. 
  Magic: None. Only Gargoyle Mages can learn magic. 
  R.C.C.: Spy/thief/scavenger. Escape Artist (+ 1 0%), Intelligence 
  (+1 0%), Wilderness Survival (+ 1 0%), Land Navigation (+1 0%), 
  Pick Locks (+ 1 0%), Pick Pockets (+5%), Palming (+ 1 0%), Con­
  cealment (+5%), Prowl (+10), Climb (+10%), Swim (- 1 0%), 
  W.P. Knife and W.P. Energy Pistol, Basic Math (+1 5%), speak 
  Demongogian, DragoneselElven and Gobblely 98% and two 
  other Languages (+ 1 0%), plus can select six additional Second­
  ary Skills from any category except Electrical, Mechanical, 
  Medical and Science (no skill bonuses). 
  Level of Experience: Player characters use the same experience 
  table as the Dog Pack. NPCs will range 1 D4+ 1 levels. 
  Habitat & Notes: The impish instigators are wherever Gar­
  goyles are found. However, as noted earlier, Gargoylites may 
  serve masters other than their own kind, and sometimes go off 
  adventuring on their own in search of gems, jewels and magic. 
  Quentin Milton (Order #26014138)
  
  In fact, they sometimes join human and D-Bee adventurer 
  groups, tagging along for a piece of the spoils. This is not a 
  good thing, however, because Gargoylites are usually out for 
  themselves and will cheat and steal from their "partners and 
  teammates" - and when push comes to shove, may betray the 
  group for their own ends. Furthermore, there is always the very 
  real possibility that the little cretin is secretly working for a rival 
  or enemy of the group, quietly undermining their efforts or re­
  porting their every move to the very adversary the group is plan­
  ning to tackle. Then again, since a Gargoylite's loyalty can be 
  bought it is possible for the group to buy his loyalty and help 
  and betray its master. Of course, such duplicity is always a dan­
  gerous game, and Gargoylites are masters at "double-dealing" 
  and can change sides as easily and frequently as a human 
  changes his socks. 
  Average Life Span: 400 to 600 years, but some have been 
  known to live over a thousand years. 
  Goqua, Master 
  of Deception 
  89 
  A Greater Supernatural Being 
  The Goqua is a hideous creature that resembles a demonic 
  slug or hellish larva in a pupa-like state. The slime covered hor­
  ror stands eight feet tall (2.4 m) and 20 feet long (6.m). The 
  front is one gargantuan maw with three rows of jagged 
  shark-like teeth (over 300 in all) and a dozen tiny tentacles wav­
  ing like antennae. The powerful jaws are so large that it can bite 
  an elephant in half. 
  Beyond the jaw are a pair of massive, 
  clawed arms that can reach 10 feet (3 m). Above the shoulder is 
  its giant squid eye, rimmed by three, foot-long (0.3 m) spikes. 
  The top and rear section of the slug is plated with a tough carti­
  lage 
  and 
  skin 
  forming 
  a 
  natural 
  armor 
  hide 
  that 
  is 
  Mega-Damage on Rifts Earth. 
  Despite its gruesome appearance, the creature is an intelli­
  gent being with an insatiable curiosity. It fmds humans espe­
  cially intriguing because they are so violent clever inventive 
  deadly, and oh so unpredictable. This makes
  ' 
  human� delightful 
  pawns in Goqua games of manipulation. The Goqua loves to 
  fabricate competitions for humans, pitting them against them­
  selves, other humanoids, supernatural beings, magic, or terrible 
  trials of strength and ingenuity. It is possible that the belief that 
  humans were the playthings of the gods held by the ancient 
  Greeks, Romans and other ancient cultures has its roots in deal­
  ings with the Goqua. Certainly, legends and myths of demonic 
  tempters must include the Goqua at the top of the list. 
  Quentin Milton (Order #26014138)
  
  In addition to the Goqua's own natural abilities, they are 
  masters of magic, a skill they have learned to use in the most 
  cunning of ways. As the tempters of mortals, they use metamor­
  phosis combined with other magic and subtle tactics, allowing 
  the hideous creature to 
  walk among humankind unseen since 
  the beginning of time. And the Coming of the Rifts has made 
  the Goqua all the more powerful - a major player in many con­
  flicts and treachery around the world. 
  Yet for all its power, cunning and savvy, the Goqua is treated 
  poorly by many of the other intelligent supernatural beings. 
  This, in part, is because of the rivalry that exists between the 
  various deceivers and manipulators among the denizens of 
  Hades and Dyval, as well as between other demonic tricksters 
  and deceivers. The Goqua, Demon Spiders, Mindolar, Sowki, 
  and Vampire Intelligences are constantly squabbling, fighting, 
  or playing tricks on each other. The Goqua is easily the equal of 
  any of these beings, but it suffers from an inferiority complex 
  and detests being treated as an inferior. Thus, they have made a 
  point to sucker, trick and manipulate these other, supposedly, 
  superior beings in their games with humanoids and other intelli­
  gent life forms, playing each against the other. In retaliation, 
  these other foul beings make a point of publicly humiliating and 
  embarrassing the Goqua when they can, and never give the crea­
  ture its due. 
  Goqua always slip humanoids into their machinations as an 
  ace in the hole, for most supernatural beings tend to underesti­
  mate the resourceful flesh puppets. A mistake the cunning 
  Goqua never makes, and in using the resourceful and unpredict­
  able humans (and D-Bees) in its schemes, it enjoys a little edge 
  that often helps it defeat the self-proclaimed "omnipotent ones." 
  A most amusing and satisfying game of which the Goqua never 
  tire. 
  Alignment: Typically Anarchist (43%) or Aberrant (40%), but 
  can also be Miscreant ( 1 0%) or Diabolic (7%). 
  Attributes: I.Q. 2D4+20, M.A. 106+22, M.E. 2D4+20, P.S. 
  I D6+22, P.P. 2D4+20, P.E. 2D4+20, P.B . 1 D4 in monster form, 
  but 2D4+20 in humanoid form (always very attractive for what­
  ever shape it assumes), Spd 106+22. 
  M.D.C.: 2D4xlOOO+1 800 on Rifts Earth. (Has 104x 1 000 for 
  Hit Points, 106xl OOO S.D.C. and an A.R. of 12 in S.D.C. envi­
  ronments.) 
  Horror Factor: 1 8  
  P.P.E.: 2D4x l OO+200 
  Size: 8 feet tall (2.4 m) and 20 feet long (6 m). Weighs 2-3 tons 
  (one third that when metamorphed). 
  Natural Abilities: Supernatural P.S. and P.E., impervious to 
  poisons/drugs and gases, resistant to fIre (half damage, includ­
  ing M.D. and magic fire), tum invisible at will, bio-regenerates 
  1D4x10 M.D.C. every minute (or 2D4+2 M.D. per melee 
  round), and magically understands, reads and speaks all lan­
  guages. 
  Vulnerabilities: Though resistant to fIre and heat, the Goqua is 
  vulnerable to all other Mega-Damage weapons and attacks, 
  from superstrong punches to energy blasts, explosives, psionics 
  and magic. 
  Psionics: Considered a Master Psychic with a vast reserve of 
  106xlOO+3 00 I.S.P. on Rifts Earth ( l D6xl O  in an S.D.C. set­
  ting). Powers are limited to all Sensitive powers, Meditation, 
  Empathic 
  Transmission, 
  Hydrokinesis, 
  Mind 
  Block 
  Auto-
  90 
  Defense, Hypnotic Suggestion, Psychosomatic Disease, and 
  Mind Bolt. Equal to a 1 0th level Mind Melter. 
  Magic: ALL ritual/circle magic and spell invocations levels 
  8- 1 5 .  Also knows a total of 4D6 spells from levels 1 -7 (G.M. 's 
  selection). Magic is performed at 1 0th level proficiency. 
  Attacks per Melee: Seven physical or psionic attacks per me­
  lee, or three magic attacks per melee round, or a combination of 
  the three (no more than two magic attacks are possible in combi­
  nation attacks). 
  Damage: As per Supernatural P. S. in a humanoid body. As per 
  Supernatural P.S. in its natural form, but claws inflict an extra 
  +3D6 M.D., and the bite does 2D4x 1 0  M.D. ! 
  Bonuses (in addition to attributes): +2 to save vs magic, +2 to 
  save vs psychic attack, +7 to save vs illusions, impervious to 
  mind control and possession of all kinds, and + 1 5  to save vs 
  Horror Factor. 
  Average Life Span: Immortal, until destroyed. 
  Habitat: Anywhere, but usually among other people (disguised 
  by metamorphosis, of course). Thus, the Goqua is most likely to 
  be found in cities, 'Burbs, and military camps - "where the ac­
  tion is." They fmd Rifts Earth to be a wonderful "playground" 
  with infmite possibilities for intrigue, fun and games. 
  Enemies: Deevils (all, but especially Arch Fiends and Devil­
  kins), Demon Spiders, Sowki, Mindolar, Vampires, Vampire 
  Intelligences, dragons and other powerful beings. Actually gets 
  along with the Splugorth (friendly rivals). Of course humans 
  and other mortals and supernatural beings may be seen, and 
  used, as both allies and enemies. Most mortals consider the 
  Goqua a terrible monster to be feared and destroyed. 
  Allies: Evil and good humans, creatures of magic and supernat­
  ural beings. Is especially fond of humans, and delights in ap­
  pealing to the human nature of duality (good and evil) and often 
  uses good causes and best intentions to manipUlate heroes to 
  strike against its own demonic and evil rivals and enemies. 
  Note: When destroyed, the Goqua disappears as if it never ex­
  isted. 
  Grave Ghouls 
  The Classic Ghoul, BTS style 
  Stories of grave robbing demons who eat the flesh of the 
  dead exist in the legends of all people, because ghouls of one 
  type or another have plagued humankind since the beginning of 
  time. Grave Ghouls are unaffiliated with any specific demonic 
  realm or race, and see the Ghouls and Nasu of Hades as rivals to 
  trick and rob. They are ugly, human-size creatures who resem­
  ble walking, skeletal corpses themselves. Grave Ghouls are fre­
  quently found in large, old cemeteries near ley lines and in the 
  slums and sewers of large metropolitan areas. Grave Ghouls sel­
  dom stray far from a ley line and unlike the other ghoul scaven­
  gers, are a cowardly lot who simply wish to be left alone to dine 
  on the bones of the dead. 
  When discovered, they will hiss and growl menacingly. If 
  that does not seem to frighten away intruders, they try to escape 
  by fleeing into the shadows and burrowing into the earth. Grave 
  Ghouls fight only when cornered, or if they outnumber their op­
  ponent by at least three to one. A single ghoul might attack a 
  child under the age of fourteen, but would do so only out of 
  Quentin Milton (Order #26014138)
  
  spite or anger, and then only enough to chase the kid away. 
  Grave Ghouls hate "fresh flesh," so they never actively engage 
  in murder, or even the mutilation or eating of a fresh kill or any 
  corpse less than a few months old. 
  Grave Ghouls always travel in groups of 2-8, but even with 
  four pairs they are shameless cowards. However, if a charac­
  ter(s) shows genuine terror and flees screaming, the Grave 
  Ghouls will give chase, hooting and howling just for the ma­
  licious fun of it. Even then, they rarely make a concerted effort 
  to actually catch the individual for fear that he might fight back 
  and hurt one of them. 
  Alignment: Anarchist (50010), Miscreant (30%) or Diabolic 
  (20%). 
  The Eight Attributes: I.Q. 106+3, M.E. I D6, M.A. I D6, P.S. 
  1 06+14, P.P. 2D6+6, P.E. 2D6+9, P.B. I D4, Spd 3D6+9 
  M.D.C.: I D6xl 0+25. (Has 106xl0 for Hit Points, 104x l 0  
  S.D.C. and an A.R. of zero in S.D.C. settings.) 
  Horror Factor: 12 
  P.P.E.: 106 
  Natural Abilities: Nocturnal carrion eaters. Nightvision 200 
  feet (6 1 m), partially blinded by daylight or bright artificial light 
  (-8 to strike, parry, and dodge). Impervious to cold, poison, 
  drugs, gases, and S.D.C. weapons, and needs no air to breathe. 
  Fire inflicts one M.D. point for every nonnal S.D.C. point, 
  while Mega-Damage fIre does double damage. Magically under­
  stand all languages, but cannot speak words; growl, moan, hiss 
  and howl. 
  Special: Burrowing Ability: Can dig into dirt and clay at a 
  rate of ten feet (3 m) per minute. Do not breathe, prowl 68%, 
  and have the innate magic ability to Shadow Meld (equal to a 
  1 0th level spell). 
  Special: Sense Night & Day: Even deep underground, the shy 
  Grave Ghoul can sense when it is daytime and when it is night. 
  Though the sun does not hurt them, Grave Ghouls only come 
  out under the cover of night. They are seen during the day only 
  when their underground sleeping place has been disturbed. 
  Vulnerabilities: Fire, even nonnal fire does Mega-Damage, 
  while Mega-Damage fIre (magic or plasma) inflicts double dam­
  age and all fonns of magic attacks have full effect. Exorcisms, 
  Banishment, Constrain Being, and Summon Lesser Being, are 
  all excellent means of controlling or discharging the cowardly 
  beings. 
  R.C.C. Skills: Camouflage (+20%; used to hide themselves and 
  corpses for later consumption or stolen from their rightful burial 
  ground), Escape Artist (+10%), Masonry (+20%), Carpentry 
  (+1 5%), and Land Navigation (+20%). 
  Average Level of Experience (NPC): ID4+1 
  Attacks per Melee: Four. 
  Bonuses: + 1 to parry, +2 to dodge, +6 to save vs Horror Factor, 
  and + 1 on all saving throws. 
  Damage: Claw/punch does 106 M.D., a kick 2D4 M.D., and a 
  bite inflicts 2D6 S.D.C. damage. Occasionally will pick up and 
  use an available weapon, but never carry weapons or magic of 
  any kind on them. 
  Magic: None. Psionics: None. 
  Average Life Span: Immortal, until destroyed. 
  Habitat: Anywhere near a ley line or graveyard, tunnel network 
  or catacomb. 
  91 
  Enemies: Humanoids and most other non-supernatural life 
  fonns. 
  Allies: None per se, may associate with other supernatural be­
  ings. 
  Note: During the day, they sleep underground, in the dirt, and 
  often access coffms from underground. They are compelled to 
  walk on the surface during the nights of a full moon. On that 
  night the Grave Ghouls cannot take refuge underground until the 
  frrst light of day. This night is often used by humanoids as a 
  time to hunt and extenninate the repugnant creatures. 
  Gremlins, 
  Techno-Terrors 
  Gremlins are ugly, slobbering, little humanoid monsters with 
  a cruel streak a mile wide. A typical Gremlin stands about two 
  feet tall (0.6 m), with a pot-belly, hairy legs and arms, pointed 
  ears, slanted, red eyes and an oversized, sneering mouth with 
  jagged teeth. They are fairly weak in hand to hand combat and 
  always flee when confronted with an opponent(s) who is more 
  powerful or dangerous than they. 
  The Gremlin has only a half-dozen, but significant psychic 
  powers which it uses to their maximum potential for destruction 
  and evil. They also have an uncanny, natural mechanical apti­
  tude the little demons use to sabotage electrical and mechanical 
  devices with the intent of causing trouble, destruction and death, 
  usually en masse. Gremlins are cruel pranksters who delight in 
  the suffering of humanoids. They think it is great fun to cross 
  wires, short-circuit electrical systems, deactivate warning sys­
  tems, tamper with a vehicle's brakes, cause mechanical failures 
  of all kinds (large and small, often in a progressive sequence), 
  knockout electrical service, deactivate or jam weapon systems, 
  start frres, and so on. Of course, timing is everything if one 
  wants a truly excellent disaster. This means the Gremlins' best 
  work (or worst, depending on one's outlook) is causing a me­
  chanical failure or malfunction that causes a vehicle or aircraft 
  Quentin Milton (Order #26014138)
  
  to crash into a building or crowd, or gasoline tanker truck and so 
  on, creating a chain reaction of mounting disaster all sparked by 
  the handiwork of the malicious little demons. Furthermore, as 
  long as an opportunity presents itself, Gremlins will cause trou­
  ble and mayhem at the same location as long as they feel they 
  won't get caught and there's enough mischief to keep them 
  amused. They can be a nightmare of trouble especially in the 
  high-tech parts of the world. Fortunately, they are extremely un­
  common on Rifts Earth, perhaps because magic and psionics are 
  so prevalent and both can be used to track them down and exter­
  minate them. (An aside: You'll note I've been referring to 
  Gremlins in the plural. That's because they typically operate in 
  pairs or small groups, which makes them all the more danger­
  ous.) 
  Alignment: Diabolic (50010) or Miscreant (50%). 
  Attributes: I.Q. 3D6, M.E. 3D6, M.A. 2D6, P.S. 106+2, P.P. 
  3D6, P.E. I D6, P.B. 2D6, Spd 2D6 
  M.D.C.: I D6x l O  +P.E. attribute number. (Has 4D6 Hit Points, 
  I04xl 0  S.D.C. and an A.R. of zero in S.D.C. settings.) 
  Horror Factor: 10 
  P.P.E.: 2D6 
  Size: 2 feet (0.6 m) tall and weigh about 20 pounds (9 kg). 
  Natural Abilities: Uncanny mechanical aptitude enabling the 
  little creatures to understand, operate and tinker with machines 
  equal to a 50% Mechanical Engineering and Electrical Engi­
  neering skill proficiency and with an innate understanding of 
  machines and electronics. Repairs (or sabotage) are imple­
  mented in half the usual time and they understand schematics at 
  a glance. Impervious to toxins, poisons, drugs, and gases; do not 
  need air to breathe, impervious to electricity (it tickles), and 
  bio-regenerate I D6 M.D.C. per hour. 
  R.C.C. Skills: Basic Math (+25%), General Repair & Mainte­
  nance (+20%), Basic Electronics (+25%), Computer Operation 
  (+20%), 
  Computer 
  Programming 
  (+1 0%), 
  Computer 
  Re­
  pair/Sabotage (+1 5%), Computer Hacking (+5%), Jury-Rig 
  (+1 5%), Weapon Systems (+1 0%), Automotive Mechanics 
  (+1 5%), Robot Mechanics (+5%), Read Sensory Equipment 
  (+1 5%), Locksmith (+5%), Pick Locks (+5%), Salvage (+5%), 
  Find Contraband (+5%), Prowl (+1 0%), Climb (+1 0%), four 
  modem W.P.s (any), and can pilot any vehicle at 82% profi­
  ciency. Magically understands and reads all languages at 70% 
  proficiency, but Gobblely and Faerie Speak are 98%. Note: All 
  skills suffer a -40% penalty when dealing with Techno-Wizard 
  devices. 
  Attacks per Melee: Four physical attacks per melee or three 
  psionic. 
  Damage: Claw/punch attack: I D6 M.D., bite: I D6 M.D., or by 
  weapon. 
  Bonuses (in addition to attributes): +2 to dodge, +6 to save vs 
  Horror Factor. 
  Magic: None. 
  Psionics: I.S.P. 106x l O+20. Levitation, Electrokinesis, Object 
  Read, Telemechanics, Telemechanic Mental Operation, and 
  Telemechanic Paralysis. 
  Average Level of Experience: I D4+3 
  Average Life Span: 500 years. 
  Habitat: Anywhere there are machines, people and trouble to 
  be made. The more technology, the better. 
  Enemies: All beings who use machinery are enemies, play­
  things and targets. 
  92 
  Allies: May join forces with other wicked supernatural beings or 
  evil creatures. 
  Note: The Gremlin's body shrivels up and turns to ash when it 
  is killed. 
  Hell Hounds 
  Earth myth is rife with tales of supernatural monster dogs. 
  These so-called "Hell Hounds" or "Devil Dogs" are actually 
  weird, shape changing creatures who try to assume the form of a 
  wild dog. However, like the Boschala, these strange beings do 
  not fully understand the physiology of Earth animals and often 
  assume a twisted and grotesque appearance which can only be 
  described as a monstrous resemblance to canines. The creatures 
  usually have four legs, a tail and a hideous canine head with a 
  huge maw, but sometimes the head is insect-like. 
  Even before the Great Cataclysm, England has had a long 
  history of spectral dog packs, and demon hounds, the most fa­
  mous of which is probably the Headless Hounds of Dartmoor. 
  With the Coming of the Rifts, the world is again plagued by 
  so-called Hell Hounds. 
  Hell Hounds always run in packs of four or more (roll 4D4 
  dice) and hunt only at night. At the fIrst light of day the hideous 
  mockeries of nature fade away, giving credence to the belief that 
  they are ghostly apparitions. In reality, sunlight transforms the 
  weird beasts into their natural form as invisible energy beings. 
  In their energy form they have no powers to use against humans 
  and wander around aimlessly. At night they can again assume 
  physical shape and stalk human prey, for the Hell Hounds are 
  natural predators with animal intelligence and instincts. The 
  demon dogs attack humans simply because they are easy prey. 
  What makes them doubly lethal is that Hell Hounds are territo­
  rial, hyperactive, irritable and aggressive in the extreme. 
  Alignment: Miscreant (40%) or Aberrant (60%). 
  Attributes: I.Q. High animal intelligence about equal to a real 
  dog's, M.E. 2D6, M.A. I D6, P.S. 3D6+ 1 0, P.P. 106+ 1 0, P.E. 
  4D6, P.B. I D6, Spd 6D6+20 
  MD.C.: I D6x l 0+ 1 2  on Rifts Earth. (Has 6D6 for Hit Points, 
  I 04xl 0  S.D.C. and an A.R. of zero in S.D.C. settings.) 
  Horror Factor: 16 for the pack, but only 1 1  when facing a sin­
  gle hound. 
  P.P.E.: 2D6 
  Size: About the size of a large dog, like a German Shepherd, 
  coyote or wolf, and weighs about 50 pounds (22.5 kg). 
  Natural Abilities: Supernatural P .S. and P.E.; never tires. Track 
  by smell 70% (+1 5% to follow a blood or death scent), keen 
  nightvision 400 feet (122 m), can leap 1 5  feet (4.6 m) high and 
  30 feet (9. 1 m) across (increase by 50% with a running start), 
  impervious 
  to 
  fIre 
  (even 
  M.D. 
  and 
  magic 
  fIre), 
  and 
  bio-regenerates ID6 M.D. per hour. Completely regenerates lost 
  limbs and eyes within 72 hours. In energy form, the Hell Hound 
  becomes docile and is ethereal which means they can pass 
  through solid matter like a ghost (can be contained in certain 
  crystals and magic circles, however). 
  Vulnerabilities: All types of Mega-Damage attacks, magic and 
  psionics. 
  Attacks per Melee: Five. 
  Damage: Bite inflicts 2D6 M.D., claws 2D6 M.D., leap attack 
  does 1 04 M.D. and has a 0 1 -60% chance of knocking a 
  Quentin Milton (Order #26014138)
  
  man-sized opponent down (victim loses initiative and one melee 
  attack). 
  Bonuses (in addition to attributes): +1 on initiative, +3 to 
  strike and dodge, + 1 to disarm, +2 to pull punch/bite, +2 to roll 
  with impact, and + 1 0 to save vs Horror Factor. 
  Magic: None. Psionics: None. 
  R.C.C. Skills: Land Navigation 90%, Track Humanoids 80%, 
  Identify Plants & Fruits 75%, Dowsing 70%, Swim 60%, and 
  Detect Ambush 50%. Percentage numbers are unchanged re­
  gardless of level. 
  Average Level of Experience: Not really applicable. 
  Average Life Span: Immortal until destroyed. 
  Value: About 30,000 credits if a buyer can be found. Evil 
  mages and supernatural beings often keep Hell Hounds as pets, 
  attack dogs and guardians for their lairs and secret sanctums. 
  Occasionally used in gladiatorial games, usually as a pack. 
  Habitat: While they may be encountered anywhere in the 
  world, Hell Hounds are particularly common to England and 
  Australia, and to a lesser degree, the plains of Africa and North 
  America (Canada, US and Mexico). 
  Enemies: All mortal beings, intelligent and animal, whom they 
  see as prey. 
  Allies: Hell Hounds can be summoned and controlled by Shift­
  ers, Summoners and other dark forces. The Hounds may also 
  willingly or forcibly serve other evil supernatural beings. 
  Note: Always hunt in a pack of 4D4. Reverts to energy form 
  and fades to nothing when killed. Not afraid of fire because it 
  cannot hurt them. 
  93 
  Malignous 
  Another energy being that can assume physical form in our 
  world is the horrid insect-thing known as the Malignous. It is a 
  frightful creature that resembles a gigantic, deformed scorpion. 
  To anchor itself to our world, the invisible energy being pos­
  sesses an insect, then, within a few hours ( l D6), it transforms 
  the tiny, harmless bug into a gruesome giant the size of a horse. 
  Its tail is a wicked, lightning fast stinger that secretes a paralyz­
  ing toxin. The mouth is a grisly appendage with a three foot (0.9 
  m) long tongue. Around the mouth-trunk are 20 eye stalks that 
  make it impossible to catch the hellish thing unawares. 
  The Malignous is a predator that feeds on man or animal 
  without preference. Its sole purpose is to satiate its appetite for 
  delectable, fresh, bone marrow. It can function equally well dur­
  ing both day and night, but fmds the night to be more advanta­
  geous for hunting. When not on the prowl, the creature spins a 
  nest inside a deserted building, dead-end alley, basement, sewer, 
  or cave. Like all insects, the Malignous can climb the smooth 
  surface of walls and ceilings with incredible speed and agility. 
  This ability gives the thing outstanding mobility in cities, where 
  it can climb buildings and hide in shadows, on roofs, towers and 
  ceilings, under bridges, and just about anywhere. Fast moving, it 
  weaves through the shadows, moving high and low, darting 
  around comers and ducking under every available bit of cover. 
  Although the Malignous has an animal-like intelligence, it is 
  an exceptionally clever predator, using hit and run tactics and 
  never standing its ground against several opponents unless 
  trapped. When pursued it will hide in the most inaccessible 
  Quentin Milton (Order #26014138)
  
  places, like cramped spaces and areas with one small entrance, 
  thereby making it difficult to reach the monster without placing 
  oneself within its striking range. This hunter is unbelievably elu­
  sive despite its immense size. It kills only to feed, which is 
  about once every two or three days. Humanoids and large ani­
  mals are its favorite targets only because they have a generous 
  amount of bone marrow on which to feed. 
  Alignment: Miscreant (99%) or Anarchist (1%). 
  Attributes: I.Q. Very high animal intelligence about equal to an 
  I.Q. of 7 and is very tricky and elusive, M.E. 206+ 1 0, M.A. 
  1 06, P.S. 206+ 1 3 ,  P.P. 1 06+12, P.E. 206+ 14, P.B. 1 04, Spd 
  406+30 running and climbing! 
  M.D.C.: 404xl 0+6, in insect form. The energy being possess­
  ing it has I 04x l 0  M.D.C. (Has 1 06 Hit Points, 404xl 0  S.D.C. 
  and an A.R. of 14 in an S.D.C. setting.) 
  Horror Factor: 1 6  
  P.P.E.: 306 
  Size: About 6 feet ( 1 . 8  m) tall and 1 2- 15 feet (3.6 to 4.6 m) 
  long, and weighs 800 to 1 000 pounds (360 to 450 kg). 
  Natural Abilities in Insect Form: Can climb on all surfaces 
  straight up and down, sideways, upside down, or on the ground, 
  with mind boggling speed. Leap up to 20 feet (6 m) high or 
  across. Superior vision, with multiple eyes enabling it to see in 
  all directions at once; it can not be surprised or attacked from 
  behind. Nightvision 600 feet ( 1 83 m) and can see in the infrared 
  and ultraviolet spectrums, but cannot see the magically invisi­
  ble. It is also resistant to toxins, drugs and gases (half damage, 
  effect and duration) and bio-regenerates 206 M.D. per melee 
  round. 
  In energy form the Malignous is invisible and can see the in­
  visible, as well as hover and fly at a speed of 30-40 mph (48 to 
  64 km), is impervious to toxins, disease, cold, heat and S.D.C. 
  damage. Note: When the physical, insect host body is de­
  stroyed, the energy being is released. The shock of losing the 
  host body is likely to send it reeling back to its own dimension 
  (0 1-64% likelihood). If it manages to remain in our world, it 
  will find a new insect host body, evoke the monstrous transfor­
  mation and begin its hunt again within 48 hours. An Exorcism 
  can also send it out of the host body (turning it back into a nor­
  mal cockroach) and send the energy form back to its own di­
  mension. 
  Banishment or Constrain Being only holds the 
  Malignous in giant bug form at bay or chases it away. 
  Vulnerabilities: Mega-Damage energy, magic and psionic at­
  tacks can hurt it in both forms. 
  R.C.C. Skills: Land Navigation 70%, Climb 95/90%, Swim 
  90%, Track Animals 85%, Track Humanoids 80%, Prowl 83%, 
  Swim 70%, and Acrobatics 70%. 
  Attacks per Melee (Rifts®): Six. 
  Bonuses (in addition to attributes): +4 on initiative, +3 to 
  strike and parry, +4 to dodge (automatic, like a parry, and does 
  not forfeit an attack), cannot be surprised or attacked from be­
  hind, +2 to save vs poison, +2 to save vs magic, + 1 0 to save vs 
  Horror Factor and can not be possessed. 
  Damage: As per Supernatural P.S., typically 1 06 M.D. (or 206 
  M.D. if P.S. of 21 or more) from a leg strike. The bite by the 
  mouth-trunk, which has tiny little teeth inside for cracking 
  bones, does 1 04 M.D. A leap attack (usually dropping or lung­
  ing from above) does 306 M.D. and has a 0 1 -70% chance of 
  knocking human-size prey down (also a 0 1 -40% chance of pin­
  ning prey); counts as one attack for the creature. 
  94 
  Special Stinger Attack: 206 M.D. from the stab wound, plus 
  Mega-Damage creatures (not armored personnel), like dragons, 
  must roll to save vs poisons/toxins (14 or higher) each time the 
  character is stung. A failed roll means the victim is paralyzed. 
  Paralysis begins after one melee ( 1 5  seconds). First the arms 
  will go limp and the character begins to feel dizzy. Within an­
  other 4 melees (one minute) the legs go numb and the character 
  collapses, unable to move a muscle! If the character can be res­
  cued the paralysis is temporary, lasting about 304 minutes. 
  This poison has no effect on mortals and non-Mega-Damage 
  beings. Then again, the M.D. sting attack instantly kills an ordi­
  nary human. 
  Magic: None. Psionics: None. 
  Habitat: Cities, abandoned areas of a building, ruins, sewers, 
  subway tunnels, caves, etc., world wide. Fortunately, not very 
  common. Malignous are fiercely territorial with one claiming a 
  20 mile (32 km) area. 
  Value: Highly valued by Simvan Monster Riders as a riding, 
  guard and hunting animal. The Splugorth and others sometimes 
  use the monster for gladiatorial games. Worth about 80,000 
  credits, alive. 
  Note: A solitary creature, it never associates with its own kind 
  except to mate. May associate with other supernatural creatures, 
  but are generally loners. May be summoned and controlled by a 
  Shifter, Summoner or greater being. 
  Mindolar, The 
  Mind Slug 
  A Greater Supernatural Being 
  The Mindolar are giant slug-like beings with ten puny arms, 
  two elephant-like legs, horrible, toothy mandibles and stinger 
  tongue. Since the Coming of the Rifts, Earth has become an at­
  tractive place for the demonic monster. The Mind Slug is born 
  to manipulate and control other beings and thrives on chaos. 
  Rifts Earth, with its constant wars and conflicts between hun­
  dreds of different races, both human and inhuman, is a most al­
  luring place. Intrigue and anarchy abounds in the first place, and 
  is a wonderful catalyst for the Mindolar to create even greater 
  discord and havoc. 
  A Mindolar cannot be controlled by humans because of its 
  superior psychic mind, but it can control humans like a puppet 
  on a string. This makes a Mindolar "partner" very attractive to 
  would-be tyrant overlords, and even practitioners of magic who 
  would have the demon seize control of his rivals and enemies. 
  However, the power hungry rulers and daring Shifters or Sum­
  moners and anybody who dares to make an alliance with an 
  Mindolar must take extreme measures to not fall under the mon­
  ster's control themselves. It's a situation that is all too common 
  among the fools who think they can bargain fairly with the de­
  plorable creature. Fortunately, the Mindolar is highly intelligent 
  and a master schemer who enjoys all forms of manipulation and 
  gamesmanship, so it does not act out of mindless savagery and 
  is open to "deal" and other forms of manipulation and control 
  over its mortal "associates." When contacted through summon­
  ing magic, the Mindolar communicates with its summoner and 
  listens to what he or she has to propose, all the while psychically 
  Quentin Milton (Order #26014138)
  
  scanning the character to make an assessment as to his power, 
  sincerity, true intentions and value in its own machinations. If 
  the individual is powerful, likable, convincing, and lucky - or 
  suggests a scheme that strikes the monster' s fancy - the 
  Mindolar will agree to become his partner and not kill or en­
  slave him. Note, however, that once summoned or Rifted into 
  the world, the Mindolar cannot be magically controlled nor 
  forced to leave unless the most powerful magic circles are used. 
  Thus, one is trusting the Mindolar on his word! 
  A Mindolar is an observant, quick study, who quickly adapts 
  to his new surroundings. If betrayed or tonnented by its "part­
  ner," the demon is likely to turn the tables or make a quick 
  snack of the individual. After all, the monster believes the only 
  thing humans are really good for is eating and as playthings. 
  The Mindolar does not appreciate arrogance or bullies, and will 
  attack, kill, enslave or betray anyone who belittles or tries to 
  control it. Mindolar have a fonnidable array of psychic abilities, 
  but its most dangerous power is its mind controlling bite. 
  Alignment: Typically Anarchist (40%), Miscreant (25%), Dia­
  bolic (1 5%), and Aberrant (20%). 
  Attributes: I.Q. 2D6+ 1 8, M.E. 2D6+1 8, M.A. 2D6+1 8, P.S. 
  2D6+3, P.P. 3D6, P.E. 3D6+10, P.B. ID6, Spd 2D6 
  M.D.C.: 2D6x l 00. (Has 2D4x l00 Hit Points, ID6x l 00 S.D.C. 
  and zero A.R. in an S.D.C. setting.) 
  Horror Factor: 16 
  P.P.E.: ID4x l 0  
  Size: 7 feet (2. 1 m) long and weighs 600 pounds (270 kg). 
  Natural Abilities: Understands all languages, but must use a 
  human, 
  mind-controlled 
  pawn 
  to 
  speak 
  on 
  its 
  behalf. 
  95 
  Bio-regenerates at a rate of I D6x l O  per hour. Resistant to cold, 
  heat, drugs, and poisons (half damage) and is impervious to dis­
  ease, possession and illusionary magic. 
  Vulnerabilities: Mega-Damage weapons, magic and magic 
  weapons, psionics, and weapons made of silver or blessed as 
  holy weapons. 
  Attacks per Melee: Six physical psionic attacks, or two psionic 
  and three physical attacks. 
  Bonuses: +4 to parry, +2 to disarm, +8 to save vs psionic attack 
  (do not add the M.E. bonus), + 1 0 to save vs Horror Factor, +3 to 
  save vs magic. Impervious to mind control of any kind, cannot 
  be possessed, and is impervious to all fonns of illusionary 
  magic, including Concealment. 
  Damage: Restrained bite inflicts 2D6 S.D.C. plus the victim 
  must roll to save vs magic mind control ( 1 5  or higher). A killing 
  bite is used against Mega-Damage creatures and structures in­
  flicting 5D6 M.D. plus the victim must roll to save vs mind con­
  trol (assuming the bite draws blood). Restrained punch 4D6 
  S.D.C. plus P.S. bonus, or full strength punch 2D6 M.D., or by 
  psionic attack. 
  Magic: None. 
  Psionics: Master Psychic: 2D6x l 00+1 00 I.S.P. 
  All psychic 
  Sensitive powers, plus Exorcism, Healing Touch, Increased 
  Healing, 
  Deaden 
  Pain, 
  Induce 
  Sleep, 
  Resist 
  Fatigue, 
  Bio-Manipulation, Empathic Transmission, Hypnotic Sugges­
  tion, Mind Block Auto-Defense, and Group Mind Block. 
  Special: Mind Controlling Bite: The Mindolar's bite places 
  its victim under the monster' s complete control, identical to the 
  Domination spell, only the duration is nearly pennanent and the 
  range infmite. Opponents (including lesser supernatural beings, 
  and creatures of magic like dragon hatchlings) must roll to save 
  vs magic, at a 1 5  or higher, to save vs Mindolar mind control ev­
  ery time they are bitten. A successful save means the character 
  is still himself. Three successive saves against the magic bite 
  means the character is immune to ALL of that particular 
  Mindolar's mind altering powers, including its nonnal psionic 
  abilities. Note: Such individuals are perceived to be a serious 
  threat to its existence and must be extenninated! 
  A failed roll to save places the character under the Mind 
  Slug's complete control. The effect is exactly like the magic 
  spell "Domination," except there is no limit to the range or dura­
  tion. The bite also enables the Mindolar to place its slave into a 
  trance, identical to the Trance spell. The character is the mon­
  ster's mind slave until the creature is slain or sent to another di­
  mension! When the Mindolar's mind control is broken, all of his 
  slaves regain their own wills and self control, and their memo­
  ries as a slave are only foggy, half-memories. Note: A single 
  Mindolar can control as many as 200 human beings or D-Bees 
  simultaneously. However, each Lesser Demon, dragon hatchling 
  or other creature of magic held under its sway counts as two hu­
  mans. Greater Demons, godlings, gods and other powerful su­
  pernatural 
  beings 
  are 
  immune 
  to 
  the 
  Mindolar's 
  mind 
  controlling bite, but still take damage from it. An adult dragon 
  may also fall under the monster's control but is +3 to save and 
  ancient dragons are immune. 
  R.C.C. Skills: Actually knows vel)' few skills itself. Instead it 
  uses its slaves to read and perfonn tasks/skills that it cannot do 
  for itself. Mindolar see their slaves as extensions of themselves 
  and by means of telepathy they can see and learn (from an infor-
  Quentin Milton (Order #26014138)
  
  mational point of view) anything their slaves know. However, it 
  must use that particular slave to preform the desired skill or 
  task, such as to cast a specific magic, etc. 
  Permanent Mindolar Skills: Interrogation Techniques 90%, 
  Anthropology 90%, Basic Math 90%, Land Navigation 60%, 
  Climb 30%, Prowl 30%, Swim 40%, and understands all lan­
  guages. Also knows a total of eight skills selected from the cate­
  gories of Technical and Science (skill bonus +20%). These 
  skills do not improve as the character grows in experience, but 
  psionic abilities do. 
  Average Level of Experience: Most Mindolars are equal to a 
  2D4+3 level Mind Melter (use Mind Melter experience table if 
  you are allowing the NPC character to gather experience 
  points). 
  Habitat: Can be found anywhere, but usually hiding in commu­
  nities among other life forms; very social creatures driven to 
  dominate other beings. 
  Average Life Span: Immortal, until destroyed. 
  Enemies: Incredible rivalry exists between the Goqua and 
  Mindolar. 
  Mindolar also frequently fall into trouble with 
  so-called demigods, gods and very powerful supernatural be­
  ings, again, because they are often rivals. Often enemies include 
  the Sowki and champions of light. 
  Notes: Ruthless and cruel, the Mindolar vents its frustration on 
  the puny human race and their sub-human cousins (D-Bees). 
  They love anarchy and are often considered a demon lord of 
  chaos and darkness. Sometimes worshiped as a god or demigod 
  by mortals. 
  The real power of the Mindolar is that it can control hundreds 
  of other incredibly powerful creatures including mortals of ev­
  ery stripe (warrior, sorcerer, king, etc.), dragons, and lesser de­
  mons. These beings may, in tum, control or command dozens or 
  even thousands of other people. Mindolar are cunning beyond 
  belief and can weave a power structure for the purposes of evil 
  that is staggering. They can be the driving force behind empires 
  and criminal syndicates, to cults and rebellion. In fact, rumor 
  has it that the second in command of the present Federation of 
  Magic is a Mindolar. Another Mindolar controlled a compara­
  tively small but powerful kingdom in Minnesota near Tolkeen 
  and worked to insure the war between the independent Kingdom 
  of Tolkeen and the Coalition States. It is not known if this vil­
  lain escaped the Minnesota holocaust, but it is almost a certainty 
  that it has. Where it might be now, is anyone' s  guess. 
  Sowki, The Serpent 
  Optional Player Character 
  The Sowki (pronounced sah-woo-key) is a demonic visage 
  right out of classic, ancient myth: A tall, powerfully built, reptil­
  ian humanoid with the smooth, cold skin of a snake, a long 
  monstrous head with three large eyes running down the middle, 
  and five inch fangs jutting from a mouth rimmed with pointed 
  canine teeth. 
  Unlike many supernatural beings, the Sowki is very intelli­
  gent and not generally driven by blood lust or desire to destroy 
  the human race. Although human flesh is considered delicious, 
  they see Earth as a land of opportunity. A place where a Sowki 
  can acquire great power, wealth, and perhaps worship from 
  96 
  Quentin Milton (Order #26014138)
  
  lesser creatures, for the Sowki are demonic beings who would 
  be "rulers of men." To this purpose they establish lairs among 
  humanoids, and walk among them unnoticed by using illusion 
  and metamorphosis magic. A favorite ploy is to build a fortune 
  and an army of ruthless humanoids who will not ask questions 
  and who serve any master, so long as they share in the reward of 
  their labors and his ingenuity. More than a few times, a Sowki 
  has formed a cult with himself as the leader or even as the object 
  of worship (often masquerading as an ancient god). 
  A Sowki has no limit to its arrogance, and that is usually its 
  downfall. The quest for power and more power is never-ending. 
  Too much is never enough. A compulsive megalomaniac, the 
  fiend always goes too far, daring to conquer too much, spread­
  ing itself out too thin, or daring to take too many foolish risks or 
  enemies. 
  The reptilian's power lays in its cunning and mystic knowl­
  edge. Although physically powerful, it is not strong enough to 
  withstand the onslaught of brave humans trying to save them­
  selves from its tightening grip of terror. The cunning Goqua 
  fmds the Sowki's blind arrogance makes them wonderful pawns 
  in its own games and quests for power and intrigue. 
  Alignment: Anarchist (50%), Aberrant (20%), Miscreant (20%) 
  or Diabolic ( 1 0%). 
  Attributes: I.Q. 2D6+ 1 3, M.E. 2D6+ l3, M.A. 2D6+13, P.S. 
  4D6+13, P.P. 3D6, P.E. 3D6, P.B. 2D6, Spd 3D6 
  M.D.C.: 3D6x l 0. (Has 2D6x1 O  for Hit Points, 1D6xlO S.D.C. 
  and an A.R. of zero in S.D.C. settings.) 
  Horror Factor: 14 
  P.P.E.: 1D6x l O+50 on Rifts Earth (normally 1 D6x l 0+l0). 
  Size: 6 feet, 6 inches to 7 feet ( 1 .9 to 2. 1 m) and weighs about 
  300 pounds (135 kg). 
  Natural Abilities: Superior vision like a hawk (able to see a 
  football-sized target up to 2 miles/3 .2 km away), nightvision 
  600 feet ( 1 83 m), the top, third eye can see the invisible and in 
  one sixth the light needed by humans. Magically understands 
  and speaks all languages. Recovers I D6x1O M.D.C. every 24 
  hours and can completely regrow a lost eye, tooth or limb within 
  seven days. Hates the cold, but functions in cold climes; prefers 
  steamy jungles and hot environments. 
  Attacks per Melee: Five physical attacks per melee or two by 
  magic. 
  Bonuses (in addition to attributes): +1 on initiative, +3 to 
  strike, +3 to parry, +2 to dodge, +4 to pull punch, +4 to roll with 
  impact, +3 to save vs magic, +2 to save vs psionic attack, and 
  +8 to save vs Horror Factor. All are in addition to attribute bo­
  nuses, as usual. 
  Damage: As per Supernatural P.S. Bite does 4D6 S.D.C. dam­
  age plus a poisonous toxin that does another 2D6 points of dam­
  age unless the character rolls a successful save vs poisons (14 or 
  higher). Roll for each bite. Note: Sowki also enjoy magic and 
  technology, so they may use any number of weapons. Of course, 
  they prefer small, elegant and deadly items whether magical or 
  conventional, 
  which 
  means 
  Naruni, 
  Triax, 
  Rune 
  and 
  Techno-Wizard items are preferred. Sowki are fascinated with 
  both Techno-Wizard and Splugorth Bio-Wizard devices. 
  Psionics: I.S.P: 6D6, and possesses the abilities of Meditation, 
  Mind Block, Sense Magic, Speed Reading, Summon Inner 
  Strength, Total Recall, Object Read, and Hypnotic Suggestion. 
  Considered a major psychic. 
  97 
  Magic: P.P.E. Base: 1D6x l O+ 10 plus 3D6+ 10 per level of ex­
  perience. Knows all protection and summoning circle magic and 
  illusionary spells, including Aura of Death, Aura of Power, 
  Death Trance, Concealment, Detect Concealment, Charismatic 
  Aura, Fool's Gold, Mask of Deceit, Multiple Images, Horrific 
  Illusion, Apparition, Hallucination, Illusion Booster, Illusion 
  Manipulation, Illusory Forest, Illusory Wall, and Illusory Ter­
  rain. Also knows Purge Self, Ley Line Fade, Metamorphosis: 
  Animal, Metamorphosis: Human, Metamorphosis: Superior, and 
  Summon Lesser Beings, plus a 0 1 -50% chance of knowing an 
  additional l D4 spells from levels one, two and three. 
  R.C.c. Skills: The Sowki is a demonic Ley Line Walker/Wiz­
  ard. In addition to the circle and magic knowledge already 
  noted, the Sowki can Read Mystic Symbols, knows all Magic 
  Words, Recognize Enchantment/Possession 70%, is Literate in 
  Dragonese/Elven and two other languages at 98%, plus Basic 
  and Advanced Math 98%, Radio: Basic (+1 0%), Operate Com­
  puters (+ 1 5%), Demon & Monster Lore (+20%), Palming 
  (+1 0%), Concealment (+1 0%), two ancient W.P.s and two mod­
  em W.P.s. Also select an additional 12 skills from any skill cat­
  egories, excluding Hand to Hand Combat, Robot Piloting skills 
  and Acrobatics. All skills enjoy a + 1 0% bonus plus I.Q. bonus, 
  if any. Most of these elective skills are likely to lean toward Es­
  pionage, Rogue, Science and Technical. The usual skill require­
  ments are a consideration. 
  Level of Experience: If allowed as an optional player character 
  (G.M. 's discretion), start at level one or two and it should be 
  considered a young mystic adventurer. Use the same experience 
  table as the Ley Line Walker. NPC villains are 1 D4+4 level 
  practitioners of magic (can be higher at the G.M.'s discretion). 
  Average Life Span: 400 years. 
  Habitat: Anywhere, but usually prefer summertime and hot cli­
  mates whenever possible. 
  Enemies: Deevils, Goqua, Mindolar, Spider Demons and 
  undead (hates vampires in particular), and are constantly fight­
  ing with each other. Humans are not seen as enemies but as po­
  tential pawns, slaves, comrades, and worshipers. Of course, 
  humans and humanoids can become challenging adversaries, 
  and many consider the Sowki a dangerous D-Bee or demon. 
  Allies: Humans (finds them very resourceful and interesting), 
  and just about any being who is selfish, power hungry, or awed 
  by the Sowki. 
  Spider Demon 
  The Death Weavers 
  The Cunto Indians of South America knew of the "Death 
  Weaver" Spider Demon, a vile supernatural creature that ap­
  pears as a giant spider with a hideous, half human head and a 
  death's skull emblazoned on its hindquarters, long before the 
  Coming of the Rifts. The Indian legend says that the Death 
  Weavers were overlooked by the gods as lowly predators of ver­
  min. The Spider Demons were much more intelligent, however, 
  than anyone suspected and stole the gods' secrets of magic, 
  throwing them to the wind, and scattering magic across the 
  world where mortal man could learn its secrets. For eons the 
  Spider Demons have searched the globe, retrieving the magic 
  and mastering its secrets, so they might become gods them-
  Quentin Milton (Order #26014138)
  
  98 
  selves. The Spider Demons have returned to Rifts Earth more 
  powerful than ever, and anxious to learn more secrets of magic 
  and acquire magical artifacts both great and small. 
  Death Weavers prefer hot, steamy jungles over cooler climes, 
  but travel north during summer months and hot spells. For this 
  reason they are primarily found in the Yucatan, South America, 
  Africa, India, Asia, Malaysia, and parts of China. The incredible 
  amount of ley line energy makes the Yucatan, India and China 
  especially appealing. As the legend infers, Death Weavers are 
  masters of magic and hoard magic knowledge, books, artifacts 
  and paraphernalia. The Spider Demons will stop at nothing to 
  obtain magic and will fight to the death to keep it. 
  The Death Weavers see humans as food, pawns and a source 
  of Potential Psychic Energy. Over the centuries, they have often 
  manipulated primitive people to worship them as gods (or 
  demon lords) and have established a number of secret death 
  cults. The Spiders are cunning, ruthless and more than a little in­
  sane. A number of Death Weavers have been reported among 
  the ruins of Tolkeen and Freehold, presumably on a quest to re­
  cover some of the legendary magic items the leaders of the 
  fallen kingdom had gathered to use in their fight against the Co­
  alition States. Another rumor claims a Death Weaver has man­
  aged to live in the steamy bowels of Chi-Town for at least 20 
  years now. If true, what it may want in the great city is a mys­
  tery, though most assume it seeks to locate Chi-Town' s fabled 
  Black Vault where the CS is said to lock away powerful magic 
  items that have fallen into the Coalition's clutches. The Black 
  Vault is an urban legend and nobody knows if it really exists or 
  not. 
  Alignment: Diabolic (50%), Miscreant (45%) or Aberrant (5%). 
  Attributes: 
  I.Q. 14, but very devious and cunning; M.E. 
  2D6+l O, M.A. 2D6+8, P.S. 2D6+ 1 0, P.P. 3D6+6, P.E. 2D6+10, 
  P.B. 106, Spd 3D6+ 12 
  M.D.C.: 
  2D4xl O+30. 
  (Has 
  106xl 0+20 
  for 
  Hit 
  Points, 
  ID4xl O+ 1 0  S.D.C. and an A.R. of l O  in S.D.C. settings.) 
  Horror Factor: 16 
  P.P.E.: 
  I D4xl OO+ l 00 on Rifts Earth; they love it here. 
  ( 1 04xl 0+ l 0  in S.D.C. settings where magic energy is minimal, 
  such as 2 1 st Century Earth; double the amount in the Palladium 
  World.) 
  Size: Stand 6-8 feet tall ( 1 .8 to 2.4 m) and equally long. Weighs 
  600 to l OOO Ibs (270 to 450 kg). 
  Natural Abilities: Supernatural P.S . and P.E., impervious to 
  disease, poisons and drugs. Can walk, run, climb on most sur­
  faces with amazing speed ( 1 5-20 mph/24 to 32 km), upside 
  down, along walls, and so on, like a real spider. Only smooth, 
  glassy surfaces impede its movement (half speed). Nightvision 
  200 feet (6 1 m), see in the infrared and ultraviolet spectrums of 
  light, and recovers lost M.D.C. at a rate of 4D6 every six hours. 
  Special: Webbing: Can spin a web for climbing and ensnar­
  ing at a rate of 200 feet (6 1 m) per melee round ( 1 5  seconds). 
  The web is tough, like light M.D.C. rope, but deteriorates 
  quickly (within 4 minutes/16 melees) unless a bonding resin is 
  secreted from the Spider Demon's mouth over the web. The 
  Death Weavers can also use the web as a rope to entangle and 
  tie up captives. Each thick strand has 1 04 M.D.C. points. 
  Attacks per Melee (Rifts®): Five physical or two by magic. 
  Bonuses: +2 to strike, +4 to parry, +4 to dodge, +4 to save vs 
  magic, +3 to save vs psionic attack, +5 to save vs possession, 
  and + 1 0  to save vs Horror Factor. 
  Quentin Milton (Order #26014138)
  
  Damage: As per Supernatural P.S., but the mandible bite does 
  3D6 M.D. and the hideous thing can entangle in its web. 
  Special: Web Entanglement: This entangle attack does no 
  damage, but has a 0 1 -69% chance of incapacitating its target. 
  The victim is pinned, cannot move or attack, until the character 
  can untangle himself (takes 30 seconds/2 melee rounds) or until 
  the webbing dissolves (takes I D4 minutes). Entangled victims 
  are vulnerable to cocooning and other attacks while entangled. 
  Roll fIrst to strike an opponent with the web, then roll percentile 
  to see if he is entangled (0 1 -69%). An entangle attack can be at­
  tempted only once per melee round and counts as one attack. 
  Special: Web Cocoon: No damage, but completely encases 
  the victim in a web cocoon/straight-jacket. The trapped individ­
  ual is completely immobile, unable to perform any physical ac­
  tions. The only way to get free is to be cut or tom out by a 
  comrade or wait until the webbing dissolves ( 1  D4+4 minutes for 
  all the M.D.C. layers to vanish). Cutting a victim loose can be 
  dangerous and time consuming. The average cocoon has 
  2D4x1 O  M.D.C. While an untreated cocoon (no resin) will dete­
  riorate within ID4+4 minutes, a cocoon treated with the spider's 
  bonding resin does not deteriorate and adds an extra 1 0  M.D.C. 
  to the silky encasement, requiring the cocoon webbing to be cut 
  off. Note that the cocoon is porous and allows air to pass 
  through its walls, so even a person encased from head to toe can 
  still breathe. The Spider Demon can secrete a different resin that 
  causes even a permanent cocoon to dissolve in 30 seconds. Un­
  fortunately, it usually only uses this chemical to get to the vic­
  tim inside for interrogation, torture or eating. 
  Magic (typical knowledge): Knows all Protection Circles and 
  Protection Magic (like Sanctum), Summoning Magic (rituals), 
  and the following spells: Armor of Ithan, Invulnerability, Invisi­
  bility Simple and Superior, See the Invisible, Breathe Without 
  Air, Float in Air, Mystic Portal, Close Rift, and Dimensional 
  Portal, as well as four spells selected from each of the levels 
  1 -8, and one selected from each level 9- 1 5. Older, more experi­
  enced Death Weavers may know a few more spells (G.M. 's dis­
  cretion). 
  Psionics: I.S.P.: 2D4x lO. Presence Sense, Total Recall and 
  Hypnotic Suggestion. Considered a Minor psychic. 
  R.C.C. Skills: All Lore 89%, Literacy in Dragonese 89%, Basic 
  and Advanced Math 98%, Astronomy 88%, Radio: Basic 88%, 
  Land Navigation 88%, Tracking (humanoids) 50%, Prowl 80%, 
  Identify Plants & Fruits 60%, Holistic Medicine 50%, and can 
  learn to speak I D6 different languages, and Literacy in I D4 
  written languages (+20%). 
  Average Level of Experience: Typically I D6+ I Ley Line 
  Walker or Shifter. 
  Habitat: Jungle and tropical forests. Known to exist in Central 
  America, the Yucatan, South America, Africa, India, Asia, Ma­
  laysia, and parts of China, but may be found anywhere, from 
  time to time. 
  Average Life Span: Believed to be immortal, unless slain. 
  Enemies: Mindolar and humans are hated above all others, with 
  the Splugorth next in line. The latter because the Death Weavers 
  are jealous of their vast mystic knowledge. 
  Allies: Will sometimes join forces with powerful practitioners 
  of magic, evil creatures of magic or other supernatural beings. 
  Prefers to be the leader or top dog in any alliance or partnership. 
  Note: Prefers to use magic items rather than tech-weapons, but 
  can use weapons if so desired. 
  99 
  Were-Beasts 
  Centuries before the Coming of the Rifts, legends abounded 
  with tales of shape changing men and demon-men who appeared 
  to be normal humans by day, but were transformed by moon­
  light into beasts. The Werewolf is the most notorious of these 
  beast men, but legends form other lands tell of a great variety of 
  were-beasts. Canines seem to have been the most common, es­
  pecially in Europe and North America, but other animals in­
  clude bears, panthers, jaguars, tigers and even snakes. 
  Were-beasts are shape-changing predators of supernatural or­
  igin. Their true form is that of half-man and half-beast, e.g. the 
  wolf-man, or similar to the intelligent mutant animals that are 
  becoming 
  so common to the 
  Coalition States. However, 
  were-beasts can perform a magical metamorphosis into a com­
  pletely animal or human shape. The animal transformation is al­
  ways limited to the type of creature the were-beast is, i.e. a 
  Werewolf can only tum into a wolf, a Weretiger into a tiger, and 
  so on. When in complete animal guise, the only things that dis­
  tinguish the were-beast from the normal animal kingdom are its 
  size (typically twice as large as the average animal) and its ap­
  parent human intelligence. 
  Most were-beasts are fairly intelligent. The Werejaguar and 
  panther are among the most intelligent and can easily disguise 
  themselves as human beings for brief periods of time. However, 
  all were-beasts are predators born to hunt and kill. That is their 
  life, purpose, and pleasure, and they cannot disguise this aggres­
  sive, animal tendency for long. Nor can the were-beasts tolerate 
  being cooped up in a confmed environment, they need to run 
  free. 
  Limited Invulnerability & Hit Points. Like the vampire, 
  were-beasts are invulnerable to virtually all man-made weapons, 
  including Mega-Damage energy weapons, explosives, fIre, 
  wood, 
  and 
  poison/drugs. 
  However, 
  also 
  like 
  vampires, 
  were-beasts are vulnerable to ordinary silver. 
  Weapons that have at least a 50% silver content or are plated 
  in reasonably pure silver inflict double damage to the supernatu­
  ral things. Thus a silver plated dagger, which normally inflicts 
  I D6 S.D.C. damage, inflicts 2D6 points of damage direct to the 
  monster's Hit Points. Although were-beasts possess bio-regen­
  erative powers, they are nothing like the vampire's so being 
  bludgeoned or stabbed by silver can kill the creature without re­
  quiring decapitation and staking. 
  Magic weapons and spells inflict their normal damage as Hit 
  Point damage (point for point conversion). 
  Psionics can be effective in communication, mind control, 
  escape and holding them at bay via Telekinesis or a force fIeld, 
  but do no physical damage. 
  Woljbay and Wolftbane are herbs that keep most were-beasts 
  at bay the same way that vampires recoil from garlic. No one 
  has ever determined why. Holy Symbols like a crucifIx have no 
  effect on were-beasts, though true Holy Weapons inflict half 
  their normal damage. 
  Powerful Mega-Damage attacks and explosions that inflict 
  great amounts of damage may knock the creature down or stun 
  it, but not kill it. Same Knock DownlImpact table as for vam­
  pires (see Rifts® World Book One: Vampire Kingdoms). 
  Quentin Milton (Order #26014138)
  
  The Werewolf 
  The most famous of the were-beasts is the Werewolf. They 
  are especially common to Europe and, to a lesser degree, the 
  Americas and Australia. The Werewolf is the most vicious of all 
  the were-beasts and is more animal predator than human in ei­
  ther of its forms. Although the Werewolf will hunt and eat other 
  animals, their favorite prey is humans and other humanoids. 
  They delight in challenging humanoids to combat to prove they 
  are superior in cunning, skills and raw power as a primal hunter. 
  In Europe they often roam in packs of 2D6, and occasionally 
  two to four times larger. One massive pack, said to roam the 
  mountains of Romania, is rumored to have even established 
  their own kingdom where they are worshiped as gods. Suc­
  cumbing to the values of humankind, Werewolves have been 
  known to steal and hoard valuables, such as gems, weapons, 
  magic items, books, artifacts, and technological devices. 
  Alignment: Any, but usually Miscreant (30%), Diabolic (30%) 
  or Anarchist (30%). 
  Attributes of the Werewolf: I.Q. I D6+5, M.E. 3D6, M.A. 
  3D6, P.S. 2D6+l6, P.P. 2D6+14, P.E. 2D6+1 6, P.B. 2D6+7, 
  Spd 2D6+ 1 4  in human form or 50 (35 mph/56 km) as a wolf. 
  Hit Points (same as vampires): 6D6+20 plus an additional 
  2D6 per level of experience. S.D.C. not applicable. 
  Horror Factor: 12 in the their natural half-manlhalf-beast mon­
  ster shape or as a giant wolf. No H.F. in human form. 
  P.P.E.: 2D4xl O+ 1 0  
  Size: 6-7 feet ( 1 .8 to 2 . 1  m) tall in human an d  humanoid mon­
  ster form, 4-5 feet ( 1 .2 to 1 .5 m) tall at the shoulders in animal 
  form. 
  Weight: 200 to 300 lbs (90 to 135 kg). 
  Natural Abilities: The abilities listed are specifically for the 
  Werewolf, other were-beasts may differ. Speak while in animal 
  form, track by smell 70% (+ I 0% to follow blood scent), 
  nightvision 300 feet (9 1 .5 m), and bio-regenerates 4D6 Hit 
  Points an hour. 
  Limited Invulnerability: Impervious to most weapons, except 
  silver and magic. (See opening description.) The creature is vul­
  nerable to magic, psionics and weapons made of silver (silver 
  does double damage). 
  Shape-Changing Power: The myth is that a were-beast is hu­
  man by day and beast by night but this is not true. The creature 
  can shape change at will, day or night. The metamorphosis takes 
  about 1 5  seconds (one melee round) and there is no limit to the 
  number of times the creature can perform a metamorphosis or 
  how long he can maintain that particular shape. 
  As stated previously, the Werewolf is quite cunning, and 
  generally assumes the less frightening form of a human or wolf 
  during the bright sunlight hours when humans are on the prowl, 
  and into the monstrous humanoid-wolf form or wolf shape dur­
  ing the night. Also, since they are nocturnal hunters, they tend to 
  sleep most of the day and are active during the night. The three 
  shapes are human, wolf, and its natural shape of half-man, 
  half-wolf. 
  Magic: P.P.E.: 2D4x l O+ 1 0; Metamorphosis: Animal, Metamor­
  phosis: Human, Summon and Control Canines, Repel Animals, 
  See the Invisible, and Tongues. 
  Psionic Abilities: I.S.P.: 5D6. Psi-powers include: Sixth Sense, 
  See the Invisible, Mind Block. 
  Attacks per Melee: Five physical in the natural monster or wolf 
  form, but only three in human. 
  Bonuses (in addition to attributes): The Werewolf is + I on 
  initiative, +2 to strike and parry, +3 to dodge, +1 to pull punch, 
  +2 to roll with impact/fall, +6 to save vs Horror Factor, +2 to 
  save vs psionics, and +2 to save vs magic. 
  Damage: Varies depending on physical form. Human: Punch 
  does 2D6 H.P.lS.D.C. damage, a kick 3D6, and bite does only 
  I D4 damage. Wolf-Man or Wolf: As per Supernatural P.S., a 
  claw strike does an extra ID6 M.D., a normal bite does 2D6 
  M.D., and a power bite does 4D6 M.D. (counts as two attacks). 
  R.C.C. Skills: Supernatural predator. Werewolves can speak 
  Gobblely, American, Old French, and Euro 98%, Land Naviga­
  tion (+ 1 5%), Track Humanoids (+20%), Track Animals (+ 1 0%), 
  Prowl (+25%), Swim (+5%), and Basic Math (+ 1 5%), plus two 
  Espionage (+5%), two Wilderness (+1 0%), two W.P., two Pilot, 
  and two Technical or Domestic skills of choice. 
  Average Experience Level: ID4+ I (NPC). If allowed as an op­
  tional player character (G.M.'s choice), the character should 
  start at level one. 
  Average Life Span: 300 years. 
  Habitat: The Werewolf is commonly found in Canada, USA, 
  Europe (especially Eastern Europe), Africa, Australia and Japan. 
  However, individuals and small groups can be found anywhere 
  throughout the world. They prefer temperate climates and for­
  ests. 
  Enemies: Supernatural predators, humans, D-Bees and most hu­
  manoids. May also see other species of were-beasts as rivals and 
  may engage in regular tribal battles over territory or other rea­
  sons to fight. 
  Allies: May join forces with other supernatural creatures or 
  forces of evil, but tend to keep to their own kind. 
  Notes: Love the taste of human and humanoid flesh and blood. 
  Vicious and cruel, they will slaughter livestock for fun and kill 
  humanoids for both food and pleasure. Werewolves prefer the 
  wolf form above human. Evil practitioners of magic sometimes 
  summon Werewolves as assassins. 
  1 00 
  Werebear 
  A Werebear is very rare, especially when compared to his 
  Werewolf cousin. They are found almost exclusively in the 
  frozen tundras of Alaska and Russia, though they sometimes 
  come down into Canada and may travel south along a mountain 
  range. These winter oriented beasts have white or pale grey fur 
  and, from a distance, might be mistaken for a polar bear. The 
  Inuit and natives of these regions know them as "brother demon 
  bears" or "little demon bear" to avoid confusion with the true 
  Demon Bear (see Rifts® Canada for details). They always try 
  to avoid conflict with Werebears for fear of being tom apart and 
  eaten. Some Inuit tribes even leave good will offerings of cari­
  bou or sea lion to appease the Werebear if they know one is in 
  the area. 
  Unlike the Werewolf, the Werebear avoids conflict with hu­
  manoids and preys upon caribou, sea lion, polar bear and other 
  large animals, attacking humans only when in a foul mood, at­
  tacked first or when other prey is not available. However, don't 
  mistake this as cowardice or kindness on the part of this mon­
  ster, the Werebear is the most powerful of all the were-beasts. 
  Quentin Milton (Order #26014138)
  
  One lone creature has been known to slay a hunting party of 
  twenty men. 
  Alignment: Any, but usually Anarchist (35%), Miscreant (35%) 
  or Aberrant (1 0%). 
  Attributes of the Werebear: 
  I.Q. I D6+3, M.E. 3D6, M.A. 
  3D6, P.S. 4D6+30, P.P. 2D6+12, P.E. 3D6+ 12, P.B. 3D6, Spd 
  5D6 in human fonn or 35 (25 mph/40 km) as a bear. 
  Hit Points (same as vampires): 6D6+40, plus 3D6 per level of 
  experience. 
  P.P.E.: 2D4x 1 O  
  Size: 6-8 feet ( 1 .8 t o  2.4 m )  tall in human and bear-man monster 
  fonn, 6 to 8 feet ( 1 .8 to 2.4 m) tall at the shoulders in animal 
  fonn and about 1 5  feet (4.6 m) standing on hind legs! 
  Weight: 1000 to 2000 pounds (450 to 900 kg). 
  Horror Factor: 1 5  as a humanoid bear-thing or huge bear; not 
  applicable to human fonn. 
  Natural Abilities: The abilities listed are specifically for the 
  Werebear, other were-beasts may differ. Speak while in animal 
  shape, track by smell 70% (+ 1 0% to follow blood scent), 
  nightvision 300 feet (9 1 .5 m), and bio-regenerates Hit Points at 
  a rate of 6D6 points an hour. 
  Limited invulnerability: Same as the Werewolf, only as a 
  bear. 
  Shape-changing power: Same as the Werewolf, only as a 
  bear. 
  Magic: Metamorphosis: Animal, Metamorphosis: Human, Sum­
  mon and Control Canine, Repel Animals, See the Invisible, and 
  Tongues. 
  Psionic Abilities: I.S.P. : 4D6. Psi-powers: Sixth Sense, See the 
  Invisible, Mind Block. 
  Attacks per Melee (Rifts®): Five attacks per melee in natural 
  monster or bear fonn, only two as a human. 
  Bonuses (in addition to attributes): + 1  on initiative, +3 to 
  strike, parry, and dodge, +4 to pull punch, +4 to roll with im­
  pact/fail, +6 to save vs Horror Factor, +2 to save vs psionics, 
  and +2 to save vs magic. 
  Damage: Varies depending on physical fonn. Human: Punch 
  does 3D6 H.P./S.D.C. damage, a kick 4D6, and bite does I D6 
  damage. Bear-Man or Bear: As per Supernatural P.S., a claw 
  strike does an extra 2D6 M.D., a nonnal bite does 3D6 M.D., 
  and a power bite does 6D6 M.D. (counts as two attacks). 
  R.C.C. Skills: Werebears can speak Gobblely, Inuit, American 
  and Euro 98%, Land Navigation (+20%), Track Animals 
  (+20%), 
  Track 
  Humanoids 
  (+5%), 
  Climb 
  (+1 0%), Prowl 
  (+1 0%), Swim (+30%), and Basic Math (+1 0%), plus three Wil­
  derness (+1 0%), two W.P., one Pilot, two Technical and three 
  Domestic skills of choice. 
  Average Experience Level: I D4+ 1 (NPC). If allowed as an op­
  tional player character (G.M.'s choice), the character should 
  start at level one. 
  Average Life Span: The Inuit claim 500 years. 
  Habitat: The Werebear is found mainly in northern Canada, 
  Alaska and Russia. Of course, an individual or adventurous 
  small groups can be found anywhere in the world. Prefer cold to 
  temperate climates, tundra and forests. 
  Enemies: Supernatural predators, humans and humanoids. 
  Allies: May join forces with other supernatural creatures or 
  forces of evil, however, Werebears are solitary creatures living 
  off the land much like an ordinary animal. They tend to hunt 
  1 01 
  alone or in pairs, and only sometimes gather in small nomadic 
  tribes of 4D6 members, but this is uncommon. 
  Note: Lazy or Diabolic Werebears who have developed a taste 
  for humans or humanoids may terrorize a village, killing and 
  dragging off villagers to eat every other night. These vile beasts 
  will also prey on livestock, pets and children. However, 
  man-eating were-beasts are usually lone rogues, seldom a pair 
  or pack. These crazed killers often kill in anger, frustration and 
  pleasure 
  and 
  extract murderous revenge 
  when 
  provoked, 
  thwarted or attacked. 
  The Werejaguar 
  Despite the false belief that all were-beasts are man-eaters, 
  there are those who prey mostly on animals. The Jaguar People 
  (and Werepanthers) are both excellent examples of this. More­
  over, they prey on other supernatural creatures. In fact, the 
  Werejaguars are an instinctive enemy of vampires and all types 
  of undead, who prove to be exciting and challenging foes. 
  Werejaguars also enjoy deadly games of sport and delight in the 
  challenging combat offered by vampires, humans, D-Bees and 
  other intelligent life fonns. Like most cats, the fun of recre­
  ational hunting is in the stalking, chase, and capture of the prey. 
  Unless that prey is one of the undead, there is a good chance 
  that a Jaguar Person will let its prey free when the "cat and 
  mouse" game is over. 
  Werejaguars roam the southern forests of Mexico and parts 
  of the Yucatan and South America. The old Mayan ruin of 
  Palenque (Southern Mexico near the Yucatan) is the lair for a 
  community of Werejaguars estimated at 1 00+, and is known as 
  the Domain of the Jaguar People. Most locals leave the Jaguar 
  People alone, because they protect the area from vampires and 
  are not too troublesome if they are not antagonized. The 
  were-beasts living in an established community collect the occa­
  sional object of value such as some gold, silver, gems, weapons, 
  magic item, and works of art - most of which are decorations 
  and trophies to adorn their dens. 
  Though Werejaguars do not hunt humanoids, they are not 
  particularly tolerant of humanoids looking for trouble. Thus, in­
  vaders, raiders, and others who enter their domain with mali­
  cious or destructive intent are dealt with swiftly and without 
  mercy. If the invaders come in large numbers, then the many 
  Werejaguars join forces to repel or destroy them using guerilla 
  tactics. When the fight is worth it, the felines may enlist or join 
  forces with other supernatural beings, creatures of magic and 
  powerful beings who share a mutual interest in the cause. Other­
  wise, Werejaguars live off the land in hannony with nature and 
  want for little else. 
  Alignment: Any, but typically Anarchist (45%), Aberrant 
  (35%), and Miscreant ( 1 0%). 
  Attributes of the Werejaguar: I.Q. 2D6+2, M.E. 3D6, M.A. 
  3D6+6, P.S. 2D6+ 1 2, P.P. 2D6+ 1 2, P.E. 2D6+ 12, P.B. 2D6+12, 
  Spd 3D6+ 1 2  or 35 (25 mph/40 km) as ajaguar. 
  Hit Points (Special): 6D6+ 1 0, plus 2D4 per level of experi­
  ence. 
  Horror Factor: 12 in their natural half-manlhalf-beast monster 
  shape. The Horror Factor does not apply to the human fonn. 
  P.P.E.: 2D4x10+ 1 0  
  Quentin Milton (Order #26014138)
  
  Quentin Milton (Order #26014138)
  
  Size: 5-6 feet ( 1 .5 to 1 .8 m) tall in human and man-monster 
  form, about four feet ( 1 .2 m) tall at the shoulders in animal 
  form, and about eight feet (2.4 m) long from the tip of the nose 
  to buttocks. 
  Weight: 200 to 300 lbs (90 to 135 kg). 
  Natural Abilities: The abilities listed are specifically for the 
  Werejaguar, other were-beasts may differ. Speak while in ani­
  mal shape, leap 30 feet (9 m) high or lengthwise from a standing 
  position, track by smell 60% (+ 1 0% to follow blood scent), 
  nightvision 300 feet (9 1 .5 m), keen color vision and hearing, 
  and bio-regenerates 2D6 Hit Points an hour. 
  Limited invulnerability: Same as the Werewolf, except as a 
  jaguar. 
  Shape-changing power: Same as the Werewolf, except as a 
  jaguar. 
  Magic: Tongues, Chameleon, Astral Projection, Repel Animals, 
  Heal Wounds, Metamorphosis: Animal, and Metamorphosis: 
  Human. 
  Psionic Abilities: I.S.P. : 5D6. Psi-powers include: Sixth Sense, 
  See the Invisible, Mind Block. 
  Attacks per Melee: Five physical attacks in natural monster or 
  jaguar form. Two in human shape. 
  Bonuses (in addition to attributes): +1 on initiative, +2 to 
  strike, +2 to parry and dodge, +4 to pull punch, +4 to roll with 
  impact/fall, +2 to save vs psionics and possession, +2 to save vs 
  magic, and +6 to save vs Horror Factor. 
  Dam age: Varies depending on physical form. Human: Punch 
  does 2D4 H.P./S.D.C. damage, a kick 2D6+3, and a bite does 
  I D6 damage. Jaguar-Man or Jaguar: As per Supernatural P.S., a 
  claw strike does an extra 2D4 M.D., a normal bite does 1 D6 
  M.D., and a power bite does 2D6 M.D. (counts as two attacks). 
  R.C.c. Skills: Natural jungle hunter. Speaks Spanish and 
  American at 98% and select two other Languages of choice 
  (+20%), plus Land Navigation (+20%), Wilderness Survival 
  (+20%), Prowl (+20%), Camouflage (+ 1 5%), Swim (+1 0%), 
  Climb (+20%), Acrobatics (+1 0%), and Basic Math (+1 5%), 
  plus three Wilderness (+ 1 0%), three Espionage (+5%), two 
  W.P., one Pilot, two Technical and three Domestic or Rogue 
  skills of choice. 
  Average Experience Level: 1D4+2 (NPC). If allowed as an op­
  tional player character (G.M.'s choice), the character should 
  start at level one. Use the same experience table as the 
  Psi-Stalker. 
  Average Life Span: 300 years. 
  Habitat: The Werejaguar is commonly found in southern Mex­
  ico, Central America, and South America. Only the occasional 
  adventurer or rogue is found in other parts of the world. Prefer 
  warm climates and jungles or tropical forests. 
  Enemies: Supernatural predators and the undead. Leery of hu­
  mans and D-Bees. 
  Allies: May join forces with other supernatural creatures or indi­
  viduals who have proven themselves to be friends. Very loyal to 
  friends. 
  Notes: Community oriented and gather in small tribes of 
  2D6x1 0  members, although typically hunt alone or in a small 
  group of three or four. 
  Werepanther 
  Werepanthers are very similar to Jaguar People except that 
  they are a bit larger, jet black in color, and live exclusively in 
  India. Like the Werejaguars, they are not man-eaters, preferring 
  to prey mostly on animals and supernatural creatures. They too 
  recognize vampires and other undead as their natural enemies as 
  well as ghouls and Spider Demons, probably because the 
  Werepanthers (and jaguars) are so attuned to life that they sense 
  these other beings as the antithesis to life and everything they 
  hold dear. Werepanthers enjoy deadly combat and delight in 
  fighting vampires and demons, as well as humans, D-Bees and 
  other intelligent life forms. The fun of recreational hunting is in 
  the stalking, chase, and capture of the prey. Unless their prey is 
  a vampire, ghoul or Spider Demon, the were-beast is likely to 
  let its captive free once it has captured or bested it in a "cat and 
  mouse" game of hunter/prey. 
  Alignments: Any, but typically Anarchist (65%) and Aberrant 
  ( 1 5%). Generally playful and good natured. 
  Attributes of the Werepanther: I.Q. 2D6+2, M.E. 3D6, M.A. 
  2D6+ 14, P.S. 2D6+1 6, P.P. 2D6+ 14, P.E. 3D6+6, P.B. 2D6+12, 
  Spd 3D6+ 1 4  in human form or 44 (30 mph/48 km) as a panther. 
  Hit Points (Special): 6D6+ 1 0 plus 2D6 per level of experience. 
  P.P.E.: 2D4x 1 0+ 1 0  
  Size: 6 feet ( 1 .8 m ) tall in human an d  man-monster form, about 
  five feet (1 .5 m) tall at the shoulders in animal form, and about 
  ten feet (3 m) long from the tip of the nose to buttocks. 
  Weight: 300 to 500 pounds ( 1 35 to 225 kg). 
  Horror Factor: 1 2  as a humanoid panther-thing or huge pan­
  ther; not applicable to human form. 
  Natural Abilities: The abilities listed are specifically for the 
  Werepanther, other were-beasts will differ. Speak while in ani­
  mal shape, track by smell 60%, nightvision 300 feet (9 1 .5 m), 
  keen color vision and hearing, leap 30 feet (9. 1 m) high or 
  lengthwise from a standing position (50% farther with a running 
  start), and bio-regenerates 2D6+2 Hit Points an hour. 
  Limited invulnerability: Same as the Werewolf, only as a 
  panther. 
  1 03 
  Shape-changing power: Same as the Werewolf, only as a 
  panther. 
  Magic: Metamorphosis: Animal, Metamorphosis: Human, Sum­
  mon and Control Felines, Repel Animals, Chameleon, Sense 
  Evil, Sense Magic, and Tongues. 
  Psionic Abilities: I.S.P.: 4D6. Psi-powers include: Sixth Sense, 
  Presence Sense, See the Invisible, and Mind Block. 
  Attacks per Melee: Five physical attacks in natural monster or 
  panther form. Three in human form. 
  Bonuses (in addition to attributes): +3 on initiative, +2 to 
  strike, parry, and dodge, +4 to pull punch, +4 to roll with im­
  pact/fall, +6 to save vs Horror Factor, +2 to save vs psionics, 
  and +2 to save vs magic. 
  Damage: Varies depending on physical form. Human: Punch 
  does 2D6 H.P./S.D.C. damage, a kick 3D6, and bite does ID6+ 1 
  S.D.C. damage. Panther-Man or Panther: As per Supernatural 
  P.S., a claw strike does an extra 3D6 M.D., a normal bite does 
  2D6 M.D., and a power bite does 4D6 M.D. (counts as two at­
  tacks). 
  R.C.C. Skills: Supernatural predator. Speaks Gobblely, Euro 
  and Chinese 98%, Land Navigation (+20%), Track Animals 
  Quentin Milton (Order #26014138)
  
  (+1 0%), Tailing (from the Surveillance skill, +1 5%), Prowl 
  (+20%), Swim (+ 1 0%), Acrobatics (+20%), Climb (+25%), Oe­
  tect Ambush (+5%), Oetect Concealment (+1 0%), and Basic 
  Math (+1 5%), plus three Wilderness (+ 1 0%), three Espionage 
  (+1 0%), two W.P., one Pilot, two Technical and two Rogue 
  skills of choice. 
  Average Experience Level: 106+ 1 (NPC). If allowed as an op­
  tional player character (G.M.'s choice), the character should 
  start at level one. Use the same experience table as the 
  Psi-Stalker. 
  Average Life Span: 400 years. 
  Habitat: The Werepanther is exclusive to India. Of course, an 
  individual or adventurous small groups may travel beyond their 
  traditional jungle homeland (probably northeast into Asia), 
  while those captured and enslaved could end up anywhere in the 
  world. Prefer warm climates, jungle and forests. 
  Enemies: Supernatural predators, undead, Ghouls (all), and 
  Oeath Weaver Spider Oemons. Leery of humans, O-Bees and 
  dragons. 
  Allies: May join forces with other supernatural creatures or indi­
  viduals who have proven themselves to be friends. Very loyal to 
  friends. 
  Notes: A voids violent conflicts with humanoids. Enjoys nature 
  and life as a hunter. They frequently gather in small tribal 
  groups of about 406 members, but hunt and go adventuring 
  alone or in pairs. Fun loving, gentle and caring among their own 
  kind, tentative about humanoids and other intelligent life forms. 
  They are very curious about magic and other beings and they 
  also do like to chase, scare and tease humanoids just for the fun 
  of it. They also love mock fights (non-lethal combat), but this 
  kind of mischief can get them into plenty of trouble. 
  Wereserpent 
  Ancient legends in the jungles of South America (namely 
  Brazil) and India tell of men and women who can tum into giant 
  snakes. The stories continue to persist, even on Rifts Earth. If 
  they are true, Wereserpents are the rarest and/or most elusive 
  and solitary of all the were-beasts. Perhaps they prefer the ser­
  pent form over the humanoid one. Perhaps it affords them supe­
  rior anonymity, or perhaps their reptile brain is more primitive 
  and content living life as a giant snake stalking men and ani­
  mals. 
  In human form, they appear as handsome but somehow dis­
  tant and cold individuals with no body hair and green or dark 
  golden eyes. When they move, they almost seem to glide and 
  their reflexes are lightning quick. There is also something se­
  ductive and disturbing about these hairless humanoids, leaving 
  many a human to be seduced and devoured by the Were serpent. 
  It is said that the Wereserpent enjoys the game of seduction al­
  most as much as hunting to kill. Only the most tender and sensi­
  tive lovers are spared becoming dinner. 
  The creature is an indiscriminate hunter, preying upon hu­
  manoids and animals without preference. The only creatures the 
  Wereserpent has seemed to cross off their diet are fellow 
  were-beasts, Sowki and dragons. Found primarily in the Brazil­
  ian rain forest, jungles of India, and occasionally, in Asia and 
  Indonesia. Super-rare. 
  1 04 
  Alignment: Any, but usually 
  Anarchist (30%), Miscreant 
  (35%), and �iabolic (20%). 
  Attributes of the Wereserpent: I.Q. 204+3, M.E. 206+8, 
  M.A. 206+8, P.S. 306+24, P.P. 206+ 1 8, P.E. 206+ 12, P.B. 
  206+ 12, Spd 206+8 in human form or 32 (22 mph/35 km) as a 
  giant snake. 
  Hit Points (same as vampires): 606+24, +306 per level of ex­
  perience. 
  P.P.E.: 2D4x 1 O+ M.E. attribute number. 
  Size: 6-7 feet ( 1 .8 to 2. 1 m) tall in human form, 1 5-30 feet (4.6 
  to 9. 1 m) long in serpent form. 
  Weight: 1000 to 3000 Ibs (450 to 1 3 50 kg). 
  Horror Factor: 15 as a giant, intelligent serpent; does not apply 
  to human form. Note, the Wereserpent does NOT have a 
  half-man, half-animal form, and spends most (90%) of its time 
  as a giant, predatory python-like snake. 
  Natural Abilities: The abilities listed are specifically for the 
  Wereserpent, other were-beasts may differ. Speak while in ani­
  mal form, track by smell 60% (+ 1 0% to follow a blood scent), 
  nightvision 600 feet ( 1 83 m), hold breath for 206+1 0  minutes, 
  and bio-regenerates 306 Hit Points per hour. Can regrow a lost 
  tail or eye within 1 04+2 weeks. 
  Limited invulnerability: Same as the Werewolf, but as a ser­
  pent. 
  Shape-changing power: Same as the Werewolf, but as a ser­
  pent. 
  Magic: Metamorphosis: Human, Repel Animals, Oeath Trance, 
  Trance, Befuddle, Chameleon, Charismatic Aura, Distant Voice 
  and Tongues. 
  Psionic Abilities: I.S.P.: 506+ 12; Remote Viewing, Empathy, 
  Ectoplasm, Hypnotic Suggestion, See the Invisible, and Mind 
  Block. 
  Attacks per Melee (Rifts®): Five attacks per melee in natural 
  snake form, two in human. 
  Bonuses (in addition to attributes): +3 on initiative, +3 to 
  strike, +1 to parry, +3 to dodge, +3 to pull punch, +2 to roll with 
  impact/fall, +6 to save vs Horror Factor, +3 to save vs psionics, 
  and + 1 to save vs magic and possession. 
  Damage: Varies depending on physical form. Human: Punch 
  does 206 H.P./S.O.C. damage, a kick or crush/squeeze hold 
  does 306, and a bite does 1 06 damage. Serpent: As per Super­
  natural P.8. for head butts and tail slashes, a normal bite does 
  306 M.O., and a power bite does 606 M.O. (counts as two at­
  tacks), a crush/squeeze attack (encoiled and crushed) does Su­
  pernatural P.S. damage plus pins the opponent so he cannot 
  fight back (use wrestling moves in human form). 
  R.C.C. Skills: The supernatural predator can speak Gobblely, 
  Spanish and either Chinese or Portugese at 98%, Land Naviga­
  tion (+20%), Track Animals (+ 1 0%), Track Humanoids (+ 1 0%), 
  Prowl (+20%), Swim (+30%), Climb (+20), Wrestling, Escape 
  Artist (+20%), Seduction (+20%), Camouflage (+20%), and Ba­
  sic Math (+20%), plus two Wilderness (+10%), two W.P., two 
  Technical or Oomestic skills and three Espionage or Rogue 
  skills of choice. 
  Average Experience Level: 106+2 (NPC). If allowed as an op­
  tional player character (G.M.'s choice), the character should 
  start at level one. Use the same experience table as the 
  Psi-Stalker. 
  Average Life Span: 600 years. 
  Quentin Milton (Order #26014138)
  
  Habitat: Jungles of South America, India and sometimes, 
  southeast Asia. Prefer hot, damp environments. Where one 
  might fmd a python, one might also encounter a Wereserpent. 
  Enemies: Supernatural predators, humans and D-Bees. 
  Allies: May join forces with other supernatural creatures or 
  forces of evil, but usually keep to themselves except to cause 
  trouble. 
  Notes: Tends to be a solitary hunter and seldom gather in num­
  bers of more than two or three; no tribes. Can be ruthless, cold 
  and calculating. 
  Weretiger 
  Perhaps the only were-beast more deadly to humans than the 
  Werewolf is the Weretiger - a primordial predator that is nearly 
  as strong as the Werebear and as vicious as the Werewolf They 
  hunger for human and D-Bee flesh, drink blood and enjoy hunt­
  ing and killing intelligent life forms. The creature will hunt and 
  eat other animals, but only when more delectable human prey is 
  not readily available. Although they can be found in any part of 
  the world, the Weretiger is found primarily in China, India, 
  Asia, and Indonesia. Only once in a while is one or a mated pair 
  encountered in Russia and eastern Europe. 
  Alignment: Any, but usually Anarchist (30%), Miscreant 
  (35%), and Diabolic ( 1 5%). 
  Attributes of the Weretiger: I.Q. 2D6+ 1, M.E. 2D6+ 12, M.A. 
  2D6+8, P.S. 3D6+28, P.P. 2D6+1 6, P.E. 2D6+ 12, P.B. 2D6+12, 
  Spd 2D6+ 1 2  in human form or 35 (25 mph/40 km) as a tiger. 
  Hit Points (same as vampires): 6D6+30, +2D6 per level of ex­
  perience. 
  P.P.E.: 2D4x 1 O  
  Size: 6-7 feet ( 1 .8 to 2. 1 m) tall in human and tiger-man form, 
  5-6 feet ( 1 . 5  to 1 .8 m) tall at the shoulders in animal form, about 
  1 5  feet (4.6 m) long from the tip of the nose to buttocks. 
  Weight: 1 000 to 1 200 Ibs (450 to 540 kg). 
  Horror Factor: 14 as a humanoid tiger-thing or huge tiger; 
  does not apply to human form. 
  Natural Abilities: The abilities listed are specifically for the 
  Weretiger, other were-beasts may differ. Speak while in animal 
  form, track by smell 60% (+ 1 5% to follow a blood scent), 
  nightvision 300 feet (9 1 .5 m), leap 50 feet ( 1 5  m) high or 
  lengthwise from a standing position, and bio-regenerates 4D6 
  Hit Points per hour. 
  Limited invulnerability: Same as the Werewolf, but as a ti­
  ger. 
  Shape-changing power: Same as the Werewolf, but as a tiger. 
  Magic: Metamorphosis: Animal, Metamorphosis: Human, Sum­
  mon and Control Felines, Repel Animals, Death Trance, and 
  Tongues. 
  Psionic Abilities: I.S.P.: 4D6; Sixth Sense, See the Invisible, 
  and Mind Block. 
  Attacks per Melee (Rifts®): Five attacks per melee in natural 
  monster or tiger form, three in human. 
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  strike, parry, and dodge, +4 to pull punch, +5 to roll with im­
  pact/fall, +6 to save vs Horror Factor, +2 to save vs psionics, 
  and +2 to save vs magic. 
  1 05 
  Damage: Varies depending on physical form. Human: Punch 
  does 2D6+2 H.P./S.D.C. damage, a kick 3D6, and a bite does 
  I D6 damage. Tiger-Man or Tiger: As per Supernatural P.S., a 
  claw strike does an extra 3D6 M.D., a normal bite does 3D6 
  M.D., and a power bite does 6D6 M.D. (counts as two attacks). 
  R.C.c. Skills: The supernatural predator can speak Gobblely, 
  Euro and Chinese at 98%, Land Navigation (+20%), Track Ani­
  mals (+5%), Track Humanoids (+20%), Prowl (+20%), Swim 
  (+1 5%), Climb (+1 0), and Basic Math (+20%), plus three Wil­
  derness (+1 0%), two W.P., two Pilot, three Technical or Science 
  skills and three Espionage or Domestic skills of choice. 
  Average Experience Level: I D4+2 (NPC). Use the same expe­
  rience table as the Psi-Stalker. If allowed as an optional player 
  character (G.M.'s choice), the character should start at level one. 
  Average Life Span: Most say 400 years. 
  Habitat: 
  The Weretiger is commonly found in India, China, 
  Asia, and Indonesia. To a far, far lesser degree in Russia and 
  eastern Europe. Of course, an individual or adventurous small 
  groups can be found anywhere throughout the world. Prefer cold 
  to temperate climates, tundra and forests. 
  Enemies: Supernatural predators, humans and humanoids. 
  Allies: May join forces with other supernatural creatures or 
  forces of evil, provided there is something in it for him. 
  Notes: Tend to be solitary hunters and seldom gather in num­
  bers of more than two or three; no tribes. Love the taste of hu­
  man and D-Bee flesh. Vicious and cruel, they will slaughter 
  livestock for fun or out of spite, and kill humanoids for food and 
  pleasure. 
  Elemental Beings 
  Throughout the universe there are forces and life forms far 
  different from anything we know on Earth. In the preceding sec­
  tions we have explored many strange and supernatural beings, 
  some intelligent, many evil, others monsters or predators who 
  live to inflict pain and suffering. Though some of these beings 
  are incredibly powerful, there are other-dimensional beings that 
  are even more alien and more powerful. Forces that have visited 
  our world many times throughout its history. Forces that primi­
  tive man has called earth gods, nature spirits and Elementals. A 
  fairly accurate assessment, for while they are neither demon or 
  god in the religious sense, they are alien beings that boggle the 
  imagination and who possess powers far beyond the range of 
  human experience and, sometimes, beyond human understand­
  ing. 
  The most dangerous are not necessarily those of pure evil in­
  tent, although there are vile beings truly deserving the title 
  "demon", but instead, the danger lays with beings so far re­
  moved from humanity that mortals are totally alien and unim­
  portant 
  to 
  them. 
  These 
  alien 
  powers 
  either 
  have 
  no 
  comprehension with regard to the human condition and inadver­
  tently hurt humanoids, or see human life as pets and playthings 
  in much the same way many humans view animal or insect life. 
  These "greater powers" include the alien Elementals, so-called 
  Angels, Spirits of Light, certain primordial demons and beings 
  which humankind has often deemed to be gods, demigods, and 
  great spirits. 
  Quentin Milton (Order #26014138)
  
  Elemental 
  Intelligences 
  Spirits of Earth, Fire, Air, Water 
  Elementals come in all shapes and sizes, and as greater and 
  lesser supernatural beings, but they are as alien as they come. 
  Many lack anything humans would recognize as a body and 
  may appear as a gust of wind, tongue of flame, or talking tree, 
  rock or water spout. When they do manifest a physical presence, 
  some take on a vaguely humanoid appearance, particularly Earth 
  Elementals, perhaps to give the strange two-legged flesh crea­
  tures some point of reference, but other Elementals make no 
  such effort, seeing no reason to do so. 
  Elemental forces have been revered and worshiped as gods, 
  demigods, and nature spirits by humans (and other races) 
  throughout the ages. In part, because the four elements of nature 
  are an everyday part of human existence. And, in part, because 
  ancient shamans, priests and practitioners of magic could sense 
  and sometimes see and communicate with spirits that seemed to 
  be the very embodiment of the four elements. The Coming of 
  the Rifts has made the presence of Elemental beings once again 
  known to humankind. Indeed, many are brought to Rifts Earth 
  without their intention, swept up by magical and dimensional 
  energies beyond their control. Others find Rifts Earth a conve­
  nient gateway to other places, and still others are simply passing 
  through on their way to elsewhere. Most, however, are sum­
  moned by a sorcerer or supernatural force and made to do their 
  bidding. For despite their raw power and Elemental magicks, 
  these beings are often enslaved and forced to do the will of oth­
  ers. It is a fate worse than death for an Elemental, because to an 
  Elemental freedom means everything and they have no - abso-
  lutely zero - interest in the affairs of humans, D-Bees or even 
  the gods. 
  True Elementals are an energy or life-force linked to an Alien 
  Intelligence, but have no physical body. To anchor themselves 
  to this world and the physical plane of existence, they must cre­
  ate a physical body or possess an existing body born of this real­
  ity. Without a physical body an Elemental cannot function or 
  influence the world around it. Furthennore, if the Elemental 
  does not assume a physical body, it will automatically return to 
  its own dimension in 2D6 hours. While this may be desirable to 
  the Elemental being it is not acceptable to those who summon 
  them. For you see, Elementals are regarded, by many, as ideal 
  slaves, servants and powerhouse minions to crush others. 
  The creation of a physical body is the typical means of an­
  choring itself to a dimension outside of its own alien world. The 
  body can be created in an instant by restructuring the fabric of 
  nature. An Elemental's physical body always reflects the crea­
  ture' s  innate nature. Consequently, an Earth Elemental builds its 
  body out of the stuff of Earth: dirt, clay, wood or rock, the Fire 
  Elemental as a thing of flame, the Water Elemental a wall of 
  walking water and the Air Elemental as a vaporous cloud. Fre­
  quently, the body contains some of the distinctive features of the 
  life fonns native to that planet, such as eyes and a mouth, and 
  even a humanoid shape, but little more. 
  Although immortal, an Elemental can be slain by both magic 
  and conventional means. This is sad indeed, for among their 
  own kind they never fight and consequently, never die. Thus, an 
  Elemental cannot even comprehend the meaning of death. Death 
  is not in the creature' s  vocabulary, for one who has always been, 
  always shall be. What they do understand is that sometimes, 
  when one of their kind visits, or is forced to visit, other dimen­
  sions they do not come back. This confuses and angers the 
  Elementals, for fear is also unknown to them. 
  Elementals are totally alien to our world in almost every way. 
  It is this alien nature, along with their frequent enslavement by 
  evil forces they do not understand but must obey, that has led 
  people to believe that all Elementals are heartless, rampaging 
  monsters spawned in the darkest pits of Hell. This belief is not 
  without some merit, for Elementals have absolutely no regard 
  for human or any mortal life. They can callously destroy a town 
  or murder thousands, including women and children, without 
  heed, hesitation or the slightest regret. These deeds are not done 
  out of malice or evil intent, because Elementals lack such moral 
  concepts, but because the mortal creatures of our world, whether 
  they be animal or humanoid, are insignificant to Elementals and 
  those who get in their way get stomped, barbecued, or swept or 
  washed away. Elementals destroy and kill indiscriminately the 
  same way a human might swat a bug that lands on his cheek. 
  After all, does a human stop to think about the mayhem, death, 
  and destruction he has caused when he steps on an anthill? No. 
  And that's how Elementals regard people. Like bugs who barely 
  register their notice. Thus, an Elemental may literally walk 
  through a town as a fire stonn, tornado, tidal wave or stone jug­
  gernaut, smashing everything in its path and killing the strange, 
  ugly little creatures that get in its way and swatting those who 
  assail it without a thought. Elementals (true Elementals) never 
  torture, steal, rape, kill or destroy for pleasure or revenge. Those 
  are feelings they do not experience. Nor do Elementals feel hate, 
  love, friendship, jealousy, ambition, or regret. They are so alien 
  1 06 
  Quentin Milton (Order #26014138)
  
  to life as humans know it, that Elementals have no concept of 
  society, laws, rules, technology, or even animals and other life 
  forms. They never use modem weapons, armor, tools or devices. 
  They are raw, primeval forces of nature that do as they please. 
  They do feel anger and do experience a sort of compassion, 
  kindness, and peace with their own kind or among nature. This 
  can make them rather emotionally volatile and easily angered or 
  provoked to violence when the peace 
  is broken. 
  Sadly, 
  Elementals and humans are simply beyond each other's compre­
  hension. 
  To complicate matters, Elementals are often summoned and 
  forced to go places and do things they would never do on their 
  own. Worse yet, when forced to remain in our dimension under 
  the enslaved service of one of the very humanoid-bugs it barely 
  notices, the creatures become angry and unbelievably hostile, 
  destroying everything they encounter. The rage of an enslaved 
  Elemental is a terrible thing, for they lash out and do what they 
  are commanded to do with little thought or emotion as humans 
  understand them. Their powers are fueled by their rage, the de­
  struction is thereby amplified. 
  Elementals and Warlocks. No one, including Warlocks, un­
  derstands the rapport shared between Elementals and the hu­
  manoid Warlock. It remains a mystery as to how the link, or 
  union, between mortal and Elemental is even possible, let alone 
  established. Warlocks are the only mortal creatures universally 
  accepted by all Elementals. They can communicate, summon, 
  and command Elementals as well as expect to be treated with 
  kindness, favor and respect by these bizarre dimensional visi­
  tors. See the Warlock o. e. e.  in Rifts® Conversion Book One. 
  Elemental Possession 
  The Elemental may also possess lesser supernatural beings, 
  humanoids, animals, or other life forms to anchor itself to our 
  physical plane of existence. Earth Elementals are attracted to 
  trees and may possess a tree or weave a body out of wood, 
  leaves, vines or living plants. In this particular case, the tree or 
  plant body takes on distinctly human features. In the case of the 
  other Elementals, which are less physical in the first place, they 
  are likely to snatch some aspect of their elemental nature, a bit 
  of leaf laced wind or cloud or mist, a water spout or snow 
  mound, a pillar of flame or swirl of smoke and sulfur. Those 
  that choose to possess a living being will usually select an ani­
  mal, seldom a humanoid or any other intelligent life form, 
  though it does, from time to time happen; usually a catatonic 
  body or addle-minded soul. 
  Whatever living being an Elemental may possess, that per­
  son' s/creature's memories, skills and essence are completely 
  submerged by the Elemental spirit. The physical body is trans­
  formed into a Mega-Damage structure, and usually takes on the 
  attributes of the element with the skin, and hair changing color, 
  the eyes crackling with strange energy and even physical pro­
  portions may take on aspects of the possessing Elemental. A be­
  ing possessed by an Air Elemental is likely to acquire a pale 
  complexion with eyes like crystal or amazing blue color, or 
  crackle with electricity; a Water Elemental will tum the crea­
  ture's complexion and hair blue or green and feel cold to the 
  touch; the Fire Elemental will tum skin and hair red or yellow 
  or gold or bronze, with smoke spewing from the nostrils (at least 
  1 07 
  when angry) and/or flame crackling from the eyes or mouth or 
  replacing hair; while an Earth Elemental may give its body skin 
  as hard and tough as stone or as rough as tree bark and hair 
  made of vines or crowned in leaves. On Rifts Earth, where 
  magic energy is free flowing, the physical properties of the 
  physical body are also transformed to those of the possessing el­
  ement, thus, the body of the Air Elemental will walk hovering 
  inches above the ground, fly, tum invisible, and discorporate 
  into a mist to whisk through cracks, etc. If the possessed body 
  had psychic or magic powers, the Elemental will ignore those 
  abilities in favor of its own superior nature abilities. When the 
  Elemental leaves its host body, the person or animal transforms 
  back into his or her normal self with no memory of his life un­
  der the control of the Elemental force. G.M. Note: Elemental 
  possession is comparatively uncommon. Most Elementals create 
  their own element-based body. 
  Note: A supernatural being is only capable of possessing an­
  other living creature when it is in energy form or a psychic en­
  ergy extension of itself is made. Creatures with the ability to 
  possess can try to do so as often as twice per day (24 hour pe­
  riod). 
  A possession attempt is an instantaneous battle of wills. Like 
  all combat in the Palladium system, a 20-sided die is rolled by 
  the possessing entity. This is the attack and the attacker. The de­
  fender, who is the intended victim, gets to roll for a mental 
  block or parry. Again, a 20-sided die is rolled. The high roll 
  wins, the low roll loses, defenders always win ties. Some char­
  acters will have a bonus to save vs possession, giving them an 
  edge in defending against the mental onslaught. 
  Quentin Milton (Order #26014138)
  
  If the defender's roll (Plus bonuses to save vs possession) is 
  lower than the attacker's roll, the character has failed to defend 
  against the possession attack and is immediately possessed. 
  A successful possession means the creature has inhabited the 
  body of the person (or animal) and completely dominates that 
  body. The essence and intellect of the original person is com­
  pletely submerged, dormant, as if asleep, and will have no mem­
  ory of what the possessing force did while in his/her body. 
  Conditions & Restrictions for Elemental 
  Possession: 
  1. The Elemental must forsake a physical body made from 
  the world of around it to possess a living being. The victim of 
  Elemental possession becomes its host body and an anchor to 
  that world. Note only Major Elementals can possess a living be­
  ing. 
  2. Elemental beings and Intelligences can never possess more 
  than one living creature at a time. 
  3. The Elemental being can relinquish its hold over the per­
  son at any time by leaving the body. It can either leave the area, 
  or plane of existence, or anchor itself to this one by creating a 
  body out of the fabrics of nature. Unlike possession by demonic 
  forces or evil Alien Intelligences, the Elemental does not hide 
  inside a person to play games or torment him. For Elementals, 
  the host body is simply an anchor and vehicle for existence in an 
  alien world. 
  4. If the possessing force fails its attempt to possess, the Ele­
  mental gets a second try or it can weave itself a less human body 
  from the fabric of nature. The battle of wills and saving against 
  possession occurs only once, at the very moment of the attack. 
  Once an individual is possessed, he remains so until the possess­
  ing force leaves or is removed. 
  5. The possessed host body is immediately dominated by the 
  Elemental Force and transformed to reflect its nature (as de­
  scribed above). This provides the host body with M.D.C., the 
  power of regeneration, and all the powers and magic of the Ele­
  mental currently controlling and using the body, 
  Bonuses of Transformation: Also see number six. 
  Earth: 400 M.D.C.; resistant to fIre, heat, and cold (half 
  damage). 
  Air: 200 M.D.C.; walks/floats above the ground; impervi­
  ous to heat and cold, fIre does normal damage (consumes ox­
  ygen and other flammable gases). 
  Fire: 250 M.D.C.; impervious to fIre and heat, water does 
  damage. 
  Water: 200 M.D.C.; impervious to fIre and resistant to 
  heat and cold (half damage). 
  Note: All can regenerate damage at a rate of 406 M.D.C. 
  per melee round. 
  6. The host body possesses all the natural powers and magic 
  of the Elemental being. 
  See the descriptions of specifIc 
  Elementals elsewhere in this section. 
  7. Getting rid of a possessing force is extremely difficult. 
  Magically, only Exorcism has any chance of success. Banish­
  ment, Control or Summon Beings, and all the rest, are ineffec­
  tive. Of course, one can always try to talk the damned thing out, 
  but that seldom works. Psychic powers can be used to attack the 
  1 08 
  possessing force, but will defmitely provoke the creature to vio­
  lence. A psychic healer can also use his form of exorcism 
  against the possessing entity. The incapacitation of the host 
  body through drugs or magic for long durations (106 months) 
  may entice the entity to leave in search of a more useful body. 
  Destroying the protective Elemental aura and killing the host 
  body will always send the possessing Elemental force back to its 
  own dimension, but doesn't do much good for the victim. 
  Elemental Forces R.C.C. 
  The following abilities and aspects are common to all 
  Elementals and represent the most common manifestations of 
  these bizarre creatures. However, there are countless variations. 
  Note: Elementals are NOT recommended as player characters 
  for any reason. The creatures are just too alien and monstrous. 
  Elementals do, however, make excellent Non-Player Character 
  monsters, henchmen and minions serving (usually against their 
  will) other evildoers, particularly, evil practitioners of magic, 
  demons and gods. 
  Alignment: Typically considered to be Anarchist or Miscreant 
  - Anarchist when left alone, Miscreant when commanded to 
  work acts of destruction or serve an evil master. 
  Attributes: Not applicable in the normal sense. Only specifIc 
  attributes are described under the specifIc Elemental description. 
  The alien I.Q. means that Elementals are considered to be fairly 
  stupid and their actions and motives incomprehensible by hu­
  man standards, about equal to an I.Q. of 4 or 5, and tend to fol­
  low orders quite literally and without regard to others. 
  M.D.C. for Minor Elementals: Minimum of 100, seldom more 
  than 600. 
  M.D.C. for Major Elementals: Minimum of 2000, seldom 
  more than 12,000. 
  Horror Factor: 12 for Minor, 16 for Major. 
  P.P.E.: Also varies dramatically, depending on the actual Ele­
  mental. 
  Size: As an energy being, 1 0  to 1 00 feet (3 to 30.5 m) tall or 
  long or wide. In physical form, typically 8-20 feet (2.4 to 6. 1 
  m), but can be as large as 40 feet (12.2 m). 
  Weight: None as an energy being. Varies dramatically in physi­
  cal form. Air and fIre weigh very little, while water and earth 
  can weigh a mere 600-1200 pounds (270 to 540 kg) at human 
  size to several tons in larger manifestations. 
  Natural Armor Rating: Not applicable as a Mega-Damage 
  creature on Rifts Earth. 
  Natural Abilities: Are listed under specifIc 
  descriptions. 
  Elementals do not breathe, sleep or seem to need food. All 
  Elementals can sense and see other Elementals even if the Ele­
  mental is invisible. 
  Summon Other Elementals: A Major Elemental can summon 
  as many as 406 Minor Elementals as often as four times a day. 
  The Minor Elementals are completely obedient to the Elemental 
  Intelligence. Most Minor Elementals cannot summon others of 
  their own kind. 
  Impervious To: Normal weapons, Horror Factor, disease and 
  poison/toxins, and impervious or resistant to fIre, heat, and cold. 
  Except for fIre, Elementals don't breathe or need air to survive. 
  R.C.c. & Skills: Not applicable - primordial force of nature 
  with unfathomable needs, goals and desires. 
  Quentin Milton (Order #26014138)
  
  Psionics: None. 
  Magic: Varies dramatically with size and type, but is always El­
  emental in nature. Something Different (optional): If one is 
  looking for something different for an Elemental or unique to a 
  particular myth or culture, the spells may be limited to a particu­
  lar type of Elemental Magic. For example, a distinctly Russian 
  or Asian Fire Elemental or Fire Spirit or demon might possess 
  Russian Fire Magic only, while a Russian or Asian Earth Spirit 
  or demon might possess Russian Nature Magic and/or Bone 
  Magic instead of the usual Fire or Earth ElementaVWarlock 
  magic. Similarly, an Elemental based African Air Spirit or 
  demon or Elemental might possess the magic of the African 
  Rain Maker and/or Priest with his chants, songs, dances and cer­
  emonies. An African Earth Elemental may possess Witch or 
  Necromancy Magic, and an African or Asian Water Elemental 
  (or an Elemental whose domain is the ocean or sea) might pos­
  sess Ocean Magic and/or Dolphin Magic, while an ocean or sea 
  Elemental might know only Whale Songs and perhaps level one 
  Air Elemental spells. And so on. Just an idea to spice things up 
  and keep the players guessing. Of course, the type of magic 
  must make sense for the type of Elemental or Elemental Force, 
  demon, spirit or being (in Japan and China that Elemental Force 
  is likely to be a unique type of dragon or nature based 
  demonloni). 
  Vulnerabilities: I .  As noted previously, all Elementals and 
  most forces of nature lack any understanding of mortal society, 
  laws, or most physical life forms, what makes them tick, their 
  frailties or anything, which makes Elementals seem like heart­
  less, marauding destroyers. It also gets them into life and death 
  confrontations and all types of situations that they do not under­
  stand. 
  2. Elementals are vulnerable to magic, psionics and energy 
  attacks/weapons (magic fIre balls, flaming swords, lightning 
  bolt javelins, high-tech energy weapons, etc.). The destruction 
  of the physical body breaks its link to the material world and 
  sends it instantly to its own dimension. 
  3. In energy form, the Elemental can be destroyed by ground­
  ing a piece of hard metal, preferably iron or steel, and impaling 
  the energy sphere with it and touching the ground simulta­
  neously. This discharges the living energy into the ground. 
  Warning! The discharge inflicts ID6xl 00 points of damage 
  ( I D6xl OO M.D. on Rifts Earth) to everything and everybody 
  within a 60 foot diameter (1 8.3 m) from the center of the con­
  tact/discharge point. 
  Attacks per Melee: Typically 4-6 for Minor Elementals and 
  5- 1 0  for most Major Elementals. 
  Bonuses: Varies dramatically. 
  Damage: As per Supernatural P.S. 
  Weapon Note: An Elemental may use a weapon, but typically 
  does not own one. They usually grab anything at hand, from 
  sword to tree trunk. 
  Average Life Span: Immortal unless destroyed in energy form. 
  Habitat: Indigenous to an alien dimension or dimensions. Can 
  be found periodically anywhere in the Megaverse. May be an in­
  dependent agent or the minion of some other power. 
  Enemies: 
  Oblivious 
  to 
  most 
  life 
  forms 
  including 
  self-proclaimed gods and Demon Lords, but are frequently used 
  and/or enslaved by humans and other mortal masters of magic. 
  This turn of events enrages the creature and makes its enslaver 
  its enemy, but one it cannot disobey or kill. Warlocks are con­
  sidered "brothers" or kindred spirits and never an enemy. War­
  locks feel likewise and never send a "brother" Elemental to its 
  doom, or force it into captivity for so long that the Elemental be­
  comes sad or enraged. 
  Allies: Warlocks, other Elementals, and Spirits of Light. 
  Note: A Major Elemental can exist in our dimension without the 
  entire Elemental Intelligence completely entering our world. 
  The intelligence can fragment half its essence to create a Major 
  Elemental Force in an infmite number of different dimen­
  sions/realities, thereby co-existing in two or more worlds simul­
  taneously. When the physical form is destroyed the essence 
  automatically returns to its own dimension. Destruction of the 
  anchoring, physical body and subsequent return to its own di­
  mension also breaks any hold that a practitioner of magic may 
  have had over the Elemental. 
  Elemental Intelligences can also splinter tiny fragments of 
  their essence, much like the Vampire Intelligence and other su­
  pernatural Intelligences, and send them into other dimensions. 
  People often mistake these tiny fragmented essences to be sepa­
  rate, Minor Elementals, which are believed to exist as well. 
  Warlock spells that call upon or seemingly create very simplistic 
  Elemental beings are actually creating tiny fragments from an 
  Elemental Intelligence. Examples of this include Flame Friend, 
  Screaming Wall of Flame, Dancing Fires, Phantom Footman, 
  Phantom, Water Wisps, and the Elemental Golem, among oth­
  ers. The Mud Mound is an actual Lesser Elemental being. 
  RPG Design Note: The Elementals presented here are a combi­
  nation of the characters and concepts fIrst presented in The Pal­
  ladium 
  Fantasy 
  RPG® 
  and 
  the 
  later 
  Beyond 
  the 
  Supernatural™ RPG, with some tweaks, modifIcations and 
  additional clarifIcation for use in a Rifts® setting. 
  Minor Elementals are often independent Elemental beings 
  who are simply smaller, less powerful versions of their Major 
  cousins, but may also be the splintered essence of a young Ele­
  mental Intelligence. Generally, these lesser beings have very 
  limited powers and even less understanding of the human world 
  than their mysterious kin. Like all Elementals, they are free spir­
  its of the Air, Earth, Fire and Water who have no interest in the 
  affairs of mortals and act against humanoids only when sum­
  moned and enslaved by a practitioner of magic or a brother 
  Warlock. 
  Major Air Elemental 
  A Major Air Elemental is typically a fragmented essence of 
  an Elemental Intelligence and possesses great physical and mag­
  ical power. It typically appears as a collection of wind, clouds, 
  vapor and/or electricity swirling around a single giant eye with 
  the cosmos (stars) reflected in it, even during the day. I D4+ l 
  mini-tornados serve as its arms and legs. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: Most mental attributes are unknown quanti­
  ties. Equivalent I.Q. ID4+3, P.S. 4D6+40, P.P. I D4+26, Spd 
  5D6xl 0  
  M.D.C.: 3D6xl ,000. (Has 6D6xl 00 Hit Points and 2D4xl OOO 
  S.D.C. in an S.D.C. setting.) 
  Horror Factor: 16 
  1 09 
  Quentin Milton (Order #26014138)
  
  P.P.E.: 4D6x l OO 
  Size: 30-50 feet (9. 1 to 15.2 m) tall. 
  Weight: Not applicable, basically a being of energy and wind. 
  Natural Abilities in Physical Form: Does not breathe air, hov­
  ers and flies at unlimited altitude and never seems to tire. Turn 
  invisible at will, see the invisible, see in all spectrums of light, 
  nightvision 3000 feet (9 14 m), bio-regenerates 2D6xl0 M.D.C. 
  every minute (or 506 M.D.C. per melee round), identify all con­
  tamination and elements in the air 98%, magically understands 
  all languages, and a natural telepath, range 300 feet (9 1 .5 m). 
  Travel through the smallest cracks and openings, and prowl 
  80%. 
  Special: 
  Limited 
  Invulnerability: 
  Impervious 
  to normal 
  weapons, poison, chemicals, drugs, disease, fife, heat or cold, 
  and even Mega-Damage kinetic type weapons and attacks (Le. 
  Vibro-Blades, bullets, rail gun rounds and most explosives); in­
  flict no damage, they just pass right through! Powerful explo­
  sions that inflict 200 M.D. or more inflict no damage, but cause 
  the Elemental to dissipate, losing one attack/melee action while 
  it reforms itself. 
  Vulnerabilities: M.D. energy blasts, magic and psionic attacks 
  all do normal damage, including magic weapons, while electric 
  attacks inflict double damage. 
  Natural Abilities in Energy Form: Impervious to all but M.D. 
  energy attacks, magic, and psionics. Natural telepath, range is 
  300 feet (9 1 .5 m). Fly and hover in energy form, maximum 
  speed of Mach one (approx. 670 mph/ I On km). Appears as a 
  white glowing vapor, cloud or energy sphere. 
  Attacks per Melee: Ten hand to hand attacks per melee or six 
  spell attacks. 
  Bonuses (in addition to attributes): +6 on initiative, +4 to 
  strike and pany, +6 to dodge, +6 to pull punch, +6 to roll with 
  impact, +7 to save vs magic, +4 to save vs psionic attacks, and 
  impervious to Horror Factor and possession. 
  Damage: As per Supernatural P.S. A body block (like getting 
  slammed by a small whirlwind) does 2D6x l 0  M.D. plus has a 
  0 1 -88% chance of knocking any opponent smaller than the Ele­
  mental down and back 206 yards/meters. The victim loses two 
  melee attacks and initiative, but this attack counts as two of the 
  Major Air Elemental's attacks. 
  Elemental Magic: All Air Elemental Magic equal to a 1 0th 
  level Warlock in regard to damage and duration, but on Rifts 
  Earth, at 1 00 times the normal range of a first level spell ( l Ox in 
  an S.D.C. setting). Opponents need a 1 5  or higher to save vs its 
  magic, plus it also wields the following conventional spell invo­
  cations: Sense Magic, See Aura, Weightlessness, Commune 
  with Spirits, Negation, Heal Wounds, Restoration, Seal, Life 
  Drain, Summon Fog, Summon Rain, and Summon Storm. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  1 1 0  
  Quentin Milton (Order #26014138)
  
  Minor Air Elemental 
  Appears as a light blue, white, or yellow vaporous cloud, of­
  ten with one or two sparkling eyes and a large, toothless maw. 
  May also appear as a whirlwind, or take a humanoid shape that 
  looks quite ghost-like and eerie because they lack any human 
  body features or musculature, glow and have strange eyes. 
  Alignment: Generally considered Anarchist. 
  Attributes of Note: Equivalent I.Q. 4, P.S. 2D6+24, P.P. 
  1 D6+1 6, Spd 3D6x 1 0  
  M.D.C.: 1 D6xl OO (Has 4D6x1 0  Hit Points and 4D6x1 0  S.D.C. 
  points in an S.D.C. environment.) 
  Horror Factor: 12 
  P.P.E.: 1 04x1 00 
  Size: 8- 12 feet (2.4 to 3 .6 m) tall. 
  Weight: Not applicable, basically a being of energy, mist and 
  wind. 
  Natural Abilities: Does not breathe air, turn invisible at will, 
  see the invisible, see in all spectrums of light, nightvision 1 200 
  feet (366 m), identify all elements and contaminants in the air 
  80%, magically understands all languages, 
  bio-regenerates 
  1 04x 1 0  M.D.C. every minute (or 2D4+2 every melee round), 
  Prowl 70%, Land Navigation 98%, and can squeeze through 
  small openings as wind or mist. 
  Special: 
  Limited 
  Invulnerability: 
  Impervious 
  to 
  normal 
  weapons, poison, chemicals, drugs, gas, fife, heat or cold. Even 
  Mega-Damage kinetic type weapons and attacks
  . 
  such as M.,n. 
  punches, kicks, rail gun blasts, ex�losives and VIbro�Blades m­
  flict no damage, they just pass nght through! MedIum explo­
  sions (80 M.D. or more) inflict no damage but �ause �e 
  Elemental to disperse and it loses one attack/melee action whIle 
  it reforms itself. 
  Vulnerabilities: M.D. energy blasts, magic and psionic attacks 
  all do normal damage, including magic weapons, while electri­
  cal attacks inflict double damage. 
  Natural Abilities in Energy Form: Impervious to all but M.D. 
  energy attacks, magic, and psionics. Natural telepath, �ge is 
  300 feet (9 1 .5 m). Fly and hover in energy form, maxImum 
  speed of 340 mph (544 km). Appears as a white glowing vapor 
  or cloud, or energy sphere. 
  Attacks per Melee: Six hand to hand attacks per melee or two 
  spell attacks per melee. 
  . . .  . 
  Bonuses (in addition to attributes): +3 on mItIatIve, +3 to 
  strike, parry, and dodge, +4 to pull punch, +4 to roll with im­
  pact, +5 to save vs magic, +3 to save vs psionic atta�ks, and im­
  pervious to Horror Factor and + 14 to save vs posseSSIOn. 
  Damage: As per Supernatural P.S. - a powerful, h�ering 
  punch-like blast of wind; counts as one attack, range IS 60 feet 
  ( 1 8.3 m) on Rifts Earth (30 in S.D.C. settings). 
  Elemental Magic: All level 1 -4 Air Warlock spells. Opponents 
  need 1 4  or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  . 
  Notes: These are usually independent Elemental bemgs, not 
  fragments from an Elemental Intelligence. 
  1 1 1  
  Major Earth Elemental 
  Fragmented Earth Elemental Intelligence 
  A Major Earth Elemental is a fragmented essence of an Ele­
  mental Intelligence and possesses great physical and magical 
  power. It typically appears as a giant walking mound of packed 
  dirt, clay or rock with a distinctly humanoid shape, i.e., two 
  legs, two arms, some indication of a head and so on. 
  Alignment: Generally considered to be Anarchist or Miscreant. 
  Attributes: Equivalent I.Q. 5, P.S. 4D6+46, P.P. 106+20, Spd 
  3D4xl O  
  M.D.C.: 
  3D6x 1 ,000. 
  (Has 
  6D6x l OO+600 
  for 
  Hit 
  Points, 
  2D4x1 ,000 S.D.C. and an A.R. of 1 6  in S.D.C. environments.) 
  Horror Factor: 1 6  
  P.P.E.: 4D6x l OO 
  Size: 20-50 feet (6. 1 to 1 5.2 m) tall and weighs one to several 
  tons depending on its size and mass. 
  Natural Abilities in Physical Form: Impervious to normal 
  weapons, poison, chemicals, drugs, gas, disease, fife, heat or 
  cold, and does not breathe air. Nightvision 1200 feet (366 m), 
  identify all minerals and earth substances, including gems, 
  plants and substances found in the earth at 98%, Land Naviga­
  tion 98%, and magically understands all languages. Natural 
  telepath, range 200 feet (6 1 m), has the natural magic ability to 
  travel through earth and stone at will (no P.P.E. cost; same as 
  the spell) and bio-regenerates 1 06x l OO M.D.C. every minute 
  (or 2D4x 1 0+20 per melee round). 
  Special: Dimensional Teleport: 32%; same as the demonic 
  ability. 
  Special: Create Stone: The Major Earth Elemental can create 
  stone out of thin air at the cost of one P.P.E point per 200 
  pounds (90 kg). These rocks are usually created to be hurled at 
  opponents, inflicting 5D6 M.D., effective range is 3000 feet 
  (9 14 m), no strike bonus applies. The creation of each boulder 
  counts as one melee action, throwing it is another. 
  Special: Stone Shower: For the cost of one P.P.E. point, the 
  greater Elemental can produce a shower or spray of small stones 
  to pelt an opponent. The shower is directed by pointing and the 
  stones appear to shoot from the monster's hands. Each blast of 
  stones counts as one melee attack, and does either 3D6 S.D.C. 
  or 2D6 M.D. (the creature's choice), range is 200 feet (6 1 m). 
  Natural Abilities in Energy Form: Impervious to all but M.D. 
  energy attacks, magic, and psionics. Natural telepath, range is 
  200 feet (6 1 m). Fly and hover in energy form at a maximum 
  speed of 200 mph (320 km). Appears as a grey and white glow­
  ing sphere. 
  Attacks per Melee: Eight hand to hand attacks per melee or six 
  spell attacks per melee. 
  Bonuses (in addition to attributes): +1 on initiative, +3 to 
  strike and parry, +3 to pull punch, +3 to roll with impact, +6 to 
  save vs magic, +4 to save vs psionic attacks, and impervious to 
  Horror Factor and possession. 
  Damage: As per Supernatural P.S. A body block/ram does 
  2D6x10 M.D. plus has a 0 1-82% chance of knocking down any 
  opponent its own size or smaller. The victim loses two melee at­
  tacks and initiative, but the ram counts as two of the Elemental' s  
  attacks/actions. Th e  Elemental can also create stones out of thin 
  air and hurl them. 
  Quentin Milton (Order #26014138)
  
  Elemental Magic: All Earth Elemental magic equal to a 1 0th 
  level Warlock in regard to damage and duration, but on Rifts 
  Earth, all spell ranges are 1 00 times the range of a first level 
  spell. Other spells include See the Invisible, Sense P.P.E., 
  Shadow Meld, Climb, Purification of Food and Water, Spoil 
  (Food and Water), Time Slip, Life Drain, Animate and Control 
  Dead, Commune with Spirits, Negation, Sickness, Summon and 
  Control Animals, Summon Canines, Summon Rodents, Id Bar­
  rier, Create Stone Golem, Restoration and Transformation. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Major or Minor 
  Lava Monster 
  Some Earth Elementals assume the form of lava in humanoid 
  shape, thinly encrusted with a cooler outer shell. This Elemental 
  appears as a dark grey or black humanoid with red or orange 
  lava glowing from its chest, mouth and eyes (if any). Tiny 
  cracks and fractures across the body also glow red like tiny 
  veins filled with boiling hot blood. Hot to the touch. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 4, P.S. 2D6+24, P.P. I D6+ 14, Spd 
  6D6+1 0  
  Size: Typically 8- 12 feet (2.4 to 3 .6 m )  tall. 
  1 1 2  
  Weight: One or two tons. None as an energy being. 
  M.D.C.: On Rifts Earth the creature is a Mega-Damage being 
  with 
  I D6x 1 00+200 
  M.D.C. 
  if a Minor Elemental 
  and 
  ID6xl ,000 +200 M.D.C. if a Major Elemental. (Minor ones 
  have 6D6x l 0  Hit Points and 3D6x l 0  S.D.C., Major ones have 
  6D6xl 00 Hit Points and I D6xl ,000 S.D.C., and both have an 
  A.R. of 1 6  in S.D.C. environments.) 
  P.P.E.: Minor: I D6x l OO; Major: ID4xlO00+120. 
  Horror Factor: 15 for Minor Lava Elementals, 17 for Major. 
  Natural Abilities: Impervious to poison, chemicals, drugs, dis­
  ease, heat, and fIre. Does not breathe air. Resistant to normal 
  weapons (do half damage). Nightvision 1 200 feet (366 m), iden­
  tify all minerals, gems, plants and substances that are found in 
  the earth at 80%, Land Navigation 90%, magically understands 
  all languages, and bio-regenerates ID4x l 0  M.D. per melee 
  round! Travel through earth and stone at will (costs no P.P.E.); 
  same as spell, but without limit, same as the Major Earth Ele­
  mental. Also see Damage for special attacks. 
  Vulnerabilities: The usual for any Elementals, though in this 
  case magic fIre attacks and weapons do only half damage, but 
  water-based attacks do double damage. Cold-based attacks do 
  their normal amount of damage. 
  Bonuses (in addition to attribute bonuses): + 1  on initiative, 
  +2 to strike, + 1  to parry, +2 to pull punch, +2 to roll with im­
  pact, +4 to save vs magic, +4 to save vs psionic attacks, imper­
  vious to Horror Factor, and + 14 to save vs possession. 
  Attacks per Melee: Four hand to hand attacks per melee or two 
  spell attacks. 
  Damage: As per Supernatural P.S. of the individual, or by 
  magic or the following special attacks. 
  Quentin Milton (Order #26014138)
  
  Special: Spit Lava: The creature can spit a gob of burning 
  lava up to 20 feet (6 m) away. Initial damage is 3D6 M.D. plus 
  an additional l D6 M.D. per melee round until it is scraped off or 
  cools down (the latter takes 1 0  melee rounds). In addition, there 
  is a 0 1 -20% chance that combustible materials (cloth, hair, 
  wood, etc.) will catch fire and burn. 
  Special: Lava for Blood: Whenever a stabbing or cutting at­
  tack is made the attacker must roll a dodge (which uses up one 
  melee attack/action; 1 2  or higher is needed) or be splattered 
  with lava that oozes and sprays from the wound. A failed roll 
  means getting hit by lava that does 2D6 M.D. per melee round 
  until it is scraped off or cools down (the later takes 1 0  melee 
  rounds). In addition, there is a 0 1 - 1 5% chance that combustible 
  materials (cloth, hair, wood, etc.) will catch fire and burn. 
  Special: Toxic Breath: The Lava Elemental can blow stinging 
  sulfuric gas from its mouth. Range is 20 feet (6 m), damage is 
  limited to I D6 Hit Point/S.D.C. points plus causes burning eyes 
  and choking/gagging. Penalties of victims: - I on all combat ma­
  neuvers and lose one melee attack unless save a vs lethal toxin 
  (needs a 1 6  or higher) is made. Only characters clad in environ­
  mental body armor or wearing a gas mask is not affected. 
  Elemental Magic: All level 1 -3 Earth Warlock spells and all 
  level 1 -2 Fire Warlock spells. Opponents need a 14 or higher to 
  save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Minor Earth Elemental 
  A walking mound of dirt, clay or rock with a vaguely human­
  oid form. Not likely to have any eyes, ears, nose or other signifi­
  cant or human features, then again, sometimes they do. 
  Sometimes mistaken for a Golem or animated statue. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 5, P.S. 2D6+28, P.P. I D6+ 16, Spd 
  6D6+20 
  M.D.C.: I D6x1 00+300 on Rifts Earth. (Has 6D6x 1O for Hit 
  Points, ID6x1 00+300 S.D.C. and an A.R. of 16 in S.D.C. envi­
  ronments.) 
  Horror Factor: 1 3  
  P.P.E.: ID6x 1 00 
  Size: 8-12 feet (2.4 to 3 .6 m) tall. 
  Weight: 1 000 to 2000 pounds (450 to 900 kg). 
  Natural Abilities: Impervious to normal weapons, poison, 
  Damage: As per Supernatural P.S.: Restrained punch 6D6 
  S.D.C. plus P.S. bonus, full strength punch inflicts 5D6 M.D., 
  kick 
  6D6 M.D., 
  power 
  punch 
  I D6x l O+ 1 0  M.D., 
  body 
  block/ram does 6D6 M.D. plus a 70% chance of knocking one' s  
  opponent down (victim loses one melee attack and initiative), 
  but counts as two attacks. The Elemental can also create stones 
  out of thin air and hurl them at opponents, inflicting 5D6 M.D., 
  effective range 600 feet ( 1 83 m). 
  Elemental Magic: All level one through four Earth Warlock 
  spells. Opponents need a 1 4  or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Note: These are usually independent Elemental beings, not frag­
  ments from an Elemental Intelligence. Whether these Minor 
  Elementals are young Intelligences or other species of Elemen­
  tal beings remains a mystery. 
  chemicals, drugs, fire, heat or cold, and does not breathe air. f;'"'!.>¥:'·, __ l 
  Gt.loTOv/C� 
  Nightvision 1200 feet (366 m), identify all minerals and earth 
  substances including gems at 80%, magically understands all 
  languages, and bio-regenerates I D4xl O  M.D.C. every minute 
  (four melee rounds). Travel through earth at will (costs no 
  P.P.E.); same as spell and other Earth Elementals. 
  Attacks per Melee: Five hand to hand attacks per melee or two 
  spell attacks per melee. 
  Bonuses (in addition to attributes): +2 to strike and parry, +2 
  to pull punch, +3 to roll with impact, +5 to save vs magic, +4 to 
  save vs psionic attacks, impervious to Horror Factor, and + 1 4  to 
  save vs possession. 
  1 1 3  
  Mud Mound 
  Minor Earth Elemental 
  The Mud Mound is a Minor Earth Elemental who always as­
  sumes the form of a massive mound of walking mud and goo. 
  The Mud Mound does not have the hard hitting power of the 
  traditional Earth/Stone Elemental, but has its own charm and 
  abilities. 
  Quentin Milton (Order #26014138)
  
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 5, P.S. 2D6+20, P.P. I D6+ 14, Spd 
  4D6+ 1 O  
  M.D.C.: I D6xl 00+50 on Rifts Earth. (Has 4D6x l O  for Hit 
  Points, 3D6xl O  S.D.C. and an A.R. of 1 6  in S.D.C. environ­
  ments.) 
  Horror Factor: 12 
  P.P.E.: 1D4x 1 00 
  8ize: 8-12 feet tall (2.4 to 6 m). 
  Weight: 1000 to 2000 pounds (450 to 900 kg). 
  Natural Abilities: Does not breathe air. Nightvision 1200 feet 
  (366 m), identify all minerals and earth substances including 
  gems at 80%, magically understands all languages, resistant to 
  fIre, heat and cold (does half damage), and bio-regenerates 
  ID4xl 0  M.D.C. every minute (or 2D4+2 per melee round). Can 
  not travel through earth at will, but can travel through mud and 
  does have some additional abilities. 
  Special: Ooze Through Cracks and Openings: The Mud 
  Mound can ooze through small openings and cracks, slide under 
  doors and so on, but it takes I D4 melee rounds for it to com­
  pletely ooze through. 
  Special: Smothering Attack: The Mud Mound can engulf an 
  opponent with part or all of its mud and slime body, characters 
  need a P.S. of 14 or greater to pull themselves free, or need to be 
  pulled free by a comrade or magic (telekinesis, levitation, fly, 
  etc.). Characters whose heads are engulfed in mud will suffocate 
  and die within I D4+ 1 minutes and are limited to one attack per 
  melee round while smothered. Of course, characters in environ­
  mental body armor or with some sort of independent oxygen 
  supply and/or sealed helmet (or goggles and gas mask) are not 
  in jeopardy of being smothered and fIght without penalty. 
  Special: Create a Slick Spot: The Mud Mound deliberately 
  secretes a thin, slick coating of mud on the ground where it has 
  walked, making it difficult for others to walk without slipping. 
  Characters who don't reduce their speed by 25% must roll to 
  maintain their balance or a dodge ( 1 5  or higher) to prevent slip­
  ping and falling. The fall does 1D4 S.D.C. damage and the char­
  acter loses initiative (if he had it) and one melee attack. The 
  coating of mud also means that those who walk over it leave 
  tracks in it and for ID6x l 0  yards/meters after exiting the mess 
  from muddy feet. 
  Special: Impervious to Kinetic & Stabbing Attacks: The 
  physical n�ture of the soft mud makes it so that stabbing attacks, 
  punches, kiCks, thrown spears, arrows, and even bullets from a 
  � either penetrate without damage or slosh right through 
  (without damage). Note that large explosions or lightning blasts 
  (that normally inflict 40 or more points of damage), having great 
  weights drop or slam into it, and falls from great heights do only 
  1 0% their normal damage, but temporarily splatter the Mud 
  Mound. It takes I D4 melee rounds for the creature to literally 
  pull itself back together - it cannot use its magic or launch at­
  tacks until it reforms itself. 
  Vulnerabilities: As per general info for all Elementals, cannot 
  travel through earth and stone, plus magic water attacks inflict 
  double damage! 
  Attacks per Melee: Four hand to hand attacks per melee or two 
  spell attacks per melee. 
  Bonuses (in addition to attributes): + 1 to strike and parry, +4 
  to pull punch, +5 to save vs magic, +4 to save vs psionic attacks, 
  impervious to Horror Factor, and + 14 to save vs possession. 
  Damage: As per Supernatural P.S. 
  Elemental Magic: All level 1 -4 Earth Warlock spells. Oppo­
  nents need a 14 or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Earth-Tree or 
  Plant Elemental 
  Minor or Major Earth Elemental 
  Typically a Minor Elemental that is an independent being, 
  but can also be the splintered essence of an Elemental Intelli­
  gence that possesses a tree or plant life to form its living body. 
  The plants are often distorted to look like a giant humanoid tree 
  or plant monster. Favorite plant types include thorns, vines and 
  trees, or a combination of them. When the Elemental essence 
  leaves its body, the plants revert to normal, although trans­
  planted from their original location. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 5, P.S. 29, P.P. 2 1 ,  Spd 6D6+20 
  M.D.C.: Minor Elemental has I D6xl 00+1 00 on Rifts Earth a 
  Major Elemental has 2D6xl 00+300 M.D.C. (Has 5D6xl 0  for 
  Hit Points, 4D6x l 0  S.D.C. for Minor Elementals. A Major one 
  has the same number of dice x l 00. Both have an A.R. of 14.) 
  Horror Factor: 12 
  P.P.E.: 1D4xl 00 
  8ize: Typically 1 0-20 feet (3 to 6. 1 m) tall for a Minor 
  Earth-Tree, 25-50 feet (7.6 to 1 5 .2 m) tall for a Major Tree Ele­
  mental. 
  Weight: 1 000 to 2000 pounds (450 to 900 kg). 
  Natu�1 Abilities: Impervious to normal weapons, poison, 
  chemicals, drugs, fIre, heat or cold, but magic fIre and plasma 
  weapons 
  inflict 
  double 
  damage. 
  Does 
  not 
  breathe 
  air. 
  Nightvision 1200 feet (366 m), identify all minerals and earth 
  substances, including gems 80%, magically understands all lan­
  guages, and bio-regenerates I D4x lO M.D.C. every minute (four 
  melees). Can not travel through earth at will, but does have 
  some additional abilities. 
  Special Abilities Unique to Plant Elementals: Floats on wa­
  ter, se?se the location of underground water with 90% accuracy 
  ( 1 0  mde/16 km range), sense contaminated water 90%, can ac­
  curately tell time by the position of the sun (as well as sea­
  son/month/day), sense location of other plant life ( 1 0  mile/ 1 6  
  km range), and can attack with multiple limbs and entangle. 
  Attacks per Melee: Minor Plant Elemental: Six hand to hand 
  attacks per melee or two spell attacks per melee. Major Elemen­
  tal: 10 hand to hand or two spell attacks. 
  Bonuses (in addition to attributes): +2 on initiative +2 to 
  strike, +4 to parry, +2 to pull punch, + 1 to roll with im;act, +4 
  to save vs magic, +3 to save vs psionic attacks, impervious to 
  Horror Factor, and + 14 to save vs possession. 
  1 1 4 
  Damage: As per Supernatural P.S. No kick attack, but vines can 
  be used as a whip. 
  Special: Entanglement: The Earth-Tree Elemental can use its 
  vines and branches to entangle and snare its opponents. An en-
  Quentin Milton (Order #26014138)
  
  tanglement attack must be announced and counts as two attacks, 
  but if the strike is successful, the character who is entangled in 
  the branches and vines loses initiative (impossible to regain 
  while entangled), loses half his melee attacks, is -5 to strike, 
  parry and dodge while entangled, and is -50% on skill perfor­
  mance. To get untangled, the character must have a P.S. of 14 or 
  higher and spend an entire melee round ( 1 5  seconds) and all of 
  his melee actions/attacks pulling away from the Elemental. This 
  also means he automatically loses the initiative for the next me­
  lee. In the alternative, comrades can join the struggle to pull the 
  character free. A combined P.S. of 24 will make this an easy 
  task, but still takes about one melee round. 
  Special: Tie Up and Bind Opponents: The Earth-Tree can 
  also use its vines to snugly tie up and hold captured opponents, 
  pinning their limbs and making attacks or melee actions impos­
  sible. The trapped character is held by 304 bonds each with 
  304 M.D.C. The only way to escape is to have a P.S. of 24 or 
  higher (in which case the captive can pull free the same as en­
  tanglement), or each vinelbond must be severed. The Elemental 
  will instantly know when the bonds are broken or when the cap­
  tive slips free. Note: A character cannot be tied up unless he is 
  frrst incapacitated or has been entangled for four or more melee 
  rounds. 
  Special: Whip Attack: The Plant Elemental can use one or 
  more of its vines or branches to whip an opponent. A single vine 
  or branch does 104 M.D. but as many as five can be used simul­
  taneously like a Cat-a-Nine Tails and inflicts 504 M.D. 
  Vulnerabilities: As per general info for all Elementals, plus 
  cannot travel through earth. Elemental Magic: All level 1 -4 
  Earth Warlock spells. Opponents need a 1 4  or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world where 
  there is vegetation and trees, though usually under the control of 
  a mortal power, Greater Demon, mage, dragon, etc. 
  Notes: Appears as a large walking tree or humanoid made of 
  vines and plants. 
  Major Fire Elemental 
  A huge walking mass, wall or pillar of fire, sometimes with 
  vaguely humanoid shape or features, such as a face appearing 
  and disappearing in the flickering frre. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 1 04+4, P.S. 206+22, P.P. 106+20, 
  Spd 6D6+60 
  M.D.C.: 2D4x1 000 on Rifts Earth. (Has 6D6x1 00 for Hit 
  Points, 1 06x l ,000 S.D.C. and an A.R. of 14 in S.D.C. environ­
  ments.) 
  Horror Factor: 14 
  P.P.E.: 3D6x 1 00 
  Size: 20-40 feet (6. 1 to 12.2 m) tall. 
  Weight: Not applicable. None as an energy being. 
  Natural Abilities: Can keep itself from automatically setting 
  frre to any combustibles it touches, but this requires concentra­
  tion (- I on attacks per melee and - I on initiative). Does not 
  breathe air, 
  sees 
  infrared and heat emanations equal to 
  thermo-imaging ( 1 200 feetl366 m), nightvision 1200 feet (366 
  m), see the invisible, can accurately measure temperature, cause 
  spontaneous combustion (like the spell, but costs no P.P.E, 
  range 1 000 feetl305 m), can sense the presence of fire within 
  1 00 miles (160 km), magically understands all languages, and 
  bio-regenerates I D4x 1 O  M.D.C. every minute (or 204+2 per 
  melee round). 
  Special: 
  Limited 
  Invulnerability: 
  Impervious to 
  normal 
  weapons, poison, frre, heat or cold, and even Mega-Damage ki­
  netic types of weapons and attacks such as M.D. punches, kicks, 
  rail gun rounds, explosives and Vibro-Blades inflict no damage, 
  they just pass right through! Large explosions (300 M.D. or 
  more) inflict no damage but cause the Elemental to disperse, 
  losing two attacks/melee actions while it reforms itself. 
  Special: Dimensional Teleport: 23%; same as the demon or 
  dragon ability. 
  Natural Abilities in Energy Form: Impervious to all but water 
  and M.D. energy attacks, magic, and psionics. Natural telepath, 
  range is 300 feet (9 1 .5 m), thermo-imaging ( 1200 feet/366 m), 
  cause spontaneous combustion (like the spell, Ignite Fire, but 
  costs no P.P.E, range 1 000 feetl305 m), can sense the presence 
  of frre within 1 00 miles ( 1 60 km). Fly and hover in energy form, 
  maximum speed of 200 mph (320 km). Appears as a glowing 
  red and orange frre ball. 
  Vulnerabilities: As per all Elementals, energy attacks, magic 
  and psionics all do normal damage, but water attacks inflict dou­
  ble damage and cold based magic inflicts 50% more damage 
  than usual. Large volumes of ordinary water also 
  inflict 
  Mega-Damage to the Fire Elemental, with every 1 0  gallons 
  (37.8 liters) doing 206 M.D., a TW cannonlbazooka blast of 30 
  gallons (1 1 3 .5 liters) of water will inflict 106x l 0  M.D., a 50-60 
  gallon (1 89-227 liter) blast 2D6x l 0  M.D., a rain shower will in-
  1 1 5  
  Quentin Milton (Order #26014138)
  
  flict 1D6x 1 0  M.D. per melee round ( 1 5  seconds), and a down­
  pour from a storm 2D6x 1 0  M.D. per melee round. Anything less 
  than ten gallons has no effect. 
  Attacks per Melee: Nine hand to hand attacks per melee or six 
  spell attacks per melee. 
  Bonuses (in addition to attributes): + 10 to strike, +7 to parry 
  and dodge, +8 to save vs magic, +6 to save vs psionic attacks, 
  + 14 to save vs Horror Factor, + 14 to save vs possession. 
  Damage: As per Supernatural P.S. 
  Special: Fire Punch: A punch by a fiery limb with the inten­
  tion of both striking and burning an opponent. This attack does 
  an extra 206 M.D. and has a 0 1 -86% likelihood of setting any 
  combustible materials on fIre. Likewise, vulnerable plastic will 
  melt and may expose wiring. Counts as one attack. 
  Special: Fire Bolt: A powerful flaming bolt of energy that 
  does 1D6x 1 0  M.D. (counts as one attack and has a range of 
  4000 feetl 1 2 1 9  m). 
  Elemental Magic: All Fire Elemental magic equal to a 1 0th 
  level Warlock in regard to damage and duration, but spell ranges 
  are 1 00 times greater than the frrst level spell. Opponents need a 
  14 or higher to save. Other spells include See the Invisible, Life 
  Drain, Energy Bolt, Impervious to Energy, Energy Field, En­
  ergy Disruption, and Turn Dead. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  1 1 6  
  Minor Fire Elemental 
  A walking wall or pillar of frre usually with vague humanoid 
  features or shape. Basically a smaller version of the Major Ele­
  mental. Often appears as a flaming humanoid or walking wall of 
  flame, usually with one or two blazing yellow eyes, and a large 
  toothless maw. These are usually independent Elemental beings, 
  not fragments from an Elemental Intelligence. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 5, P.S. 206+ 12, P.P. 1 06+1 6, Spd 
  606+40 
  M.D.C.: 1 D6x 1 00 on Rifts Earth. (Has 5D6x1 0  for Hit Points, 
  3D6x1 0  S.D.C. and an A.R. of 14 in S.D.C. environments.) 
  Horror Factor: 14 
  P.P.E.: ID4x l 00 
  Size: 8-12 feet (2.4 to 3 .6 m) tall. 
  Weight: Not applicable. 
  Natural Abilities: Can control itself from automatically setting 
  fIre to any combustibles it touches, but this requires concentra­
  tion (- I on attacks per melee and - I on initiative). Does not 
  breathe air, sees heat emanations equal to thermo-imaging (1200 
  feetl366 m), nightvision 600 feet ( 1 83 m), can accurately mea­
  sure 
  temperature, 
  magically 
  understands 
  all 
  languages, 
  bio-regenerates I D4x l O  M.D.C. every minute (four melees). 
  Special: Limited Invulnerability: 
  Impervious 
  to 
  normal 
  weapons, poison, fIre, heat or cold, and even Mega-Damage ki­
  netic type weapons and attacks, such as M.D. punches, kicks, 
  rail gun rounds, explosives and Vibro-Blades, inflict no damage, 
  they just pass right through! Note that large explosions (80 M.D. 
  Quentin Milton (Order #26014138)
  
  or more) inflict no damage but will cause the Elemental to dis­
  perse, losing two attack/melee actions while it reforms itself. 
  Vulnerabilities: The same as the Major Fire Elemental. 
  Attacks per Melee: Five hand to hand attacks per melee or two 
  spell attacks per melee. 
  Bonuses (attributes included): +7 to strike, +5 to pany, +2 on 
  initiative, +5 to save vs magic, +4 to save vs psionic attacks, 
  + 14 to save vs Horror Factor, + 14 to save vs possession. 
  Damage: Restrained punch 3D6 S.D.C. plus P.S. bonus, full 
  strength punch inflicts I D6 M.D., fire punch 4D6 M.D. (counts 
  as one attack), fire blast: a powerful flaming bolt of energy 6D6 
  M.D. (counts as one attack, range is 400 feet/122 m), body 
  block/ram 4D6 M.D. plus a 45% chance of knocking one's op­
  ponent down and setting him on fire (victim loses two melee at­
  tacks putting out flames and loses initiative); counts as two 
  attacks. 
  Elemental Magic: All level one through four Fire Warlock 
  spells. Opponents need a 1 4  or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Major Water Elemental 
  A Major Water Elemental is usually a fragment from an Ele­
  mental Intelligence, but other times may be an independent Ele­
  mental being. It can appear as a sort of gelatinous mass, like a 
  giant teardrop, or as a wall or pillar of flowing water, to a lum­
  bering creature of ice or a bizarre collection of sea creatures 
  molded into a vaguely humanoid body (the latter being a favor­
  ite more than half the time). As one might expect, the sea crea­
  tures are sheathed in a sheet of flowing water, as if contained 
  within an invisible force field in the shape of a humanoid. When 
  the Major Elemental is done with them, they are redeposited 
  into the water where they return (mostly) uninjured to their nor­
  mal life. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. ID4+4, P.S. 3D6+44, P.P. I D6+20, 
  Spd 2D4xl O  on dry land, but travels through water at Mach one 
  (about 670 mph/IOn km). 
  M.D.C.: 2D6xl ,000 on Rifts Earth. (Has I D4x 1000 +6D6xl O  
  for Hit Points, I D6xl ,000 S.D.C. and an A.R. of 14 in S.D.C . 
  environments. ) 
  Horror Factor: 14 
  P.P.E.: 3D6x 1 00 
  Size: 20-40 feet (6. 1 to 12.2 m) tall and weighs 1 0- 1 4  tons. 
  Natural Abilities: Does not breathe air, nightvision 3000 feet 
  (9 14 m), see the invisible, sense water within a 1 00 mile area 
  ( 1 60 km), can accurately measure precipitation and predict 
  storms, fog, tidal waves, etc., at 97%. Magically understands all 
  languages, and bio-regenerates I D4x l O  M.D.C. every melee 
  round. 
  Special: 
  Limited 
  Invulnerability: 
  Impervious 
  to 
  normal 
  weapons, poison, fire, heat or cold, and even Mega-Damage ki­
  netic type weapons and attacks such as M.D. punches, kicks, rail 
  gun blasts, explosives and Vibro-Blades inflict no damage, they 
  just slosh right through it. Note that large explosions ( 1 00 M.D. 
  or more) inflict no damage, but cause the Water Elemental to 
  disperse, losing one attack/melee action while it reforms itself. 
  Having a great weight drop or slam into it, and falls from 
  great heights do only 1 0% their normal damage, but temporarily 
  splatter the elemental. It takes ID4 melee rounds for the creature 
  to literally pull itself back together - it cannot use its magic or 
  launch attacks until it reforms itself. 
  Special: Complete Invisibility in Water: The Water Elemen­
  tal can complete merge/disappear within a larger body of water 
  and is completely undetectable even by sonar, but must show it­
  self to attack. 
  Special: Seep Through Cracks and Openings: The Water El­
  emental can flow through small cracks, keyholes, and similar 
  openings (counts as one melee action). 
  Special: Water Jet: A powerful burst or jet of water that feels 
  like a punch. Range: 1 00 feet (30.5), Mega-Damage: ID4x l 0  
  (does double damage to vampires and Fire Elementals). 
  Special: Create a Slick Spot: Can deliberately secrete a thin, 
  slick coating of water or frost on the ground where it has 
  walked, making it difficult for others to walk without slipping. 
  Characters who don't reduce their speed by 25% must roll to 
  maintain their balance or a dodge (1 5  or higher) to prevent slip­
  ping and falling. The fall does ID4 S.D.C. damage and the char­
  acter loses initiative (if he had it) and one melee attack. The 
  coating of water or frost also means that those who walk over it 
  will leave tracks in it as well as for I D4x l O  yards/meters after 
  exiting it from wet (possibly muddy) feet. 
  Also see Damage for special smothering attack. 
  Natural Abilities in Energy Form : Impervious to all but fire 
  and M.D. energy attacks, magic, and psionics. Natural telepath, 
  range is 300 feet (9 1 .5 m), can sense the presence of water 
  within 1 00 miles ( 1 60 km). Fly and hover in energy form, maxi­
  mum speed of 200 mph (320 km). Appears as a glowing white 
  or green energy sphere. 
  Vulnerabilities: As per general info for all Elementals, plus 
  magic fire attacks and heat/fIre- based weapons inflict double 
  damage! Magical water attacks do normal damage. Cold-based 
  magic does half damage. 
  Attacks per Melee: Eight hand to hand attacks per melee or six 
  spell attacks per melee. 
  Bonuses: +3 on initiative, +4 to strike, +3 to pany, +6 to dodge, 
  +3 to pull punch, +3 to roll with impact, +6 to save vs magic, +4 
  to save vs psionic attacks, and impervious to Horror Factor and 
  possession. 
  Damage: As per Supernatural Strength or special attacks. 
  Special: Smothering Attack: The Water Elemental can engulf 
  an opponent with part or all of its watery body. Characters need 
  a P.S. of 1 2  or greater to pull themselves free or need to be 
  pulled free by a comrade or magic (telekinesis, levitation, fly, 
  etc.). A character whose head is covered will suffocate and die 
  within I D4+ 1 minutes and is limited to one attack per melee 
  round while engulfed. Of course characters clad in environmen­
  tal body armor or face mask and oxygen supply/diving gear, or 
  with a bionic oxygen implant, are not in danger of suffocation 
  nor do they suffer from the above penalties. Note: A water 
  smothering attack on vampires does 3D4xl O  damage per melee 
  round and a punch from a Water Elemental does 5D6 damage to 
  the undead and any creature with water as a weakness. 
  Elemental Magic: ALL Water Elemental magic equal to a 1 0th 
  level Warlock in regard to damage and duration, but spell ranges 
  are 1 00 times greater than the range of a first level spell. Other 
  1 1 7  
  Quentin Milton (Order #26014138)
  
  spells include See Aura, See the Invisible, Breathe Without Air, 
  Swim as a Fish, Extinguish Fire, Paralysis: Lesser, Escape, Call­
  ing, Purification (food and water), Constrain Being, Commune 
  with Spirits, Negation, Oracle, Banishment, Sanctum, Exorcism, 
  Restoration, Remove Curse, and Heal Wounds. Opponents need 
  a 1 5  or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Minor Water Elemental 
  Appears as a humanoid fountain of water or walking wall of 
  water, often with one or two crystalline blue eyes and a large, 
  toothless maw. These are usually independent Elemental beings, 
  not fragments from an Elemental intelligence. Whether these 
  Minor Elementals are young Intelligences or other beings re­
  mains a mystery. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 5, P.S. 2D6+20, P.P. I D6+1 5, Spd 
  ID6x10+ 1 0  on dry land; speed is doubled in water. 
  M.D.C.: I D6xl 00+50 on Rifts Earth. (Has 5D6x 1 00 for Hit 
  Points, 3D6xl0 S.D.C. and an A.R. of 1 3  in S.D.C. environ­
  ments.) 
  Horror Factor: 12 
  P.P.E.: ID6xl 00 
  1 1 8  
  Size: 5 to 1 0  feet ( 1 .5 to 3 m) tall. 
  Weight: 1 000 to 1600 pounds (450 to 720 kg). 
  Natural Abilities: Does not breathe air, sense water within a 1 0  
  mile area ( 1 6  km), nightvision 3 0 0  feet (9 1 .5 m ;  can see in total 
  darkness), can accurately measure precipitation and predict 
  storms, fog, tidal waves, etc. Magically understands all lan­
  guages, bio-regenerates ID4x l 0  M.D.C. every minute (four me­
  lees). 
  Special: Limited Invulnerability: Same as the Major Water 
  Elemental. 
  Special: Complete Invisibility in Water: The Water Elemen­
  tal can completely merge/disappear within a larger body of wa­
  ter and is completely undetectable even by sonar, but must show 
  itself to attack. 
  Special: Seep through cracks and openings: The Water Ele­
  mental can flow through small cracks, keyholes, and similar 
  openings (counts as one melee action). 
  Special: Water Jet: A powerful burst or jet of water that feels 
  like a punch. Range: 100 feet (30.5), Mega-Damage: 3D6 (does 
  double damage to vampires and Fire Elementals). 
  Special: Create a Slick Spot: Same as the Major Water Ele­
  mental. 
  Attacks per Melee: Five hand to hand attacks per melee or two 
  spell attacks per melee. 
  Bonuses (in addition to attributes): 
  +1 on initiative, +6 to 
  strike, +4 to parry, +1 to pull punch, +5 to save vs magic, +4 to 
  save vs psionic attacks, +14 to save vs Horror Factor, +14 to 
  save vs possession. 
  Damage: As per Supernatural P.S. 
  Special: Smothering Attack: Same as the Major Water Ele­
  mental. 
  Elemental Magic: All level 1 -4 Water Warlock spells. Oppo­
  nents need a 14 or higher to save. 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Ice Monster 
  Minor Water Elemental 
  A different type of Minor Elemental is one that assumes the 
  bipedal shape of an ice monster, typically with sharp, ice dagger 
  claws and icicle teeth. A constant cold mist emanates from the 
  Ice Elemental like the steam that rises from a melting icicle in a 
  hot room. This manifestation provides the Water Elemental with 
  greater strength and M.D.C., but a bit less mobility than the 
  fluid water form. 
  Alignment: Generally considered Anarchist or Miscreant. 
  Attributes of Note: I.Q. 5, P.S. 2D6+26, P.P. I D6+13, Spd 
  ID4xl 0  on dry land; +20 in water. 
  M.D.C.: I D6xl 00+200 
  Horror Factor: 12 
  P.P.E.: 2D6x l 00 
  Size: 7 to 12 feet tall (2. 1 to 3 .6 m). 
  Weight: 1 600 to 2000 pounds (720 to 900 kg). 
  Natural Abilities: Impervious to ocean depths/pressure, cold, 
  Quentin Milton (Order #26014138)
  
  poison, chemicals, drugs, and disease. Does not breathe air. 
  Nightvision 600 feet ( 1 83 m), sense water within a 1 0  mile ( 1 6  
  kIn) range, UnderwaterlLand Navigation 90%, magically under­
  stands 
  all 
  languages, 
  prowl 
  inlunderwater 
  70%, 
  and 
  bio-regenerates 
  ID4x l 0  M.D.C. every minute (four melee 
  rounds) Can also accurately measure precipitation and predict 
  storms, fog, tides, etc., 90%. 
  Create an Ice Slick (Special): Deliberately creates a thin, 
  slick coating of ice on the ground where the Elemental either 
  has walked or points, making it difficult for others to walk with­
  out slipping. Characters who don't reduce their speed by 33% 
  must roll to maintain their balance or a dodge ( 1 5  or higher) to 
  prevent slipping and falling. The fall does 104 S.D.C. damage 
  and the character loses initiative (if he had it) and two melee at­
  tacks. The coating of ice also means that those who walk over it 
  will leave tracks on it and beyond it for 104x l 0  yards/meters 
  from wet (possibly muddy) feet. 
  Also see Damage. 
  Attacks per Melee: Four hand to hand attacks per melee or two 
  spell attacks per melee. 
  Bonuses (in addition to attributes): +3 on initiative +2 to 
  strike, +3 to parry, +1 to pull punch, +2 to roll with im�act, +4 
  to save vs magic, +2 to save vs psionic attacks, impervious to 
  Horror Factor, and + 14 to save vs possession. 
  Damage: As per Supernatural P.S. 
  Special: Arctic Blast: A powerful blast of icy cold that in­
  flicts 106 M.D. (counts as one attack), range is 400 ft ( 1 22 m). 
  Hurl Ice Daggers (Special): The Ice Elemental can simulta­
  neously fire four ice shards or daggers at one particular target. 
  Range: 1 00 feet (30.5 m), Damage: I D6 M.D. (does 4D6 dam­
  age to vampires and double damage to Fire Elementals). 
  Ice Breath (Special): The Ice Elemental can breathe forth a 
  burst of icy particles and bone chilling cold that coats whatever 
  or whoever is breathed upon with a thin layer of frost and in­
  flicts either 4D6 S.D.C. damage or 104 M.D. - plus reduce the 
  combat bonuses of the chilled character by half for one melee 
  round, unless he makes a save vs magic (14 or higher). Range: 
  40 feet ( 12.2 m). 
  Elemental Magic: All level one through four Water Warlock 
  spells. Spell strength is 1 4  (opponents need a 14 or higher to 
  save). 
  Psionics: None. 
  Habitat: May be encountered anywhere in the world, though 
  usually under the control of a mortal power, Greater Demon, 
  mage, dragon, etc. 
  Notes: Appears as a humanoid made of ice or a walking mound 
  of ice and snow, often with one or two crystalline green eyes 
  and a large, icicle encrusted maw. These are usually independ­
  ent Elemental beings, not fragments from an Elemental Intelli­
  gence. 
  Nightbane® RPG 
  Conversions 
  New text & conversions by Kevin Siembieda 
  Original text and concepts by C.J. Carella 
  Rifts Earth is something of a dimensional nexus in and of it­
  self. A portal to a thousand - perhaps tens of thousands - worlds 
  and dimensions. Ironically, despite the fact that Rifts Earth is 
  "connected" to so many other realities, the link to the Darklands 
  is a very narrow one. Unlike the Earth Dimension of the 
  Nightbane reality where the Darklands and Earth are only a hair 
  apart and mirrors serve as the portal from one reality to the 
  other, Rifts Earth is a trillion miles away and one must travel 
  through a thousand doors to reach it from the Darklands, and 
  vice versa. Consequently, it is a rare (and terrible) thing for the 
  denizens of the Darklands to make it to Rifts Earth . When they 
  do, however, it can be a dangerous time for all parties con­
  cerned. 
  1 1 9  
  Humans & Dopplegangers, 
  the link to the Darklands 
  For every mortal human born on Earth - and we do mean 
  "human," not D-Bees - there is a Doppleganger living in the 
  Darklands. This Doppleganger might be thought of as an evil 
  clone or dark reflection of those living on Earth. It is the same 
  age. The same size and appearance. And, through arcane magic, 
  has the same (or mostly the same) knowledge and memories. 
  Some wonder, in fact, if the Dopplegangers of the Darklands are 
  not some strange manifestation of dreams and desires born from 
  Earthlings and given birth as some supernatural aberration in a 
  strange alien dimension. A base and terrible dream-self waiting 
  to swap places with the dreamer. And that's exactly what hap­
  pens on Rifts Earth. When a mortal human, be he a latent 
  Nightbane or psychic, mystic or ordinary Joe, 
  enters the 
  Darklands -
  whether by intent or by accident -
  an evil 
  Doppleganger takes his place in the "real" world. Those unfa-
  Quentin Milton (Order #26014138)
  
  miliar with the Darklands (and that's most people of Rifts Earth) 
  aren't even aware that the "swap" has occurred. Thus, while the 
  "real" people explore the wonders and terrors of the Nightlands, 
  their evil Dopplegangers have free rein in the world they have 
  left behind. Unaware that an evil clone now impersonates them 
  on their home world, dimensional adventurers may remain ab­
  sent from Earth for months, years or decades, leaving the evil 
  Doppleganger to do as it pleases, destroying the real character' s 
  good name and reputation. And once a Doppleganger fmds its 
  way to Earth, it remains there even if the original individual 
  leaves the Darklands or returns home. 
  In order to return to Rifts Earth , the character must fmd a 
  "Mirror" or "Reflecting Portal" (typically a nexus point over, on 
  or near a lake, stream, pond, pool, sea or other body of water, 
  sometimes an actual mirror) to return to his Earth of origin. 
  Characters who are unaware that the Doppleganger even exists 
  may travel and adventure for years without realizing their 
  wicked clone is also out there causing trouble. Mayhem and evil 
  deeds for which the actual character is likely to be blamed. 
  Worse, 
  if 
  the 
  character 
  goes 
  dimension 
  hopping, 
  the 
  Doppleganger is left free rein to run amok on Earth indefinitely. 
  The only way to rid the world of a Nightlands Doppleganger is 
  for the original individual to find and destroy his Doppleganger! 
  This action does not actually kill the infernal creature but breaks 
  its hold on the Rifts Earth reality and forces another swap, send­
  ing it back to the Nightlands and leaving the human back in the 
  space and time where he belongs. 
  D-Bees, demons and creatures of magic may also Rift to the 
  Nightlands if they have been there before or know how to fmd 
  it, but they do NOT have a Doppleganger to replace them, nor 
  can the Nightlords use them to build a bridge to Rifts Earth . 
  The Nightlands' Invasion 
  To the Nightlords and their Princes, the Dopp/egangers rep­
  resent an anchor to Rifts Earth, and the only means by which 
  they can travel to that reality. For only after a Doppleganger has 
  entered the Rifts Earth reality can the Nightlords begin to feel 
  that world and reach for it. However, while a Nightlord can send 
  as many as 50 Minions into the world for 
  every one 
  Doppleganger under his rule, he cannot enter Rifts Earth himself 
  until there are at least one thousand Dopplegangers waiting for 
  his arrival. 
  To 
  facilitate such a turn of events, the fIrst 
  Doppleganger must trick other humans into traveling to the 
  Nightlands. A task that becomes easier and easier with each new 
  passage. To do this, the Doppleganger must have access to a ley 
  line nexus or dimensional portal, or dimensional portal magic. 
  Opening a portal to its native Darklands is the only magic spell 
  the average Doppleganger can cast (unless its human counter­
  part is a practitioner of magic, then it knows all the spells of its 
  shadow self). The cost is a meager 300 P.P.E., but it must be 
  cast only at night and requires a full-length mirror or body of 
  water to serve as the doorway through which the human must 
  pass. 
  When one thousand Dopplegangers sworn to one specifIc 
  Nightlord (and several Night Princes who serve under him) ar­
  rive, that Nightlord or three of his Night Princes may enter that 
  Earthly reality. Note: In the Nightbane® RPG the number is 
  100,000, but on Rifts Earth where magic energy is so strong and 
  1 20 
  the veils of reality so frequently collide, the number is much 
  lower. Ironically, in the Nightbane® RPG setting, Dark Day has 
  sent so many Dopplegangers and Minions to Earth that there are 
  hundreds of thousands of them, and the wall between the light 
  of mortal Earth and the dreaded Darklands is paper thin. On 
  Rifts Earth, the task is actually much more difficult. For one 
  thing, humans recognize and fear the supernatural, making them 
  difficult to be duped by a stranger. Additionally, few have any 
  desire to travel through a dimensional Rift to another world. 
  That limits the Doppleganger to those he or she can trick or de­
  ceive, and adventurer types who are much more daring than the 
  average person. 
  Nightbane® and Nightlords™ 
  How or why the Nightlands are linked to Earth and humanity 
  is a mystery even to the Nightlords. The two may have existed 
  as shadows of one another since the beginning of time - who 
  knows? For each parallel dimension where Earth exists, there is 
  the Nightlands twin just out of sight, but never too far away. On 
  Rifts Earth, where a thousand realities collide, the Nightlands 
  are a distant and difficult realm to reach. There are no 
  Nightbane on Rifts Earth unless they come from another Earthly 
  dimension or are "awakened" by the presence of a Nightlord or 
  Night Prince who has managed to make his way to Rifts Earth . 
  The Nightbane are the antithesis of the Nightlords. A sort of 
  human antibody to invaders from the Nightlands. Whenever a 
  Nightlord or Night Prince enters the reality of Earth, one hun­
  dred Nightbane are born. Likewise, when more than a dozen 
  Dopplegangers swap places with their mortal counterparts, or a 
  dozen other Nightlands Minions enter our reality, a Nightbane is 
  born to counter each. Instinctively, the Nightbane recognize the 
  denizens of the Nightlands as their mortal enemies. Instinc­
  tively, the Nightbane can switch from facade to morphus and 
  draw on supernatural powers and gifts to battle the night mon­
  sters. So it has been in a hundred different realities, so it is on 
  Rifts Earth. Only here, members of both sides are more power­
  ful than in other Earthly realities. Those from the Nightlands are 
  Mega-Damage beings. So are the Nightbane in their inhuman 
  "morphus" fonn - and they are invisible, completely undetect­
  able by the Minions of the Nightlands when in their human "fa­
  cade." However, as humans they are fragile S.D.C.lHit Point 
  creatures. Furthennore, if their human identity becomes known 
  to a Nightlord or his henchmen, that individual is sought out in 
  his human facade and slain before he can transfonn into his su­
  pernatural morphus alter ego. A difficult task because the trans­
  fonnation takes place in a matter of seconds (one melee round), 
  so the evil ones must strike quickly and often without warning 
  lest they face the wrath of an empowered and angry Nightbane. 
  Dark Minions 
  Denizens of the Nightlands 
  Described below are some of the most common denizens and 
  monsters of the Nightlands with stats modified for use in 
  Rifts®. They are all the minions of the Nightlords and Princes 
  and may be sent to Earth as infIltrators, spies, assassins, hench­
  men or part of an invasion force. 
  Quentin Milton (Order #26014138)
  
  Ashmedai 
  The Crawling Horrors 
  Many are the fearsome stories about the Ashmedai, the mon­
  strous servants of the Nightlords said to live in some hellish di­
  mension until the Nightlords summon them. Some legends 
  claim the Ashmedai are actually Nightbane, and that their horri­
  ble worm-like forms are the Nightbane' s  True Shape. Some 
  tales make them the guardians of the mythical Formless Ones, a 
  warrior race who switched allegiance when the Ba'al demons 
  invaded the Nightlands. 
  As an independent race, they have more initiative and 
  self-reliance and are often used by the Nightlords on special 
  missions where the servile Hounds and Hunters won't do. This 
  also means the Ashmedai may act independent of the Nightlords 
  and visit Rifts Earth as demonic free agents. These demons may 
  work alone or join forces with other demons and evil powers, 
  but the worms' malevolent natures make it impossible to form a 
  lasting alliance with any other beings. They enjoy causing trou­
  ble and mayhem and hunt humans for pleasure. On Rifts Earth, 
  they have added Dog Boys, Psi-Stalkers, psychics and sorcerers 
  to their list of challenging and desirable opponents. From time 
  to time, nests of these crawling horrors are found in cities 
  throughout Rifts Earth, where the demonic monsters hunt at 
  will. Fortunately, these nests seldom have more than 4- 1 6  of 
  these horrid things. 
  The true form of the Ashmedai is a worm-like, fleshy giant, 
  with no apparent eyes and four long tentacles protruding from 
  the sides of their serpentine trunk. Their heads are dominated by 
  a gaping maw filled with sharp teeth and four main fangs in 
  each comer. However, the creatures are master shape-shifters 
  able to assume any form they desire. The demons can hide 
  themselves in a human or animal shape, undetected and unsus­
  pected. 
  Only 
  some 
  magical 
  spells, 
  psychic 
  powers 
  and 
  Nightbane Talents can unmask the creatures. 
  In addition to their shape-shifting abilities, the Ashmedai 
  have limited psionic powers that enable them to act as spies and 
  manipulators. A race of supernatural predators, the Ashmedai 
  live not on flesh but on the life force of their victims (also 
  known as Potential Psychic EnergylP.P.E.). While the monsters 
  often bite and tear the victim's flesh, they rarely eat much, if 
  any, of it. The only goal of their brutality is to "flavor" the life 
  energies with terror and agony (also, the victims' P.P.E. reserves 
  are doubled at the moment of death). When hunting on their 
  own, the Ashmedai enjoy stalking and toying with their victims. 
  Their shape-shifting powers make them ideal agents for the 
  Nightlords and other greater supernatural powers. Although the 
  Ashmedai are not adept enough at imitating individuals (base 
  2S% chance of successfully imitating a particular human), they 
  are great for espionage and assassination missions. Some 
  Ashmedai have joined the ranks of the Federation of Magic, 
  where they masquerade as both loyal zealots who support Lord 
  Dunscon and dissenters who challenge him. Since they enjoy 
  chaos and trouble, they fmd the dichotomy fun. Rumor has it 
  that the Ashmedai were also among the demonic agents called 
  upon by the sorcerers of Tolkeen. If true, it is possible a few still 
  linger in the battle zone and may even be impersonating a few 
  Coalition soldiers! 
  1 21 
  Alignment: Typically Diabolic (SOOIo) or Miscreant (40%), with 
  a few Aberrant (1 0%). 
  Attributes: I.Q. 2D6+12, M.E. 2D6+ 1 0, M.A. 2D6+ 1 0, P.S. 
  3D6+14, P.P. 2D6+12, P.E. 3D6+12, P.B. I D4 (or varies with 
  shape), Spd ID4x l 0. Attributes are considered to be Supernatu­
  ral. 
  Size (true form): 8 to 1 2  feet (2.4 to 3 .6 m) from top of the 
  head to the tip of the tail. The tentacles have a reach of 6 feet 
  ( 1 .8 m). Size varies and can be smaller to impersonate humans 
  and other beings. 
  Weight (true form): 300 to 800 lbs ( 1 3 S  to 360 kg). 
  M.D.C.: 4D6x l 0  +190 on Rifts Earth. (Has 2D4xl 0+20 for Hit 
  Points, 3D6x1O+ I SO S.D.C. and an A.R. of 9 in S.D.C. set­
  tings). Reduce M.D.C. by 1 00 while wearing a human-sized 
  shape, and -1 20 when the size of a medium dog, and - I S O  
  M.D.C. in a tiny form like that of a bird, rat, or mouse. No pen­
  alty for large identities. 
  Horror Factor: 14 when its true form is revealed. 
  P.P.E.: 2D4 
  Natural Abilities: Special: Supernatural Vision: Although the 
  Ashmedai have no eyes in their true form, they can see through 
  supernatural senses. They can see the invisible and in total dark­
  ness (up to 2000 feetl6 1 0  m). This works in any and all forms it 
  may select. Bio-regenerate ID6x l 0  M.D.C. every minute (4 me­
  lee rounds). 
  Special: Shape Shifting: The Ashmedai can change shape at 
  will into the form of any living creature, from a mouse to an ele­
  phant. It is believed that mouse-size is the limit and they cannot 
  transform themselves into insects. While wearing an animal 
  form, the Ashmedai can use all the abilities of that form (such as 
  flight, running, swimming, etc.). The Ashmedai can even create 
  monstrous shapes for themselves, with claws, sharp teeth, etc. 
  (refer to the Nightbane Creation Tables for some available ap­
  pearances and abilities). Bionics and other inorganic modifica­
  tions are beyond their abilities, however. Changing into a small 
  creature temporarily reduces the Ashmedai's M.D.C. Changing 
  from one form to the next counts as one melee attack/action. 
  Attacks per Melee: Five, and it may have some Weapon Profi­
  ciencies. 
  Damage: In true form, a tentacle adds 2D6 M.D. to the usual 
  Supernatural P.S. damage. 
  Bonuses: +3 to strike, parry and dodge, +S to roll with fall or 
  impact, +S to pull punch, +3 save vs magic, +S to save vs 
  psionics, +8 to save vs Horror Factor. Not counting attribute bo-
  nuses. 
  Magic Powers: None. 
  Psionic Powers: Alter Aura, Empathy, Mind Block, See Aura, 
  and Telepathy. I.S.P.: 2D4xl 0+20 points. 
  Average Life Span: 300 years, but some have lived much lon­
  ger. 
  Experience Level: ID6+1 (equivalent to a Burster O.C.C.). 
  VulnerabilitieslPenalties: No special vulnerabilities, though 
  they grossly underestimate mortals and love to kill and instigate 
  trouble. 
  R.C.C. Skills: Can learn 8 skills from any category (but cannot 
  ignore prerequisites), with a + 10% bonus plus I.Q. bonus, and 
  an additional 12 Secondary Skills. Combat bonuses from physi­
  cal skills apply only to a human or humanoid shape. Cannot 
  learn any hand to hand combat skills (already has instinctive 
  skills). 
  Quentin Milton (Order #26014138)
  
  Allies: As servants of the Nightlords, the Ashmedai often work 
  side by side with Hounds, Hunters, and Hollow People. Inde­
  pendent Ashmedai may work for or with anybody, and often sell 
  their services as spies, assassins and mercenaries to other evil 
  beings. 
  Note: Ashmedai are known to covet magic and use magic weap­
  ons and artifacts. One such magic item used by elite agents of 
  the Nightlords is an ancient artifact known as Nightbane 's Skins. 
  These black capes are silky and light, and when wom are ab­
  sorbed into the skin until the wearer chooses to remove them. 
  While the Skin is worn, the wearer will "read" as Nightbane, by 
  the senses of other Nightbane, magic spells of detection, and 
  psionic powers. Using this artifact will drain the user of all his 
  P.P.E. until it is removed (p.P.E. recovers as normal). A human 
  (or, for that matter, a vampire) wearing this cape would also reg­
  ister as a Nightbane. 
  Doppleganger R.C.C. 
  Optional Player Character 
  The 
  most 
  common 
  denizens 
  of the 
  Nightlands 
  are 
  Dopplegangers who look exactly like normal humans, although 
  slightly paler. More extraordinarily, they look exactly like spe­
  cific people living on Earth! That's right, almost every adult hu­
  man on Rifts Earth has an exact double living in the Nightlands ! 
  A double with the exact appearance in every way, but the simi­
  larities go beyond physical appearance. Dopplegangers know 
  most of what their human doubles know: Their skills, abilities 
  and capabilities correspond almost exactly with their counter­
  parts' knowledge. Even their personalities (and alignment) are 
  somewhat related, although some Dopplegangers tend to have a 
  twisted version of their doubles' personality, exhibiting the 
  worst traits, including many that are typically repressed or bur­
  ied in the real person's psyche. As a result, most Dopplegangers 
  (80%) are the exact opposite of their doubles (this means that 
  some Dopplegangers of evil people are actually moral, decent 
  beings). Others are completely similar in their physical and 
  mental state as well as alignment. 
  On Rifts Earth, a Doppleganger can coexist with its origina­
  tor in the world. Ordinarily, a Doppleganger will die within 48 
  hours unless he fmds and kills his double or one of them (human 
  or Doppleganger) goes back to the Nightlands. That is not the 
  case on Rifts Earth, because the immeasurable level of magic 
  energy, presence of the supernatural and melding of numerous 
  different realities changes the environment so the Doppleganger 
  and the actual Earthling can exist simultaneously in the same 
  world. Of course, the Doppleganger is aware of his twin (the hu­
  man usually is not), and so it typically travels away to make its 
  own 
  life 
  far 
  from 
  its 
  human 
  twin. 
  Then 
  again, 
  other 
  Dopplegangers may choose to co-exist nearby, double as the 
  real Earthling to plunder that character' s  assets before moving 
  on, or kill him and usurp that person's identity. A good guy sud­
  denly turned bad could be a Doppleganger. 
  Nightlands Dopplegangers are not born or created. They 
  seem to manifest spontaneously in the Nightlands, usually at 
  some point in their double's teen years or early adult life. The 
  Doppleganger then ages at the same rate as its human double. 
  However, if the human double dies or is slain, the Doppleganger 
  1 22 
  is frozen at the age of their demise and lives for as long as a cen­
  tury without growing older. 
  Most Dopplegangers in the Nightlands are in a permanent 
  state of daze, seemingly unaware of their nature and their abili­
  ties. Their lives in the Nightlands are nightmarish mockeries of 
  the lives of their doubles. The creatures get up every "morning" 
  and go to work, eat, and play. They are constantly victimized 
  and bullied by the more powerful and independent dwellers of 
  the Nightlands. Sometimes, Hunters and other predators use 
  Dopplegangers for ''target practice" before they are transported 
  to Earth. The fact that the mortality rate among Dopplegangers 
  is higher than among humans might explain why only one-third 
  to one-fifth of all Earth adults have a living double in the 
  Nightlands. 
  When the Nightlords need the services of a Doppleganger, 
  the unfortunate is brought before them and "awakened" through 
  psionic stimulation and torture. Awakened Dopplegangers real­
  ize who and what they are and are filled with an urge to go to 
  Earth, which they regard as a heavenly world where they can 
  fmd happiness. Many of them gladly serve the Nightlords for a 
  chance of living in the "World of Light," as they call Earth, 
  even for a short while. Most awakened Dopplegangers feel a 
  combination of jealous hatred and envy towards their doubles, 
  and will happily murder them. 
  Once in a while, Dopplegangers awaken spontaneously. Sev­
  eral different circumstances can bring about this event. Some­
  times, the death of their Earth double will create a form of 
  psychic backlash that will snap the Doppleganger out of his 
  daze. Being brought to Earth (usually by accidentally being 
  swept up by a dimensional anomaly) will automatically awaken 
  the Doppleganger - who will realize he has 48 hours to either 
  return to his world or replace his double ifhe is to survive. 
  Good Dopplegangers. Not all Nightlands Dopplegangers are 
  evil monsters. Many who awaken are of good or selfish align­
  ments and choose to oppose the Nightlords and other evil be­
  ings. Not all awakened Dopplegangers feel compelled to go to 
  Earth, either. An awakened Doppleganger can live in the 
  Nightlands indefmitely without killing his human mirror image 
  on Earth. Likewise, if the Doppleganger travels to Rifts Earth 
  (and most do), both can continue to exist without conflict, pro­
  vided the Doppleganger (who knows there is another one of 
  him) avoids contact with that individual. 
  As villains, Doppleganger characters make great spies and 
  assassins. Humans who know about them must constantly worry 
  that 
  someone 
  among 
  them 
  may 
  actually 
  be 
  an 
  enemy 
  Doppleganger, or worse, has killed a friend or ally and has taken 
  hislher place in their organization. The vast number of these 
  creatures waiting in the Nightlands can only add to the level of 
  suspense, drama, suspicion and paranoia of the game setting, 
  particularly a scenario where a Night Prince or Lord has actually 
  managed to get a foothold in our world. 
  One last fact of note: Nightbane never have Dopplegangers, 
  which seems to indicate that Nightbane are indeed a completely 
  separate species. 
  Creating Doppleganger Characters 
  There are two ways to create a Doppleganger. 
  One, "Random" Dopplegangers should be rolled up as per 
  the table below. Skills can be determined randomly or as the 
  Game Master sees fit. 
  Quentin Milton (Order #26014138)
  
  Two, when creating the Doppleganger of a specific person, 
  use the same attributes as the person in question (or roll up the 
  same as a typical human). Regarding skills, roll 1 06 for each 
  skill: A result of 1 or 2 means the skill is not known by the 
  Doppleganger, a 3 -4 means it is known at the same skill level, 
  and a 5-6 means it is known, but at -10% of the human's level. 
  Player character Dopplegangers are rolled up normally. A 
  character who opposes the Nightlords will be considered a trai­
  tor or a fool. Thus, if captured by Dark Minions, the character 
  will be tortured before he or she is fmally slain. It might even be 
  possible for one player to run a normal human and for another to 
  play his twin-like Doppleganger, since both can exist simulta­
  neously in Rifts Earth. This option is only recommended to ma­
  ture role-players. 
  Alignment: 
  Any; 
  when 
  creating 
  a 
  specific 
  individual's 
  Doppleganger, roll percentiles (or choose one): 
  01-20% Same alignment. 
  2 1-50% One "category" down the scale (for example, Princi­
  pled becomes Scrupulous, or Aberrant becomes Miscre­
  ant). 
  5 1-70% One "category" up the scale (for example, Anarchist 
  would be changed to Unprincipled; Principled characters 
  stay the same). 
  7 1-80% Total opposite: Good and selfish characters become 
  evil (Principled and Scrupulous are changed to Diabolic, 
  Anarchist is changed to Aberrant, and Unprincipled is 
  changed to Miscreant) and vice versa. 
  8 1-00% Random change; roll 106 to determine what the 
  Doppleganger's alignment is, counting right after the 
  alignment of the double (for example, if the character was 
  Aberrant, a roll of 1 would mean a change to Diabolic, 2 
  would go back to the "top" and be Principled, 3 would be 
  Scrupulous, and so on). 
  Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P. 
  3D6, P.E. 3D6, P.B. 3D6, Spd 3D6, except has Supernatural 
  Strength. If a copy of a specific character, use the exact stats for 
  that already existing character, only P.S. is Supernatural. 
  Size and Weight: Varies, but within human range. Identical to 
  already existing characters. 
  S.D.C.lHit Points: Use normal rules, but add 20 to the total 
  S.D.C.; Dopplegangers are slightly more resilient than normal 
  humans, but they are still Hit Point and S.D.C. creatures. 
  M.D.C. body armor will be required to survive Mega-Damage 
  combat and settings. 
  Horror Factor: 9 when their true nature is revealed. 
  P.P.E.: I D4; Dopplegangers have less average P.P.E. than most 
  humans. The exceptions are Dopplegangers of human practitio­
  ners of magic, who have two-thirds the P.P.E. of their counter­
  parts (i.e., if a human sorcerer had 120 P.P.E., his Doppleganger 
  would have 80 P.P .E.). 
  Natural Abilities: Dopplegangers do not need food or water to 
  survive, although they enjoy the experience of tasting food. 
  They live by absorbing ambient P.P.E. They heal damage faster 
  than humans, too: One Hit Point/S.D.C. plus P.E. bonuses (if 
  any) of damage are healed every hour! Also, Dopplegangers are 
  immune to the vampire's slow kill bite (see Rifts® World Book 
  One: Vampire KingdomsTMJ and cannot be turned into the 
  undead, though they can be killed by them. 
  Attacks per Melee: Same as humans or its existing identical 
  clone. 
  R.C.C. Skills: Same as a normal human. When creating a 
  player character Doppleganger, determine the O.C.C. of their 
  counterpart to see what skills are available. 
  Damage: As per Supernatural Strength. 
  Bonuses: Awakened Dopplegangers are at +2 to save vs Horror 
  Factor. All other bonuses are the same as for normal humans or 
  identical to their human twin. 
  Magic Powers: Dopplegangers of human magicians can use 
  magic; the rest have no magic abilities. 
  Psionic Powers: Before they awaken, Dopplegangers have no 
  psionic 
  powers. 
  After 
  their 
  awakening, 
  0 1-40% 
  of 
  all 
  Dopplegangers gain minor psionic abilities. Select two powers 
  from one of the three categories, Physical, Healing or Sensitive. 
  Dopplegangers of psychic characters gain all the human's pow­
  ers and two-thirds of their I.S.P. 
  I.S.P.: M.E. plus 2D6, or two-thirds of the human counterpart' s 
  I.S.P. 
  Average Life Span: 200 years after appearing in the Nightlands 
  (usually appears fully-grown in the late teens). 
  Experience Level: Varies, same as humans. If their counterpart 
  is killed, Dopplegangers start at the same level as their mirror 
  image 
  and 
  can 
  advance 
  in 
  level 
  normally. 
  Awakened 
  Dopplegangers can advance in level beyond their double's cur­
  rent experience level if they are more active. 
  VulnerabilitieslPenalties: Magic artifacts and magic weapons 
  inflict double damage to Dopplegangers, but not magic spells. 
  Alliances and Allies: Dopplegangers who serve the Nightlords 
  work under the supervision of Hounds, Hound Masters, Night 
  Princes, Hollow Men and human cultists. Those who fight their 
  former overlords often work alongside Nightbane, vampires, hu­
  mans and even Guardians. 
  Doppleganger Warlord 
  Nightlord Minion 
  Most Dopplegangers are treated as slaves, cannon fodder, 
  and pets by the Nightlords and other minions. Even those who 
  have been "Awakened" and have assumed the identity and 
  knowledge of their human counterpart are generally looked 
  down upon by the true demons and monsters of the Nightlands. 
  Occasionally, however, a few of these Awakened creatures have 
  proven themselves too valuable for the Lords to casually discard 
  or destroy them. The best warriors, sorcerers and scholars are 
  sometimes rewarded for their services with a mystical operation 
  that transforms them into mighty, long-lived creatures, far 
  greater than the average Awakened Doppleganger. 
  The mystical process of transformation involves dipping the 
  candidate into a boiling vat of exotic ingredients, including (it is 
  said) human blood and alchemical elixirs. If the Doppleganger 
  survives (a few are killed by the process), they emerge looking 
  the same as before, but are stronger, heal faster and are physi­
  cally tougher. Because there is no obvious physical change, 
  some say that the magical transformation is really a test of loy­
  alty, and Dopplegangers with treachery in their hearts are found 
  out and destroyed during the process. 
  These reborn and improved Dopplegangers become War­
  lords. Only extraordinary individuals are eligible for elevation 
  to Warlord. Many Nightlords prefer to keep Dopplegangers "in 
  1 23 
  Quentin Milton (Order #26014138)
  
  their place," and feel that rewarding even their best and brightest 
  is detrimental. As a result, only about one third of the Nightlords 
  have any Warlords working for them. Many minions of the 
  Nightlords also dislike these "uppity" creatures and consider 
  them unworthy rivals. The Ashmedai and Hollow Men rarely 
  show loyalty or full obedience to a Doppleganger Warlord. Due 
  to this mistreatment, and despite the fact that only the most loyal 
  Dopplegangers are chosen for magical enhancement, several of 
  these creatures have gone rogue. A few have joined the under­
  ground movements opposing the Nightlords, while others have 
  escaped into the Waste and other realms of Earthly existence 
  like the Earth of the Nightbane® RPG series and Rifts Earth, 
  where they have become bandits, mercenaries or predators. 
  In 
  the 
  Nightlands, 
  Doppleganger 
  Warlords 
  are 
  given 
  Darkblade swords and axes and black armor reminiscent of the 
  suits worn by the Night Princes, though lighter and sometimes 
  offering less protective covering. Their duties in the Nightlands 
  include 
  leading 
  troops 
  (usually 
  Hounds 
  or 
  lesser 
  Dopplegangers), overseeing slaves, and assisting the Night 
  Princes as bodyguards. On Earth , they dress in normal clothing 
  and act as spies, assassins, saboteurs and infiltrators. 
  Note: Renegade 
  Doppleganger 
  Warlords 
  (and 
  ordinary 
  Awakened ones too) can be used as player characters if the 
  a.M. allows it. Keep in mind that such "traitors" will be hunted 
  down with particular fierceness by the Nightlords' Minions, 
  both to prevent them from revealing their secrets to the enemy 
  and to punish them for their betrayal. 
  Alignment: Any, but most servants of the Nightlords are Anar­
  chist (32%) or evil (66%). 
  Attributes: Same as the Doppleganger R.C.C., but with a num­
  ber of bonuses (see below). 
  Black Armor: Light Armor has 90 M.D.C, Medium: 
  140 
  M.D.C. and Heavy: 1 80 M.D.C. None are environmental suits. 
  May also use or wear other types of body armor (especially if in 
  disguise) available to humans on Rifts Earth. 
  Size & Weight: Normal human range. 
  Hit Points: Standard for humans or those of their human clone 
  x2. 
  S.D.C.: Standard for humans or those of their human clone 
  +120 S.D.C. 
  Horror Factor: 1 1  when in their body armor. 
  P.P.E.: Standard. 
  Average Life Span: Believed to be magically raised by a factor 
  of 1 0  or higher, giving an average life span of over 2,000 years! 
  Natural Abilities: Do not need food or water to survive. They 
  live by absorbing ambient P.P.E. All other bonuses are the same 
  as for normal humans or identical to their human twin, and may 
  include attribute bonuses. 
  Special: Enhanced Healing: The Doppleganger's fast healing 
  is speeded up even further; Warlords regenerate one S.D.C. and 
  Hit Point plus P.E. bonuses (if any) per minute. 
  Experience Level: Average I D4+3. 
  Psionic Powers: Before they awaken, Dopplegangers have no 
  psionic 
  powers. 
  After 
  their 
  awakening, 
  0 1-40% 
  of 
  all 
  Dopplegangers gain minor psionic abilities. Select two powers 
  from one of the three categories, Physical, Healing or Sensitive. 
  Dopplegangers of psychic characters gain all the human's pow­
  ers and two-thirds of their I.S.P. 
  Magic Powers: Some Doppleganger Warlords are magicians or 
  mystics, just like normal Dopplegangers. In that case, they have 
  higher P.P.E. than normal. Doppleganger Warlords have the 
  same P.P.E. their mortal counterpart had in life (do not reduce 
  like the normal Dopplegangers). 
  Attacks per Melee: Seven (do not apply Hand to Hand Combat 
  skills). 
  Damage: As per Supernatural Strength. 
  Bonuses: Special: +6 to P.S., +3 to P.E., +2 to P.P., +6 to Spd 
  attributes. + 1 on initiative and +4 to save vs Horror Factor. 
  VulnerabilitieslPenalties: Like other Dopplegangers, Warlords 
  take double damage from magical weapons and artifacts, but not 
  magic spells. 
  R.C.c. Skills: As the Doppleganger R.C.C., but add a +5% bo­
  nus to four skills of choice. 
  Habitat: Can be encountered anywhere, but typically social be­
  ings attracted to cities. All creatures of the Nightlands are rare 
  on Rifts Earth. 
  Allies: As favored servants of the Nightlords, Doppleganger 
  Warlords 
  can command 
  lesser minions like Hounds 
  and 
  Hunters, as well as lesser Dopplegangers. Occasionally, a War­
  lord will be placed in a position of leadership over such super­
  natural creatures as the Ashmedai or Hollow Men too, but those 
  creatures do not like to be ordered around by a member of a 
  slave race. Most often, the Doppleganger Warlord will work 
  alongside such creatures or under the command of a Night 
  Prince or an Avatar. 
  Enemies: Tends to regard other demonic beings as rivals and 
  enemies. 
  Special Weapons: Varies. In the Nightlands, they are equipped 
  with magical Darkblades (Swords do 2D6 or 3D6 M.D. depend­
  ing on size, axes do 4D6 M.D., and pole arms do 5D6 M.D.) or 
  weapons usually assigned to the Hounds. On Rifts Earth, they 
  can use any weapon from magic to an energy rifle, whatever the 
  situation demands. 
  Flesh Lampreys 
  Minions of the Nightlords 
  These disgusting supernatural creatures look like a flattened 
  fish or some sort of manta ray. They are said to come from an­
  other dimension and that a few Nightlords (among them Lilith) 
  use them when a Doppleganger is not available. The creatures 
  can temporarily take over the body of a human being by invad­
  ing the victim's nervous system with its own. This painful and 
  gruesome process occurs when the Flesh Lamprey lands on the 
  victim's torso (front or back). The creature's little mouth tears 
  through most clothing and even light or damaged armor (under 
  20 M.D.C.) in a matter of seconds, then, it stretches itself over 
  its victim's skin while its head burrows into the flesh. This does 
  204 points of damage directly to Hit Points, which means that 
  weak or sickly targets could die as a result. The head of the 
  monster then extends a number of tendrils which travel through 
  the victim's body cavities and connect with all major nerve clus­
  ters in the body, thus seizing control over the victim's body. 
  1 24 
  Once the monster controls the body, it can use it like a pup­
  pet, with a few limitations (see Natural Abilities, below). This 
  takeover is only temporary, however, because Flesh Lampreys 
  Quentin Milton (Order #26014138)
  
  always end up eating their victims from the inside out! Conse­
  quently, using the Flesh Lamprey on a victim only makes sense 
  if one doesn't need to keep the victim alive for more than a few 
  days (two to three weeks at the most). The creatures are still 
  very 
  useful, 
  especially 
  because 
  they 
  appear 
  to 
  be 
  non-supernatural beings, so their biological possession cannot 
  be detected by normal magic or psychic means (telepathy will 
  contact the all-too-aware mind of the victim, which will give the 
  secret away). 
  Alignment: Diabolic. 
  Attributes: I.Q. I D4+1 0, M.E. 1 06+10, M.A. 106+6, P.S. 
  104, P.P. I D6, P.E. 2D6, P.B. 104, Spd 106. While inhabiting 
  a human body, use the attributes of the victim. 
  Size: One foot long and wide (0.3 m), with a thickness of less 
  than one inch. 
  Hit Points: I D6+6; does not become a Mega-Damage creature 
  on Rifts Earth. 
  S.D.C.: 1 06+ 1 5  
  Horror Factor: 13 
  P.P.E.: 4D6 
  Average Life Span: 70 years. 
  Natural Abilities: Special: Biological Possession: Flesh Lam­
  preys can temporarily take control over the body of a human be­
  ing. When exposed to the skin of a victim, the creature stretches 
  itself over the skin of the torso while its head burrows into the 
  flesh. This does 2D4 points of damage directly to Hit Points. At 
  the end of the process, the victim's nervous system has been 
  completely overtaken by the monster. 
  The control is absolute, and the monster gains access to all 
  voluntary functions of the victim. This does not include the vic­
  tim's skills or memory. Only I D4xl 0% of the victim's memo­
  ries and recollections are available to the creature. However, 
  surface memories, including the basic personality of the victim, 
  are clearly accessible. This means a lamprey-controlled human 
  can move, speak and act normally, but may not remember the 
  name of his fIrst cousin or anything about his junior year at col­
  lege. During all of this, the victim is completely, horribly aware, 
  unable to act, and alone with his thoughts. If telepathic commu­
  nication is attempted, the psychic making contact will "hear" the 
  victim's desperate screams for help. 
  The process is only temporary because the Flesh Lamprey 
  will eventually start to feed on the victim, fIrst by absorbing nu­
  trients in the blood, and then actually ingesting the victim's 
  flesh and organs! The feeding process begins ID4+3 days after 
  it takes control. Every day after the feeding starts, the victim 
  loses 1 04 Hit Points and his P.E. and P.S. are reduced by one 
  point. People will notice a pallor in the skin, loss of weight, and 
  1 25 
  increasing weakness in the victim. The feeding continues until 
  the victim dies. Death occurs when either Hit Points or the P.E. 
  attribute hits zero. 
  Removing a Flesh Lamprey is a difficult and dangerous pro­
  cedure. The creature will not let go of its victim, so pulling it off 
  results in the monster tearing apart the insides of the victim's 
  body, killing him or her instantly! 
  There are two ways to remove the hideous thing without kill­
  ing its victim. One is psychic surgery (no further damage to the 
  victim). The other is to kill the creature within one melee round 
  ( 1 5  seconds), ideally with one or two strikes; the dead creature 
  falls off and the victim can receive proper medical attention to 
  heal. Conventional medical surgery takes too long to perform 
  and the sentient Lamprey knows what's going on, kills its victim 
  and tries to escape (typically by burrowing completely inside the 
  dead person and then lunging out and slithering away). 
  Even after the creature is successfully removed, there is no 
  guarantee of mental health. After days or even hours trapped in­
  side your own body while an alien monster controls you and 
  slowly eats you alive, don't expect to come out of the experi­
  ence with your sanity intact. The victim has to save versus in­
  sanity at -8 ! If the save fails, the victim must roll on the Random 
  Insanity Table. Note: Can only affect mortal, S.D.C. beings, not 
  M.D. creatures. 
  Immune to Supernatural Detection: For some reason (perhaps 
  because this is not, strictly speaking, a supernatural being and/or 
  because it merges with another being), Flesh Lampreys do not 
  "read" as supernatural monsters, making them hard to detect 
  through magical or psychic means. Powers like Presence Sense, 
  Sense Magic and Sense Evil do not register the creature unless it 
  is clearly visible. 
  Movement: Flesh Lampreys can slither and climb most sur­
  faces (including walls and ceilings) at a speed of 1 06 (see at­
  tribute). It can also coil itself up and spring or leap up to 1 0  feet 
  (3 m) off the ground or 20 feet (6 m) when leaping down from a 
  perch above ground. If it hits a human or animal body, it will 
  begin burrowing, seeking to take control. 
  Experience Level: Not applicable. 
  Psionic Powers: None. 
  Magic Powers: None. 
  Attacks per Melee: One hand to hand attack per round. 
  Damage: The burrowing process tears through most clothing 
  and begins to penetrate flesh and muscle within one melee 
  round. Within two rounds (30 seconds) it has begun to seize 
  control and within three (45 seconds) it is in complete control of 
  its victim. The burrowing action does 2D4 points of damage di­
  rectly to its victim's Hit Points. That damage is taken at the end 
  of the melee round when it was able to touch skin. Killing or 
  ripping the creature from the body before it can seize control in­
  flicts I D6 points damage direct to Hit Points, but prevents the 
  creature from taking biological possession. 
  The monster can be stopped by body armor even if the head 
  is exposed (it cannot seize control through the head, it must at­
  tach to the stomach or spine in the back). However, it can bite 
  and gnaw at armor inflicting I D4 M.D. damage per melee ac­
  tion. Solid metal armor (not chain mail) will completely stop the 
  creature, synthetic fIbers like Kevlar and M.D.C. plastics and 
  ceramics can eventually be gnawed through. 
  Quentin Milton (Order #26014138)
  
  Bonuses: +2 to strike, +4 to save vs Horror Factor. When con­
  trolling a human body, use the host body' s attribute and skill bo­
  nuses instead. 
  VulnerabilitieslPenalties: None per se. 
  R.C.C. Skills: Can access about a third of all the skills the vic­
  tim knows, including all language and daily behavior skills, and 
  any skills the victim frequently uses, but at -20% proficiency. 
  Habitat: Can be encountered anywhere. All creatures of the 
  Nightlands are rare on Rifts Earth. 
  Allies: Nightlords and Princes. 
  Enemies: Regards most mortal beings as food and playthings to 
  torture. 
  Note: The monster is an S.D.C. creature even on Rifts Earth and 
  is powerless against Mega-Damage creatures like dragons, full 
  conversion 'Borgs and M.D.C. armor. 
  Gauntsteeds 
  Also known as Undead Horses, Gauntsteeds are strange crea­
  tures rumored to be the creation of a Nightlord Sorcerer, but are 
  more likely to be the result of magical mutation or a creature in­
  digenous to another dimension. The animal looks like an emaci­
  ated horse, barely skin and bones. However, its appearance 
  masks a ferocious, predatory monster, for Gauntsteeds feed on 
  the living flesh of other beings. 
  Despite their ferocity and camivorous habits, it is possible to 
  tame a Gauntsteed and use it as a mount. Many members of the 
  Hell Riders have one or more of these creatures instead of a mo­
  tor vehicle. Although the Gauntsteed can be made to learn com­
  mands and follow orders, they are fierce, cantankerous and 
  disloyal; always looking for the first sign of weakness to pounce 
  on their riders. The only way to make a Gauntsteed obedient it 
  to make it truly afraid of its owner. Thus, their riders constantly 
  beat and abuse their mounts. Those who treat them with kind­
  ness risk getting bitten, thrown off, or even attacked and killed! 
  Only a few Gauntsteeds have been captured and tamed by peo­
  ple other than the Hell Riders. Some of the poorer Nightlords, 
  especially those who do not have Living Chariots available, 
  make do with an ordinary chariot driven by these creatures, or a 
  steed as their riding animal. 
  Alignment: Miscreant (50%) or Diabolic (50%). 
  Attributes: I.Q. 2D6, M.E. 206+4, M.A. ID6, P.S. 4D6+1O, 
  P.P. 3D6+1 0, P.E. 3D6+6, P.B. I D6, Spd 2D6x 1 0; Supernatural 
  P.S. and Endurance, low human-like intelligence. 
  M.D.C.: 2D6x l 0  +75 on Rifts Earth. (Has P.E.x2 for Hit Points 
  and 2D6x1 0+30 for S.D.C. and an A.R. of 10 in S.D.C. set­
  tings.) 
  Horror Factor: 10 
  Size: Roughly the same as a riding or racing Earth horse. 
  P.P.E.: 5D6 
  Natural Abilities: Nightvision 1 000 feet (305 m), fast healing 
  (regains half of its M.D.C. after one hour of rest), resistant to 
  magic (takes only half damage from magic spells, magic weap­
  ons and hand to hand damage from creatures with Supernatural 
  Strength), and is impervious to disease and ordinary poisons 
  (magic ones do half damage). Magically understands all lan­
  guages on a basic level, such as simple commands, however, 
  most of the time the animal does not care to follow commands. 
  Attacks per Melee: Three attacks per melee. 
  Bonuses (in addition to attributes): +3 on initiative, +2 to 
  strike with hooves, +3 to strike with its bite, +4 to dodge, +4 to 
  save versus magic, +10 to save vs Horror Factor, and is immune 
  to illusions and illusionary effects. 
  Damage: As per Supernatural P.S. but a kick with the hind legs 
  does an additional +2D6 M.D., while the bite does a total of 
  2D6 M.D. 
  Magic: None. Highly resistant to magical attacks and effects, 
  however. 
  Psionics: None. 
  Average Life Span: 45 years. 
  Habitat: Seen only across the plains of the Nightlands. Usually 
  seen in lands haunted by demons and monsters on Rifts Earth 
  (including Russia, China, and the Midwest of North America) 
  but can be found literally anywhere in any climate and condi­
  tions. 
  Value & Allies: Among some Nightlands tribes, a trairied 
  Gauntsteed is worth twice its weight in food as a riding steed or 
  watchdog. On Rifts Earth, beings willing to take the risk have 
  been known to pay as much as 50,000 credits for one, though 
  since the creature is semi-intelligent, evil beings often make a 
  deal with the creature to work with them as a sort of partner. 
  Enemies: Gauntsteeds prey on all living creatures weaker than 
  they, and occasionally hunt (and are hunted by) Lizard Kings, 
  Giant Scorpions and King Crabs as well as other monstrous 
  predators. 
  Geo-Immortal 
  Geomantic Immortals come from all walks of life, though 
  most of them are Chinese, Japanese or Koreans who sought im­
  mortality by becoming pseudo-demons themselves. Non-Asians 
  are counted among these immortals, but they are a small per­
  centage (6%). These magicians may be good or evil; Immortals 
  of both persuasions have, and do, exist. The power of the ley 
  lines is impartial and neutral, just as a steel sword will cut as 
  deeply when wielded by a sinner as when used by a righteous 
  man. These individuals are mortal humans born on Rifts Earth, 
  the Earth of the past or a parallel Earth dimension, though many 
  now reside in the Nightlands, Wormwood and other dimensions. 
  All Geo-Immortals are experienced in the ways of magic, di­
  mensional travel, and the knowledge and power of ley lines. As 
  long as they stand on or near one of the "Dragon Roads" (an 
  Oriental term for ley lines), they are very powerful and never 
  1 26 
  Quentin Milton (Order #26014138)
  
  age. When away from them, they remain powerful magicians 
  but begin to age at a normal rate. Nightlords use these greedy 
  beings in many of their schemes, and since the Coming of the 
  Rifts, there are more of these mad sorcerers than ever - primar­
  ily in the Orient. 
  Exactly how one becomes a Geo-Immortal is unknown, but it 
  apparently involves pledging allegiance to some dark power (of 
  which the Nightlords are one) or may involve some years of ser­
  vitude or special favors. Everything else is a closely guarded se­
  cret, as immortals like their numbers to be few. To preserve the 
  secret, the process is forgotten once immortality is achieved. 
  Presumably this is accomplished through some means of magic. 
  NPC Villain O.C.C. 
  Alignment: Any, but most are Anarchist (33%), Miscreant 
  (30%), Diabolic (20%) or Aberrant ( 1 0%). 
  Attributes: Human; 3 D6 for all categories, but an I.Q. 13 and 
  M.E. 12 are required to become a Geo-Immortal. 
  O.C.C. Abilities and Bonuses: All knowledge and abilities 
  dealing with ley lines (and they work equally well on Earth, the 
  Nightlands, Rifts Earth, or any world in the Megaverse where 
  ley lines exist). Similar to the Ley Line Walker in that regard. 
  Plus the following: 
  1. Sense Ley Lines: The Geo-Immortal can sense the pres­
  ence of ley lines, whether one is near or far, and can try to fol­
  low his feeling to the source. Degree of success is 25% plus 5% 
  per additional level of experience. Range: 1 0  miles (16 km) per 
  level of experience. 
  2. Read Ley Lines: With but a glance, this mage can gain a 
  great deal of information about a ley line, instantly knowing 
  how long the ley line runs, what directions, whether there are 
  nexus points and in what direction they are located, and whether 
  or not there are any Rifts presently open along the line. 
  aging process is arrested, and does not start again until the sor­
  cerer spends more than a full day away from any ley lines (ley 
  lines have a thickness of about half a mile to a mile (a width of 
  2700-6000 
  feet/823 
  to 
  1 828 
  m). 
  Some 
  truly 
  ancient 
  Geo-Immortals have been known to become obsessed with stay­
  ing at a ley line to the point of being afraid to leave their en­
  chanted area. 
  These 
  mentally unstable 
  characters 
  employ 
  henchmen and minions to do most of their dirty work and have 
  their enemies brought to them rather than confront them away 
  from the life giving lines of energy. 
  6. Open Dimensional Portal: While on a ley line nexus, the 
  Geo-Immortal can open a portal between dimensions. This 
  power takes I D4 hours of concentration, costs 1 00 P.P.E. (the 
  character CANNOT draw energy from the nexus points to fuel 
  this ability, it must come from him or blood sacrifice) and has a 
  base chance of 0 1 -40% plus 3% per level of experience. If the 
  skill roll is successful, a portal opens to a dimension known to 
  the character. If he does not know of any other dimensions, the 
  only place available is the home realm of the supernatural being 
  he has made a commitment to (in many cases that's the 
  Nightlands, Wormwood, Hades or Dyval). Most sorcerers only 
  know of the Nightlands and the Astral Plane. 
  7. Initial Spell Knowledge: Geo-Immortals learn the basic 
  principles of magic in a manner similar to the Line Walker and 
  any mage. However, after forging the link to the ley lines he 
  spends less time than his counterpart in the mastery of spell 
  casting and other forms of magic, instead concentrating on ex­
  panding his mystic link and view of the Megaverse. 
  At level one, the Geo-Immortal may select two spells from 
  each magic level one to four, for a total of eight spells - or one 
  Ley Line Magic spell (counts as two). Each additional level of 
  experience, the character can learn/select two new spells equal 
  to his own level of achievement/experience or one Ley Line 
  Magic spell. 
  3. Ley Line Phasing: The Geo-Immortal also has the power 
  to instantly teleport from one place along a ley line to a specific 
  place alongside the same line. This process takes a great deal of 
  8. Learning New Spells: Additional spells and rituals of any 
  concentration, and cannot be used in combat. After I D4 melee 
  magic level can be learned or purchased at any time, regardless 
  rounds of concentration, the character can teleport anywhere 
  of the Geo-Immortal's experience level, but most rarely do so, 
  along the entire length of the ley line. This power can only be 
  distracted by the power of ley lines and dimensional travel. 
  used a limited number of times, however; once per level every 
  9. Magic Bonuses: +2 to save vs magic (+4 when standing 
  24 hour period. 
  on or near a ley line or nexus point), +3 to save versus posses-
  4. Ley Line Vitality: While standing on or along a ley line, 
  sion and mind control, +5 to save vs Horror Factor. 
  the Geo-Immortal can spend 1 0  P.P.E. to open a connection be-
  10. P.P.E.: Their link with the ley line network gives the 
  tween the line and his body. This connection lasts one minute 
  character more inner P.P.E. than most other practitioners of 
  (four melee rounds) per level of experience. While it is open, the 
  magic. Base P.P.E.: 2D4xl O  in addition to the P.E. attribute. 
  character will be at +5 P.S., +30 S.D.C., and will regenerate 
  Add 3D4 P.P.E. per each additional level of experience. Addi-
  damage at the rate of five S.D.C. and Hit Points per melee 
  tionally, the Geo-Immortal may draw energy from ley lines, 
  round! After the connection is over, however, the mage will feel 
  nexus points, and other people when available. 
  tired and dizzy. Penalties: Loses one melee attack per round, has 
  O.C.c. Skills: Read/Write and Speak Native Language 98%, 
  no initiative, all combat and perception rolls are at a -2 penalty, 
  Basic 
  Math 
  (+25%), 
  Research 
  (+20%), 
  Lore: 
  Geomancy 
  speed is reduced by half, all skill rolls are at - 1 0% and spell 
  (+25%), Lore: two of choice (+ 1 5%), One Technical skill of 
  casting is not possible ! This period of exhaustion lasts I D4xl0 
  choice (+1 0%) and Hand to Hand: Basic, which can be changed 
  minutes. Spending another 1 0  P.P.E. staves off the inevitable 
  to Expert at the cost of two "O.C.C. Related Skills," or Martial 
  collapse for two hours, but when the mage finally "crashes" it 
  Arts (or Assassin if evil) at the cost of three. 
  will be even worse, all the penalties above last 2D4 hours! This 
  O.C.C. Related Skills: Select ten other skills from any category 
  power cannot be used again until after the dizzying weakness 
  except Cowboy and Military. Two must come from the Techni-
  has passed. 
  cal or Science category (+5% skill bonus). Plus select one addi-
  5. Ley Line Healing & Longevity: By simply staying on or 
  tional skill at levels three, six, nine, eleven and fourteen. All 
  near a ley line, the Geo-Immortal can double his healing rate ! 
  new skills start at the base skill level. 
  Furthermore, as long as the character lives near a ley line, the 
  Secondary Skills: The character also gets to select six Second-
  1 27 
  Quentin Milton (Order #26014138)
  
  ary Skills. These are additional areas of knowledge that do not 
  get the benefit of the bonuses listed in parentheses. All Second­
  ary Skills start at the base skill level. Also, skills are limited 
  (any, only, none) as previously indicated. 
  Experience Level: I D4+2; they seldom advance beyond 6th 
  level. 
  Standard Equipment: Map-making utensils, set of ceremonial 
  robes, and equipment and possessions worth no more than 
  4D6xl 000 credits. Most Geo-Immortals strive to possess as 
  many books, scrolls, weapons and items of magic as they can 
  acquire. Some become obsessed with the acquisition of magic 
  and/or power. 
  Money: Starts with 2D4x 1 000 in credits, ancient ones usually 
  acquire a fortune. 
  Habitat: May be encountered anywhere, but the Orient is the 
  most likely place on Rifts Earth. 
  Enemies: See other practitioners of magic, dragons and super­
  natural beings as their rivals, and all lesser beings as pawns, cre­
  tins and fools. Temporal Raiders are seen as their greatest 
  enemy and rival, and the two races have a long standing feud 
  going on. 
  Allies: Frequently associate with creatures of magic, demons, 
  and supernatural beings. Geo-Immortals fancy themselves to be 
  demigods in the making, and as such, expect to associate with 
  "fellow" gods and powerful beings. Part of the Geo-Immortal' s  
  madness i s  delusions o f  grandeur an d  megalomania. 
  Giant Scorpions 
  Giant Scorpions are large predatory creatures said to be nor­
  mal Earth Scorpions mutated by the magical energies released 
  during their dimensional trip to the Nightlands. These monstros­
  ities tend to hunt alone, attacking any moving object (animals, 
  people and vehicles) and striking without provocation. After 
  stinging and killing their victim, the Giant Scorpion regurgitates 
  digestive fluids on the corpse and then sucks in the dissolving, 
  disgusting mess. They can survive without eating or drinking for 
  several weeks, which allows the monsters to travel great dis­
  tances in search of food. Once it has found an available food 
  source (such as an inhabited area), the creature cannot be driven 
  off and must be killed, or it will continue attacking and devour­
  ing every passerby until it has wiped out all living things. 
  Giant Scorpions that approach the Nightlords' city-states are 
  usually killed. A few of the most depraved Nightlords, such as 
  Lord Magog, have captured the giant arachnids and use them as 
  pets, guard animals or for gladiatorial contests. 
  Giant Scorpions sometimes find their way to Earth through 
  dimensional Rifts or are sent to Earth by vindictive and mischie­
  vous Night Princes or Minions. Here they are usually wild mon­
  sters, but can be controlled and directed by Simvan Monster 
  Riders, Psi-Stalkers and other beings with an uncanny ability to 
  tame or commune with animals. They use the Giant Scorpions 
  as pets, and guard and riding animals. 
  Alignment: Considered to be a Diabolic predator. 
  Attributes: I.Q. I D4+2, M.E. 2D4, M.A. 2D4, P.S. 3D6+20, 
  P.P. 3D6+ 1 0, P.E. 3D6+ 1 2, P.B. I D4, Spd ID6x1 0+ 1  O. Super­
  natural attributes. 
  Average Size: Five feet ( 1 .5 m) tall at the shoulder, 8 feet (2.4 
  m) long without the tail, 1 5  feet (4.6 m) long counting the tail, 
  and weighs 900- 1200 pounds (405 to 540 kg). 
  S.D.C.: ID4xl OO 
  Hit Points: P.E. x5 . 
  Horror Factor: 14 
  P.P.E.: 4D6 
  Average Life Span: 50 years. 
  Natural Abilities: Nightvision 2000 feet (6 1 0  m), quick-healing 
  ( I D4xl O  points per 24 hours), and can climb on walls and ceil­
  ings but at half its normal speed. Land Navigation 90%, Track 
  Humanoids or Animals 65% (+5% to follow blood scent), and 
  Swim 50%. 
  Poisonous Stinger: The stab of the stinger inflicts 3D6 M.D. 
  plus injects a lethal venom. A save versus lethal poison (14 or 
  higher) is necessary or the character takes an additional 6D6 
  M.D. points from poison if a Mega-Damage creature or 
  ID4xl 00 S.D.C.lHit Point damage if a mere mortal S.D.C. be­
  ing. The poison feels like the entire body is on fire and imposes 
  a reduction in speed, attacks per melee and all combat bonuses 
  by half. A successful save means the victim takes ID4 M.D. or 
  ID4xl O  S.D.C. damage and feels nauseous (no penalties). Note: 
  This poison does half damage to supernatural beings, but does 
  affect them. 
  Attacks per Melee: Four. 
  Bonuses (in addition to attributes): +2 to strike and parry, and 
  +1 to dodge. 
  Damage: Pincer Arms: As per Supernatural P.S. +2D6 M.D. 
  Stinger: 3D6 M.D. only plus venom (see above). 
  Magic: None. 
  Psionics: None. 
  Value: None. A few primitive tribes make weapons out of the 
  claws and stinger of the creature, but nobody else will pay any­
  thing for it. 
  Habitat: The Nightlands; prefers mountains and caves. 
  Allies: None per se. 
  Enemies: Only intelligent beings bother these creatures; most 
  other animals avoid them at all costs. Occasionally hunted by 
  Gauntsteeds, Lizard Kings, King Crabs and other monstrous 
  predators. 
  Great Hound 
  Great Hounds are giant versions of the Nightlords' most 
  common minion, the Hound. They are very rare, usually found 
  in the Honor Guard that protects the most powerful Nightlords 
  (King Moloch has a regiment of over one thousand of these 
  huge warriors, two hundred of whom follow him wherever he 
  goes; at least four to six of the creatures are always within a few 
  feet of their lord and master. Lady Lilith and Lord Magog also 
  command a few hundred.) They are typically sent on only the 
  most important and deadly missions, functioning like elite com­
  mando squads and squad leaders, as well as elite enforcers. Oth­
  erwise, most remain in the Nightlands. 
  In the lands of darkness, Great Hounds are often found on the 
  front-line of battle, spearheading charges against the troops of 
  rival Nightlords. With the uneasy peace that has been main­
  tained since the Dark Day invasion, these creatures are seldom 
  used against other Ba'al Lords and they can be found mostly 
  1 28 
  Quentin Milton (Order #26014138)
  
  guarding palaces and other important people and sites in the 
  City States. Unlike the real Hounds, these creatures have no su­
  pernatural tracking abilities. In some ways, they are the equiva­
  lent of humanoid attack dogs, kept for their size and ferocity. 
  Alignment: Diabolic (always). 
  Attributes: I.Q. 2D4+2, M.E. 3D4+ 1 ,  M.A. 3D4, P.S. 3D6+24, 
  P.P. 3D6+8, P.E. 3D6+1O, P.B. ID6, Spd ID6xl O+12. Super­
  natural Strength and Endurance. 
  Size: Average 12 feet (3.6 m) tall and weighs 1 000 pounds (450 
  kg). 
  M.D.C.: I D4x1 00+44 on Rifts Earth. (Has P.E. number x4 for 
  Hit Points, 4D6xl O+340 S.D.C. and an A.R. of 1 5  in S.D.C. set­
  tings.) 
  Average Life Span: Unknown; may live for centuries, but are 
  often killed in combat. 
  Psionics: None. 
  Magic: None. 
  Attacks per Melee: As per Hand to Hand: Assassin plus one 
  additional attack per melee round, starting at level one. 
  Damage: As per Supernatural P .S. or by weapon. The Great 
  Hound can use any type of weapon but prefers magic ones, par­
  ticularly giant war hammers that inflict 5D6 M.D. and giant 
  Darkblades that inflict 6D6 M.D. 
  Bonuses (in addition to attributes): + I on initiative, +1 to 
  strike, +4 save vs magic and psionics, +6 to save vs Horror Fac­
  tor, and is immune to all illusions and concealment magic. 
  VulnerabilitieslPenalties: Suffers double damage from magic 
  weapons, items, Nightbane Talents, powers and spells. Other 
  types of spell magic do their normal damage. 
  Allies: Great Hounds serve the Nightlords and their Avatars. 
  Sometimes they are placed under the command of a Night 
  Prince, but most often they receive orders directly from their 
  Lord and masters. While on assignment off-world (i.e. Rifts 
  Earth) they may associate with other evil and supernatural be­
  ings, but only as a means to their master' s goals. 
  Body Armor: None; their own metallic exoskeleton is all the 
  armor they need. 
  Hell Riders 
  The Hell Riders are nomadic Nightlands warriors comprised 
  mostly of Awakened Dopplegangers. Humans and Nightbane 
  are the next two most abundant races. These barbarians are the 
  descendants of escaped slaves from the Nightlords' city-states, 
  and misfits from Earth and other dimensions. They survive by 
  preying on those weaker than themselves, stealing, pillaging and 
  murdering whomever they please. In the harsh world of the 
  Nightlands, there is precious little room for morality or compas­
  sion, and most Hell Riders are tough, merciless despoilers. 
  From time to time, small clans of Hell Riders make it to Rifts 
  Earth (usually due to a dimensional anomaly or magic gone 
  awry), where they continue their lifestyle as roving killers and 
  raiders. 
  Typical Alignment: Anarchist (30%), Miscreant (40%), Dia­
  bolic (20%) and Aberrant (10%). 
  Typical Races: Dopplegangers, humans, Nightbane, Flint Peo­
  ple and dimensional refugees. 
  Horror Factor: 14 
  Attributes: As per the particular race, most are human. There is 
  P.P.E.: ID6x l 0  
  no attribute requirement t o  become a Hell Rider, only a strong, 
  Natural Abilities: Immune to all illusions and powers of con-
  cruel nature. 
  cealment (can see through the Shroud Talent, normal invisibility 
  Hit Points & S.D.C.: As per each race. 
  spells, and any magical or psionic powers of disguise or camou-
  Level of Experience: I D4+ 3 for NPCs. 
  flage), nightvision 2000 feet (6 1 0  m) range. 
  Hell Rider O.C.C. Abilities and Bonuses: Due to the harsh 
  Special: Self-Healing: All damage taken is healed in one hour 
  conditions of life in the Nightlands, Hell Riders gain the follow-
  if allowed to stand still for the entire time (enters a regenerative 
  ing physical bonuses: + I D4 to P.S., +1 to P.E. and +4D6 to 
  trance). Or can heal l D4x l 0  M.D.C. points once per hour while 
  S.D.C. 
  active. 
  O.C.C. Skills: Native Language (98%; 80% speak English), 
  Partial Invulnerability (special): Takes half damage from all 
  Horsemanship (+20%), Piloting: two of choice (+1 5%), Land 
  non-magical weapons and physical attacks. Magic does its nor-
  Navigation (+1 0%), Lore: Nightlands (+1 0%), Prowl (+5%), 
  mal damage. 
  w.P.: three of choice and Hand to Hand: Expert, which can be 
  R.C.C. Skills: Minimal skills. W.P. Blunt, W.P. Sword, Hand to 
  upgraded to Martial Arts or Assassin at the cost of one "O.C.C. 
  Hand: Assassin, Climb 800/0/70%, Swim 98%, and can magi-
  Related" skill. 
  cally understand (but not speak) all languages. 
  O.C.C. Related Skills: Select ten other skills of choice from 
  Experience Level: I D4+2; they seldom advance beyond 6th 
  any category except Electrical, Mechanical, Military and Sci-
  level. 
  1 29 
  Quentin Milton (Order #26014138)
  
  ence. +5% skill bonus for Pilot Related and Rogue skills, + 1 0% 
  for Piloting and Wilderness skills. 
  Secondary Skills: The character also gets to select one Second­
  ary Skill at levels 1 , 2, 3, 5, 7, 1 0  and 1 3 .  These are additional 
  areas of knowledge that do not get the benefit of the bonuses 
  listed in parentheses. All Secondary Skills start at the base skill 
  level. 
  Standard Equipment: A Gauntsteed or motorcycle or dune 
  buggy/Jeep or hovercycle, two ancient weapons of choice, one 
  fIrearm of choice and 106 reloads, survival knife, set of riding 
  clothes, riding boots, cloak, hat, goggles, bedroll, saddle and 
  backpack. 
  High level warriors are likely to have a Darkblade of some kind, 
  ID6 hand grenades, assault rifle and body armor (often stolen 
  from the minions of the Nightlords), and 2D4xl OOO in valu­
  ables. Warlords may have the same extra items as a high level 
  warrior plus a magic item or artifact or heavy weapon, and a 
  Living Chariot or souped-up, armored vehicle and 3D6x l ,000 in 
  valuables. 
  Money: Cash or valuables worth 3D6x l 00 credits for the aver­
  age Rider. 
  Habitat: Primarily the Nightlands, but may be found anywhere 
  in other Earth dimensions from time to time. 
  Enemies: The Nightlords and their minions, but these are sav­
  age, thieving bandits who hate all laws and lawmen and have no 
  regard for life. They take what they want and kill whoever gets 
  in their way. 
  Allies: Other rogues, bandits, evildoers and monsters willing to 
  work as a loyal member of the gang. All others are enemies or 
  victims waiting to be plundered. 
  . 
  Typical Hell Rider War Party: This is a small group of 
  raIders. Larger bands can have as many as 2- 1 0  times this num­
  ber. 
  War Parties 
  can be found almost anywhere in the 
  Nightlands "Waste." The Hell Riders attack any group smaller 
  or the same size as their own. If confronted with tough odds 
  (Le., enemi�s armed with heavy weapons or magic, or a large 
  group of Nlghtbane or other champions), they beat a hasty re­
  treat. 
  Typical Small Group Breakdown: 
  1 leader (either a Nightbane, Doppleganger Warlord, Hound 
  Master or 
  similar medium-
  to 
  high-powered 
  being) 
  mounted on a Gauntsteed or a motorcycle (maybe a 
  hovercycle, rocket bike or robot horse on Rifts Earth). 
  1 30 
  I D4+ 1 Dopplegangers on Gauntsteeds, armed with short 
  bows ( 1 06 S.D.C.), swords and Supernatural P.S. 
  I D4+ 1 Humans on Gauntsteeds or motorcycles, armed with 
  assorted rifles (mostly old-style bolt-action weapons) or 
  pistols. 
  One sorcerer, mystic, psychic, vampire, lesser demon or sim­
  ilar being is often a part of the group. 
  Note: Those who get to Rifts Earth will quickly acquire M.D. 
  weapons, armor, equipment and fast vehicles. 
  Hounds 
  Hounds are actually black-armored, humanoid shock troops 
  of the Nightlords, monsters tlrrough and tlrrough. They are be­
  lieved to be magical constructs, similar to the golems of legend. 
  Unlike golems, however, Hounds do feel emotions and have 
  lusts and desires. Regrettably, those desires are all related to 
  pain and fear. Hounds live for the hunt and slaughter. They are 
  the ultimate warriors and trackers, relentlessly following their 
  prey and then playing with it for a short while before finally de­
  stroying it without mercy. 
  It is unknown how many Hounds exist in the Nightlands, but 
  even the lowliest Nightlord has a hundred or more of these mon­
  sters at his beck and call, while the most powerful ones have en­
  tire armies. In past generations, when there was no Earth to 
  invade, the Hounds marched across the Waste and fought each 
  other to settle the rivalries between their Nightlord masters. An 
  occasional sorcerer or Nightlord cultist would sometimes sum­
  mon a Hound to serve him as a bodyguard or assassin, with the 
  blessing of his true Nightlord master. If a Nightlord can, how­
  ever, establish a base on Rifts Earth (and at least a dozen exist 
  right now), he sends his Hounds to establish a base camp foot­
  hold from which to build his invasion force. As the number of 
  Dopplegangers and Minions sent into the world grows, the 
  Nightlord begins to conquer the indigenous life forms and estab­
  lish a beachhead kingdom. A kingdom surveyed and maintained 
  by Hounds. 
  Hounds appear to be clad in black metal armor, fashioned to 
  look like a skeletal figure. In reality, the "armor" is part of their 
  body, an exoskeleton that cannot be removed. There is some 
  variation in the looks and size of the Hounds, but most of them 
  appear to have been cast from the same hellish mold. They 
  wield bladed sticks, spears and pole arms as their primary weap­
  ons. These blades are magical or supernaturally sharp and 
  strong, becoming Mega-Damage weapons on Rifts Earth, able 
  to pierce, cut and slash open any surface and material. On at 
  least one occasion, troops of Hounds have swarmed over olden 
  day Earth tanks, oblivious to their own casualties, and cut the 
  tanks open like sardine cans, massacring the helpless pilots af­
  terwards! These weapons are not quite as effective against 
  Mega-Damage Structures but are more devastating than the best 
  Vibro-Blades and on par with magic blades. 
  Hounds are the terror of Nightbane and other supernatural 
  creatures, because they have a supernatural sense of "smell" 
  they can use to track down their victims. Nightbane in Morphus 
  form have a powerful supernatural "signature" which the 
  Hounds can follow in a manner similar to the way Nightbane 
  can sense the presence of others of their kind. Although the 
  Quentin Milton (Order #26014138)
  
  power doesn't have a long range, it allows the Hounds to follow 
  the tracks of Nightbane and other supernatural beings, making 
  the creatures very hard to throw off once they have acquired a 
  target. 
  Note: Hounds are evil, supernatural predators who cannot be 
  a player character. 
  Alignment: Diabolic (always). 
  Attributes: I.Q. 2D4, M.E. 3D4, M.A. 3D4, P.S. 3D6+ 14, P.P. 
  3D6+6, P.E. 4D6+4, P.B. 106, Spd 104x l 0. Supernatural 
  Strength and Endurance. 
  Size: 7 feet tall (2. 1 m) and weighs 3 50 Ibs ( 1 57.5 kg). 
  M.D.C.: 2D4xl 0+200 on Rifts Earth. (Has P.E. number x3 for 
  Hit Points, 200 S.D.C. and an A.R. of 1 3  in S.D.C. settings.) 
  Horror Factor: 1 3  
  P.P.E.: 106x l 0  
  Natural Abilities: Immune to all illusions and powers of con­
  cealment (can see through the Shroud Talent, normal invisibility 
  spells, and any magical or psionic powers of disguise or camou­
  flage); nightvision 2000 foot (6 1 0  m) range, expert tracker (see 
  RC.C. Skills) and magically understands all languages (but 
  does not speak; growls, snorts and howls). 
  Self-Healing: Will heal all damage taken if allowed to stand 
  still for an entire hour (enters a regenerative trance), otherwise 
  regenerates 4D6 M.D. per hour of activity. 
  Supernatural Tracking: Can smell supernatural creatures and 
  track them. Range: 60 feet (1 8.3 m). Base skill: 50% plus 5% 
  per 
  level 
  (+1 0% 
  to 
  track 
  Hades 
  Demons, Deevils and 
  Splugorth). 
  Partial Invulnerability: On Rifts Earth the Hounds take no 
  damage from ordinary weapons and half damage from all 
  non-magical M.D. weapons, energy blasts, etc. Magic has full 
  effect and psionics do also. 
  R.c.c. Skills: Minimal skills. Track Humanoids (+30%), Track 
  Animals (+20%), Surveillance & Tailing (+20%), Prowl (+5%), 
  Escape Artist (+5%), Climb (+20%), Swim (+20%), W.P. Pole 
  Arm and W.P. Sword. Can use any weapon, including guns, but 
  without benefit of W.P. bonuses. 
  Attacks per Melee: As per Hand to Hand: Assassin skill + 1 ad­
  ditional attack per melee. 
  Damage: As per Supernatural Strength or Darkblade or other 
  weapon. 
  Darkblades. Knife (large): 3D6 M.D., Short Sword: 3D6 
  M.D., Large Sword: 4D6 M.D., Giant Sword: 6D6 M.D., Spear: 
  4D6 M.D. or Pole Arm 5D6 M.D. Cuts through any S.D.C. ma­
  terials, including steel, like butter, otherwise functions as a 
  Mega-Damage weapon that is itself indestructible. Rarely issued 
  other weapons, but can use just about anything in a pinch. 
  Bonuses (in addition to attributes): +1 on initiative, + 1 to 
  strike, parry and dodge, +3 to save vs magic and psionics, +4 to 
  save vs Horror Factor, +4 on all perception rolls, immune to il­
  lusions and concealment magic and psionics. 
  Magic: None. 
  Psionics: None. 
  Average Life Span: Unknown; may live for centuries, but are 
  often killed in combat or war. 
  Experience Level: 1 04+ 1 .  Almost no Hound progresses be­
  yond the 5th level of experience. 
  VulnerabilitieslPenalties: Takes double damage from magic 
  artifacts, weapons, and Nightbane Talents, powers and spells. 
  Other forms of magic spells do normal damage. 
  Quentin Milton (Order #26014138)
  
  Habitat: Anywhere. If any denizens of the Nightlands are sent 
  to Earth, especially to track down a fugitive or as scouts, enforc­
  ers or an advance invasion force, Hounds will play a vital role 
  and probably represent half the force. 
  Allies: The Hounds serve the Nightlords and their Avatars. 
  Sometimes they are placed under the command of an important 
  Doppleganger or Hollow Man. They typically work side by side 
  with the Hunters (see below). 
  Enemies: The enemies of its Lord and master are its enemies. 
  Otherwise dislikes all other supernatural beings and would prey 
  upon them if left to their own devices. 
  Hound Masters 
  These troop leaders are Hounds graced with higher intelli­
  gence and initiative as a "reward" for their services. They have 
  exoskeletal 
  armor 
  like 
  their 
  lesser 
  brethren, 
  but 
  their 
  skull-helmets are often decorated with twisting horns, and they 
  wear black capes as a badge of office. They are also gifted with 
  minor psionic abilities and powers of illusion that enable them 
  to mask their nature from normal humans. Unlike typical 
  Hounds, the Masters are capable of speech, although they usu­
  ally limit themselves to giving orders, cursing or intimidating 
  victims. 
  Hound Masters are most commonly found leading large bod­
  ies of Hounds (20 or more), or at the head of a smaller team as­
  signed to an "undercover" mission, such as fmding a group of 
  Nightbane or other enemies in an Earth city. In the second case, 
  only 3-5 Hounds (the maximum group a Hound Master can dis­
  guise with his illusionary powers) will back up the Master. 
  Sometimes, these creatures are sent on solo missions, though 
  such activities are typically left to the Night Princes, Nightlord 
  Avatar or other more powerful minions. Only the lesser 
  Nightlords will place so much trust on a "mere" Hound Master. 
  Sometimes, a Hound Master elects to betray his overlords, 
  usually by going over to the service of another Nightlord, less 
  often by going renegade. These outlaws usually become crimi­
  nals and brigands, hunting humans for sport, occasionally fall­
  ing under the control of a powerful sorcerer. It is rumored that a 
  few renegade Hound Masters can be found working (or control­
  ling) some gangs and raiders on Earth. In fact, Rifts Earth offers 
  tremendous opportunity for rogue Hound Masters who can use 
  their powers and skills to become an independent mercenary, 
  enforcer, assassin, spy and thief or squad leader for any number 
  of mercenary, adventurer and private operations. Some may 
  even form their own mercenary or bandit group. 
  Note: Hound Masters are diabolic predators, not recom­
  mended as player characters. If a player character they will be 
  evil or, at best, a ruthless Anarchist. 
  Alignment: Diabolic (50%) or Miscreant (50%). 
  Attributes: I.Q. 2D4+6, M.E. 3D4+3 , M.A. 3D4+3, P.S. 
  2D6+20, P.P. 2D6+12, P.E. 3D6+1 0, P.B. 106, Spd I D6x l 0 .  
  Supernatural Strength and Endurance. 
  Size: 7 feet tall (2. 1  m), plus horns, and weighs 350 pounds 
  ( 1 57.5 kg). 
  M.D.C.: 4D6xl O+40. (Has P.E. x3 for Hit Points, 250 S.D.C. 
  and an A.R. of 14 in S.D.C. settings.) 
  Horror Factor: 14 
  P.P.E.: 2D4x1 O  
  Natural Abilities: Immune to all illusions and powers of con­
  cealment (can see through the Shroud Talent, normal invisibility 
  spells, and any magical or psionic powers of disguise or camou­
  flage); nightvision 2000 foot (6 1 0  m) range, expert tracker, and 
  magically understands and speaks all languages at 98%, though 
  typically a warrior of few words. 
  Self-Healing: Will heal all damage taken if allowed to stand 
  still for an entire hour (enters a regenerative trance). 
  Supernatural Tracking: Can smell supernatural creatures and 
  track them (range: 80 feetl24.4 m, base skill: 60% plus 5% per 
  level). 
  Partial 
  Invulnerability: 
  Takes 
  half 
  damage 
  from 
  all 
  non-magical Mega-Damage weapons and attacks. 
  Illusion Powers: Hound Masters can create illusionary shells 
  around themselves and up to five others. Typically, they will use 
  this power to pass as normal humans or D-Bees. This is a 
  psionic ability costing 4 I.S.P. to disguise themselves, and 8 
  I.S.P. to disguise others. Duration of the Illusion is a period of 
  10 minutes per level of experience for oneself only, or 5 minutes 
  per level of experience to disguise two to five people. 
  1 32 
  Quentin Milton (Order #26014138)
  
  R.c.c. Skills: Track 
  Humanoids 
  (+30%), Track Animals 
  (+25%), Surveillance & Tailing (+20%), Prowl (+1 0%), Escape 
  Artist (+5%), Detect Ambush (+5%), Camouflage (+1 0%), Find 
  Contraband (+1 0%), Climb (+20%), Swim (+20%), W.P. Pole 
  Arm, W.P. Battle Axe and W.P. Sword. Can use any weapon, 
  including guns, but without benefit of W.P. bonuses. 
  Attacks per Melee: Equivalent to Hand to Hand: Assassin, with 
  one additional attack per melee round, starting at level one. 
  Damage: Supernatural Strength (see the Supernatural Strength 
  Table). Typically use bladed staffs for combat (3D6 plus P.S. 
  damage). 
  Bonuses (in addition to attributes): +2 on initiative, +1 to 
  strike, parry and dodge, +3 save vs magic and psionics, +6 to 
  save vs Horror Factor, +4 on all perception rolls, immune to il­
  lusions and concealment created by magic and psionics. 
  Magic: None. 
  Psionic: Minor Psychic abilities limited to Mind Block and Em­
  pathy, in addition to their Illusion Powers, described under Nat­
  ural Abilities. I.S.P.: M.E. attribute number + ID6xl 0 I.S.P., 
  plus 2D6 per level of experience. 
  Average Life Span: Unknown; may live for centuries, but are 
  often killed in combat or war. 
  Experience Level: 2D4+ 1 
  Vulnerabilities: Takes double damage from magic artifacts, 
  weapons and spells. 
  Habitat: Anywhere. If any denizens of the Nightlands are sent 
  to Earth, especially to track down a fugitive or as scouts, enforc­
  ers or an advance invasion force, Hound Masters will play a ma­
  jor, vital role. 
  Allies: Hound Masters serve the Nightlords and their avatars. 
  Sometimes they are placed under the command of an important 
  Doppleganger or Hollow Man or sent on a lone mission leading 
  Hounds or lowly Dopplegangers. They typically work with and 
  command the Hunters. Independent Hound Masters may partner 
  up or strike a deal with all kinds of other demons, monsters and 
  evildoers, including humans. 
  Enemies: The enemies of its Lord and master are its enemies. 
  Otherwise dislikes all other supernatural beings and would prey 
  upon them if left to their own devices. 
  Weapon: Darkblade Spear or two; rarely issued other weapons. 
  Hunters 
  Hunters are the flying companions of Hounds. They too are 
  covered in a black armored exoskeleton, however their head is 
  shaped like a vulture's, with a long, curved beak. Two bat-like 
  wings protrude from their backs, allowing them to fly. They act 
  as the aerial hunters, scouts and messengers of the Nightlords. 
  Typically, there is one Hunter for every ten Hounds in a 
  Nightlord's army. They share the Hounds' love for hunting and 
  murdering innocent victims, and are anxious to be sent into ac­
  tion. 
  In the Nightlands, Hunter patrols of 4- 1 6  (4D4) warriors fly 
  over the roads linking the city-states and also around the area of 
  their master's domain, searching for intruders, enemy armies 
  and monsters from the Waste. The Hunters are exceedingly ad­
  ept at attacking victims living in high-rise buildings or cliff 
  dwellings. They occasionally patrol the night skies of Earth cit­
  ies, giving rise to a whole slew of "monster sightings." 
  1 33 
  Quentin Milton (Order #26014138)
  
  Alignment: Diabolic only. 
  Attributes: I.Q. 2D6, M.E. 3D6, M.A. 3D6, P.S. 3D6+ 14, P.P. 
  2D6+ 10, P.E. 3D6+6, P.B. 106, Spd I D4x 1 O  on the ground, 
  I D4xl 0+40 flying. Supernatural Strength and Endurance. 
  Size: 7 feet tall (2. 1 m) and weighs 400 lbs ( 1 80 kg). 
  A.R.: l 3  against nonnal weapons (zero against magical and su­
  pernatural attacks). 
  M.D.C.: 4D4x1 O+66 on Rifts Earth. (Has P.E. attribute number 
  x3 for Hit Points, 1 80 S.D.C. and an A.R. of l 3  in S.D.C. envi­
  ronments.) 
  Horror Factor: 1 5  
  P.P.E.: I D6x l 0  
  Natural Abilities: Immune to all illusions and powers of con­
  cealment (can see through the Shroud Talent, invisibility spells, 
  and any magical or psionic powers of disguise, illusion, or cam­
  ouflage); nightvision 2000 feet (6 1 0  m) range, expert tracker 
  and magically understands all languages at 85%. Cannot actu­
  ally speak, but can make noise similar to that of an eagle or 
  hawk. 
  Self-Healing: Will heal all damage taken if allowed to stand 
  still for an entire hour (enters a regenerative trance). Otherwise 
  recovers 4D6 M.D. per hour of activity. 
  Supernatural Tracking: Can smell supernatural creatures and 
  track them (range: 1 00 feetl30.5 m). Base skill: 40% +5% per 
  level of experience. 
  Partial 
  Invulnerability: 
  Takes 
  half 
  damage 
  from 
  all 
  non-magical M.D. weapons and attacks. Impervious to ordinary 
  weapons. 
  R.C.c. Skills: 
  Track Humanoids (+20%), Track Animals 
  (+1 5%), Surveillance & Tailing (+30%), Prowl (+5%), Detect 
  Ambush (+5%), Detect Concealment (+5%), Climb (+20%), 
  Swim, W.P. Pole Ann and W.P. Sword. Can use any weapon, 
  including guns, but without benefit of W.P. bonuses. 
  Attacks per Melee: Equivalent to Hand to Hand: Assassin, with 
  one additional attack at level one. 
  Damage: As per Supernatural P.S., but a beak attack only does 
  2D6 M.D., or by weapon. Their favorite weapons are a curved 
  sword (3D6 M.D.) or a pole arm (5D6 M.D.). 
  Bon uses: + 1 on initiative when on the ground, but +3 to initia­
  tive in the air, + 1 to strike, parry and dodge, +2 to dodge while 
  flying, +3 save vs magic and psionics, +5 to save vs Horror Fac­
  tor, +4 on all perception rolls, immune to illusions and conceal­
  ment magic and psionics. 
  Psionic Powers: None. 
  Magic Powers: None. 
  Average Life Span: Unknown; may live for centuries, but are 
  often killed in combat or war. 
  Experience Level: I D4+2. Almost no Hunter progresses be­
  yond the 6th level of experience. 
  VulnerabilitieslPenalties: Takes double damage from artifact 
  weapons and powers. 
  Allies: Hunters tend to work alongside Hounds and other min­
  ions of the Nightlords. 
  Enemies: The enemies of its Lord and master are its enemies. 
  Otherwise hates Gargoyles whom they see as lowly rivals and 
  upstarts and dislikes and distrusts most other supernatural be­
  ings, especially deceivers, tricksters and shape-changers. 
  Weapons: Darkblade Scimitars (3D6 M.D.) and a Pole Ann 
  (5D6 M.D.). Rarely issued other weapons, but a few wield 
  Darkblade Spears (4D6 M.D.). 
  Living Chariots 
  The belief that many if not most of the Nightlord minions 
  used to be the mysterious shape-shifters known as the Formless 
  Ones is reinforced by the fact that some Nightlords enjoy the 
  services of a strange breed of creatures known as Living Char­
  iots. These living beings can transfonn themselves into all man­
  ner of vehicles for their masters, most typically assuming the 
  fonns of an ancient-style war chariot or barge that pulls itself 
  without need for horses, but in recent times, they have also 
  turned into cars, stretch limos, large motorcycles and flying plat­
  fonns. Living Chariots also have the ability to cross in and out 
  of the Nightlands at will, as well as transfonn themselves and 
  their passengers into Astral Beings and enter the Astral Plane, 
  and can fly, drive or swim at astounding speeds. Living Chariots 
  are not mindless constructs and have minds and personalities of 
  their own, though generally of a low to average intelligence. 
  Many of them hate and resent their masters and serve them out 
  of fear. Others enjoy being party to the destruction of other life 
  fonns. 
  Only the most powerful Nightlords enjoy the services of 
  these creatures. They are highly valued, because Living Chariots 
  can protect their passengers from all kinds of harm, freeing the 
  riders to use their powers in entirely aggressive ways with little 
  concern for self-defense. While defended by the magical forces 
  generated by their Living Chariots, Nightlords can unleash their 
  entire might on enemy armies and cities in relative safety. Liv­
  ing Chariots are also considered to be symbols of status among 
  these Ba'al demon lords. Some legends suggest these strange 
  living vehicles were once the most powerful and learned leaders 
  of the Fonnless Ones, and that the Nightlords have stripped 
  them of most of their powers and memories and have bound 
  them into slavery. However, most scholars scoff at these legends 
  and believe they are enchanted devices embodied with the life 
  essence of a living being similar to the fabled rune weapons. 
  One of these creatures' limitations is that they cannot act of 
  their own free will and are unable to move without a passenger 
  or unless their owner/master gives them a verbal or mental com­
  mand. This limitation also makes escape and rebellion impossi­
  ble. If the Living Chariot is stolen by a third party, or its original 
  master is slain, the control of the previous owner is broken and 
  the Chariot falls under the control of his new master. A couple 
  of Night bane and a famous Doppleganger have managed to steal 
  Living Chariots after slaying their masters, but they are the ex­
  ceptions, not the rule. 
  Note: Due to the fact that Living Chariots can only assume 
  the shape of medium-sized or large vehicles, they can only ac­
  commodate 4-8 human-sized passengers at any given time. They 
  are not appropriate as player characters. 
  Alignment: Considered a passive Anarchist. 
  Attributes: I.Q. 2D4+3, M.E. I D6+3, M.A. 106, P.S. 4D6+1O, 
  P.P. 4D6+2, P.E. 4D6+6, P.B. 106+6, Spd maximum 1 00 mph 
  ( 1 60 km) on the ground, 200 mph (320 km) flying, and 50 mph 
  (80 km) in or on water. 
  Size: Varies from the size of a motorcycle to a large van. 
  M.D.C.: I D6xl 00+200 on Rifts Earth, plus force field protec­
  tion for passengers. (Has P.E. number x l 0  for Hit Points, 
  104xl 00+200 S.D.C. and an A.R. of 14 in S.D.C. settings.) 
  Horror Factor: 12 when one realizes what it is. 
  1 34 
  Quentin Milton (Order #26014138)
  
  P.P.E.: lD6x l O  + 1 0 per level of experience. 
  Average Life Span: Unknown; the creatures appear to be very 
  long-lived, perhaps immortal. 
  Natural Abilities: 
  Shape-Shift into Vehicles: The Living Chariots can take the 
  shape of almost any vehicle imaginable. Their most common 
  shape is that of an ancient racing or war chariot or a ram shaped 
  chariot or wagon, but the creatures can assume any vehicular 
  form, with a size range from a stretch limo or full-size van to as 
  small as a hovercycle. The shape-shifting process takes I D4 me­
  lee rounds ( 1 5  to 60 seconds), during which the vehicle starts to 
  mutate and reshape itself. The sight of the vehicle changing 
  form can be disturbing to those unused to it (Horror Factor 12). 
  Regardless of the Living Chariot's shape, it can ride or pro­
  pel itself over land of any terrain, travel on or in water (maxi­
  mum depth is 400 feetl1 22 m), and fly (maximum altitude is 
  6000 feetl1 828 m). However, shapes that are not aerodynamic 
  or without wings fly at half the maximum flying speed. Like­
  wise, vehicles not ideally suitable for travel in any environment 
  (like a car traveling on or under water) suffer the same penalty. 
  The shape may not be critical to its travel modes but is impor­
  tant in order to get maximum speed 
  The vehicle looks and sounds exactly like the real thing, but 
  does not require fuel or rest. Despite their shape, none of the 
  other characteristics of the Living Chariot change. The M.D.C. 
  of the creature remains the same, be it shaped like an APC or a 
  motorcycle. Furthermore, the vehicle drives itself at a base skill 
  proficiency of 76% +3% per level of experience, so the driver 
  and passengers need not know how to pilot it, nor can they 
  usurp control of the vehicle even if they wanted to. The Living 
  Chariot responds to and follows the verbal and/or mental com­
  mands of its owner but it is the pilot. 
  Fast-Healing: Living Chariots heal damage at the astounding 
  rate of 12 M.D.C. per melee round, and they can survive even 
  after being reduced to 20 points below zero. Greater damage 
  will kill it and the creature vanishes into thin air. 
  Defensive Shield (force field): Living Chariots can generate a 
  force field of magical energy around themselves and their pas­
  sengers. This force field protects with a M.D.C. of 1 00, + 1 0  
  points per level o f  experience. The shield costs 1 5  P.P.E. to acti­
  vate and lasts for two minutes per level of the Chariot's experi­
  ence. Also, while the force field is on, the vehicle and its 
  passengers cannot be affected by toxic gases or fumes, are pro­
  vided a breathable atmosphere, and are +2 to save vs spell 
  magic, Nightbane Talents and psionic powers that may be lev­
  eled against them. When the shield is depleted and vanishes, so 
  does the additional protection. 
  Link with Owner: The Living Chariot is magically and tele­
  pathically linked to its owner/master and will obey his com­
  mands. The owner may designate a temporary "driver" who the 
  creature is told to obey (verbal commands only and nothing con­
  trary to its master' s instructions), but otherwise, the two are per­
  manently linked until one or the other dies. The link between the 
  vehicle and its master allows the owner to summon the vehicle 
  and even make it move or change shape from a distance. Maxi­
  mum silent communication distance is 1 00 yards/meters per 
  level of experience of the chariot and its master combined. If 
  somebody else manages to keep the Living Chariot and its mas-
  1 35 
  ter apart and beyond the range of their telepathic link for 48 
  hours, the thief becomes the new owner. The old linklbond is 
  broken and a new one is established with its new master. For 
  this reason, most Nightlords do not allow anybody near their 
  Living Chariots. Remember, the creature cannot act of its own 
  free will, so it cannot take any action on its own to attempt to es­
  cape or fight. However, its master will instantly know if it is in 
  danger or being stolen via the telepathic link and can issue a 
  command that it try to escape or come to him. It can also indi­
  cate its present location until taken out of range. Until the 48 
  hours passes, the Chariot will try to fulfill, its master's last com­
  mand. After that point it falls into a stasis trance until it is 
  claimed by a new owner. 
  Experience Level: Average I D4+4. 
  Psionic Powers: None, other than the ability to communicate 
  telepathically with its owner. 
  Magic Powers: None, other than its natural abilities. 
  Attacks per Melee: Three attacks per round or five dodges if it 
  is taking only evasive action. In the right shape, it can ram tar­
  gets. 
  Damage: For a low speed ram, the Living Chariot inflicts punch 
  damage as per its Supernatural P.S. A high speed ram does 
  punch damage plus I D6 M.D.C. for every 1 0  mph ( 1 6  km) over 
  30 at which the vehicle is traveling. Ramming counts as two 
  melee attacks. 
  Bonuses: +1 to strike with ram, +2 to dodge, +5 to save vs Hor­
  ror Factor, impervious to possession, +6 to save vs mind control 
  and Empathic Transmission, but breaks free in half the usual du­
  ration even if it should succumb. 
  VulnerabilitieslPenalties: Magic spells and all Mega-Damage 
  weapons do full damage. Magic weapons, like demon slaying 
  swords, designed to destroy supernatural creatures, usually do 
  double damage. The Chariot is also vulnerable to Empathic 
  Transmission and Bio-Manipulation because it is a living being. 
  R.C.C. Skills: All driving and piloting skills at a base 76% plus 
  3% per level of experience (maximum 98%), Land Navigation 
  (+30%), Navigation (+1 5%), Prowl (+ 1 0%) and Basic Math 
  (+30%). It cannot climb or ride on walls or ceilings. 
  Habitat: Primarily the Nightlands. Found on Rifts Earth only if 
  one is in the possession of a Nightlord or Night Prince. 
  Allies: As servants of the Nightlords, Living Chariots often 
  carry other minions such as Hounds and Hunters. For the most 
  part, however, only Nightlords and their Avatars have direct ac­
  cess to the shape-shifting vehicles. 
  Enemies: None per se, as it is incapable of independent action, 
  thus, those of its master are its enemies. 
  Weapons: None as a result of its shape-changing powers, but 
  conventional weapons can be mounted and tied to it. 
  Namtar & 
  The Hollow Men 
  The Namtar are a race of tiny pseudo-insects originating in 
  another dimension. The repulsive creatures appear to be large 
  beetles with a slimy carapace and eight legs. Some Namtar can 
  be found scurrying around the great palaces of the Nightlords, 
  but more often, they ride inside one of their constructs, the Hol­
  low Men. 
  Quentin Milton (Order #26014138)
  
  Like some insects, the Namtar can build things out of blood, 
  mud and their own noxious secretions. Unlike normal insects, 
  the Namtar use magic to give their creations a semblance of life. 
  They build human-sized mannequins around themselves, like 
  larva surrounded by a cocoon. Only this cocoon can walk, run, 
  fight, and look like a human or O-Bee. Although called Hollow 
  "Men," the Namtar can build male and female constructs. Al­
  though humanoid shapes appear to be their favorites, they can 
  make Hollow Men resemble demonic creatures and humanoid 
  monsters, but the Nightlords have ordered their servants to make 
  human-looking constructs to act as their agents on Earth. 
  Thousands of Namtar-bearing Hollow Men can be made to 
  walk the streets and serve as an advanced infiltration force when 
  a Nightlord is preparing to arrive on Earth. A common ploy is to 
  get Namtar Hollow Men constructs inside law enforcement and 
  defense agencies in order to gauge the level of possible resis­
  tance to invasion and to undermine the group from within. They 
  also infiltrate organizations that fight supernatural beings to un­
  dermine them (if necessary), but more importantly to direct the 
  real anti-monster agents to find and destroy potential supernatu­
  ral competitors (good guys who might try to stop a Nightlord 
  from entering our reality). 
  Although these creatures tend to be less sadistic than other 
  Nightlord Minions, the Hollow Men have no mercy or sympathy 
  for the plight of human beings. After all, beneath their human 
  construct lies a demonic insect, totally alien to human experi­
  ences. Hollow Men typically take the most efficient and direct 
  path to accomplish their goals - if threats will do the job, fme, 
  but if torture, murder and random violence are necessary, the 
  Hollow Men engage in it without raising an eyebrow. 
  Alignment: Diabolic (50%) or Miscreant (50%). 
  Attributes (Namtar): I.Q. 306+6, M.E. 306, M.A. 306, P.S. 
  1 04, P.P. 306, P.E. 206, P.B. 1 06, Spd 204 
  Attributes (Hollow Men): Mental attributes are those of the 
  bug. P.S. 306+2, P.P. 306, P.E. 306, P.B. 304, Spd 306+6. 
  Strength and Endurance are Supernatural. 
  Size (Namtar): 106+6 inches (5 to 20 cm). Hollow Man: 
  Varies, typically 6 feet ( 1 . 8  m). 
  Weight (Namtar): 104 lbs (0.45 to 1 .8 kg). Hollow Man: 
  Varies, typically 1 50-250 lbs (68 to 1 1 3 kg). 
  M.D.C. (Namtar): 206+20; 
  Hollow Man: 204xl 0+80 on 
  Rifts Earth. (Has P.E. + 1 0  for Hit Points, 204xl 0+80 S.O.C. 
  and an A.R. of 12 for the Namtar and 8 for the Hollow Man in 
  S.O.C. environments.) 
  Horror Factor: 9 as a beetle-thing; 1 1  as the HM, and 15 when 
  the Namtar climbs out of a Hollow Man - usually by popping 
  through the neck or tearing off the head from the inside out. 
  P.P.E.: 406+ 1 0  
  Natural Abilities: The Namtar have perfect color vision, 
  nightvision (400 feet/122 m), a good sense of smell, impervious 
  to disease and cold, magically understand and speak all lan­
  guages (89%), Prowl 40% (only in insect form), Swim 50% (in 
  either form), and like real insects, can climb up walls and on 
  ceilings without difficulty in both bodies. 
  Build Hollow Man: The Namtar mix together mud, human 
  blood and their own secretions to create a life-like dummy. 
  Fresh human blood must be added to the mixture to produce a 
  human-looking Hollow Man, otherwise the construct will look 
  as if it were made of plaster of paris or dry rags. This process 
  takes 406 hours. Hollow Men can speak with a normal voice, 
  walk, run and use weapons the same as a normal human (see at­
  tributes and skills). The Namtar aren't very good at manipulat­
  ing facial muscles or manipUlating the construct to react to 
  emotions, so their creations tend to have a very cold and impas­
  sive attitude. Even when bullied and threatened the Namtar may 
  be scared, but the Hollow Man cannot show it. The Namtar see 
  through the black eyes of their creation. They know that the 
  false eyes look eerie to other humans, so they usually wear sun­
  glasses, mirrored shades or goggles even at night. Note: The 
  Hollow Man construct is both a disguise and means of transpor­
  tation that looks human (or humanoid), but their pale white or 
  yellowish white skin is tougher than a human's and has a fabric 
  texture similar to a burlap bag. Their eyes are dark and blank -
  or "dead" looking - as many have described them. 
  1 36 
  R.C.C. Skills: Select 1 0  skills from any categories and apply a 
  + 10% bonus in addition to any possible I.Q. attribute bonus. 
  They also know 1 0  Secondary Skills (no bonus). Typically 
  know a number of police and military-oriented skills and two or 
  three Weapon Proficiencies. 
  VulnerabilitieslPenalties: Both the construct and the Namtar 
  themselves take double damage from magical attacks and physi­
  cal attacks from other supernatural creatures. 
  Attacks per Melee: Equivalent to Hand to Hand: Expert + 1 ad­
  ditional attack for the Hollow Man. The Namtar beetle has three 
  attacks per round but only does so when its Hollow Man body 
  has been destroyed or it has decided to flee. 
  Damage: The Hollow Man has Supernatural P.S. and can use 
  any weapons available to it, from knives and clubs to guns and 
  magic items. 
  Bonuses (Namtar): + 1  on initiative, +4 to dodge, and +6 to 
  save vs Horror factor. Hollow Man, none. 
  Quentin Milton (Order #26014138)
  
  Magic Powers: They have the magical-like ability to create 
  Hollow Men and understand and speak all languages, but noth­
  ing more. 
  Psionic Powers: None. 
  Average Life Span: 500 years. 
  Experience Level: Average I D4+3 . 
  Allies: Nightlords and their minions. Occasionally associate 
  with other powerful and evil supernatural beings. 
  Enemies: The enemies of their Nightlord masters are their ene­
  mies, but they also dislike most other supernatural beings who 
  are not Nightlord Minions, distrust dragons and see most mor­
  tals as insignificant lesser beings to be used, abused and tor­
  mented. 
  Weapons and Equipment: Anything to pass for human and to 
  get their job done. May wear full body armor and use any kind 
  of weapons. 
  Shadow Scorpion 
  It is said that this gruesome creature is the result of an experi­
  ment one of the more sadistic Nightlords performed on some 
  Dopplegangers or perhaps humans. Shadow Scorpions are a bi­
  zarre hybrid of the Giant Scorpions that prowl the Waste (de­
  scribed previously) and a humanoid. The end result is a 
  six-legged monstrosity with a human head stuck between the 
  jaws, and two sets of arms, one equipped with sharp pincers, the 
  other more human-like and able to use weapons and tools. The 
  humanoid arms are slung below the scorpion pincer limbs and 
  they usually hold spears, pole arms or guns. The human face 
  (male or female) is usually frozen in an expression of dumb ter­
  ror, except when it is about to feed on the flesh of a victim, at 
  which point its features twist into a sadistic grin. 
  In the Nightlands, Shadow Scorpions are primarily used by 
  Lady Lilith, 
  Lord Magog and a few 
  other Ba'al in the 
  Nightlands' equivalents of Asia and Russia. They are not com­
  monly found among the minions of other Nightlords, except in 
  small numbers. Lilith has used these creatures as shock troops; 
  each Shadow Scorpion is worth two or three Hounds. On Rifts 
  Earth they are known to exist in Russia, China and India. One or 
  two have also been confirmed in the ruins of Detroit and Wind­
  sor. Otherwise, they are almost never seen on Earth, since their 
  large size and inhuman appearance make them very hard to dis­
  guise or explain away and usually suggest other Nightlord Min­
  ions (or a Nightlord) are in the area. 
  Shadow Scorpions have human intelligence, but they have 
  been permanently warped by their brutal transformation. Ac­
  cording to the few psychics brave or foolish enough to make 
  contact with the creatures, they are subject to continuous aches 
  and pains and have the thoughts of a bloodthirsty killer. Their 
  constant agony has been described as feeling similar to having 
  an aching tooth or arthritic joints twenty-four hours a day. The 
  pain only stops when the creature is following the direct orders 
  of its designated master. The pain increases to agonizing levels 
  if the creature does anything it was not ordered to do, including 
  Alignment: Miscreant (60%) or Diabolic (40%). 
  Attributes: I.Q. ID6+3, M.E. I D6+3, M.A. ID6, P.S. 3 D6+20, 
  P.P. 3D6+6, P.E. 3D6+ 1 2, P.B. I D4, Spd ID6x 1 0+10 
  Size: Six feet ( 1 .8 m) tall at the shoulder, 8 feet (2.4 m) long 
  without the tail, 1 6  feet (4.8 m) long counting the tail. Weighs 
  approximately half a ton. 
  M.D.C.: I D6x1 00+88 on Rifts Earth. (Has P.E. number x5 for 
  Hit Points, ID4x l 00 +200 S.D.C. and an A.R. of I I  in S.D.C. 
  environments. ) 
  Horror Factor: 16 
  P.P.E.: 4D6 
  Average Life Span: 100 years. 
  Natural Abilities: Nightvision 2000 feet (6 1 0  m), magical re­
  generation ID4x l 0  M.D.C. per minute (or 2D4+2 per melee 
  round), and can climb on walls and ceilings like a bug, but at 
  half its normal speed. 
  Poisonous Stinger: The stab inflicts 3D6 plus P.S. bonus plus 
  injects a lethal venom. A save versus lethal poison (14 or 
  higher) is necessary or the character takes 6D6 points of addi­
  tional damage and feels like his entire body is on fire (reduce 
  speed, attacks per melee and all combat bonuses by halt). A suc­
  cessful save means the victim takes I D6 points of damage and 
  feels nauseous (no penalties). Note: This poison will affect su­
  pernatural beings in the same way. 
  R.C.c. Skills Equivalents: Tracking (animals and humans) 
  69%, Land Navigation 69%, Climb 88%/78%, Prowl 3 5% (due 
  to large size), and two ancient W.P.s at 3rd level proficiency re­
  gardless of actual level. 
  Experience Level: Not applicable. 
  Psionic Powers: None. 
  Magic Powers: None. 
  Attacks per Melee: Five. 
  Damage: Normal Arms: As per Supernatural P.S., or by 
  weapon; commonly a Darkblade Spear (4D6 damage) or Pole 
  Arm (5D6 damage). Pincer Arms: Supernatural P.S. +2D6 M.D. 
  Stinger: 4D6 plus venom (see Natural Abilities). 
  Bonuses (in addition to attributes): +2 on initiative, +2 to 
  strike and parry, +4 to dodge, +4 save vs magic, +1 save vs 
  psionics, +6 save vs poison and disease, and +9 to save vs Hor­
  ror Factor. 
  Vulnerabilities: Magic weapons inflict double damage. Cannot 
  swim and will drown if kept underwater for more than I S  min­
  utes. 
  Habitat: Indigenous to the Darklands, but known to exist on 
  Rifts Earth, mainly in demon plagued Russia and China, possi­
  bly in India and other places where demons abound. 
  Allies: Shadow Scorpions are the servants of the Nightlords and 
  typically work alongside Hounds, Great Hounds, Hound Mas­
  ters, Hunters, and Warlords. They rarely join forces with de­
  mons and other evil beings. 
  Enemies: The enemies of their master. 
  Shadow Warlock 
  attacking others without permission. This brutal but effective 
  Despite its alienness and magical separation from Earth, the 
  conditioning process makes the Shadow Scorpions very loyal 
  Nightlands have managed to influence and alter the lives of 
  slaves, and also makes them irritated and mean. 
  many human beings. Some were unfortunates caught in a di-
  Note: Shadow Scorpions are predatory creatures who are sa-
  mensional vortex and dropped in the Nightlands, and forced to 
  distic and insane by any human standard. They cannot be player 
  eke out a meager existence there. Others were slaves, while still 
  characters. 
  1 37 
  Quentin Milton (Order #26014138)
  
  others were practitioners of magic who dared to explore this 
  strange world of shadows and found themselves victimized by 
  the Nightlords. A small, select group of them are the Shadow 
  War/oeks, mystics who have somehow forged a magical connec­
  tion with the strange forces that flow through the Nightlands and 
  which are found among the Nightbane, the Reshapers, and, leg­
  ends say, the Formless Ones who once ruled this dimension. 
  These men and women are said to follow the "Path of 
  Shadows," a school of thought as much as a mystical tradition. 
  Followers of the Path of Shadows believe that Earth and the 
  Nightlands are but two aspects of the same reality and that to 
  achieve perfection they must one day be united as one. To some 
  degree, this belief sounds dangerously similar to the dogma of 
  the Cults of Eternal Night, who also work to ''unite'' Earth and 
  the Nightlands (a union that has led to Dark Day and the 
  Nightlords' invasion in an alternate Earth dimension). However, 
  the 
  Shadow 
  Warlocks 
  are 
  vehemently 
  opposed 
  to 
  the 
  Nightlords, whom they consider to be perverters and despoilers 
  of the Nightlands. The true representatives of the Nightlands, 
  the Warlocks claim, are the Nightbane and the Formless Ones! 
  How these mystics achieve a connection that has eluded not 
  only all other sorcerers, but Nightbane and the Nightlords them­
  selves, is a mystery. Some believe that the mystical process re­
  quires an innate state of mind unique to certain people, and that 
  the connection is beyond beings as depraved as the Nightlords. 
  In any case, only a few of these Shadow Warlocks exist, be­
  cause the Nightlords make a special point of eliminating all 
  practitioners of magic as soon as they fmd them. However, in 
  recent years, more and more humans have felt the connection to 
  the Nightlands and have followed the Path of Shadows. 
  Alignment: Any. 
  Requirements: M.E. 1 1  and M.A. 1 2  or higher in attributes, but 
  only the human, True Atlantean or Ogre races can seem to be­
  come Shadow Warlocks. 
  O.C.C. Abilities and Bonuses: 
  1. Magical Senses: The Shadow Warlock's senses are sharp­
  ened and enhanced due to his continuous contact with the ener­
  gies that permeate the Nightlands. As a result, the character 
  gains nightvision with a range of 500 feet (1 52 m). 
  2. Nightbane Talents: The Shadow Warlocks are the only 
  human beings able to learn and use Nightbane Talents. These 
  powers are learned from the spirit of the Nightlands much in the 
  same way as a Mystic learns or just knows his spells and psionic 
  abilities. At level one, the character learns one Nightbane Tal­
  ent. Every level after the first, the character mystically acquires 
  one additional Nightbane Talent. Unlike Nightbane, however, 
  Shadow Warlocks cannot purchase Talents by permanently 
  spending P.P.E. points. The only other limitation that applies is 
  level limitations. In other words, Talents that are only available 
  at certain levels cannot be mystically acquired until the charac­
  ter reaches that level. 
  3. Spell Magic: In addition to Nightbane Talents, the 
  Shadow Warlock can learn spell magic through mystical inspi­
  ration. At level one, the Warlock automatically knows Shadow 
  Meld. At every level after the fIrSt, one additional spell from the 
  same or lower level as the character can be selected from Spell 
  Invocations, usually those that involve darkness, illusions and 
  energy. Spells cannot be learned and purchased by any other 
  138 
  means, because these powers are not learned but come from 
  within. 
  4. Mirror Walk: Shadow Warlocks are actually able to 
  travel into the Nightlands and to Earth through a mirror, just like 
  the Nightbane, except that it costs 6 P.P.E. 
  5. P.P.E.: ID6x l 0  + 1 0  plus P.E. attribute. Add 2D6 P.P.E. 
  per level of experience. 
  Experience Level: Use the same table as the Nightbane & 
  Guardians. NPCs and villains can be whatever level the G.M. 
  deems appropriate. 
  O.C.c. Skills: 
  ReadlWrite and Speak Native Language 98%, 
  Basic 
  Math 
  (+25%), 
  Holistic 
  Medicine 
  (+20%), 
  Lore: 
  Nightlands (+25%), Lore: two of choice (+1 5%), one Technical 
  skill of choice (+1 0%) and Hand to Hand: Basic can be selected 
  as an "other" skill. Hand to Hand: Expert at the cost of two 
  "O.C.C. Related" skills, or Martial Arts (or Assassin if evil) at 
  the cost of three. 
  O.C.C. Related Skills: Select 8 other skills. Plus select one ad­
  ditional skill at levels three, six, nine, eleven and fourteen. All 
  new skills start at the base skill level. Selections can be made 
  from any categories except Cowboy, Espionage and Military. 
  Science, Technical and Wilderness skill each get a +5% bonus. 
  Secondary Skills: The character also gets to select five Second­
  ary Skills at levels one. No bonuses apply. 
  Standard Equipment: Traveling clothes and boots, and posses­
  sions not exceeding 3D6x l 000 credits in value. 
  Money: ID4xl O00 in credits. 
  Habitat: Created in the Nightlands, but known to exist on Rifts 
  Earth, since they can travel through mirrors. However, most of 
  the Shadow Warlocks' activities are kept to the Nightlands. 
  Allies: Most Shadow Warlocks oppose the Nightlords and ally 
  themselves with Nightbane, Champions of Light, and others 
  who hate them and oppose evil. 
  Enemies: The Nightlords and their minions, as well as most evil 
  beings, especially supernatural ones. 
  Skinners 
  By C.J. Carella & Kevin Siembieda 
  These bizarre beings look almost like a blob of some 
  semi-liquid, clear, gelatinous substance. They are utterly alien 
  monsters who can be used to temporarily animate the dead! 
  When poured over a freshly deceased corpse, the Skinner com­
  pletely spreads over the body, until it evenly covers it with an 
  almost invisible, very thin membrane. Part of the monster is ab­
  sorbed through the victim's skin so it completely permeates the 
  body. A few minutes later, the corpse is able to move. Thank­
  fully, the Skinner does not have access to the victim's memory, 
  personality or skills. Skinners are invariably evil and dedicated 
  to 
  the 
  service 
  of their 
  master (which 
  isn't always 
  the 
  Nightlords). 
  Although the membrane lets air pass through, people looking 
  at the victim may notice a number of strange things. First, the 
  skin of the corpse is unusually shiny (not pale, however, the 
  Skinner magically gives it a nice, healthy color). This shine 
  makes the body look sweaty or greasy. Also, the voice of the 
  body acquires a nasal quality, similar to a person with a bad 
  cold. The corpse doesn't need to eat and cannot eat anything be-
  Quentin Milton (Order #26014138)
  
  cause the Skinner cannot tolerate having its integrity broken by 
  opening a hole in the membrane. It can drink because the mem­
  brane is permeable to water. Close scrutiny while staring into 
  the creature's face, specially when the mouth is open, will re­
  veal the membrane that is covering every body cavity. 
  A Skinner can keep a corpse activated and healthy-looking 
  for as long as six months. After that period, decomposition starts 
  to set in and the corpse rapidly liquefies, almost as if it had rot­
  ted in the hot sun. The creature can maintain the rotting corpse 
  as an active body for an additional six months, but seeing a 
  Skinner-possessed corpse requires a save against a Horror Fac­
  tor of 14. 
  Nightlords and Night Princes sometimes use the creature to 
  assume the identity of insignificant personnel like a guard who 
  was killed but whose body is taken over to make it look as if he 
  is still standing at his post. They are more often used to animate 
  those slain in combat to use the corpses as fodder in future com­
  bat. In addition, the psychological effects of sending the corpses 
  of fallen soldiers against their living comrades can be terrifying 
  and send the living running in horror. 
  What or where these creatures come from is a mystery even 
  to the Nightlords. Skinners apparently feed on ambient P.P.E. 
  and/or emotions of those around them. They are attracted to all 
  sorts of evil, powerful, supernatural beings, including demons. 
  King Moloch is said to command over 2000, while other 
  Nightlords (not all) have only a few hundred in their service. 
  They are extremely aggressive when in possession of a body 
  and like to kill and torture. 
  ' -... 
  ----��-----------
  Alignment: Diabolic. 
  Attributes: I.Q. 2D4+3, M.E. I D6+6, M.A. ID4, P.S. ID4, P.P. 
  I D4, P.E. I D6, P.B. I, Spd I D6. When animating a corpse, use 
  the physical attributes of the victim, but not any skills or natural 
  abilities. 
  Size: Varies. In its natural state it is roughly a gallon (3.8 liters) 
  of gelatinous muck. 
  Hit Points: P.E. attribute number + 10. S.D.C.: 3D6 in its natu­
  ral state, I D4x I O  when occupying a corpse. Note: On Rifts 
  Earth the creature remains an S.D.C. creature although it can an­
  imate M.D.C. beings who are not supernatural or magic in na­
  ture. The animated body of an S.D.C. creature will have 6D6+6 
  S.D.C. while an animated Mega-Damage corpse has 6D6+1 2  
  M.D.C. Destroying the corpse sends the Skinner sliding away 
  for cover or a new body. Damage always comes off the ani­
  mated corpse first, then the Skinner after the body is depleted. 
  Horror Factor: 9 as gelatinous muck, I I  as a walking corpse. 
  P.P.E.: 6D6 
  Average Life Span: Unknown, believed to be hundreds of 
  years but could be thousands; little is actually known about 
  Skinners. 
  Natural Abilities: 
  Magically 
  understands 
  all 
  languages, 
  bio-regenerates at a rate of ID6 S.D.C. per hour, doesn't need to 
  breathe air or apparently eat, can survive in a vacuum and sus­
  tain pressure from depths of up to one mile ( 1 .6 km). These ap­
  ply to the creature in its blob form and when animating a corpse. 
  Plus the following special abilities: 
  Resistant to Damage: The Skinner, whether in its natural 
  form or while controlling a corpse, is somewhat resistant to 
  damage. Blunt, physical damage, including punches, kicks, 
  baseball bats, etc., is halved. Energy and magic attacks do nor­
  mal damage. Sharp, cutting attacks (knives, claws, etc.) do dou­
  ble damage by slicing the creatures' membrane. M.D. weapons 
  will atomize the thing. 
  Reanimate the Dead: The corpse cannot be more than an hour 
  old, and cannot be a magical or supernatural being, but can be 
  an M.D. creature. The Skinner spreads over the body, covering 
  it with a transparent, very thin membrane. This membrane com­
  pletely blocks every body cavity, but it allows air and liquids to 
  travel in and out, making speech possible. Within I D4 minutes 
  the corpse is taken over by the Skinner and can be used like a 
  robot with the monster in control. Use the corpse's former phys­
  ical attributes, but not skills, memory or natural abilities; the 
  body is simply a shell controlled by the Skinner. If the victim 
  was killed through a wound, the membrane seals the wound, 
  preventing any more blood and tissue loss, but does not heal it, 
  and anybody seeing the wound will see a hole or tear in the skin 
  and flesh, covered by some sort of transparent substance. Of 
  course, such wounds can be hidden under clothing and ban­
  dages. 
  Maintain Corpse: Skinners can keep a corpse fresh and 
  healthy looking for six months, but afterward, the body deterio­
  rates rapidly and is clearly an animated corpse. The rotting 
  corpse can be maintained for another six months before it liter­
  ally falls apart. When the body is gone, the Skinner will slither 
  away. 
  If the animated corpse is attacked, and the membrane se­
  verely punctured, the Skinner will withdraw from the body, 
  which will then suddenly decompose (the effects vary in level of 
  grossness and shock value, depending on how long the Skinner 
  had been inhabiting the body). Depleting the creature' s  S.D.C. 
  means the membrane has been ruptured. Note: M.D.C. body ar­
  mor can be worn over the body to protect it. 
  R.C.C. Skills: 
  A 
  rudimentary 
  understanding 
  of humans, 
  Nightbane, Nightlords and most living creatures. It also can 
  climb and swim at 80% proficiency, and has the skills Land 
  Navigation, Prowl, Escape Artist and Palming at 50%. 
  Experience Level: Not applicable. 
  Psionic Powers: Object Read, Presence Sense and Mind Block. 
  Considered a Minor Psychic with I.S.P. equal to the M.E. num­
  ber x6. 
  Magic Powers: None, other than its natural abilities. 
  1 39 
  Quentin Milton (Order #26014138)
  
  Attacks per Melee: Two in its gelatinous form, but four attacks 
  when animating a corpse. 
  Damage: None in its gelatinous form, but when animating a 
  corpse it has all the normal attributes and strength of the body it 
  controls. It can also use weapons of all kinds without any spe­
  cial skill or proficiency bonuses. 
  Bonuses: + 1 0  to save vs Horror Factor and impervious to dis­
  ease, poison/drugs and toxic fumes/gases in its gelatinous form, 
  but when animating a corpse it has all the previous things plus 
  +2 on initiative and +3 to strike. 
  VulnerabilitieslPenalties: Slicing/cutting weapons do double 
  damage to it. 
  Habitat: Known to exist in the Nightlands, but may not be in­
  digenous to that dimension. 
  Allies: They are attracted to all sorts of evil, powerful, supernat­
  ural beings, including demons, dragons, immortals, Necroman­
  cers, Shifters and Witches. They love to serve the Nightlords 
  and Princes. It is interesting to note that Skinners always accept 
  a position as an underling and servant; they never try to lead or 
  rule. 
  Enemies: None per se, except they like to scare and hurt mor­
  tals and enjoy working for other evil beings. 
  Weapons: As suitable for the corpse. 
  Body Armor: Can wear any suit of body armor and/or clothing. 
  Nightlords sometimes provide Skinners with light to medium 
  body armor. 
  Slitherers 
  In the wind-swept deserts of the Waste, many strange crea­
  tures have been thrown into the Nightlands, but few are stranger 
  than the Slitherers. Nobody is sure whether Slitherers are even 
  animals or plants, and trying to study the creatures is more dan­
  gerous than it's worth. Purplish-black in color, the most one can 
  say about them is that they look like a bunch of tentacles at­
  tached together at a central point. There is no hint of a body, 
  head, or sensory organs. All one can see is the tentacles. The 
  lack of a mouth does not, however, seem to deter the creature 
  from preying and feeding on other living things. 
  Although the creature's tentacles are formidable weapons, its 
  most dangerous characteristic is its ability to teleport short dis­
  tances. After spotting a band of travelers or a herd of animals, 
  the monster's most common tactic consists of teleporting in the 
  midst of the group, grabbing one or more victims (depending on 
  the Slitherer's size), and then teleporting away and out of sight. 
  After the prey has been whisked to safety, the Slitherer crushes 
  it victims to a pulp and then absorbs the disgusting result. Just 
  before and after a Slitherer teleports, a strange noise permeates 
  the area, a hissing, buzzing sound that experienced Nightlands 
  travelers recognize as a signal of impending danger and their 
  cue to spread out and be prepared to duck and dodge (+ 1 thanks 
  to the warning sound). 
  The main weaknesses of Slitherers are their low intelligence, 
  slow speed (when not teleporting), and the limited range of their 
  teleporting ability. Since they cannot teleport very far nor very 
  often, a determined group can fmd the creature before it has fm­
  ished killing the victim it' s  dragged away. Although hard to kill, 
  1 40 
  a Slitherer can be subdued by destroying over half of its tenta­
  cles, at which point it will try to flee and is not likely to bother 
  the group again. The things are most common in the Waste re­
  gions of the Nightlands furthest away from the cities, usually in 
  the seas of sand that correspond to Earth' s  oceans. 
  Alignment: Considered to be a Diabolic predator. 
  Attributes: I.Q. 1D6, M.E. 2D4, M.A. 2D4, P.S. 1D6+30, P.P. 
  2D4+1 6, P.E. 2D6+1 0, P.B. 1D4, Spd 2D4 on the ground (see 
  Natural Abilities). Large Slitherers are at +5 P.S.; very Large 
  Slitherers are + 1 O. 
  Size: Tentacle lengths vary from 4-20 feet ( 1 .2 to 6. 1 m). 
  Weight: 200 to 2,000 pounds (90 to 900 kg). 
  M.D.C. by Location & Size: Number of Tentacles: 3D4 with 
  1 D4xl0 M.D.C. for each medium-sized one, 1D6x l O  M.D. for 
  large Slitherers, and 2D4x1 O  for very large ones. After cutting 
  off half of the tentacles, any further damage inflicted does half 
  damage to the tentacle and the other half is applied directly to 
  the M.D.C. of the main body. It can only be killed by damage to 
  its tentacles. Main Body M.D.C.: 1 D6x l O  for medium, 2D4xl 0  
  for large, 3D6x l 0  for very large. (Equivalent numbers, point for 
  point, in Hit Points in S.D.C. environments.) 
  Horror Factor: 12 
  P.P.E.: 6D6+ 10 
  Natural Abilities: Radar-like senses allow it to see in total 
  darkness and see the invisible. Heals damage and regrows tenta­
  cles at the rate of 1 0  M.D.C. per hour of rest. 
  Teleportation: Slitherers can teleport without error for short 
  distances; maximum range is 300 feet (9 1 m). Each teleportation 
  Quentin Milton (Order #26014138)
  
  costs the creature 5 P.P.E. points. Once P.P.E. is exhausted, the 
  monster can no longer teleport until it has regained its energy. 
  P.P.E. is recovered at the rate of 1 0  points per hour of rest. 
  Attacks per Melee: To determine the number of attacks, use the 
  number of tentacles of the creature 
  and add two. So, a 
  four-tentacled monster has six attacks per melee, and an eight­
  tentacled creature would have 1 0  attacks, and so on. 
  Bonuses (in addition to attributes): +2 on initiative and a sur­
  prise attack (sudden teleport; automatically gains the initiative), 
  +3 to strike and parry, (no bonuses to dodge), +4 to save vs 
  magic and psionics, immune to pain and discomfort-inducing 
  magic 
  and psionic attacks (like the Agony 
  spell 
  or the 
  Bio-Manipulation psionic power), and +10 to save vs Horror 
  Factor. 
  Damage: Grapple: Does no damage but the victim is trapped 
  unless his strength exceeds the creature's (the victim can still 
  fight but reduce his bonuses by -3 and he loses one melee at­
  tack). 
  Crush/Squeeze: 2D6 M.D. 
  Tentacle Strike: Does punch damage as per Supernatural P.S. 
  Magic: None, other than its natural teleporting ability. 
  Psionics: None. 
  Average Life Span: 60 years. 
  Habitat: Nightlands; prefers mostly uninhabited areas. The only 
  time it is found on Rifts Earth is if a Nightlord or Night Prince 
  has them brought to our reality (for whatever purpose). 
  Allies: None per se. 
  Enemies: It regards most life forms as prey. 
  Trappers 
  Occasionally, travelers in the Waste come across open pits in 
  the sand or gravel, sometimes with the bones of animals and hu­
  mans at the bottom. Such pits are signs of Trapper activity and 
  the travelers should be very careful. Trappers are monkey-like 
  creatures, with long, sharp claws used for digging. They vaguely 
  resemble Earth baboons, but their heads are completely differ­
  ent, with two boar-like tusks protruding from their mouth and a 
  single, large cyclops-like central eye. They hunt live prey by 
  digging sand traps and then attacking the victim when he sinks 
  into the sand. The first sign that something is wrong occurs 
  when a traveler sinks to the waist, or disappears beneath the 
  sand altogether. The helplessly trapped victim is then attacked 
  from all sides with tooth and claw. A human being can be torn 
  to shreds in minutes by these monsters. The best defense against 
  the creatures is to travel in large groups, because Trappers don't 
  like to attack them, and a comrade can help pull somebody in a 
  pit trap to safety. 
  Trappers work in groups of 2-5 hunters (roll 1 D4+1). If des­
  perate for food, a community of 3D4+6 may grow bold enough 
  to attack an encampment or community, but even then they are 
  likely to attack the most helpless in the group. In this case, the 
  creatures are likely to tunnel beneath any defenses and emerge 
  from the ground to attack and carry off as many victims as they 
  can. Trappers are not afraid of men, but fire and firearms usually 
  scare and keep them at bay (Trappers react as if they had an 
  H.F. of 1 2, and explosives and Boom Guns have an H.F of 1 7). 
  1 41 
  For all their strength and digging abilities, Trappers are not 
  supernatural creatures, and their biggest worry in the Nightlands 
  is starvation. It is also their desperate hunger that drives them to 
  attack humanoids, for they are one of the few animals that exist 
  in abundance in the Land of Eternal Night. They may originate 
  from a desert environment, since they need very little water to 
  survive, can drink salt water without ill effects and have adapted 
  well to the arid Nightlands. In a pinch, they will feed on the fish 
  found in sinkholes, but they are very poor fishermen and even 
  worse swimmers. Besides, they much prefer the flesh of land 
  animals. 
  There are tales about a magician who managed to "domesti­
  cate" a large family of Trappers and used them as servants and 
  warriors. However, the creatures do not survive long in captiv­
  ity, refusing to eat and lapsing into a state of melancholy until 
  they die. It might be possible that young Trappers could be 
  raised by humans, but nobody has successfully done so. 
  Alignment: Considered to be Anarchist. 
  Attributes: I.Q. 2D4+3, M.E. 2D6, M.A. 3D6, P.S. 3D6+8, P.P. 
  3D6+4, P.E. 3D6+4, P.B. 2D6, Spd 3D6. Not a supernatural 
  creature. 
  Hit Points: P.E. + 10. S.D.C.: 3D6+30. 
  Horror Factor: 8 
  P.P.E.: 4D6 
  Size: 3 to 4 feet tall (0.9 to 1 .2 m) and weighs 30-60 pounds 
  ( 1 3 .5 to 27 kg). 
  Natural Abilities: 
  Excellent 
  diggers 
  and 
  tunnel 
  makers, 
  nightvision 1 00 feet (30.5 m), Climb 80175%, Swim 35%, Fish 
  45%, Land Navigation 80%, Prowl 35%, and create sand traps 
  (unless a Detect Ambush roll is made, the victim is sucked into 
  the sand where he loses two hand to hand attacks and half of his 
  combat bonuses). 
  Attacks per Melee: Three. 
  Bonuses (in addition to attributes): + 1  to strike, +3 to dodge, 
  +3 to roll with impact. 
  Damage: Claws: 3D6 plus P.S. bonus (do not have Supernatural 
  Strength). Bite: 2D4 S.D.C. 
  Magic: None. 
  Psionics: None. 
  Average Life Span: 20 years. 
  Languages: May have a primitive language, but so far nobody 
  has learned to decipher it. 
  Habitat: Deserts or plains. Survives but does not thrive in the 
  Nightlands. 
  Quentin Milton (Order #26014138)
  
  Allies: Only their own kind. 
  Enemies: Large predators like the Giant Scorpion, Lizard King 
  and Emperor Crab prey on them, although a large band of Trap­
  pers will scare off a Lizard King. 
  The most infamous 
  Nightlands Waste 
  Creatures 
  In the empty territories surrounding the cities of the 
  Nightlands, monsters that defy description prowl and hunt the 
  unwary traveler. They tend to avoid the roads, but travelers 
  leaving the dark pathways risk encountering these creatures. In 
  addition to the monsters that follow, many other demonic beasts 
  prowl the Waste. Game Masters can create their own, or use 
  creatures from other Palladium RPG products. Though a few 
  have already been described in the previous section, the four 
  creatures that follow are the most famous, or notorious, mon­
  sters of the Waste. They sometimes appear on Rifts Earth when 
  accidentally swept away by dimensional energies, summoning 
  magic or magic gone wrong. Nightlord Minions may also delib­
  erately herd the animals into a dimensional portal for no other 
  purpose than to create trouble elsewhere. 
  Emperor Crabs 
  Emperor Crabs stand over six feet (1 .8 m) tall, weigh a ton 
  and resemble giant Earth Crabs with eight legs and two pin­
  cer-tipped arms. One arm has much larger pincers than the 
  other. Four eyes mounted on retractable stalks protrude from the 
  front of the armored creature. Its carapace is extremely hardy 
  and resistant to damage. Most Emperor Crabs have red and 
  white exoskeletons. 
  At fIrst glance, they seem to be yet another big, dumb preda­
  tor the likes of which is not uncommon in the Nightlands, but 
  there is more to the Emperor Crabs than meets the eye. Beneath 
  their armored hide is an intelligent and inquiring mind. 
  The few Emperor Crabs who have been willing to talk to 
  other intelligent beings claim to have been worshiped as gods by 
  a race of tiny humanoids in another world, until some strange 
  catastrophe scattered the creatures across the Megaverse. In the 
  Nightlands, they were met with fear or violence from most in­
  habitants they encountered, and the long-lived and arrogant 
  creatures have, for the most part, come to hate and distrust hu­
  mans, Dopplegangers, the Nightlords and their minions. Forced 
  to hunt to eat, the Emperor Crabs have resorted to killing and 
  devouring any living creature they can fmd, including humans 
  and other intelligent beings. 
  In a few instances, Emperor Crabs have managed to be ac­
  cepted by human communities. In most cases, however, the 
  creatures lord over humans who worship them as gods and live 
  to serve them. These communities often engage in banditry and 
  can be found in various regions of the Nightlands. In the king-
  1 42 
  dom ofMu-Talan, several Emperor Crabs have become valuable 
  citizens and work with their fellow sentient beings, but this is 
  unusual. The most savage misanthropes become lone hunters, 
  preying on everyone and avoiding contact with civilization. 
  Note: Emperor Crabs are not suited for use as player charac­
  ters, but can make interesting villains and NPCs. 
  Alignment: Any; most are Unprincipled (1 5%), Anarchist 
  (30%), Miscreant (30%), Diabolic (10%) or Aberrant (15%). 
  Attributes: I.Q. 3D6+4, M.E. 3D6, M.A. 3D6, P.S. 4D6+20, 
  P.P. 3D6+2, P.E. 3D6+10, P.B. 2D4, Spd ID4xl0+1O. Super­
  natural Strength and Endurance. 
  M.D.C. by Location: 
  Legs (8) - 70 each 
  Eye Stalks (4) - 25 each (small targets; require a called shot 
  at -5 to strike). 
  Smaller Pincer Arm - 100 
  Large Pincer Arm - 1 80 
  Carapace (Main Body) - ID4xl00 +300 
  Horror Factor: 13 
  P.P.E.: 1D4x1 00 +200 
  Size: 6-7 feet tall ( 1 .8 to 2. 1 m), 8-1 0  feet long (2.4 to 3 m) and 
  5-7 feet wide (1.5 to 2. 1 m) not counting the pincer arms, which 
  can extend another 4 to 7 feet (1.2 to 2.1 m). 
  Weight: 1-2 tons. 
  Natural Abilities: See the invisible, nightvision 200 feet (61 
  m), Climb 40/10%, Swim 80%, Land Navigation 90%, Camou­
  flage 60%, Detect Ambush 60%, Detect Concealment 55%, re­
  generates 1 0  M.D.C. per hour, and can regrow lost limbs, 
  including the eye stalks, in 1D4 days. 
  Attacks per Melee: Four hand to hand or two magic attacks. 
  Bonuses (in addition to attributes): +1 to strike, parry and 
  Quentin Milton (Order #26014138)
  
  dodge, +2 to save versus magic, +5 to save vs Horror Factor. 
  Damage: Small Pincers: As per Supernatural P.S. Large Pincers 
  as per Supernatural P.S. +2D6 M.D. A stomp attack does 3D6 
  damage. 
  Magic: Equivalent to a sorcerer; average level of experience 
  104+4; some exceptional individuals can be as high as 10th 
  level. Knows all spells levels 1 -4, three spells each from levels 
  5-7 and one spell each from levels 8-10. 
  Psionics: None. 
  Average Life Span: 600 years. 
  Languages: Emperor Crabs know over a dozen languages at 
  98%, although many of them are useless in the Nightlands. 
  Value: The body parts of the Emperor Crabs are said to have 
  strong magical capabilities; some organizations would pay a for­
  tune for them. 
  Habitat: Originally, jungles, forests and coastlines. Now, forced 
  to survive in the Waste. 
  Allies: Depends on who tickles the monsters' fancy. Potentially 
  anyone. Note that Emperor Crabs who are worshiped actually 
  feel some loyalty to their subjects and will usually try to defend 
  and protect them. 
  Enemies: Due to their size and magical abilities, most predators 
  do not bother these creatures. Hunters and Hounds attack Em­
  peror Crabs on sight, however. The crabs' aggressive nature and 
  hunting of intelligent beings has earned them many enemies 
  among the communities in the Nightlands. 
  Waste Coyote 
  This so-called "coyote" is a common scourge of the Waste. 
  Despite is name, the creature bears very little resemblance to ei­
  ther coyotes or canines. Instead it looks like a cross between a 
  crocodile and a bear, with a long reptilian snout, furry and heavy 
  body, and large, heavy retractable claws at the end of each foot. 
  The Waste Coyote runs on all fours, but can stand on its rear 
  legs and swipe at victims with its claws. They run in small packs 
  of 4-12 adults, led by an "alpha," typically the largest and stron­
  gest creature in the pack. They communicate in yips and howls 
  that sound a great deal like a coyote. 
  Waste Coyotes hunt to eat, but they seem to be able to sur­
  vive very long periods (at least months, and possibly years) 
  without eating. This leads some scientists to believe the crea­
  tures sustain their metabolism with ambient P.P.E. energy and 
  only eat flesh to gain more body mass - i.e., to grow larger. 
  Whatever their reasons, the Waste Coyotes will attack lone trav­
  elers and small parties, as well as any animals from mouse to el­
  ephant-sized. They are not scared of men or their guns, and have 
  even been known to attack Nightbane, Hounds, and Hunters. 
  They are very smart and cunning animals, who often set up am­
  bushes with one member (usually the weakest) appearing some­
  where to draw attention and gunfIre while the rest of the pack 
  attacks from one or two other directions. The only animal they 
  typically leave alone is the Lizard King, as well as large groups 
  of Hounds, Hunters and Nightbane. 
  Alignment: Considered to be Miscreant predator. 
  Attributes: I.Q. 2D4 (high animal intelligence), M.E. 2D6, 
  M.A. 2D6, P.S. 106+24, P.P. 106+14, P.E. ID6+20, P.B. ID6, 
  Spd 104xl0 
  1 43 
  Size: 8-12 feet long (2.4 to 3.65 m) and weighs 400-800 lbs. 
  (180 to 360 kg). 
  M.D.C.: 2D6x1O+60 on Rifts Earth. (Has P.E. number x2 for 
  Hit Points, 2D6x1O+20 S.D.C. and an A.R. of 14 in S.D.C. set­
  tings.) 
  Horror Factor: 1 1  
  P.P.E.: 4D6 
  Natural Abilities: Good trackers by both sight and scent (78% 
  + 10% to follow blood scent), Land Navigation (75%), and heals 
  at a rate of2D6 M.D.C. per hour. 
  Attacks per Melee: Three. 
  Bonuses: +1 to initiative, +2 to strike, +3 to dodge, +4 to per­
  ception rolls, +4 to save vs magic and psionics. Plus attribute 
  bonuses. 
  Damage: As per Supernatural P.S., but the bite does 4D6 M.D. 
  Magic: None. 
  Psionics: None. 
  Average Life Span: 60 years. 
  Habitat: Original habitat unknown. Current habitat is the 
  deserts and mountains of the Nightlands. A pack of 2D6 may 
  occasionally be brought to Earth via a dimensional Rift, sum­
  moning or anomaly. 
  Allies: None per se, though the Simvan would love to get their 
  hands on some. 
  Enemies: Hunted by Hounds and Hunters (their pelts often dec­
  orate the halls of the Nightlords), humans, and other predators. 
  They, themselves, prey on just about everything. 
  Snake Bird 
  This creature bears a striking resemblance to the extinct 
  feathered serpents of Earth. Snake Birds are roughly the size of 
  a rattlesnake, with a pair of feathered wings and taloned legs 
  near its midsection. Both the snake body and the wings are 
  brightly colored, ranging from solid blues, greens, reds and yel­
  lows to mottled, striped and spotted patterns of all those colors 
  plus black and white. They are very powerful fliers (unlike the 
  true feathered serpents), able to maneuver and dive like an ea­
  gle. 
  Amazingly, Snake Birds are sentient and able to speak in a 
  squawking, amusing voice. They are believed to come from an 
  alien dimension where most living creatures were capable of 
  speech. Furthermore, these creatures are accomplished spell 
  casters! They know a great deal about spell magic and are 
  skilled spell casters. Snake Birds are lone hunters, hunting by 
  themselves or (more rarely) in mated pairs. They do not need 
  food to survive, but have strong predatory instincts, probably 
  dating back to the time before their transformation into super­
  natural creatures. Some occultists have studied the Snake Birds 
  and decided they are some sort of magical creation that com­
  bined animal parts and a human mind. 
  Like humans, Snake Birds can be good, evil or indifferent. 
  Most of them distrust humans and most bipedal races, but on oc­
  casion, some have become friends and "familiars" to magicians 
  or Nightbane. Some evil Snake Birds have become "pets" to the 
  Nightlords, who make them use their magic to amuse them­
  selves by torturing humans and Dopplegangers. Players looking 
  Quentin Milton (Order #26014138)
  
  for a challenge might even consider using a Snake Bird as a 
  player character! This is, of course, left to the Game Master's 
  discretion (Note: Snake Birds use the Mystic's experience ta­
  ble). 
  Alignment: Any, and at least half are of good alignment. 
  Attributes: I.Q. 3D6+4, M.E. 3D6, M.A. 3D6, P.S. 106, P.P. 
  3D6+6, P.E. 2D6+6, P.B. 2D6+6, Spd 106xl0+ 50 
  Size: Body: 4-5 feet ( 1 .2 to 1 .5 m) long, wingspan 7-10 feet (2. 1  
  to 3 m), and weighs 15-20 pounds (6.8 to 9 kg). 
  M.D.C.: 5D6+18 on Rifts Earth, plus ID6 M.D.C. per level of 
  experience. (Has P.E. number + 104 per level for Hit Points, 
  5D6 S.D.C. and an A.R. of9 in S.D.C. settings.) 
  S.D.C.: 5D6 
  Horror Factor: 8 
  P.P.E.: P.E. x5 plus 12 per level of experience. 
  Natural Abilities: Flight, flying prowl and silent swooping at­
  tack 62%, sense supernatural creatures (range 1 00 feetl30.5 m), 
  exceptional vision (2 milesl3.2 km), nightvision 500 feet (152 
  m), track by smell 50% (+10% to follow a blood scent or the 
  scent of death and decay), regenerates damage at the rate of ID6 
  M.D.C. per melee round. Also, see magical abilities. 
  Attacks per Melee: Three physical attacks per melee at first 
  level or two by magic. Add one attack per melee at levels four 
  and eight. 
  Bonuses (in addition to attributes): +1 on initiative, +5 to 
  strike in the air, +5 to dodge in the air (+2 to strike and dodge on 
  the ground), +6 to damage when swooping, +2 to save versus 
  psionics, +2 to save vs magic and +3 to save vs Horror Factor. 
  Does not include P.P. bonuses. 
  Damage: A restrained claw attack does ID6 S.D.C., a full 
  strength attack does 4D6 S.D.C., and a power strike does ID4 
  M.D., bite inflicts 2D6 S.D.C., plus injects a lethal poison that 
  1 44 
  inflicts 3D6 points of damage direct to Hit Points on the fIrst 
  melee round and an additional ID6 damage for ID6 melees 
  thereafter unless a save vs poison is made each melee. A suc­
  cessful roll means the victim takes half damage. The Snake 
  Bird's bite is effective against Mega-Damage and supernatural 
  beings, only it feels like a pinprick (no damage). It is the poison 
  that inflicts the damage (effectively 3D6 M.D. +ID6 M.D. per 
  melee for ID6 rounds to the supernatural and creatures of 
  magic). 
  Magic: Spells are gained through mystic revelation. At fIrst 
  level, the Snake Bird knows six spell invocations selected from 
  spell levels 1-3. At each additional level of experience, it learns 
  two more spells of a level equal to or below its current experi­
  ence level (i.e., at second level the Snake Bird can learn two 
  spells from level 1 or 2, at third level it can learn two more 
  spells with selections made from levels 1-3, and so on). All 
  other magic-related abilities work as per the Mystic D.C.C., but 
  has no psychic abilities. 
  Psionics: None. 
  Average Life Span: 300 years. 
  Level of Experience: Average NPC is ID6+1. A few Snake 
  Birds can reach near-legendary levels of power, 12th level and 
  up. 
  R.C.c. Skills: Lore: Magic (+20%), Land Navigation (+20%), 
  Astronomy (+15%), Intelligence (+10%), Basic Math (+25%), 
  speaks DragoneselElvish at 98%, and two Languages of choice 
  (+20%). Plus select 8 Secondary Skills. Selections are limited to 
  the categories of Espionage, Science, Technical and Wilderness; 
  most skills tend to be in the Science or Technical category. 
  Habitat: Anywhere, but prefer mountains and moderate cli­
  mates. Found in the Nightlands and occasionally on Rifts Earth 
  and other dimensions. 
  Allies: Like-minded individuals of any species. 
  Enemies: Large predators, the Nightlords and their Minions, 
  and demons in general. 
  Note: The Snake Bird is considered to be a lesser creature of 
  magic. 
  The Lizard King 
  The Lizard King (an old name which amuses modern 
  Nightbane to no end) appears to be a mutated form of the Ko­
  modo Dragon from Earth, although they must be a different spe­
  cies altogether. For one, the Lizard Kings are supernatural 
  creatures who do not need food or drink in the normal sense. In­
  stead, they are psychic vampires that gain nourishment from the 
  death-agonies of living beings. The creatures can survive a long 
  time without "food" (104 months) or can live indefmitely off 
  the P.P.E. energies of a ley line or nexus point. As a result, they 
  are most often found lurking near those places of magic in the 
  Nightlands and occasionally on Rifts Earth. 
  They hunt any and all living creatures and are too ferocious 
  (or stupid) to fear anything. Hunter patrols always make a point 
  of slaying Lizard Kings on sight. There are some legends of a 
  tribe of humans in the Waste that somehow managed to tame 
  Lizard Kings and now use them as war mounts, but no proof of 
  this has ever been found. 
  Alignment: Considered to be Diabolic. 
  Quentin Milton (Order #26014138)
  
  Attributes: I.Q. 1D6 (animal intelligence), M.E. 2D6, M.A. 
  2D6, P.S. 2D6+29, P.P. 1 D6+15, P.E. 2D6+1 7, P.B. 2D4, Spd 
  1D4x10. Supernatural Strength and Endurance. 
  Size: 12-20 feet (3.65 to 6. 1 m) long, and weighs 1 - 1 .5 tons. 
  M.D.C.: 4D6x10+77 on Rifts Earth. (Has 1D6xI0+20 for Hit 
  Points, 2D6x10+100 S.D.C. and an A.R. of 12 in S.D.C. envi­
  ronments.) 
  Horror Factor: 1 1  
  P.P.E.: 6D6 
  Natural Abilities: Feeds on P.P.E. energies (lose 1 P.P.E. point 
  for every week spent without feeding, unless it remains within a 
  mile of a ley line or nexus point). Heals damage at the rate of 
  1D4x1 0 M.D.C. per minute (4 melee rounds). Nightvision 1000 
  The Nightlords™ 
  Other than mysterious ancient writings and legends, little is 
  known 
  about 
  the Nightlords, 
  also 
  called 
  the 
  Ba 'ai, 
  Ba 'al-ze-Neckt, the Lords of Night, and the Rulers of the 
  Nightlands. The Ba'al reign over sprawling cities in the 
  Nightlands as tyrannical kings and queens feared by all the in­
  habitants of their domains. Some believe them to be demons, 
  dark gods, Supernatural Intelligences, or worse. Others think 
  they are products of humankind's worst traits - the embodiment 
  of hatred, fear and greed somehow brought to life and independ­
  ence in the weird realm that is the Nightlands. They are known 
  to be immortal or at least ageless. They are a diverse group of 
  beings, many of whom bear long-lasting enmities against each 
  other, and the only things they have in common are their evil na­
  ture and their immense power. 
  The most disconcerting fact about the Nightlords is that they 
  look like nonnal (even attractive) men and women. Even the 
  Nightbane Talent to See Truth will not reveal any ugliness, de­
  fonnities or insight beyond their loathsome, evil auras and grim 
  exterior appearance. A few have used their powers to change 
  their shapes into monstrous fonns, but this is a conscious 
  choice, not a manifestation of their nature. However, any outer 
  appearance belies the true horror that dwells inside these ancient 
  monsters. The Ba'al are psychic vampires. To them, humanity is 
  so much cattle to be butchered, broken, tamed and devoured at 
  their whim. The Nightlords hate Humankind and all its works. 
  Their great city-states are designed to mock and twist everything 
  humans have accomplished. Given the chance, they would in­
  vade Rifts Earth and do the same, destroy it. 
  Although the Nightlords have human fonns and physical 
  shape, it is not known if they can be killed or destroyed. Al­
  though it is believed that a Nightlord who is imprisoned away 
  from sources of P.P .E. will die, imprisoning a being who can 
  manipulate matter, energy and their own bodies is nearly impos­
  sible. Destroying their physical body may only temporarily 
  weaken them. Only one thing is certain, the Ba'al fear the 
  Nightbane and wish them all destroyed. Perhaps the Nightbane 
  can physically kill these creatures. Some very rare artifacts are 
  said to have the power to utterly destroy the Nightlords and 
  many factions feverishly search Rifts Earth and the Nightlands 
  in the hopes of finding such weapons. 
  1 45 
  feet (305 m), fair day vision, and a good sense of smell; 54% to 
  track by smell. 
  Attacks per Melee: Five. 
  Bonuses (in addition to attributes): +1 on initiative, +3 to 
  strike, +4 to dodge, +3 to save vs magic, +3 to save vs psionics, 
  +9 to save vs Horror Factor. Does not include attribute bonuses. 
  Damage: As per Supernatural P.S., but the bite does 3D6 
  M.D.C., and tail swipe 2D6. 
  Magic: None. 
  Psionics: None. 
  Average Life Span: 40 years. 
  Habitat: Anywhere, though it favors areas around ley lines. 
  Allies: None per se. 
  Enemies: The minions of the Nightlords who hunt them. Preys 
  on most any life fonns. 
  Nobody is sure how many Nightlords exist. There is typically 
  one to five at each major city in the Nightlands (multiple 
  Nightlords at one city typically means one powerful tyrant and 
  1D4 lesser Nightlords), so there must be hundreds, or maybe 
  even thousands. This is even accounting for the Nightlords who 
  rule over more than one city, especially since some use dispos­
  sessed Nightlords as their delegates. The ancient legends indi­
  cate that the frrst Ba'al were relatively few in number, perhaps 
  fewer than a hundred all told. Yet, they have somehow grown in 
  numbers over the centuries. There are a few rumors that indicate 
  that the Nightlords can reproduce in some arcane fashion; 
  maybe sometimes their Avatars become independent, or perhaps 
  the Night Princes grow in power until they become true Ba'al. 
  The process seems to take a long time, however, because the 
  ''youngest'' known Nightlord is said to have crossed over in 
  1,200 B.C. Most of them appear to have become Ba'al as far 
  back as 10,000 years ago, the times when the earliest cities were 
  built (the oldest known Earth city in the archeological record, Je­
  richo, is believed to have been built sometime in 9,000 B.C.). 
  In most campaigns, Nightlords and even their Avatars should 
  be seldom, if ever, encountered directly. They are the 
  arch-villains who set things into motion and conspire behind the 
  scenes. It is their minions, henchmen, worshipers and Night 
  Princes who put the Nightlords' schemes and evil amusements 
  into action. Whatever the possible outcome, it will be a long, 
  hard road fraught with danger, treachery and subterfuge, per­
  haps culminating with a climactic battle with a Night Prince or 
  even a Nightlord that needs to be sent back to their realm ofmir­
  rors and darkness . . . or utterly destroyed. After all, the 
  Nightlords are not the only dark gods to visit or claim parts of 
  Rifts Earth, and as most discover the hard way, it is one thing to 
  conquer a particular land or people, it is quite another to keep it 
  under their thumb, especially with all the heroes and champions 
  of light who also inhabit Rifts Earth. 
  The Powers of the Nightlords 
  The Ba'al do not bother to learn magic spells. They see 
  magic as a cheap, crude way to manipulate reality - an art be­
  neath their contempt. Instead, the Nightlords can manipulate 
  matter, energy and the mind at will! They are limited only by 
  Quentin Milton (Order #26014138)
  
  the Potential Psychic Energy (p.P.E.) needed to effect the trans­
  fonnations and by their own imaginations and force of will. 
  Through the use of their powers, they have built their great cit­
  ies, created such servant races as the Hounds and Hunters, and 
  even given life to lesser versions of themselves, the Avatars. 
  These powers render the Nightlords nearly invulnerable against 
  many weapons and even magic spells. 
  Besides their powers over physical reality, the Nightlords are 
  linked to the thoughts and emotions of humankind. They obtain 
  much of their power from this psychic link. The Nightlords are 
  able to enter the dreams of sensitive humans, sending their As­
  tral Avatars to disturb, frighten or sometimes recruit the occa­
  sional mortal. The Ba'al are instinctively attracted to large 
  human gatherings, so it is no coincidence that the great cities of 
  the Nightlands are in the same place as the ones on Earth. For 
  millennia, the Nightlords have fed on the P.P.E. "run-off" com­
  ing from Earth into the Nightlands. Thus, the Coming of the 
  Rifts and the loss of billions of lives rocked not only the planet 
  Earth, but the Nightlands and its Nightlords. Rumor has it that 
  cities in the Nightlands toppled, Dopplegangers committed sui­
  cide or went mad by the millions and the link to Earth dwindled 
  to a shallow echo. Many a Nightlord sunk into a deep depres­
  sion that lasted for over 200 years as the twilight realm of the 
  Nightlands seemed to grow that much darker. 
  Ironically, the loss of human life and the tidal surge of natu­
  ral ley line energy actually pushed the Nightlands farther from 
  Earth than it had ever been before. Shutting it off from the 
  Nightlords for more than two centuries. However, as the resil­
  ient humans gather their strength and grow in numbers, the link 
  1 46 
  to Earth has grown stronger. Places like the Coalition States and 
  New Gennan Republic glow like a beacon and buzz with re­
  newed life. Once again the Nightlords stir and hunger for human 
  sensations and dream of power. For while Rifts Earth remains a 
  distant place, it also promises great things. If a Nightlord (and 
  Night Prince, for that matter) could make his way to the magic 
  rich planet, he would be more powerful than ever. A true god 
  able to draw energy and inspiration from the concentrated areas 
  of humans and raw power from the still seething ley lines. 
  It is a revelation complicated by the dim, distant path to Rift 
  Earth, making it more difficult than ever to physically enter the 
  human realm of existence, and even more perplexing, the pres­
  ence of hundreds of rival supernatural powers. The Nightlords 
  are not happy to see ''their'' Earth invaded by the Vampires of 
  Mexico, the Splugorth of Atlantis, the Yama Kings of China, the 
  demon hordes of Russia, Mrrlyn the Deceiver in England, and 
  other old rivals and enemies all laying claim to parts of the 
  planet that has, in the minds of the Ba'al, always been their do­
  minion. It is a tum of events that has, only recently, driven them 
  to develop plots to claim the Earth (or at least parts of it) for 
  themselves. 
  Note: Mega-Damage structures and M.D. weapons from 
  Rifts Earth become Hit Points and S.D.C. in the Nightlands, as 
  do the Nightlords and Minions. 
  Nightlord Avatars 
  The 
  Nightlords 
  have 
  the 
  ability to create Avatars, 
  semi-independent creations that share the same personality and 
  thoughts of their creator. This may be a more powerful version 
  of the Splittin' Image Nightbane Talent (see the Nightbane sec­
  tion) or a separate power altogether. Avatars are not as powerful 
  as their creators, so they can be more easily destroyed. They are 
  still very powerful, able to fight and destroy most lone 
  Nightbane and to stand against a whole band of supernatural be­
  ings. Avatars are used as Generals, leaders, spies and represen­
  tatives of the Nightlands as well as used to secretly replace 
  world leaders on Earth. So far, that has not happened on Rifts 
  Earth, but the plots are brewing. 
  There are two types of Avatar. Physical Avatars are solid 
  beings made of supernatural flesh and bone. Astral Avatars are 
  creatures of pure psychic energy, able to enter dreams and 
  minds. Both are incredibly dangerous and as evil and intelligent 
  as the Nightlord they are created from. Astral Avatars are the 
  equivalent of the Astral Projection psionic power, but it is not 
  linked to the Nightlord via the "silver cord" and is fully inde­
  pendent, able to travel in the Astral Plane, coexist with the phys­
  ical plane, and contact beings in other dimensions or worlds. 
  When creating an Avatar, the Nightlord bestows upon it 
  some of his own life force. This gift does not harm or diminish 
  the Nightlord unless the Avatar is somehow killed. Destroying 
  an Avatar is painful and severely weakens the Nightlord. When 
  one of his Avatars is destroyed, the Nightlord loses the equiva­
  lent of all the Avatar's M.D.C.lHit Points and P.P.E. This dam­
  age is healed very slowly (one point every hour). Most 
  Nightlords do not make more than two or three Avatars, because 
  if they create too many, and they are all destroyed, the resulting 
  backlash might be enough to kill the Ba'al. For that reason, most 
  Quentin Milton (Order #26014138)
  
  positions of leadership are left in the hands of the Night Princes 
  or other minions. 
  Nightlord R.C.C. 
  Nightlords are NPC villains who could easily be classified as 
  dark gods or Demon Lords. Their power level and their thor­
  oughly corrupt nature make them totally unfit as player charac-
  ters. The attributes in parentheses are typical for Avatars. Note: 
  All stats have been adjusted for Rifts Earth, where the 
  Nightlords become Mega-Damage creatures and are at their 
  most powerful. The Ba'al demons' unusual connection to Earth 
  and the abundance of P.P.E. makes them a huge threat to Rifts 
  Earth. Should the Nightlords ever gain more than a feeble foot­
  hold on Rifts Earth, the entire planet could be in jeopardy of 
  falling to them and becoming the new Nightlands. Of course, in 
  addition to humans and Nightbane who would oppose such an 
  invasion, there are the other supernatural powers who hold sway 
  over various parts of the planet. All of them will actively work 
  to subvert and destroy the Nightlords and their minions at every 
  turn, often using humans, D-Bees and heroes as their means to 
  that end. 
  Natural Abilities of the Nightlords: 
  1. Supernatural Abilities: Despite their human appearance, 
  the Nightlords are supernatural beings. They regenerate damage 
  at an amazing rate of 2D4x10 M.D.C. at the end of every melee 
  round. (Avatars heal 1D4x10 M.D.C. per melee round.) 
  On Rifts Earth, neither the Nightlords or their Avatars take 
  any damage from ordinary S.D.C. weapons, and they suffer only 
  half damage from all non-magical M.D. weapons and attacks 
  (both physical and energy). Magic and magic weapons do full 
  damage. They have incredible senses and are able to see the in­
  visible (and through any masking, camouflage or illusionary 
  powers), sense ley lines and nexus points (range: 1 mile/1 .6 km 
  per level of experience), and have perfect nightvision (can see in 
  total darkness for 2000 feetl610 m). Although Nightlords can 
  pass as normal humans, they can, at will, "unmask" their super­
  natural aura. This aura automatically causes mere mortals to 
  save versus a Horror Factor of 1 8  as they sense the immense 
  power and evil emanating from the creature (H.F. 14 from an 
  Avatar). 
  2. Life Force Vampirism : The Nightlords are energy vam­
  pires who do not need normal food or water to survive. Instead, 
  they depend on the life force of living things. Humans and 
  Nightbane are the best source of sustenance; the denizens of the 
  Nightlands are, in the words of a Nightlord, "weak and 
  foul-tasting," enough to keep a Nightlord alive but not happy. 
  The same sentiment holds true for D-Bees, and the more 
  alien/inhuman the worse they taste. Nightlords prefer their 
  "food" to be flavored by pain and terror. Therefore, their favor­
  ite form of feeding consists of torturing victims to death. The 
  traditional way to offer a sacrifice to the Nightlords is to throw a 
  live victim into a large bonfIre! This feeding process requires a 
  helpless victim; Nightlords cannot feed during, or from those 
  engaged in, combat. 
  The feeding process takes one minute. Up to 50 Hit Points or 
  P.P.E. can be absorbed during that minute. Human and 
  1 47 
  Nightbane Hit Points and P.P.E. replenish the Nightlords' needs 
  on a one to one basis (Le., one Hit Point or P.P.E. stolen from a 
  human or Nightbane grants the Nightlord one P.P.E. point of 
  sustenance). On the other hand, Dopplegangers, Hounds and 
  Squires used in this manner only ''produce'' one P.P.E. point for 
  every 10 Hit PointslM.D.C. or P.P.E. absorbed. The Nightlord 
  needs to consume a minimum of 20 P.P.E. in this manner every 
  day. If not, those 20 P.P.E. are subtracted from the monster's 
  energy base, reducing it 20 points every day until it can be re­
  plenished. Since most Nightlords have at least 1 ,000 P.P.E., they 
  could survive almost two months without feeding, but their 
  power would diminish enormously. When their P.P.E. base is 
  reduced to zero, they lose one P .E. attribute point per day; if 
  P.E. is also reduced to zero, the Nightlord will crumble into 
  dust. It is possible that this will not truly destroy the Nightlords 
  and they can return to life if the energy becomes available and 
  conditions are right. 
  Nightlords who fall dangerously low in power function at 
  half their normal capacity (half attacks per melee round, half 
  M.D.C., half bonuses, and half speed). To replenish themselves 
  quickly, they may engage in a frenzy of torture and murder, 
  gorging on hundreds of P.P.E. and Hit Points every day until 
  back to full strength or an acceptable level. Most try never to 
  fall into such a state of dereliction. 
  3. Matter and Energy Control: The Nightlords have pow­
  ers over inanimate matter and energy that transcend normal 
  magic and psionic powers. They are said to be able to control re­
  ality itself. This is a bit of an exaggeration. However, by using 
  P.P.E. they can reshape, alter, melt and destroy inanimate ob­
  jects at will. 
  They can also use rituals, willing participants, unwilling sac­
  rifices, mass slaughter, ley lines and ley line nexus energy to 
  produce additional P.P.E. to be harnessed and used to reshape or 
  destroy matter. Given enough time and power, Nightlords can 
  create or destroy entire cities! 
  Each use of this power counts as two melee attacks/actions, 
  and requires line of sight 
  (with a maximum range of one 
  mile/1 .6 km). 
  Note: Living beings are immune to this power. This includes 
  "bio-mechanical" Nightbane, cyborgs and any cybernetic sys­
  tem attached to and/or implanted in living beings (for that mat­
  ter, anything covered or contained inside living matter). 
  Magical weapons and artifacts are also unaffected by the 
  Nightlord's powers. 
  The following abilities fall under this incredible power: 
  Reshape Matter: The Nightlord can mold inanimate matter 
  (metals, stone, concrete, plastic, and any mineral or synthetic 
  substance) at will as if it were soft clay. The cities of the 
  Nightlords were built in this way. The shape can be anything the 
  demon desires; Le., he can twist a gun into a pretzel, but the 
  matter's structure remains the same - the pretzel will still be 
  made of metal. P.P.E. Cost: One point per 5 pounds (2.3 kg) of 
  matter. 
  Melt Matter: The Nightlord causes solid matter to assume a 
  liquid state. In the case of most metals and solid minerals, this 
  means the matter will become incredibly hot! Any matter will 
  suddenly heat to its "melting point." Anybody holding a metal 
  object thus melted will take 3D6 S.D.C. bum damage (2D4x1 0  
  Quentin Milton (Order #26014138)
  
  if body annor or a vehicle is melted on top of the character). 
  P.P.E. Cost: One point per pound (0.45 kg) of matter, so melting 
  a two ton car costs 4000 P.P.E. points. 
  Transform Matter: This aspect of the power allows the 
  Nightlord to change lead into gold, plastic into iron, etc., and 
  vice versa! They can transform guns into candy, and wine into 
  nitroglycerin. P.P.E. Cost: 20 points per pound (0.45 kg) of mat­
  ter transformed. The transformation is permanent, unless the 
  fiend spends energy to change it back. Remember, living beings 
  and organic matter cannot be affected. 
  Matter-Energy Meld: Nightlords can "attach" matter and en­
  ergy to their own bodies, giving themselves monstrous but very 
  powerful shapes. Every 1 0  P.P.E. points spent in this manner 
  adds 20 M.D.C. to the Nightlord (usually in the form of metallic 
  annor, rocky growths, and so on). Also, the Nightlords can sur­
  round themselves in an aura of fire, crackling electricity, or 
  other form of energy. These energy auras provide 10 M.D.C. 
  worth of protection for every 10 P.P.E. spent. Furthermore, the 
  energy will burn anyone who touches or comes within 10 feet (3 
  m) of him. Damage is equal to one M.D. point for every 1 0  
  P.P.E. spent. The Matter-Energy Meld lasts one hour; at the end 
  of it, the Nightlord can spend more P.P.E. to renew it. 
  This power can also be used to make himself invulnerable to 
  all forms of energy attack, except magic, at a P.P.E. cost of 10 
  points per every 10 minutes. 
  Or the supernatural power can use energy (fire, electricity, la­
  sers, etc.) to make himself more physically powerful and gi­
  ant-sized by converting the energy into mass. Every 10 points of 
  energylMega-Damage actually gives the Nightlord one addi­
  tional M.D.C. point, ten pounds of mass, and six inches (0.1 5  m) 
  in height. Thus, enduring a total of 100 M.D. from energy blasts 
  or fire increases the monster's M.D.C. by 10 points, mass by 
  100 pounds (45 kg), and height by five feet (1.5 m). A thousand 
  M.D. points would be lOx that amount. However, the Nightlord 
  must expend 5 P.P.E. points for every 1 0  points of energy fun­
  neled into his system, so 1 000 M.D.C. energy damage will cost 
  him 500 P.P.E. points. 
  Disperse Energy: Nightlords can disperse energy hannlessly 
  around themselves. Fire, heat and radiation can be rendered use­
  less against them. It is said that a Nightlord with enough power 
  available could dance unhanned in the corona of a star, or with­
  stand a nuclear explosion! One hopes these are exaggerations. 
  P.P.E. Cost: Every 10 points expended hannlessly disperse 
  up to 100 M.D. points of energy damage. 1000 P.P.E. points can 
  dispel 10,000 M.D.C. points of energy damage. This effect lasts 
  for one minute after the power is activated. Note: Does not af­
  fect magical and psionic energies, including Nightbane Talents. 
  Release Energy: This power enables the character to unleash 
  large amounts of pure energy in the form of fire/plasma, elec­
  tricity, or laser blasts. These energy blasts inflict ID6 M.D.C. 
  per every 5 P.P.E. spent. Cost: 5 P.P.E. per die of damage (Le., a 
  blast doing 4D6 M.D. would cost 20 P.P.E. while a blast doing 
  4D6xlO M.D.C. would cost 200 P.P.E.). The Nightlord is at +3 
  to strike with these blasts. 
  The powerful Ba'al can also create walls of fire, circles of 
  fire, electrical fields, electro-magnetic fields, etc. P.P.E. Cost: 
  10 points per 20 foot (6. 1 m) radius. Those who try passing 
  through the energy wall or field suffer ID4xlO M.D. Addi­
  tionally, the villain can create the equivalent of the following 
  spells at a cost of four P.P.E. each at 10th level power: Globe of 
  Daylight, Blinding Flash, Lantern Light, Ignite Fire, Fuel 
  Flame, Fire Blast, Fire Bolt, Extinguish Fire, Circle of Flame, 
  and Energy Disruption. 
  Manipulate Dimensional Energies: The Nightlords can also 
  control dimensional energies, such as what is needed to open 
  and close Rifts, open dimensional portals, teleport, and so on. 
  All Nightlords have the equivalent of the spells Close Rift, Di­
  mensional Portal, Teleport: Superior, Fly, Float in the Air, Ley 
  Line Time Capsule, Ley Line Time Flux, Ley Line Ghost, Swap 
  Places and Time Slip. P.P.E. Cost: Same as each respective 
  spell. 
  Telekinesis: Basically the same as the spell, only the range, 
  weight, duration, damage are increased xlO. P.P.E. Cost: 1 0  
  points. 
  4. Sense Dimensional Disturbances: Nightlords are attuned 
  to mystical energies, and can sense the presence/appearance, 
  opening and closing of Rifts, dimensional portals/doorways, 
  teleportation spells, dimensional anomalies, and similar magi­
  cal/supernatural effects, at a range of 5 miles (8 km) per level of 
  experience. 
  5. Breach the Mirrorwall: Before the Coming of the Rifts, 
  the Ba'al were imprisoned in the Nightlands. Before that day, 
  only their minions or Astral Avatars could visit the Earth, and 
  the former only if they were summoned by evil magicians. The 
  resulting effects of that event have allowed them to escape their 
  ancient prison whenever more than one thousand Dopplegangers 
  manage to enter Rifts Earth. This is still difficult, because a 
  Doppleganger can only come to Earth when its human twin co­
  mes to the Nightlands. Furthermore, the human cannot be 
  dragged to the Nightlands, but must be tricked into going of his 
  own free will. Once 500 of a Nightlord's Dopplegangers are on 
  Earth, he can send an Avatar or 1 -4 Night Princes. When more 
  than 1000 are in place on Earth, the Nightlord can, himself, en­
  ter our reality. However, the Dopplegangers must be his subjects 
  and should their number drop below 1 000, the Ba'al lord is tom 
  from this 
  reality and returned to the Nightlands. When this 
  happens, 2000 Dopplegangers will be required for him to ever 
  return again. This number doubles every time a Nightlord is 
  thrown back to the Nightlands in this fashion. Returning on his 
  own accord before the number drops below 1 000 avoids this 
  damaging effect. 
  Once a Nightlord has established his link to Rifts Earth via 
  the 1000+ Dopplegangers, he can cross the Mirrorwall and 
  travel back and forth between Earth and the Nightlands by 
  spending 1 0  P.P.E., concentrating for one minute (4 melee 
  rounds), and then stepping into a mirror. This power cannot be 
  used in combat. Also, the Nightlord can send any number of 
  minions to Earth by spending 5 P.P.E. per minion. This process 
  also takes one minute (4 melees). 
  1 48 
  Alignment: Typically, Diabolic (70%), Miscreant (25%), or 
  Aberrant (5%). 
  Attributes: The number in parentheses is for the Avatar. I.Q. 
  3D6+ 12, M.E. 3D6+ 12, M.A. 3D6+ 12, P.S. 3D6+30 (3D6+20), 
  P.P. 2D6+1 6  (2D6+10), P.E. 3D6+12 (2D6+12), P.B. 3D6+6 
  (varies), Spd ID6x 10 (6D6). The mental attributes of the Avatar 
  are the same as the Nightlord. 
  Size: Varies, typically within the human range. 
  M.D.C.: 6D6x100+660 on Rifts Earth, double at a ley line and 
  Quentin Milton (Order #26014138)
  
  triple at a nexus! 3D6x100+1 50 for the Avatar; double at a ley 
  line or nexus. (Has P.E. number times the level of experience 
  for Hit Points, 3D6x100+500 S.D.C. and an A.R. of 1 7  in 
  S.D.C. environments - ID4xl 00+ 100 for the Avatars.) Killing a 
  Nightlord in Rifts Earth only sends him back to the Nightlands 
  where he'll remain at half power for one year. During that year 
  he cannot try to return to Earth. Killing a Nightlord in the 
  Nightlands 
  is 
  believed 
  to 
  destroy 
  the 
  fiend. 
  Note: 
  Mega-Damage structures and M.D. weapons from Rifts Earth 
  become Hit Points and S.D.C. in the Nightlands, as do the 
  Nightlords and Minions. 
  Horror Factor: 1 8  when they unmask their aura of fear and 
  power {l4 for the Avatars). 
  P.P.E.: 2D6x 100+1 000, plus 50 per level of experience 
  (1 D6x 1 00 +20 per level of experience for Avatars). 
  R.C.C. Skills: All magic and monster based Lore skills and 
  knows all languages at 98% (many will be ancient/archaic 
  tongues). Most Nightlords also have 10-20 additional skills at 
  +20% from any skill category due to their centuries of life expe­
  rience. 
  Attacks per Melee: lO on Rifts Earth (6 for an Avatar). 
  Damage: As per Supernatural P.S., increase by 50% on a ley 
  line or at a nexus for both the Nightlord and his Avatar! 
  Bonuses (in addition to attributes): +3 on initiative, +5 on all 
  perception rolls (a Nightbane® RPG stat not applicable to 
  Rijts®), + 1 to parry and dodge, +4 to rolVpull punch, +6 to save 
  vs magic, + 10 to save vs Horror Factor and are impervious to 
  possession. These bonuses do not include skill or attribute bo­
  nuses. As with most supernatural beings, Nightlords are imper­
  vious to disease, poison, drugs, and normal heat and cold. 
  Magic Powers: Ample knowledge in the use and limits of 
  magic, i.e., all the basics plus knows half the spell invocations 
  from levels 1-12. However, though Nightlords used to be sorcer­
  ers, they now disdain the use of magic, preferring to rely on 
  their powers over matter and energy described earlier rather than 
  spells. Only those listed previously in #3 are deemed acceptable 
  for casual use, but the Ba'al may consider casting other magic if 
  the situation demands it in a crisis. 
  Psionic Powers: None, other than the formidable natural abili­
  ties listed previously. 
  Average Life Span: Unknown, presumed to be immortal. 
  Experience Level: Average 2D4+5. An Avatar will typically be 
  half that level. 
  VulnerabilitieslPenalties: Nightlords and their Avatars take tri­
  ple damage from all attacks at the hands of Nightbane (and 
  Guardians), and double damage from attacks from any other su­
  pernatural creatures, including vampires and other undead. 
  Dragons, other creatures of magic and magic of all kinds do 
  their normal damage. 
  Allies: Each Nightlord commands a small army of at least 100 
  Hounds, 10-40 Great Hounds, 10-20 Hound Masters, 10-40 
  Hunters and 10-12 Hollow Men, 5-10 Ashmedai and 1 -6 Night 
  Princes; possibly others. The average Nightlord commands ten 
  to twenty times as many troops, and the more powerful ones 
  twenty to a hundred times above that! This does not include the 
  city(s) of Dopplegangers and other lesser beings the Nightlord 
  rules over, which can number from the hundreds of thousands 
  into the millions. 
  Weapons and Equipment: Some Nightlords wield ancient arti­
  facts and/or magic weapons and armor, but most of them disdain 
  1 49 
  the use of weapons unless extremely powerful, preferring to rely 
  on their own powers. 
  Night Princes 
  Ba'al-Zebul R.C.C. 
  The chief lieutenants of the Nightlords are the Night Princes, 
  also known as Ba'al-Zebul or Squires. They too are hu­
  man-looking beings, but with incredible powers of illusion. 
  Some ancient writings refer to both the Nightlords and their 
  "princes" or "squires" as the Ba'al. Perhaps the Ba'al-Zebul are 
  lesser Nightlords, or valued servants who have been "gifted" 
  with the power to deceive and confuse humanoids. 
  For millennia, the Night Princes have crossed over to Earth 
  to manipUlate, abuse and control humans. They helped keep the 
  evil Cult of Eternal Night alive on Earth, and fooled hundreds of 
  mortals into secretly worshiping the Nightlords. Some of the 
  legends about tempting demonic beings may be related to the 
  Ba'al-Zebul's activities. Their main purpose is to fool Earth­
  lings, since most of the Nightlords' other minions are immune to 
  illusionary powers. Their abilities and human-like appearance 
  make them ideal agents and infiltrators to establish themselves 
  in key positions to help the Nightlords take over the Earth and 
  undermine rivals and enemies. The Ba'al-Zebul are also used as 
  war leaders, and have a higher rank than all other minions ex­
  cept the Nightlords ' Avatars. 
  A few Ba'al-Zebul have gone renegade, usually because their 
  power-hunger has prompted them to betray their overlords. 
  These renegades are no less evil than the Ba'al, just less power­
  ful. They often take control of a cult or some secret organiza­
  tion, or peddle their services as mercenaries or try to ingratiate 
  themselves with rival Nightlords and supernatural powerhouses 
  in exchange for more power. There are rumors that some Night 
  Princes are trying to establish their own kingdoms on Rifts 
  Earth. 
  "Night Squires" are typically low level Night Princes who 
  have yet to distinguish themselves. 
  Natural Abilities of the Night Prince: 
  1. Supernatural Attributes: The Ba'al-Zebul are inhuman 
  beings who heal damage at the supernatural rate of ID4xl0 
  M.D.C.lHit Points every minute, and have the following abili­
  ties: See the invisible and all illusions (including those created 
  by another Night Prince), impervious to mind control of any 
  kind, nightvision (range: 500 feet/152 m), sense the presence of 
  ley lines and nexus points (range: 1 mile/1.6 km), and does not 
  need to eat, drink or breathe air. 
  2. Energy Vampires: Like their masters, the Night Princes 
  are energy vampires who need to feed on the life force of other 
  living beings. Five Hit Points or P.P.E. a day will keep a Night 
  Prince "fed," although they will not feel happy and truly satis­
  fied unless they consume at least 10-20 a day. Every time the 
  fiend misses a "meal," he or she loses one P.P.E. point per day, 
  which can only be restored after getting an extra 5 P.P.E or Hit 
  Points the next time he/she feeds. When P.P.E. is reduced to 
  zero, the Ba'al-Zebul loses one Physical Endurance (P.E.) point 
  and crumbles to dust when P.E. is reduced to zero. 
  Quentin Milton (Order #26014138)
  
  1 50 
  3. Illusionary Powers: The Ba'al-Zebul are masters of creat­
  ing constructs of magical energy. These constructs are not real, 
  but can be convincing enough to deceive, terrify and even harm 
  victims. Each illusion costs different amounts of P.P.E. depend­
  ing on how powerful, large or effective the illusion is. Some ex­
  amples of illusions and their P.P.E. cost are given below. The 
  Game Master can use them as guidelines to determine other illu­
  sions and P.P.E. costs. The range for these powers is 100 feet 
  (30.5 m) plus 20 feet (6. 1  m) per level of experience. The size of 
  an illusion is equal to 10 cubic feet (0.3 cu m) per level of expe­
  rience. 
  All these illusionary powers can be resisted and seen through 
  with a save against magic, but only when the target/victim has a 
  reason to suspect the illusion is not real. 
  Sound and minor (soundless) visual images cost only 2 
  P.P.E. per minute, and affect everybody in auditive or visual 
  range. 
  A combination of sound and image, or an illusion of smell 
  costs 5 P.P.E. per minute (4 melee rounds). 
  Image, sound and odor combined, or an illusion of touch (in­
  cluding temperature and texture) costs 10 P.P.E. per minute. 
  Full sensory illusions (combine all five senses) cost 20 P.P .E. 
  per minute (4 melee rounds). 
  An entire panorama affecting an area equal to twice the nor­
  mal size, and with full details, such as a forest complete with 
  images, sounds and odors, costs 60 P.P.E. per minute (4 melee 
  rounds). 
  Horror Factor of any illusion is a base of 10, +1 for every 3 
  additional P.P.E. points spent (this is in addition to the illusion 
  cost). The maximum Horror Factor for any such illusion is 18. 
  For example, a Night Prince wishing to create a demonic entity 
  that affected all 5 senses and had a Horror Factor of 1 8  would 
  have to spend a total of 44 P.P.E. per minute; 20 for the illusion 
  proper and 24 for the +8 to Horror Factor. 
  Death by Illusion: Although the illusions will not normally 
  cause damage, an extremely convincing illusion may cause a 
  person to believe he has been killed or severely injured! As 
  long as the character does not see through the illusion (Game 
  Masters should do their best to ensure the players don't realize 
  their characters are fighting an illusion), their character will ap­
  pear to take damage as normal and the illusion is likely to even 
  show damage to the character's armor and body (only illusions 
  affecting all five senses will produce these effects). If the char­
  acter believes he has been reduced below zero points, he will 
  fall unconscious from traumatic shock! His condition is so se­
  vere that the character will lapse into a coma and may die unless 
  he receives medical treatment! However, the character is + 1 0 to 
  save vs coma and will recover at full strength (minus any real 
  damage he/she may have suffered). Game Masters might require 
  a roll to save vs insanity (10 or higher; add M.E. bonuses and 
  any bonuses to resist Horror Factor) for the character to avoid 
  lasting mental consequences as a result of the traumatic experi­
  ence. 
  Alignment: Diabolic or Miscreant. There are stories of a few 
  renegades who turned away from the Nightlords and now are 
  fighting them as well as those who have forsaken the Nightlands 
  to build their own small kingdoms on Rifts Earth and other 
  worlds. At the Game Master's discretion, these rumors may or 
  may not be true. 
  Quentin Milton (Order #26014138)
  
  Attributes: I.Q. 3D6+6, M.E. 3D6+6, M.A. 3D6+6, P.S. 
  3D6+10, P.P. 3D6+4, P.E. 2D6+1 8, P.B. 3D6+6, Spd 5D6 
  Size & Weight: Normal human. 
  S.D.C.: 2D4xlO + 120 
  Hit Points: P.E.x2 plus 2D6 per level of experience. 
  Horror Factor: 9, but can create illusions with an H.F. of up to 
  18. 
  P.P.E.: ID4xlOO plus 15 per level of experience. 
  R.C.c. Skills: The typical Night Prince knows all magic and 
  monster based Lore skills (+ 1 5%), magically understands and 
  speaks all languages at 92%, and knows an additional 10 skills 
  from any category at +1 0%, and an additional 12 Secondary 
  Skills (no bonuses apply). 
  Attacks per Melee: Six, but increases to 8 when at a ley line or 
  nexus. 
  Damage: As per Supernatural Strength. 
  Bonuses (in addition to attributes): + 1 to parry, +2 to dodge, 
  +2 to roll with punch, fall or impact, +5 to pull punch, +4 to 
  save vs magic, +3 to save vs psionics (+5 to perception rolls), 
  +6 to save vs Horror Factor and +9 to save vs possession. As 
  with most supernatural beings, Night Princes are impervious to 
  disease, poison, drugs, and normal heat and cold. 
  Magic Powers: Natural illusion powers only. Many Night 
  Princes pretend to cast magical spells which are, in reality, illu­
  sions. The illusion can easily replicate any spell effect. 
  Psionic Powers: None. 
  Average Life Span: Unknown; presumed to be immortal. 
  Experience Level: Average lD4+4. 
  VulnerabilitieslPenalties: Night Princes take double damage 
  from the attacks and Talents of the Nightbane and physical at­
  tacks from other supernatural beings. Creatures of magic and 
  magic weapons and spells all inflict their usual damage. 
  Allies: Night Princes are the right hand of the Nightlords and of­
  ten placed in command of Hound Masters, Hollow Men and 
  Ashmedai. Others lead entire armies of Nightlord Minions or 
  are placed in positions of power and authority. Even the lowliest 
  Night Prince is likely to have a platoon of 10-20 Hounds, 2-8 
  Great Hounds, 1 -4 Hound Masters, 2-8 Hunters and 1-4 
  Ashmedai, possibly others, at immediate disposal. 
  Enemies: The enemies of their Lord are also their enemies, as 
  are rival demonic factions. Furthermore, there is often rivalry 
  between Night Princes themselves when one is seeking greater 
  power and favor than his peers. This can lead to ugly infighting 
  and treachery. 
  Weapons and Equipment: Vary with missions, the situation 
  and personal power and wealth. 
  Priest of Night 
  The Priest of Night is a human fanatic who willingly wor­
  ships the Nightlords in retum for magical powers. Most of these 
  cultists are misanthropes and outcasts from society, often too 
  ugly or unappealing (Physically or spiritually) to make friends, 
  or who somehow are unable to socialize and deal with normal 
  life. They end up hating themselves, their place in the world, 
  and society at large. Their rage is such that they are willing to 
  sacrifice a degree of their humanity in order to gain the power 
  1 51 
  they think they need to get their revenge on others or prove 
  themselves. Typically, the would-be Night Priests are contacted 
  by the Astral Avatar of some Nightlord or by a Night Prince. If 
  the candidate seems receptive to manipulation, a mystical pact is 
  forged between the Ba'al and the human. 
  Soon, the cultist becomes able to use magic and gains a num­
  ber of other special abilities. The once-rejected misfit suddenly 
  becomes extremely charismatic, as well as inhumanly strong 
  and tough; far more powerful than he ever hoped to be. Most 
  Priests of Night are pathetically grateful to their "benefactors" 
  and do anything that's asked of them without complaint or hesi­
  tation. Soon, the Night Priest fmds himself or herself commit­
  ting murder, larceny, harboring Nightlord Minions, tricking 
  enemies and other worshipers to go to the Nightlands (to bring 
  their Dopplegangers to Rifts Earth and, with any luck, enable 
  "the Master" to come to Earth as well), and other crimes in the 
  service of his or her Nightlord. 
  The origin of the magical powers of the Night Priests is un­
  known since the Ba'al themselves do not use spell magic, 
  though they do know many spells. It is not certain what the 
  source of this mystical energy is. Some occultists theorize that 
  the magical powers emanate from the true master of the 
  Nightlords, an Alien Intelligence of unimaginable power that the 
  Ba'al worshiped back when they were mere mortal sorcerers. In 
  any case, the Nights Priests play a very important role in helping 
  to bring their particular Nightlord to Earth by enlisting other 
  worshipers and bringing in Dopplegangers. 
  Quentin Milton (Order #26014138)
  
  Special Night Priest 
  Abilities & Bonuses: 
  1. The Gift of Power: The Night Priest always becomes 
  powerful both physically and psychologically. His Mental Af­
  fmity and Physical Beauty are each increased by 8 points or 
  raised to a minimum level of 1 8  (whichever is higher). His P.S. 
  is increased by 4, and his P.P. by 2. Furthennore, by spending 2 
  P.P.E. per minute, the Night Priest's strength becomes Supernat­
  ural, able to inflict Mega-Damage with his bare hands. Add 30 
  points to S.D.C. and 3D6 to Hit Points. 
  2. The Gift of Magic: At first level, the Night Priest gains 
  eight spells from levels 1-4. At every subsequent level of ex peri­
  ence, the priest can select one additional spell from levels 1-5 
  until reaching 6th level, at which point he can learn any spell of 
  an equal or lower level. 
  Base P.P.E.: ID6xl0 plus the P.E. attribute number. Gains 
  2D6 P.P.E. per level of experience. 
  Priest of Night or Night Priest R.C.C. 
  Note: Intended as an NPC villain, not a player character. 
  Attribute Requirements: None. Most are Diabolic or Miscre­
  ant in alignment, or soon become one of these alignments as 
  they are corrupted by their masters. 
  O.C.C. Skills: 
  Native Language 98% 
  Basic Math (+20%) 
  Piloting: One Skill of Choice (+ 1 0%). 
  Nightlands Lore (+20%) 
  Dancing (+ 1 5%) 
  W.P. Knife 
  Hand to Hand: Basic, which can be raised to Hand to Hand: 
  Expert at the cost of one "O.C.C. Related" skill, or to Martial 
  Arts or Assassin at the cost of two. 
  O.C.C. Related Skills: Select ten other skills. Plus select one 
  more skill at levels three, six, nine and twelve. 
  Communications: Any. 
  Domestic: Any. 
  Electrical: None. 
  Espionage: Any. 
  Mechanical: None. 
  Medical: First Aid only. 
  Military: None. 
  Physical: Any. 
  Pilot: Any. 
  Pilot Related: Any. 
  Rogue: Any. 
  Science: Any. 
  Technical: Any (+5%). 
  W.P.: Any. 
  Wilderness: Any. 
  Secondary Skills: The character also gets to select six Second­
  ary Skills. These are additional areas of knowledge that do not 
  get the benefit of the bonuses listed in parentheses. 
  Standard Equipment: Will own at least a car and several 
  weapons, including a sacrificial knife. Many end up owning a 
  nice house or mansion which they use as a base for their cult. 
  They are typically surrounded by 3D6 nonnal human cultists. 
  Money: 4D6xlOOO in credits and a home, mansion, church, un­
  derground lair or other such dwelling that is owned by the 
  priest. 
  Nightlands Witch 
  See the section on Witchery for details. 
  Red Flame Demons 
  1 52 
  Demons of the Netherworld 
  The Ba'al are not above using trans-dimensional creatures as 
  minions and servants. Although their slaves of choice are the 
  creatures of the Nightlands, which include Hounds, Hunters, 
  Night Princes, Dopplegangers and Shadow Scorpions, they also 
  have used beings like the Hollow Men, Ashmedai, Necrophim, 
  Morpheomoths and Skinners as their servants. To some degree, 
  demons can be regarded as the equivalent of supernatural mer­
  cenaries - they serve any powerful being who meets their price 
  or wields the power to force them into indentured service. 
  However, many Nightlords distrust demons, and although 
  such creatures are not as widely hated as vampires (who are at­
  tacked and destroyed on sight), their motives and loyalty are al­
  ways suspect. After all, demons as a whole, owe their existence 
  and some degree of their loyalty to the Lords of Hades, Dyval, 
  and other parts of the Netherworld. Thus, one never knows if 
  one's demonic servants are loyal or actually following the or­
  ders of a devious Demon Lord. 
  The Demon Netherworld 
  The tenn "Netherworld" refers not to a single dimension but 
  rather a number of worlds that straddle several dimensions and 
  whose description and appearance seems to be similar or related 
  to popular conceptions of Hell - places of suffering peopled by 
  inhuman monsters. These strange worlds are said to be the 
  abodes of the Demon Lords and the Gods of Darkness. 
  The most infamous worlds or dimensional planes said to be 
  part of the Netherworld are: 
  Hades: This place of eternal twilight has a number of simi­
  larities to the Nightlands, including dark skies (although Hades' 
  sky is covered in swirling clouds of gray and black), desolate 
  rocky terrain, and forbidding mountains. Hades is even more in­
  hospitable than the Nightlands. There is no water or food to be 
  found, and any unfortunate character stranded in this world 
  would soon perish. Hades is the abode of several gods of dark­
  ness, including the deity of the same name (see Rifts® Conver­
  sion Book 2: Pantheons of the Megaverse® and the 
  Palladium Fantasy RPG's Dragons & Gods. Also the upcom­
  ing Rifts® Dragons & Gods supplement.) 
  Dyval: This dimension is said to be covered by forests that 
  surround citadels and fortresses where these demonic lords and 
  their minions dwell. Although at first sight this world would ap­
  pear to be less forbidding than the Nightlands, it is plagued by 
  Quentin Milton (Order #26014138)
  
  hordes of monsters who roam across its entire length, sparing no 
  one. These supernatural creatures of darkness prefer not to be 
  related to the demons of Hades and prefer to be known as 
  Dyvals, Deevils or Devils. 
  The Hell of the Yama Kings: A frightening, multi-plane 
  realm of existence that has actually invaded part of Rifts Earth 
  in the country known as China. Also an upcoming world book. 
  Others also exist. The Red Flame Demons are from only one 
  of these lesser known Hells. A land of volcanos, sulfur pits and 
  steaming forests. 
  Red Flame Demons 
  Not all demons are lurking near Devi/ 's City in the 
  Nightlands. Most of these evil supernatural beings are careful 
  about attracting the attention of the Ba' al. A few of them are 
  more daring than others, and a major Demon Lord has dis­
  patched a number of small scouting and raiding parties into the 
  Nightlands. These raiding parties are known as Red Flame 
  Teams. Their mission, to observe the Nightlords, undermine 
  their efforts whenever possible and attack them and their min­
  ions when the opportunity avails itself. There is no open dimen­
  sional portal leading back to their dimension of origin, so even 
  if a Red Flame Team is discovered, the Nightlords cannot fol­
  low them back to the demons' home world. These advanced 
  scouts and hit squads are on their own. 
  There is a long-lasting enmity between the Red Flame 
  Demons and Ba'al, the Red Flames having been defeated by 
  them on virtually every occasion, including one all-out invasion 
  of the Nightlands. Bitter and resentful, the Red Flames engage 
  in an ongoing vendetta of terrorism, sabotage and murder. 
  While doing their job, the creatures also prey on anybody 
  else they happen to find A few human settlements have been 
  obliterated by these fiends. If they find a band of Nightbane or 
  humans they may attack or cause trouble if they think the odds 
  favor them. A band of demons can be formidable foes for any 
  group. Each Red Flame squad has from 5 to 10 demonic mem­
  bers (roll ID6+4), including at least one Red Flame Demon 
  Lord. 
  Described in the pages that follow are the different types of 
  Red Flame Demons. These demons' appearance could have all 
  manner of effects and intrigue on the Nightlords, because they 
  are out to frustrate and hurt the Ba'al. They have recently 
  learned about Rifts Earth and have decided to prevent the 
  Nightlords from gaining access to it. This means the Red Flames 
  have begun traveling to Earth to fmd and kill Dopplegangers, 
  Night Priests, and worshipers of the Nightlords. Those in the 
  Nightlands and on Earth may also warn humans of the 
  Nightlords' dreams and plans to access, invade and conquer 
  Rifts Earth. In the process, the Red Flame Demons have found 
  Rifts Earth to be a fun and exciting domain for adventure, in and 
  of itself, full of opportunities and portals to endless other 
  worlds. Red Flame Demons are still comparatively rare on Rifts 
  Earth and face the obstacle of dealing not only with Nightlord 
  Minions, but other supernatural rivals that include the denizens 
  of Hades and Dyval, and the Splugorth, among others. The de­
  mons of Hades and Dyval have always considered the Red 
  Flames to be wormy rabble barely worth the trouble to acknowl-
  edge. Consequently, they are not pleased to find them on Rifts 
  Earth and dispatch them whenever they are encountered. 
  Note: As is true of all supernatural beings, the Red Flame 
  Demons become Mega-Damage creatures on Rifts Earth, and 
  are impervious to disease, poison, drugs and normal heat and 
  cold. All stats presented in these pages are for use in Rifts® as 
  Mega-Damage villains. 
  Asurk-Demonians 
  These hideous monsters are dwarf-like creatures with long 
  fangs coming out of their mouths and numerous spines and 
  spikes protruding from their head, back and arms. These demons 
  are only found in remote parts of the Nightlands, hiding from 
  the Ba'al and their minions, or in a few places on Rifts Earth, 
  usually summoned by evil sorcerers, or serving a Demon Lord 
  as a minor gofer, agent or bodyguard. Despite their small size, 
  they are surprisingly strong, but the greatest danger they pose 
  lies in their powers over magic, especially illusionary and fIre 
  magic. The creatures are believed to be some sort of Elemental 
  beings who were corrupted and enslaved by the Lords of Hades 
  until they broke free and joined the Red Flame Demon Hordes. 
  Alignment: Anarchist (1 5%), Miscreant (40%), Diabolic (40%) 
  or Aberrant (5%). 
  Attributes: I.Q. 2D4+4, M.E. 3D4+4, M.A. 3D4, P.S. 306+ 10, 
  P.P. 3D4+1 0, P.E. 3D4+1 0, P.B. ID4, Spd 4D6+ 1O (double fly­
  ing). 
  Size: 4 feet (1.2 m) tall and weighs 200 pounds (90 kg). 
  M.D.C.: 3D6xl0+44 on Rifts Earth. (Has 2D4xl0 for Hit 
  Points, 3D6xl0 S.D.C. and an A.R. of 10 in an S.D.C. setting.) 
  Horror Factor: 12 
  P.P.E.: 3D4xl0 +P.E. attribute number. 
  Average Life Span: Unknown, presumably hundreds of years. 
  Natural Abilities: Nightvision 200 feet (61 m), see the invisi­
  ble, turn invisible at will, fly, leap 30 feet (9 m) high or 60 feet 
  (18 m) lengthwise, bio-regeneration 3D6 S.D.C.lHit Points per 
  minute, teleport self 54% (any direction; maximum range 500 
  feetl1 52 m), dimensional teleport 38% (Hades and home dimen­
  sion only). 
  Special: Fire Aura: They can also create an aura of flame 
  around themselves as often as once per hour. The aura makes 
  the Asurk-Demonian impervious to heat and fIre, resistant to en­
  ergy attacks (half damage) and adds 30 M.D.C. Duration: Three 
  1 53 
  Quentin Milton (Order #26014138)
  
  minutes per level of experience. The aura as adds extra damage 
  to punch and claw attacks (+2D6 M.D.). Strangely enough, it 
  does not set surrounding combustibles on fire. 
  Experience Level: Equal to a sorcerer, level ID4+6. 
  Psionic Powers: None. 
  Magic: Knows the following spells: See Aura, Sense Magic, 
  Sense Evil, Concealment, Detect Concealment, Chameleon, 
  Fuel Flames, Fire Bolt, Fire Ball, Blinding Flash, Fool's Gold, 
  Mask of Deceit, Horrific Illusion and Apparition. 
  Attacks per Melee: Five physical attacks or two by magic. 
  Damage: As per Supernatural P.S. Claw strikes add +ID4 M.D. 
  Note: Attacking while it is wrapped by the Fire Aura adds +2D6 
  M.D. to all hand to hand damage. 
  Bonuses (in addition to attributes): +1 on initiative, + 1 to 
  strike and parry, +2 to dodge, +2 vs poison and disease, and +4 
  to save vs Horror Factor. 
  VulnerabilitieslPenalties: Takes double damage from weapons 
  made of silver, holy weapons, artifacts, magic weapons and 
  Guardian powers. Holy water will do 3D6 points of damage per 
  splash. 
  R.C.C. Skills: All Wilderness and Rogue skills, all at 52% (ex­
  cluding Computer Hacking). Magically knows all languages. 
  Allies of Note: Fellow demons and supernatural evil. 
  Blood Dancers 
  These strange demons can weave illusions around themselves 
  to make themselves look like attractive men or women. In real­
  ity, they are slender, sexless creatures covered in a thin reddish 
  slime. Their eyes are big and have no pupils, and they have no 
  mouths, noses, ears or other facial organs. Their illusionary 
  powers can fool most creatures, except other illusionists, Night 
  Princes (themselves masters of illusions), Nightbane using the 
  See Truth Talent, and some creatures, like the Hounds, who are 
  immune to all illusions. 
  The main goal of the Blood Dancers is to seduce and corrupt 
  humans. Their weapons are their apparently beautiful bodies and 
  a hypnotic dance known as the Blood Dance. The Blood 
  Dancers can sap the will of the target (it can be made to affect 
  an entire room full of people, but with diluted effects), making 
  the process of seduction much easier. Additionally, the creature 
  can magically lower the defenses of the victim until he or she is 
  unable to refuse any request. While under the influence of these 
  devilish creatures, many an unfortunate victim has ended up 
  committing crimes, murdering innocents and doing even worse 
  deeds. 
  Alignment: Diabolic (70%) or Miscreant (30%). 
  Attributes: I.Q. 2D6+6, M.E. 2D6+6, M.A. 2D6+16, P.S. 
  2D6+16, P.P. 2D6+12, P.E. 3D6+6, P.B. ID6+20 (in illusionary 
  form) or 106 in their real form, Spd 4D6. 
  Size: Human-sized, averaging 5 to 6 feet (1.5 to 1 .8 m) in 
  height. 
  M.D.C.: 4D6xl0+12 on Rifts Earth. (Has 104xlO +2D6 per 
  level of experience for Hit Points, 3D6xl0 S.D.C. and an A.R. 
  of 8 in S.D.C. environments.) 
  Horror Factor: 16 when their true form is revealed, or when 
  transforming from human to monster. 
  P.P.E.: 106xl0 plus P.E. attribute number and +12 P.P.E. per 
  level of experience. 
  1 54 
  Average Life Span: At least centuries, if not millennia 
  Natural Abilities: Nightvision 200 feet (61 m), magical regen­
  eration 2D6 M.D.C. per minute, Supernatural P.S. and P.E. at­
  tributes. 
  Special: Illusionary Disguise: This magical illusion gives the 
  Blood Dancer the appearance and charisma of an incredible 
  beauty. It fools all the senses, giving people the impression that 
  they are seeing or touching a beautiful human being. Duration: 
  Indefmite; the disguise may be dropped when the creature be­
  comes angry or inebriated. 
  Special: Magical Slime: In their real form, the Blood Dancers 
  are covered in a thin slimy substance that is blood-red in color. 
  When in contact with a victim, the slime rubs off on him or her, 
  and is absorbed by the skin. The slime has the effect of making 
  the victim more and more pliable and willing to be seduced. 
  Among other things, it produces hallucinogenic visions and 
  dreams about the Blood Dancers, usually of an erotic nature. 
  Special: Hypnotic Dance: The demon has the ability to pro­
  duce a magical hypnotic effect while dancing. The hypnotic 
  dance seduces the victim unless he or she makes a save versus 
  ritual magic (16 or higher). Several people (an entire room or 
  auditorium) can also be seduced, but in that case, every person 
  present gets to save versus normal magic (12 or higher). Those 
  unable to save fmd themselves entranced by the dance, very at­
  tracted towards the dancer, and unable to take their eyes off her 
  or him (oblivious to anything being said or happening around 
  them, -5 on initiative and -2 melee attacks for the first melee 
  round that anything occurs. Furthermore, the bewitched charac-
  Quentin Milton (Order #26014138)
  
  ters will be most concerned about the safety of the dancer). This 
  powerful chann magic is often the first step towards seduction. 
  Duration: The hypnotic chann and infatuation lasts throughout 
  the dance and for 3D4 minutes afterward for a mesmerized 
  crowd. For a specific individual it lasts the entire time the Blood 
  Dancer remains with the character or within his/her line of vi­
  sion. Once out of sight, the attraction fades in 3D4 minutes. 
  R.C.C. Skills: Dancing 98%, DemonIMonster Lore 98%, Basic 
  Math 98%, Seduction (+35%), Interrogation (of the gentle vari­
  ety, +20%), Intelligence (+ 12%), Prowl (+20%), Climb (+10%), 
  Swim (+ 1 0%) and Hand to Hand: Assassin. Plus select three 
  skills from the Espionage or Rogue category at + 1 0%, three 
  Physical skills (+ 1 0% where applicable), and three W.P. skills. 
  Experience Level: Average 1 D6+ 1 .  
  Attacks per Melee: Three plus those gained from the Hand to 
  Hand: Assassin combat skill per level of expertise and experi­
  ence. 
  Damage: As per supernatural P.S. or weapon. 
  Bonuses (in addition to attributes): +2 on initiative, +1 to 
  parry and dodge, +2 to roll with punch or impact, +2 to pull 
  punch, +2 to save vs magic, +9 to save vs Horror Factor and 
  possession. VulnerabilitieslPenalties: Takes double damage 
  from weapons made of silver, holy weapons, artifacts, magic 
  weapons and Guardian powers. Holy water has no effect. 
  Psionics: All Blood Dancers have the equivalent of the Mind 
  Block Auto-Defense power but no other powers (works as a reg­
  ular Mind Block, but costs no I.S.P. to activate). No I.S.P. or 
  other psionic powers. 
  Magic: In addition to their natural abilities, the demons know 
  six spells selected from spell levels 1 -4. They learn no new 
  spells as they rise in experience, however, nor can they learn or 
  purchase spells like a human sorcerer. 
  Habitat: Can appear just about anywhere. Are known to exist in 
  the Magic Zone and associate with the Federation of Magic -
  Lord Dunscon enlists a trio on a regular basis to change the 
  minds of, and eliminate, opposition. 
  Allies: Blood Dancers often work with other demons and super­
  natural monsters. 
  Enemies: The Nightlords and their minions are mortal enemies. 
  Weapons and Equipment: Since they masquerade as humans, 
  Blood Dancers can have a number of normal objects, pieces of 
  clothing, handguns, and vehicles. 
  Dakini Demon Women 
  These creatures are identified with the demon-women said to 
  serve a number of Goddesses of Darkness. They are primarily 
  used as assassins, although occasionally one of these creatures 
  wanders the land on her own as an independent agent. Like most 
  demons, they love to terrorize and victimize humans and hu­
  manoids. Their favorite tactic is to assume the form of a beauti­
  ful woman, luring lustful males into secluded areas where they 
  can be disposed of at leisure. When attacking, their true forms 
  come to the fore. The true shape of the Dakini is that of a 
  woman, but their teeth are large and sharp, and their fmgers 
  sport five inch long, blade-like nails. The body is covered in a 
  tough hide and when they are overwhelmed by blood lust, their 
  eyes become red, iris less orbs, and the demon can no longer 
  communicate, only hiss and growl. 
  Fortunately, the creatures' minds are so alien that they cannot 
  maintain their human masquerade for long. At the first sign of 
  suspicion or fear, the creature will strike without warning and 
  either flee (if facing a superior enemy) or fight to the death. 
  Lone hunters are most likely to find towns, cities and the 'Burbs 
  the most appealing "hunting grounds" because they are filled 
  with potential victims and countless opportunities for fun and 
  murder. 
  Alignment: Miscreant (60%), Diabolic (37%), or Aberrant 
  (3%). 
  Attributes: I.Q. 2D6+2, M.E. 3D6, M.A. 2D6+4, P.S. 4D6+ 10, 
  P.P. 4D6, P.E. 5D6, P.B. 3D6+1O (minimum 16), Spd 6D6 
  Size: Average 6 feet (1.8 m) tall and weighs 180 pounds (81 
  kg), though they always look slender and beautiful. 
  M.D.C.: 5D6x1O on Rifts Earth. (Has 2D6x1O for Hit Points, 
  3D6xl0 S.D.C. and an A.R. of 10 in S.D.C. environments.) 
  Horror Factor: 14 when their true nature is revealed. 
  P.P.E.: ID6x1O 
  Average Life Span: Unknown; presumably thousands of years. 
  Natural Abilities: Nightvision 200 feet (61 m), see the invisi­
  ble, tum invisible at will, bio-regeneration 2D6 M.D.C. per min­
  ute, regenerate severed limbs in 24 hours, resistant to fire (takes 
  half damage from normal fire, full from magic), magically 
  knows all languages. 
  Special: Retractable Claws: Magically grow from the fmger­
  tips to five inches long and do an extra +2D6 M.D. per claw 
  strike. 
  Special: Shape Changer: Can look like an attractive human 
  woman with a P.B. of 3D6+10 (never less than 1 6). 
  1 55 
  Quentin Milton (Order #26014138)
  
  R.C.C. Skills: Seduction (+20%), Streetwise (+14%), Interroga­
  tion Techniques (+20%), Tailing from the Surveillance skill 
  (+15%), Track Humanoids (+20%), Land Navigation (+10%), 
  Wilderness Survival (+10%), Detect Ambush (+10%), Swim 
  (+10%), Climb (+10%), Prowl (+10%), Palming (+5%), Basic 
  Math (+1 5%), W.P. Knife (applies to ClawslFingernails), W.P. 
  Sword, plus two skills of choice from Espionage or Rogue. 
  Experience Level: Average 1 D4+5 level. 
  Psionics: None. 
  Magic: None, other than their natural abilities. 
  Attacks per Melee: Five, as a rule, but those who are 8th level 
  or higher have six. 
  Damage: As per Supernatural P.S., but a claw attack does an 
  additional +2D6 M.D., the bite does 3D6 M.D. 
  Bonuses (in addition to attributes): +3 on initiative, +1 to 
  strike, +2 to parry, +3 to dodge, +5 to pull punch, +2 to save vs 
  magic, and +6 to save vs Horror Factor. 
  VulnerabilitieslPenalties: Takes triple damage from holy 
  weapons and Native American Shaman Fetishes/weapons. Holy 
  water does 3D6 M.D. per splash and a cross will hold them at 
  bay like a vampire. Magic weapons do their full normal damage. 
  Silver has no effect. 
  Habitat: Anywhere. Attracted to population centers where they 
  stalk the inhabitants. 
  Allies: Serves the Demon Lords of the Red Flame Horde, and 
  often works with other powerful evil beings, including dark 
  gods, adult dragons, Necromancers, Shifters and evil sorcerers. 
  Sometimes become the mistresses of other, more powerful de­
  mons and evil practitioners of magic. 
  Enemies: Loathe the Nightlords and their minions, but has no 
  love for most rival demon factions. 
  Demongoyles 
  These creatures are winged, homed monsters that bear some 
  resemblance to the gargoyles that decorated the Gothic build­
  ings of Earth in the past, and the Nightlands cities of today. In 
  fact, the monsters can stand very still for hours at a time and 
  sometimes hide in plain sight on a building'S ledge, pretending 
  to be a simple decoration. Used as cannon fodder by Red Flame 
  Demon Lords, these monsters are roughly the equivalent of the 
  Nightlords' Hounds and Hunters and used as shock troops and 
  scouts. They are neither very intelligent nor imaginative, but 
  they follow orders to the letter and fight to the death at the com­
  mand of their masters. 
  1 56 
  Currently, the largest known concentration of Demongoyles 
  in the Nightlands is in the outskirts of the city-state of Devil's 
  City, where small bands of these monsters sometimes prowl the 
  streets. Hounds and Hunters will attack them on sight. On Rifts 
  Earth, they are extremely rare, but can be occasionally found in 
  the service of other Red Flame Demons, Greater Demons or evil 
  and powerful sorcerers and creatures of magic. The Splugorth of 
  Atlantis sometimes use them, too. 
  Note: True Gargoyles hate these "look-alike" demons and 
  the two are constantly at each other's throats. True Gargoyles 
  are the most aggressive of the two and try to destroy 
  Demongoyles whenever they are encountered. This animosity 
  goes way beyond rivalry and borders on obsessive hatred and 
  genocide, at least on the part of the Gargoyles. 
  Alignment: Diabolic or Aberrant. 
  Attributes: I.Q. 2D6+1, M.E. 2D6, M.A. 2D6, P.S. 2D6+20, 
  P.P. 106+1 6, P.E. 2D6+14, P.B. 106, Spd ID6x1O running, or 
  2D6x1O flying. 
  Size: 5-7 feet ( 1 .5 to 2.1 m). 
  Weight: 300-500 pounds (135 to 225 kg). 
  M.D.e.: 4D6xlO+75 on Rifts Earth. (Has ID4xl0 +P.E. num­
  ber and 5 points per level of experience for Hit Points, 
  4D6xl0+30 S.D.C. and an A.R. of 10 in S.D.C. settings.) 
  Horror Factor: 12 
  P.P.E.: 5D6+P.E. attribute number. 
  Average Life Span: Unknown; may be extremely long-lived. 
  Natural Abilities: Nightvision 120 feet (36.6 m), see the invisi­
  ble, turn invisible at will, fly, dimensional teleport 1 5% plus 5% 
  per level of experience (but only to the Netherworld), magical 
  regeneration 2D6 M.D.C. per minute, and magically knows all 
  languages. 
  R.e.e. Skills: Basic Math (+10%), Land Navigation (+1 5%), 
  Intelligence (+10%), Camouflage (+10%), Imitate Voices (that 
  part only, +6%), Detect Ambush (+5%), Prowl (+15%), Climb 
  (+1 5%), and three of choice selected from Domestic, Rogue, 
  Technical or W.P. 
  Experience Level: I D4+ 1 average. The most experienced are 
  charged with leading others, average 106+5 level. 
  Psionic Powers: None. 
  Magic Powers: None. 
  Attacks per Melee: Five. 
  Damage: As per Supernatural P.S., but a claw strike does an ex­
  tra + ID6 M.D. The bite does only 304 M.D. 
  Bonuses (in addition to attributes): +2 on initiative, +3 to 
  strike, parry, and dodge, +3 to roll/pull punch, +2 to save vs 
  magic, +6 to save vs Horror Factor. All these in addition to at­
  tribute bonuses. Add + 1 to parry and dodge at levels four, seven 
  and ten. Add + 1 to strike at levels five and nine. 
  VulnerabilitieslPenalties: Takes double damage from weapons 
  made of silver, holy weapons, artifacts, magic weapons and 
  Guardian powers. Holy water will do 3D6 points of damage per 
  splash. 
  Allies: Fellow Red Flame Demons and other, select supernatural 
  beings. 
  Enemies: Nightlords and their minions and true Gargoyles. 
  Actually, Demongoyles could care less about Gargoyles, but 
  they are hated and attacked by them relentlessly, turning dislike 
  into fear and loathing. 
  Weapons and Equipment: Does not use weapons or wear ar­
  mor. 
  Quentin Milton (Order #26014138)
  
  Demonlings 
  These tiny monsters are no bigger than human toddlers, and 
  some are even smaller. Despite their short size, they are ex­
  tremely dangerous, especially in groups. Like many demons, the 
  monsters can change shapes, but they are limited to the forms of 
  small children, babies, or children's dolls and toys. While thus 
  transformed, they can torment their victims or use their shape to 
  lure careless humans into a trap or ambush. The Lords of Hades 
  have also been known to use these monsters as spies, scouts, or, 
  in great numbers, as cannon fodder. 
  Demonlings are not common in the Nightlands, although a 
  few are used by Lilith as servants. Some other Nightlords like 
  their shape-changing abilities and have added them to their sta­
  ble of minions. Demonlings on Rifts Earth include Nightlord 
  Minions, independent demons who wander the world on their 
  own, spreading misery and death, and those in the service of evil 
  sorcerers, cults and Greater Demons. 
  Alignment: Diabolic! 
  Attributes: I.Q. 3D6+4, M.E. 3D6, M.A. 3D6+6, P.S. 3D6+10, 
  P.P. 3D6+8, P.E. 2D6+1 0, P.B. 104 in natural form or any 
  range between 3-22 in human/doll form, Spd 4D6 running, 
  2D4x10 flying. 
  Size: 3-4 feet (0.9 to 1 .2 m) and weigh under 90 pounds (40.5 
  kg). 
  M.D.C.: 2D6x10+44 on Rifts Earth. (Has 2D4x1O for Hit 
  Points, ID6x10+20 S.D.C. and an A.R. of 10 in S.D.C. set­
  tings.) 
  Horror Factor: I I  when their true supernatural nature is re­
  vealed. 
  P.P.E.: 104xlO +P.E. attribute number. 
  Average Life Span: Unknown; presumed to be centuries or 
  Special: Shape-Shifting: Demonlings can assume the form of 
  a small human child, baby or child's toy such as a stuffed ani­
  mal, doll or Teddy Bear. This ability costs no P.P.E., can be per­
  formed as often as once per minute, and can be maintained 
  indefmitely. While in the altered form, the demon retains its 
  strength, M.D.C., and supernatural attributes, but lacks its claws 
  and fangs unless it intentionally keeps them to be frightening or 
  to fight. 
  R.C.C. Skills: Prowl (+10%), Climbing (+10%), Swim (+5%), 
  Palming (+20%) and Concealment (+ 10%). 
  Experience Level: Average ID4+1. 
  Psionic Powers: None. 
  Magic Powers: None. 
  Attacks per Melee: Four. 
  Damage: As per Supernatural P.S.; claws add I D4 damage; bite 
  inflicts 2D4 M.D. 
  Bonuses (in addition to attributes) +2 on initiative, +2 to 
  strike, +3 to dodge, +2 to roll with punch/impact, +4 to pull 
  punch, +2 to save vs magic, and +6 to save vs Horror Factor and 
  possession. 
  VulnerabilitieslPenalties: Holy weapons and the energy at­
  tacks of the Guardians inflict double damage. 
  Allies: Sometimes work alongside other demons, Deevils or 
  Nightlord Minions. 
  Enemies: All mortals are seen as victims waiting to be abused. 
  Dislikes the Nightlords and their minions and are often forced to 
  serve them against their will. On the other hand, some 
  Demonlings willingly work for the Ba'al, figuring they'll be un­
  der the thumb of one supernatural power or another. As long as 
  they are allowed to spy, frighten, kill and have fun, they don't 
  care who they call "master." 
  Soul Trackers 
  Soul Trackers are humanoid demons with the head of a fierce 
  dog or wolf, twisting horns, and a leathery, dark brown or red 
  body, with fur growing near the wrists, ankles and back. The 
  creatures' arms are longer than a human's and they tend to stand 
  and move in a stooped, almost simian fashion. 
  millennia. 
  These demons are excellent trackers, able to fmd victims 
  Natural Abilities: Nightvision 200 feet (61 m), see the invisi-
  through conventional tracking and, more importantly, fmd su-
  ble, tum invisible at will, fly, dimensional teleport 25% plus 5% 
  pernatural creatures (including Nightbane) and practitioners of 
  per level of experience, but only to the Netherworld, magically 
  magic by sensing their psychic energy levels. Soul Trackers are 
  regenerates 3D6 M.D.C. per minute, and magically knows all 
  employed by the Lords of Hades as scouts and assassins, and are 
  languages. 
  1 57 
  Quentin Milton (Order #26014138)
  
  vital as scouts, trackers, assassins and elite warriors (like human 
  Rangers) to the Red Flame Demon Horde. Small bands of these 
  creatures wander in the Nightlands and, since they hate the 
  Nightlords, track down and warn Nightbane and other rivals of 
  the Ba'al about hunting parties on their trail. They also engage 
  in ambushing and sometimes assisting Nightbane in raids, at­
  tacks and ambushes on Nightlord Minions. A few Nightlords 
  employ or force them into slave service to supplement their 
  Hounds' tracking abilities. Naturally, Soul Trackers and Hounds 
  do not get along well at all. 
  Alignment: Anarchist (35%), Miscreant (35%), Diabolic (25%) 
  and Aberrant (5%). 
  Attributes: I.Q. 3D6+4, M.E. 3D6, M.A. 3D6, P.S. 2D6+20, 
  P.P. 2D6+1 0, P.E. 3D6+10, P.B. 2D6, Spd 5D6+ 10 
  Size: 6-8 feet ( 1 .8 to 2.4 m) tall. 
  M.D.C.: 3D6x10 +76. (Has 1D6x10 +P.E. number for Hit 
  Points, 2D6x1 0+60 S.D.C. and an A.R. of 12 in S.D.C. environ­
  ments.) 
  Horror Factor: 12 
  P.P.E.: 6D6 +P.E. attribute number. 
  Average Life Span: Unknown; presumed to be centuries or 
  millennia. 
  Natural Abilities: Nightvision 500 feet (152 m), see the invisi­
  ble, turn invisible at will, fly, dimensional teleport 67%, but 
  only to the Netherworld, magically regenerates 4D6 M.D.C. per 
  minute, and magically knows all languages. 
  Special: Sense Psychic and Magic Energy: Like a blood­
  hound following a familiar scent, Soul Trackers can sense the 
  presence of psychic energy. This enables the demon to locate 
  psychics, practitioners and creatures of magic, ongoing magic 
  spells/rituals/runes/circles, and P.P.E. reservoirs. This includes 
  ps.ychics, sorcerers, dragons and other creatures of magic, 
  Nlghtbane, and most types of supernatural beings. Furthermore, 
  the Soul Tracker has a chance of recognizing a specific person's 
  or creature's "psychic scent." This enables the demon to track 
  down specific supernatural creatures and people. Base Chance: 
  30% +4% per additional level of experience. If the Soul Tracker 
  has a bit of blood, hair, nail clippings or an article of clothing 
  worn in the past four hours, add a + 1 0% to the skill roll. Range: 
  100 feet (30 m) +20 feet (6 m) per level of experience. Note: 
  The demon can even tell what sort of general creature it is sens­
  ing, i.e., dragon, sphinx, human sorcerer (probably a this or a 
  that), Nightbane, Mind Melter, Burster, etc. 
  Special: Sense the Use of Supernatural Powers: If a psychic 
  power, magic, Talent or supernatural ability is being used within 
  its range, the Soul Tracker can sense it. The demon also gets a 
  general sense of the direction, distance and power level of the 
  ability. Base Skill: 60% +2% per level of experience. The crea­
  ture may also recognize whoever used that power should it en­
  counter them again. Base chance of recognition is 20% +2% per 
  level of experience. Sensing Range: 600 feet (183 m) +100 feet 
  (30.5 m) per level of experience. 
  Sense Ley Lines and Ley Line Energy: The Soul Tracker can 
  detect and sense the presence of ley lines, nexus points, ley line 
  storms, and dimensional portals. Range: One mile (1 .6 km) per 
  level of experience. 
  R.C.C. Skills: Track Animals and Humans (+20%), the Tailing 
  part of the Surveillance skill (+15%), Land Navigation (+20%), 
  Intelligence (+1 5%), Swim (+20%), Climb (+10%), Prowl 
  (+10%). W.P. Sword, W.P. Blunt, W.P. Archery and Targeting 
  and two of choice from Espionage or Military (+ 1 0%) and two 
  from Wilderness or Technical (+ 1 0%). 
  Experience Level: Average 2D4+ 1 ;  same table as the Hounds. 
  Psionic: None. 
  Magic: None. 
  Attacks per Melee: Five. 
  Damage: As per Supernatural P.S. 
  Bonuses (in addition to attributes): +3 on initiative, +2 to 
  strike, parry and dodge, +2 to roll with punch/impact, +4 to pull 
  punch, + 1 to save vs magic, + 1 to save vs psionics, +6 to save 
  vs Horror Factor and possession. 
  VulnerabilitieslPenalties: Takes double damage from holy 
  weapons, artifacts, magic weapons and Nightbane Talents. 
  Allies: Soul Trackers typically blaze the trail in pursuit of prey 
  for other demons and supernatural beings, particularly fellow 
  Red Flame Demons like Demongoyles and Asurk-Demonians. 
  May willingly associate with and serve any power. 
  Enemies: The Nightlords and their Minions, particularly 
  Hounds, Great Hounds, Hound Masters and Hunters. They have 
  little regard for humans and most D-Bees, though they can ap­
  preciate Dog Boys and other canine beings. 
  Red Flame Demon Lords 
  By C.J. Carella & Kevin Siembieda 
  These powerful monsters are the leaders of the hordes of the 
  Netherworld. Some rule over small independent kingdoms in the 
  Netherworld, but most are the loyal servants or allies of the 
  Great Lords of that hellish dimension. These imposing monsters 
  look like heavily muscled humanoids with large bat wings, 
  1D4+ 1 horns and long, prehensile, serpentine tails. Their eyes 
  glow an unearthly yellow color and their leathery skin is reddish 
  brown, the color of dried blood. The monsters can hide their 
  shape for short periods by assuming the fonn of a normal human 
  or one of the Lesser Demons common to their particular horde 
  or pantheon (i.e., a Red Flame Demon Lord can only look like 
  one of the Red Flame Demons). They also have powerful magi­
  cal abilities, easily the match of most human sorcerers and even 
  dragons. 
  A few Demon Lords have entered into the service of the 
  Nightlords, where they are accorded a rank similar to the Night 
  Princes or even to an Avatar. Most Ba'al, however, can never 
  trust a Red Flame Demon Lord and refuse to accept their ser­
  vices. Furthennore, King Moloch only allows his Nightlords 
  and Princes to use demons of any kind as servants, slaves and 
  submissive underlings, never are these creatures to be trusted, 
  treated as an equal or ally, or given a free hand. Any Nightlord 
  who does so (as Lilith secretly does) is considered a traitor and 
  will be destroyed along with his/her demon allies. 
  Alignment: Miscreant (40%), Diabolic (40%), Aberrant (10%) 
  or Anarchist (10%). 
  Attributes: I.Q. 2D6+12, M.E. 2D6+12, M.A. 2D6+ 12, P.S. 
  4D6+30, P.P. 2D6+12, P.E. 2D6+18, P.B. 2D6+12, Spd 
  2D4x10 running or ID6x1 0+60 flying. 
  Size: 6-20 feet ( 1 .8 to 6. 1 m) tall; most can adjust their size at 
  will to fit the situation. 
  M.D.C.: I D6xl,000 +200 on Rifts Earth.(Has P.E. attribute 
  number x3 +50 points per level of experience for Hit Points, 
  1 58 
  Quentin Milton (Order #26014138)
  
  lD6xl00+300 S.D.C. and an A.R. of I D4+1 1 in S.D.C. set­
  tings.) 
  Horror Factor: 1 5  
  P.P.E.: 2D4xlOO plus 20 per level o f  experience. 
  Average Life Span: Unknown, possibly immortal. 
  Natural Abilities: Nightvision 500 feet (152 m), see the invisi­
  ble, turn invisible at will, fly, bio-regenerates ID6xlO M.D.C. 
  per minute (50% of the most powerful can regenerate that 
  amount in a single melee round), impervious to normal frre, heat 
  and cold, takes half damage from magical and M.D. fire and 
  cold-based attacks, magically knows all languages, impervious 
  to disease, poison, drugs and gases, don't need to breathe air or 
  eat and drink, and rarely tire. Only needs lD4 hours of sleep ev­
  ery few days. 
  Special: Shape-Shifting: Demon Lords can assume the form 
  of a human or any lesser demon of its clanlhorde/pantheon at 
  will; requires one melee round (15 seconds). He can remain in a 
  disguised state indefmitely. While in disguise, the Demon Lord 
  cannot fly, but all other abilities remain unchanged. About 50010 
  can also change into an animal of some kind, often a beast that 
  reflects the demon's own dark nature. 
  1 59 
  Special: Astral Form: Demon Lords can become Astral crea­
  tures and enter and travel through the Astral Plane at will; re­
  quires one minute of concentration. They have an Astral 
  Navigation skill of 80% plus 2% per level of experience. 
  Dimensional Teleport: 50% plus 5% per level of experience, 
  but only to the Netherworld, Nightlands, or Rifts Earth. 
  R.C.C. Skills: Demon and Monster Lore 98%, magically knows 
  all languages, plus select ten skills from any skill Category. The 
  skill bonus is +5% for most, but + 15% for Espionage and Rogue 
  skills. 
  Experience Level: Average is 2D4+4. 
  Psionic Powers: None. 
  Magic Powers: 70% know all spells levels 1-4 plus an addi­
  tional two spells each from levels 5-8. 1 0% know all Fire Ele­
  mental magic, 10% know all Necromancy magic, and 10% 
  know all illusionary spells and spells of transformation. 
  Attacks per Melee: Eight physical attacks or two by magic, or 
  one magic and four physical. 
  Damage: As per Supernatural P.S. or weapon. 
  Bonuses (in addition to attributes): +4 on initiative, +2 to 
  strike, + 1 to parry and dodge, +3 to roll with punch/impact, +3 
  to pull punch, +2 save vs magic, impervious to poison, disease, 
  and possession, and +8 to save vs Horror Factor. 
  VulnerabilitieslPenalties: Takes triple damage from holy 
  weapons. Holy water does 4D6 S.D.C. per splash. Magic weap­
  ons and weapons made of silver do double damage. Magic 
  spells and weapons inflict their usual damage. 
  Minions: All the lesser demon races described in this section 
  defer to the Red Flame Demon Lords as their master. Many 
  other lesser demons, Deevils and beings will also defer to them 
  and sometimes become their minions. Likewise, evil human 
  cultists and sorcerers may call them master. 
  Habitat: Native to the Netherworld, but can be found causing 
  distress, war and suffering anywhere in the Megaverse. 
  Allies: Other Demon Lords, Greater Demons, dark gods, drag­
  ons and other powerful evil beings. 
  Enemies: Anybody who dares oppose their will. They generally 
  view all mortal beings as their playthings, pets and slaves. 
  Equipment: Rarely has any use for technology or man-made 
  weapons, but is always interested in powerful magic items and 
  weapons. 
  Quentin Milton (Order #26014138)
  
  Quentin Milton (Order #26014138)
  
  Original Concepts and text by C.J. Carella. 
  Okay, as simple and straightforward as possible, Nightbane 
  are humans who have the ability to transform into supernatural 
  beings. This transformed inhuman self is known as the Morphus 
  - and, by and large, considered to be their true self - while the 
  human form is called their Facade, a sort of disguise to let them 
  walk among the human population unseen and unknown. 
  Actually, Nightbane are born and raised as ordinary humans. 
  They only become Nightbane when the Nightlords and/or their 
  Nightlands Minions invade the Earth. In a weird way, it is al­
  most as ifNightbane are living, intelligent, humanoid antibodies 
  who exist to fight and destroy the Nightlords and their Minions. 
  Why or how such an amazing thing is possible is a total mystery 
  and seems to defy both science and magic. 
  In the parallel Earth of Night bane, where the Nightlords have 
  masterminded Dark Day and secretly taken control of the planet, 
  Nightbane exist by the tens of thousands, but that is a different 
  reality with no connection to Rifts Earth. 
  On Rifts Earth, the Nightlands and its supernatural inhabit­
  ants are a dim and distant threat. Thus, there are no Nightbane 
  known to exist. Well, not for the moment. Should the Nightlords 
  make a push into Rifts Earth, even on a small, regional basis, 
  such as invading Cincinnati, Ohio, or Rochester, New York, or 
  anywhere, the presence of their Minions in ever growing num­
  bers, and especially the appearance of a Nightlord or Prince on 
  Earth, will cause a certain number of Nightbane to blossom into 
  existence. Once "awakened" or "reborn" as a Nightbane, the in­
  dividual can never return to life as a normal human and can turn 
  into his Morphus at will from that day forward. 
  One of the ironies is that a Nightbane has minimal special 
  powers in his human Facade, and must turn into a monster, his 
  Morphus, to use the full extent of his strength, magic and super­
  natural powers. For example, on Rifts Earth, the Nightbane is a 
  typical, Hit Point and S.D.C. creature in his human Facade, but 
  an inhumanly strong, Mega-Damage being in his monstrous 
  Morphus. 
  The Race of the Thousand Shapes. Unlike any known spe­
  cies, the Nightbane do not have a standard physical appearance. 
  Each Nightbane has a unique Morphus, each of which has its 
  own advantages and disadvantages. To determine the shape and 
  abilities of a Morphus, refer to the Creating the Nightbane sec­
  tion. 
  The Natural Powers of the Nightbane 
  The following are abilities common to ALL Nightbane. None 
  are available for use until after the first manifestation of The Be­
  coming. Some of these supernatural abilities are only available 
  to the character when in Morphus form. In other cases the power 
  may be increased in Morphus form but is also available, in a 
  weaker state, while in human shape. 
  1 61 
  Conversions and new text by Kevin Siembieda 
  1. The Becoming: Nightbane appear to be normal humans 
  until they experience their Becoming transformation. From that 
  day forward they have two identities, human and superhuman 
  monster. After the first Becoming, the Nightbane has the ability 
  to shift at will from their human Facade to their Nightbane 
  shape, the Morphus. 
  Changing from human Facade to Nightbane Morphus takes a 
  matter of seconds. Roll percentiles to see how long. 01-33% 
  Three seconds (equal to one melee action), 34-66% Seven sec­
  onds (the equivalent of two or three melee actions), or 67-00% 
  15 seconds (one full melee round). In some cases (especially 
  when the Morphus is a lot larger than the Facade), clothes disap­
  pear, coming back only when the Nightbane returns to his Fa­
  cade. In other cases, the Nightbane appears wearing the same 
  clothing he had in his Facade, or is wearing a different set alto­
  gether. Players should decide which effect occurs with their 
  character, subject to approval by the Game Master. 
  2. Supernatural Senses: The Nightbane have nightvision in 
  both the Morphus and the Facade, but the range changes dramat­
  ically; 200 feet (6 1 m) in the Facade, or 500 feet (152 m) in 
  Morphus. Some Nightbane have Morphus with even more pow­
  erful nightvision, and can see in total darkness for 1000 feet 
  (305 m). 
  Nightbane in either form can sense the presence of other 
  Nightbane (but not other supernatural creatures). The range of 
  this sense is determined by the relative power of each specific 
  character. The base range is 300 feet (91 .4 m) plus 30 feet (9. 1 
  m) per level. If the character can see his fellow Nightbane and 
  he is in range, he will automatically know whether or not that 
  person is a member of his race, regardless of the person's cur­
  rent form. If the Nightbane cannot see the person, he may still 
  be able to sense the near presence and general direction and dis­
  tance of a Nightbane by making a perception roll; this is a con­
  scious effort. 
  3. Supernatural Attributes: Nightbane have Supernatural 
  Strength and Endurance, and large amounts of M.D.C. (S.D.C. 
  in other settings), but only in the Morphus. In addition, they can 
  regenerate damage at the rate of 1 0  S.D.C.lHit Points per melee 
  in Facade or 206+2 M.D.C. in Morphus! Nightbane are not in­
  vulnerable, however, and they can be hurt or killed by conven­
  tional S.D.C. weapons when in their Facade and by any type of 
  M.D. weapon in Morphus. 
  4. Mirror Walk: While wearing their Morphus form, the 
  Nightbane can use mirrors to crossover into and out of the 
  Nightlands. To perform this ability, a mirror of any size, even a 
  small hand mirror, will do, but the mirror must have a counter­
  part in the Nightlands. Typically, mirrors built into homes and 
  buildings will have a counterpart in the alien dimension. Mirrors 
  on vehicles rarely do because there are no cars in the 
  Nightlands. 
  Quentin Milton (Order #26014138)
  
  Once the Mirror Walk is begun, the Nightbane's body will 
  flow like thick liquid to pour through a mirror of any size. 
  Seeing a Nightbane pour himself into a small mirror has a Hor­
  ror Factor of 12 for those not familiar with the process. The Mir­
  ror Walk costs 2 P.P.E. points and takes one melee round ( 1 5  
  seconds) to perform. A Nightbane can carry additional cargo or 
  equipment (not counting clothes) of up to 100 Ibs (45 kg) with 
  him through the mirror. The character can also transport other 
  people through the mirror but at the incredible P.P.E. cost of one 
  point per every two pounds (0.9 kg) transported in this matter. 
  For example, carrying a 160 pound (72 kg) person across the 
  Mirrorwall costs the Nightbane 80 P.P.E. ! 
  5. Immunities: Nightbane are immune to all forms of mind 
  control, including vampire mind control, spells, and psionic 
  powers. They are also immune to the vampire's slow kill bite. 
  All other forms of attack inflict normal damage and magic or 
  psionics can be very effective against them. 
  6. Morphus Powers and Bonuses: The actual appearance of 
  the Morphus will grant the Nightbane a number of attribute bo­
  nuses and other abilities. Among them is Supernatural P.S. and 
  P.E., the conversion of Hit Points and S.D.C. into M.D.C. (point 
  for point), the ability to fly, a Horror Factor, and bonuses to at­
  tributes and S.D.C.IM.D.C. See the Creating the Nightbane Sec­
  tion for more information. 
  7. Talents: Nightbane instinctively master a number of pow­
  erful abilities collectively known as Talents. Nightbane gain 
  more Talents as they advance in level, or can acquire them by 
  "burning off' P.P.E. At first level, Nightbane gain one Talent at 
  no cost; they can select more Talents by permanently spending 
  P.P.E. Select one more "free" Talent at levels 4, 7, 10, and 12. 
  8. Immune to Transformations: The Nightbane cannot be 
  physically transformed by any means, including but not limited 
  to metamorphosis potions and spells, the transformation ritual, 
  vampire transformation, petrification, turn to mist, curses, 
  wishes, or any form of magic or supernatural transformation, 
  spell or enchantment. 
  The Nightbane R.C.C. 
  NPC or Optional Player Character 
  The following are the basic stats applicable to ALL 
  Nightbane. Specific training and orientation are presented for 
  variations within the R.C.C. and may add a few different nu­
  ances to each character. 
  Racial Limitation: Only humans can be Nightbane. 
  Attributes (Facade): Roll attributes normally (3D6). These are 
  the attributes of the Facade, the human shape. The Facade's at­
  tributes are NOT Supernatural. Hand to hand damage is normal, 
  modified by standard P.S. bonuses. Most Nightbane Talents can 
  not be used in the Facade, but spells, ifknown, can be cast in ei­
  ther form. 
  Attributes (Morphus): The Morphus, or "true" form of the 
  Nightbane, has higher than normal physical attributes. Add + 10 
  to P.S., P.E. and Spd, and +6 to P.P. Physical Strength becomes 
  Supernatural, 
  which 
  means 
  the 
  character 
  can 
  inflict 
  Mega-Damage with his punches, kicks and bites. Furthermore, 
  damage is tripled when fighting a Nightlord, Night Prince or 
  Minion like the Hound, Great Hound, Hound Master, and 
  Hunter. Also, some Nightbane characteristics may raise or lower 
  attributes (see the Creating the Nightbane section). 
  Hit Points (Facade): Standard for humans (P.E. plus ID6 per 
  level of experience). 
  Hit Points (Morphus): P.E. x2 plus 2D6 per level of experi­
  ence. Turns into M.D.C., point for point, on Rifts Earth. 
  S.D.C. (Facade): The base S.D.C. is higher than most human: 
  30 plus skill bonuses. 
  S.D.C. (Morphus): Add 2D6xlO S.D.C. to the Facade's S.D.C. 
  total. Also, some Nightbane characteristics will raise this S.D.C. 
  score. Turns into M.D.C., point for point, on Rifts Earth. 
  M.D.C.: On Rifts Earth, Hit Points and S.D.C. are combined 
  and counted as M.D.C. Mega-Damage Capacity only applies to 
  the character when in his or her inhuman Morphus. 
  Horror Factor: Nightbane have a base Horror Factor of 6 re­
  gardless of the Morphus appearance (none in human form). The 
  shape of their Morphus will increase this Horror Factor, to a 
  maximum value of 18. 
  P.P.E.: 
  P.E. attribute number (use the Facade's P.E.) 
  +3D6xl 0+20. Add 3D6 P.P.E. per level of experience. 
  Average Life Span: Unknown. Many Nightbane are known to 
  have lived over a thousand years, with some rumored to be over 
  5,000 years old! 
  Com bat & Attacks per Melee: While in the human Facade, the 
  character is limited to human fighting skills and the number of 
  attacks they provide. 
  All Nightbane in Morphus form have innate combat abilities 
  equivalent to Hand to Hand: Martial Arts and get + 1 attack per 
  melee. Keep track of combat bonuses separately for each form. 
  Damage: In Facade, by weapon or normal hand to hand damage 
  only. 
  In Morphus, use the Supernatural Strength table. Some 
  Morphus also provide natural attacks such as claws, sharp teeth, 
  etc., that inflict additional damage. On Rifts Earth the Morphus 
  inflicts Mega-Damage from its Supernatural P.S., teeth and 
  claws, magic and Talents, too. 
  Bonuses: Facade: +2 to save vs magic, +1 to save vs disease, 
  + 1 to save vs Horror Factor; all are in addition to attribute and 
  skill bonuses. 
  Bonuses: Morphus: +1 on initiative, +2 to strike, parry and 
  dodge, +3 to pull punch, +3 to roll with impact, +4 to save vs 
  magic, +3 to save vs psionics, +3 to save vs disease, and +3 to 
  save vs Horror Factor; all in addition to attribute and skill bo­
  nuses. 
  Magic Powers: None. 
  Psionic Powers: None. Nightbane lack the capability to use 
  psionic powers. Some Talents protect against telepathic intru­
  sions, however. 
  Nightbane Talents: Talents are strange supernatural abilities. 
  At frrst level pick one, and pick another at levels 4, 7, 10, and 
  12. Upon reaching each new level of experience a Nightbane 
  can choose to "buy" as many as two new Talents. However, 
  each of these Talents costs the Nightbane some of his P.P.E. 
  points. Points spent on Talents purchased every new level of ex­
  perience are permanently removed from the character's P.P.E. 
  base. 
  VulnerabilitieslPenalties: None per se. On Rifts Earth, the Fa­
  cade can be harmed by any S.D.C.IH.P. weapon or attack and an 
  M.D. blast would atomize it. In Morphus, they're impervious to 
  normal S.D.C. weapons and attacks, because the Morphus is a 
  supernatural Mega-Damage creature. However, the Morphus is 
  affected by all forms of Mega-Damage weapons and attacks. 
  1 62 
  Quentin Milton (Order #26014138)
  
  Nightbane are also susceptible to magic and psionics. 
  O.C.C. & Skills: On Rifts Earth, a Nightbane can be any Ad­
  venturer or Scholar O.C.C., or a basic Grunt, Bandit, Thief or 
  Smuggler. 
  Allies: Tend to gravitate toward characters of a good alignment 
  regardless of occupation or race. Associates freely with humans, 
  D-Bees, creatures of magic and other supernatural beings. 
  Enemies: Instinctively hate the Nightlords and their Minions. 
  Distrust and loathe all evil supernatural beings, particularly de­
  mons and Deevils. 
  Weapons and Equipment: As per O.C.C. May use most any­
  thing, same as a human, though Nightbane avoid environmental 
  and power armor, robot vehicles and bionics. Tend to be low or 
  base-line 
  tech 
  oriented, 
  though 
  they gladly 
  use 
  any 
  high-powered guns and magic items. 
  Money: As per O.C.C. 
  Creating the Nightbane 
  One of the unique characteristics of the Nightbane is that 
  they have no set shape or qualities. There are literally thousands 
  of variations, and it is said that no two Nightbane are exactly 
  alike. In general, the Nightbane's Morphus (true form) will re­
  flect some part of the character's personality. For example: a 
  character who was fascinated with (or afraid of) snakes might 
  tum into a were-snake creature or have scaly skin or a serpent's 
  tongue. A shy and/or unattractive character might actually trans­
  form into an awesomely beautiful, albeit inhuman, form, or see 
  himself as a monster and tum into a hulking beast. 
  Due to space limitations, only a tiny handful of Appearance 
  and Morphus Shape Tables are presented here. Many more 
  with multiple options are found in the Nightbane® RPG and 
  Nightbane® sourcebooks, not to mention various issues of The 
  Rifter®. 
  Note: Roll for random determination or allow the players to 
  pick some selections and randomly roll on others, or simply 
  hand-pick them all. Flexibility and imagination are the key. 
  Players should get a Nightbane character they enjoy playing, but 
  they shouldn't try to optimize their characters and tum them into 
  ultra-powerful beings. Game Masters might decide to put a 
  "cap" on the number of attribute and S.D.C.IM.D.C. bonuses if 
  they feel their players are just trying to stack bonuses for the 
  sake of power. Be imaginative and have fun. 
  Remember, on Rifts Earth, S.D.C. bonuses convert to 
  M.D.C., point for point, but only when in Morphus form. Claws, 
  fangs and related damage bonuses apply only when in Morphus 
  form and also translate into M.D., point for point. Poisons usu­
  ally remain S.D.C. and the Stinger usually also inflicts only 
  S.D.C. damage. In the alternative, the Stinger can do M.D. but 
  then it doesn't have poison, instead it functions as an extra 
  sword-like appendage. Player's choice. Base Horror Factor is 8 
  to start. Perception rolls don't apply in Rifts®, but may be used 
  to sense and identify other Nightbane and Nightlords 
  1 63 
  Nightbane Appearance Tables 
  Random roll or select one. 
  01-20% Unearthly Beauty 
  21-40% Biomechanical 
  41-50% Insectoid. 
  51-60% Arachnid: Spiders and scorpions. 
  61-70% Feline 
  71-80% Mineral 
  81-90% Reptilian 
  91-00% Bizarre & Tortured: Stigmata 
  Arachnid Table 
  Spiders and scorpions are living symbols of alienness. 
  Nightbane whose Morphus have arachnid elements often felt 
  like outsiders even before their Becoming. Spider Nightbane are 
  often good schemers who like to spin complex webs of intrigue, 
  for good or ill. Scorpion beings tend to be vicious predators, 
  stubborn and unwilling to compromise. Due to the natural hu­
  man revulsion towards these creatures, they are among the most 
  fearsome Nightbane forms. All arachnid characters instinctively 
  have the base skills of Climb at 550/0/65% and Prowl at 25% 
  whenever they change into their Morphus shape. 
  01-20% Full Arachnid: A giant spider or scorpion. Bo­
  nuses: +4 to P.S., +2 to P.P., +2 to P.E., +104xlO to Speed (can 
  leap 20 feetl6 m), and +3D6x10 S.D.C. +2 on initiative and + 1 
  on perception rolls, and +6 to Horror Factor. If a spider, the 
  Nightbane can spin and shoot webbing (range: 60 feetll 8.3 m, 
  with 4D6 S.D.C. per length/application), bites inflict 2D4 plus 
  inject an S.D.C. poison inflicting 4D6 (2D6 if a save versus le­
  thal poison is made). If a scorpion, pincers add one attack per 
  melee round, do 3D6 damage, and the stinger inflicts 3D6 
  S.D.C. plus it injects an S.D.C. poison (same stats as spider's 
  poison, above). 
  21-45% Were-Arachnid: A vaguely humanoid creature, 
  with two legs and six arms if a spider, or two legs, two arms, 
  two additional arms with pincers, and a taiVstinger if a scorpion. 
  The head is an inhuman horror with four to six eyes, pin­
  cer-mouth and chitin or spider-fur instead of skin. The creature 
  could never be confused for a normal human. Bonuses: +2 to 
  P.S., +2 to P.P., +2D6 to Speed (can leap 10 feetl3 m), and 
  204xl0 to S.D.C. +1 on initiative and +1 on perception rolls; 
  add one additional attack per melee from the extra limbs. Add 
  104+2 to the Horror Factor. If it is a spider shape, can spin and 
  shoot webbing (range: 60 feetll 8.3 m, has 3D6 S.D.C. per appli­
  cation), and its bite inflicts ID6 plus injects an S.D.C. poison in­
  flicting 4D6 (2D6 if a save versus lethal poison is made). If a 
  scorpion, pincers add 2D6 damage, and the stinger inflicts 3D6 
  S.D.C. plus it injects S.D.C. poison (same stats as spider's poi­
  son, above). 
  46-70% Humanoid-Arachnid: A "man-spider" or "man­
  scorpion," with a mostly humanoid shape, but with chitin or 
  hair-covered skin, clawed hands, and either two additional spi­
  der-arms, or a scorpion's stinger. Bonuses: +2 to P.S., +1 to 
  P.P., +106 to Speed (can leap 6 feetl1 .8 m) and +106xI0 
  S.D.C. Add 104 to Horror Factor. Ifa spider, add one additional 
  attack per melee round from the extra arms; the clawed limbs in­
  flict 3D6 in addition to hand to hand damage. If a scorpion, add 
  one additional attack per melee round from the extra stinger 
  Quentin Milton (Order #26014138)
  
  which inflicts 2D6 plus poison that does 4D6 (2D6 if a save ver­
  sus lethal poison is made). 
  71-90% Scorpion Pincers/Spider Limbs: The character has 
  a normal human shape - except for the hands, which are tipped 
  by either pincers or bony, hair covered fmgers ending in claws. 
  The character's face also has a strangeness to it; the look of a 
  predator always sizing-up its prey. Bonuses: +2 to P.S., + 1 to 
  P.E., +3D6 to S.D.C. The pincers inflict 3D6 in addition to nor­
  mal hand to hand damage, spider-clawed hands 2D6 damage. 
  On the down side, the Nightbane' s  hands cannot grasp tools and 
  weapons properly: -5 to use them and -30% in skill proficiencies 
  that require dexterity and sensitive touch. Add I to Horror Fac­
  tor. 
  91-00% Spider/Scorpion Centauroid: A huge creature with 
  the lower body of a spider or a scorpion, and the upper body of a 
  humanoid-arachnid. The result is much taller and heavier than a 
  normal human, making it difficult to fit into vehicles and en­
  closed spaces. Add +2 to P.S., +2 to P.P., +l to P.E. and +3D6 
  to Spd (can leap 12 feetl3.6 m), and +3D6xlO to S.D.C. Add 
  ID6 to the Horror Factor. If a spider, the Nightbane can spin 
  and shoot webbing and its bite inflicts 2D4 plus injects a poison 
  the same as the giant spider. If a scorpion, pincers add 3D6 to 
  hand to hand damage, and the stinger inflicts 3D6 S.D.C. plus it 
  injects poison (same stats as spider's poison, above). 
  Biomechanical Table 
  Despite their artificial appearance, biomechanical character­
  istics are as much a part of the Nightbane's living body as "nat­
  ural" skin and bones. The biomechanical components do not 
  have any of the limitations of true cybernetic prosthetics, and 
  heal at the same rate as the Nightbane does. 
  01-10% Armorgraft: Pieces of archaic body armor (hel­
  mets, breastplates, gauntlets, chain mail, segmented mail) are 
  fused with the Nightbane's skin. Add ID6xl0 to S.D.C. and 2 to 
  Horror Factor. 
  1 1-20% Plastic: Parts or all of the character's skin has been 
  replaced with plastic or rubber (player can pick the colors and 
  texture). +5D6 to S.D.C. and +l to Horror Factor, unless the 
  skin coverings are made up of transparent plastic, revealing in­
  ternal organs, in which case the H.F. is + I D6. 
  21-25%: Rocket Jets: Has metallic exhaust tubes and small 
  jet engines growing out of his back, providing limited flight: 80 
  mph (128 km), max. altitude 5,000 feet (1524 m) and hover ca­
  pabilities. There is actually a roaring sound of engines when the 
  jets are used so prowl is impossible even when hovering. Add 
  4D6 to S.D.C. and + I to Horror Factor. 
  26-30% Metal Teeth and Talons: The Nightbane has metal 
  fangs and talons instead of normal teeth and fmgernails (may be 
  retractable). The metal teeth inflict 3D6 points of damage with a 
  bite, and the claws add 106 to hand to hand damage. Add 2 to 
  Horror Factor. 
  31-40% Metal Endo-Skeleton: Metallic bones are mixed 
  with living flesh in grotesque ways. There is always a place 
  where the metal seems to rip out of the skin, usually on the 
  hands, arms, neck, cheeks and legs. Add 106 to H.F., +2 to P.S., 
  +2 to P.E., and +2D4xl 0  to S.D.C. 
  41-50% Mechanical Limbs: The arms and legs are obvi­
  ously mechanical. They may be piston-driven, huge mechanisms 
  of iron and bronze, or micro-chip covered or chrome-plated cre­
  ations of "cyberpunk" technology. These limbs do not bleed 
  when struck, instead a sort of oil or grease may ooze out or 
  wires, metal components and other artificial "guts" revealed. +4 
  to P.S., + 104xlO to S.D.C., and (if the legs are also mechanical) 
  +4D6 to Speed. Horror Factor is increased by ID4. 
  51-60% Weapon Hand: One or both of the hands can 
  metamorphosize, at will, into a melee weapon such as a knife, a 
  sword, battle axe, trident, sickle, etc. The weapon does normal 
  damage for that particular weapon type, in addition to P.S. dam­
  age bonuses, and is at no risk of breaking. Bonuses: +1 to strike 
  and parry with his weapon limb and +2 to H.F. 
  61-70% Metal Exoskeleton: Covered in mechanical armor 
  that can look hard and bulky with rivets and seams or smooth 
  and chrome-like. Modem characters tend to "favor" metallic 
  bands or a combination of metal plates and bands and resemble 
  robots or suits of power armor. Add 3D6xlO to S.D.C., +2 to 
  P.S., and +1 to P.E., +104 to H.F. 
  71-80% Metal Head & Camera Eyes: The character's head 
  looks like a robot or cyborg and instead of eyes, he has two 
  camera lenses protruding from the eye sockets. These artificial 
  eyes raise the character's Nightvision range to 2000 feet (61 0  
  m) and provides him with telescopic sight like a pair of 
  high-powered binoculars, and polarized filters. Even more 
  amazing, the Nightbane can tum his eyes into movie projectors, 
  and show moving pictures of anything he remembers (the depic­
  tion will be literally as seen by his eyes and may reflect personal 
  prejudices, bias, and emotions)! These two-dimensional projec­
  tions have no sound, but are otherwise picture-perfect. Add ID4 
  to Horror Factor. 
  81-90% Wheels or Treads: Instead of legs, the Nightbane is 
  a two-wheeled man-machine hybrid. The upper body looks hu­
  man or half human and half cyborg, while the lower body is a 
  machine vehicle. The vehicle part of the body can look like a 
  motorcycle, four-wheeled vehicle or miniature tank with treads. 
  +2D4x1 0  to Spd, +3 to P.S., +2 to P.E., and 3D6xl0 to S.D.C. 
  The Nightbane may fmd it difficult to operate indoors or in con­
  fmed spaces. Add I D4 to Horror Factor. 
  91-00% Gun Limbs: Has one or more guns built into his 
  body! The grotesque result is usually a weapon barrel protruding 
  from flesh and muscle. These guns will have normal gun stats; 
  the biggest gun available would be a rifle type doing 6D6 dam­
  age. Note: This advantage actually requires a permanent P.P.E. 
  sacrifice, equal to I P.P.E. per die of damage, and 2 P.P.E. if the 
  gun is capable of firing bursts or pulse blasts. Additionally, the 
  character has to fmd bullets or E-Clips for the gun! A maximum 
  of 1 00 bullets can be "stored" inside the body (to do this, the 
  Nightbane literally has to shove the bullets into his flesh, inflict­
  ing 106 S.D.C. to himself per 1 0  bullets). Add 104 to Horror 
  Factor. 
  Feline Table 
  The player gets to select the features of a cat. Any feline, 
  from prehistoric saber-tooth tigers to household tabbies can be 
  selected. All feline characters automatically get a bonus of +2 to 
  roll with fall or impact and instinctively get a base skill of climb 
  at 45%, swim at 40% and prowl at 20% whenever they change 
  into their Morphus shape. 
  1 64 
  Quentin Milton (Order #26014138)
  
  01-10% Full Feline Form: The Nightbane becomes a giant 
  version of a cat; any species. +6 P.S., +3 P.P., +3 P.E., +ID6xl 0  
  to Spd, +3D6x1O S.D.C., nightvision is 1 000 feet (305 m), acute 
  hearing adds +2 to initiative and perception rolls involving 
  sound Claws do an extra 2D6 damage, the bite inflicts 4D6 
  damage. Can leap 30 feet (9 m) from a standing position and 60 
  feet (1 8.3 m) with a running start! The feline cannot use any 
  weapons, tools or vehicles. Add 1 04 to Horror Factor. 
  1 1-26% Were-Cat: A humanoid feline creature, covered in 
  fur and with full feline-shaped head and tail. +4 to P.S., +2 to 
  P.P. and P.E., +ID4xl0 speed, +204xl0 S.D.C. Nightvision is 
  1000 feet (305 m), acute hearing adds +2 to initiative and per­
  ception rolls involving sound. Claws add 2D4 damage, bite does 
  3D6. Can leap 20 feet (6. 1  m) from a standing position and 40 
  feet (12.2 m) with a running start. The paws make it hard to use 
  weapons and tools: -4 to strike with guns and -20% on skills re­
  quiring manual dexterity. + ID6 to Horror Factor. 
  27-42% Fur-Covered Humanoid: The Nightbane could 
  pass for human in bad light, but hislher skin is covered with fur, 
  the ears are feline and near the top of the head, the teeth are 
  sharp feline fangs, has a long furry tail, and the eyes have verti­
  cal slits. Add +2 to P.S. and P.P., +3D6 to Speed, and + 106xl0 
  to S.D.C. Claws do an extra ID6 damage, bites do 2D6. 
  Nightvision is 800 feet (243.8 m), acute hearing adds + 1 to ini­
  tiative. + 104 to H.F. 
  43-58% Cat-like: Appears to be a normal person except for 
  the eyes, which have vertical slits, the teeth (unnaturally long 
  and sharp), and the retractable claws in the hands and feet. Bo­
  nuses: +1 to P.P. and +ID6 to Speed. Nightvision is 800 feet 
  (243.8 m) and acute hearing. Claws do an extra ID6 damage; 
  bite 2D6. + 104 to Horror Factor. 
  59-69% Feline Centauroid: Has the lower body of a giant 
  cat, and the upper body of a were-cat! Almost as big as a horse 
  and cannot fit in most regular vehicles, elevators and even some 
  doorways! Add +2 to P.P., +6 to P.S., +4 to P.E., +106xl 0  to 
  Spd and 3D6xl0 to S.D.C. Claws do an extra 2D6 damage and 
  bites inflicts 3D6 points. Can leap 30 feet (9. 1 m) from a stand­
  ing position and 60 feet ( 1 8.3 m) with a running start. +106 to 
  Horror Factor. 
  70-800/0 Cat Claws: The Nightbane gains retractable claws 
  (add +5% to Climbing rolls) and inflicts 204 S.D.C. in addition 
  to normal P .S. damage. 
  81-90% Cat's Head: The Nightbane has a normal humanoid 
  body but his head is fully feline! Nightvision is 600 feetl1 83 m. 
  Bite inflicts 4D6 S.D.C., +1 on initiative and + ID4 to Horror 
  Factor. 
  91-00% Feline Features: A lesser form of Cat's Head (see 
  above), in which only some of the person's features have a fe­
  line outlook. The character gains sharp teeth (bite inflicts ID8 
  damage), cat's eyes with vertical slits (add +1 to perception 
  rolls, nightvision is 500 feetl152 m), and furry pointed ears near 
  the top of the head. 
  Insectoid Table 
  Insect-looking Nightbane have shapes and appearances rang­
  ing from the beautiful to the grotesque, but most are strange and 
  intimidating. All insect Nightbane instinctively know how to 
  Swim at a base proficiency of 50%, Acrobatics at 50% and 
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  Climb at 60% (unless stated otherwise), as well as +1 to roll 
  with fall or impact. 
  01-15% Giant Insect: The Nightbane becomes a giant insect 
  at least six feet (1.8 m) in length (spiders and scorpions are not 
  insects; ants, bees, wasp, flies, dragonflies, mosquitoes, beetles, 
  preying mantis, butterflies, and moths are some common insect 
  types). Most giant insect forms have at least one or two types of 
  attacks, be it pincers and bite or claws and stingers. Many can 
  fly (with wings that lay on the back of the body like flies or pro­
  trude like butterflies) and others can run at great speeds. Bo­
  nuses: + 10 to P.S., +3 to P.P., +4 to P.E., and either +104xl0 to 
  running speed OR a flying speed of 2D4xl0. +4D6xl0 S.D.C. 
  to hard body insects like ants and beetles, or 2D6xl0 S.D.C. for 
  soft body insects like flies and butterflies. The giant insect is +3 
  on initiative and +3 to all perception rolls. Add ID6 to Horror 
  Factor. Natural Weapons: Claws add ID6 to damage, pincers 
  2D6, small insect mandibles 2D4 from bite attacks, medium 
  2D6 and large 3D6 damage. Stingers like those of the wasp or 
  bee inflict 2D6 damage from the stabbing attack. The stinger 
  does not fall off and the creature can sting repeatedly. The 
  Nightbane will be unable to use tools or weapons or perform 
  complex skills (-40% on skill performance that requires human 
  hands and dexterity). 
  16-35% Were-Insect: A bipedal combination of human and 
  insect, with two pair of clawed, spindly arms, hands and legs, 
  vaguely humanoid shape, and insectoid head complete with an­
  tennae, pincer-like mandibles and multi-faceted eyes. Bonuses: 
  +6 to P.S., +3 to P.P., +3 to P.E., and either +5D6 to running 
  speed OR a flying speed of 2D4x1O. +3D6xl0 to S.D.C. to hard 
  body insects like ants and beetles, or 2D4x1O S.D.C. for soft 
  body insects like flies and butterflies. Claws add 106 to hand to 
  hand damage, and extra arms add one attack/action per melee 
  round. Mouth mandibles inflict 2D6 points of damage. +2 on 
  initiative, + ID6 to Horror Factor, and +3 to all perception rolls. 
  36-55% Humanoid-Insectoid: The Nightbane's Morphus is 
  basically human-like, with an extra pair of arms and a number 
  of insectoid characteristics. The head is human, except for large, 
  round, multi-faceted eyes and antennae. The skin is covered 
  with a chitinous exoskeleton that provides 2D6x1O to S.D.C. to 
  hard body insects or 106xl0 S.D.C. for soft body insects. The 
  character may have insect wings, but otherwise has no other un­
  usual limbs. Bonuses: +4 to P.S., +2 to P.P., +2 to P.E., and ei­
  ther +3D6 to running speed OR a flying speed of 104xl0. 
  Claws add 106 to hand to hand damage, and the pair of extra 
  arms add one attack/action per melee round. The insectoid is + 1 
  on initiative and +2 to all perception rolls. Add 104 to Horror 
  Factor. 
  56-70% Insect Wings: The Nightbane has an other­
  wise-normal body, except for the insect wings protruding from 
  his back. Bonuses: 3D6 to S.D.C. and can fly with a speed of 
  ID4xl0+20, and + 1  to dodge when flying. Add one point to 
  Horror Factor. 
  71-80% Insect Head: An ordinary-looking human, except 
  for the full insect head. Bonuses: 2D6 to S.D.C., +2 on initiative 
  and +3 to all perception rolls. The mandibles bite for 4D6 dam­
  age. Add ID4 to Horror Factor. 
  81-90% Insect Eyes: The character has multi-faceted eyes. 
  Bonuses: Polarized vision (work like sunglasses to reduce 
  glare), can see in the ultraviolet and infrared spectrum of light 
  Quentin Milton (Order #26014138)
  
  and is +2 to all perception rolls. Unless the eyes are covered 
  with sunglasses or mirror goggles, add +2 to Horror Factor. 
  91-00% Insectoid Centauroid: The Nightbane has the up­
  per body of an insect-like humanoid with insect mandibles, eyes 
  and antennae, and the lower body of a six-legged, giant insect; 
  the insect body may also have wings. Bonuses: +6 to P.S., +2 to 
  P.P., +2 to P.E., and +5D6 to running speed, plus lD6xl0 flying 
  speed if it has wings. The insectoid is + 1 on initiative and +3 to 
  all perception rolls. Clawed hands add lD6 to hand to hand 
  damage. Mouth mandibles inflict 3D6 points of damage. Add 
  ID6 to Horror Factor. 
  Mineral Table 
  Although rare, some Nightbane have shapes that appear to be 
  made from inorganic materials such as solid stone, metals or 
  minerals; either crudely fashioned or life-like as if carefully 
  sculpted. In other cases, the mineral aspects are only part of the 
  body and can include large crystal formations, stone, crystal or 
  metal spikes and/or horns, or limbs made of stone or metal. 
  01-20% Rough Metal Body: Looks as if made from metal 
  or molten metal that cooled in lumps and streams like the sur­
  face of a partially melted candle. Or he may look like crude, un­
  processed metal ore with a rough surface dotted with tiny 
  crystals and discoloration. The body is roughly human shaped, 
  but large and heavyset. Add 4D6xl0 to S.D.C. and +6 to P.S. 
  and P.E., but reduce speed by 6 points. Weight is increased by 
  400 lbs (180 kg). Add ID4 to Horror Factor. Impervious to cold 
  (no damage) but takes double damage form flre. 
  21-35% Metal Statue: Appears as a well-sculpted metallic 
  humanoid. The form is not unattractive, but unsettling and inhu­
  man. Since the Nightbane is a basically human size and shape, 
  he can hide his appearance under clothing and a hood or hat. 
  Add 3D6xl0 to S.D.C., +3 to P.S. and P.E., but reduce speed 4 
  points. Weight is increased by 300 lbs ( 135 kg) and +1 to H.F. 
  Impervious to cold (no damage), but takes double damage from 
  flre. 
  36-50% Rough Stone Body: As above, but the Nightbane 
  looks like he is made of roughly hewn blocks of stone. Add 
  3D6xl0 to S.D.C., +4 to P.S. and P.E. and reduce speed by 4. 
  Weight is increased by 300 lbs (135 kg). Add lD4 to Horror 
  Factor. Resistant to fire and cold (takes half damage). 
  51-65% Living Statue: A finely sculpted and detailed hu­
  manoid figure that looks normal except it's made of inorganic 
  material (crystal, marble, ebony or stone). Since the Nightbane 
  (unless other characteristics change this) has a basically human­
  oid size and shape, he can hide his appearance under clothing 
  with a hood or a hat. Weight is increased by 200 pounds (90 kg). 
  Add 2D6xl 0  to S.D.C., +2 to P.S. and P.E., reduce speed by 2, 
  and +1 to the Horror Factor. Resistant to flre and cold (takes 
  half damage). 
  66-75% Part Inorganic: The hands and arms or chest and 
  head are stone, crystal or metal, rough or highly polished. In the 
  alternative, large patches all over the body are made of crystals, 
  stone or metal and look as if they are protruding through a thin 
  covering of skin. Adds +2 to P.S., 4D6x2 to S.D.C. and + 1 to 
  Horror Factor. 
  76-85% Part Inorganic with Weapons: The Nightbane's 
  forearms and hands turn into stone, crystal or metal with one 
  1 66 
  hand that is a sword or axe-like weapon or a hand that has long 
  inorganic claws or knuckle spikes. Does an extra 2D6 damage 
  and + 1 to Horror Factor. In addition, the hands are resistant to 
  cold, heat and flre (take half damage). 
  86-90% Horns, Spines or Spikes: The character's spine is 
  covered in thick spines or spikes made of inorganic material, or 
  has a crown of inorganic horns/spikes, or has 3D4 small spikes 
  or spines all over. Adds 5D6 to S.D.C., + 1 to Horror Factor and 
  add + ID6 damage when used as a weapon in combat. 
  91-00% Crystalline Body: A body made of crystal. The 
  shape is not unattractive but very inhuman and has many sharp 
  edges, tearing through clothing after a few hours of wear and 
  tear. Add 2D4xlO to S.D.C., + 1 to Horror Factor, laser resistant 
  (half damage), and the crystalline hands and fingers act like 
  claws, inflicting an extra ID6 damage on kicks and punches. 
  However, the hands are not well articulated and have trouble 
  holding on to things, -10% on all skills that require the use of 
  hands. 
  Reptilian Table 
  Lizards of all kind are represented in the shapes of some 
  Nightbane. It is possible that some of the legends of dragons 
  may originate in reptilian-shaped Nightbane. All reptilians in­
  stinctively know how to swim at a base proficiency of 45% and 
  climb at 35%. 
  01-20% Giant Reptile: The Nightbane has the shape of a gi­
  ant lizard, typically over seven feet (2. 1  m) tall counting the tail 
  (to determine the length of the Morphus, add I D6 feet (0.3 to 
  1.8 m) to the character's Facade's height). This giant form may 
  be mistaken by onlookers as Komodo dragons, crocodiles and 
  similar natural, large reptilians. The reptile can move in great 
  bursts of speed, but maximum speed cannot be maintained for 
  more than 3D4 minutes. Bonuses: +3 to P.S., +4 to P.E. and +3 
  to P.P., +3D6xl 0  to S.D.C. and 4D6 to Speed. Its bite inflicts 
  4D6 damage and claws 2D6. +3 to Horror Factor. 
  21-40% Were-Reptile: A bipedal mixture of man and rep­
  tile, with the reptilian features predominating. The head is fully 
  animal-like, and the arms and legs are undeveloped but incredi­
  bly strong and tipped by sharp claws. Bonuses: +5 to P.S., +3 to 
  P.E. and +2 to P.P., +2D6xlO to S.D.C., and 2D6 to Speed. 
  Clawed hands and feet add 2D6 to hand to hand damage and 
  +10% to climbing skill. The bite inflicts 3D6 damage. Add 
  +1D4+ 1 to Horror Factor. 
  41-60% Humanoid-Reptilian: A human-shaped creature, 
  scale-covered but able to pass for a human if covered up in 
  heavy clothing (i.e., a trench coat or a cape) or seen from a dis­
  tance or in shadow. Bonuses: +3 to P.S., +2 to P.E. and P.P., 
  2D4xl0 to S.D.C. and lD6 to Spd. Clawed hands and feet add 
  2D4 to hand to hand damage and +5% to climbing skill. The 
  bite inflicts 2D6 damage. Add lD4 to Horror Factor. 
  61-80% Reptile's Head: A human body, except for the fully 
  reptilian head. Bonuses: 2D6 to S.D.C. Bite inflicts 4D6 dam­
  age. Add ID4 to Horror Factor. 
  81-00% Reptilian Centauroid: A huge creature that has the 
  lower body of a reptile with four legs and tail, while the upper 
  body is a scale-covered humanoid torso with a human-like head 
  and features. This huge creature will be hard-pressed to flt into a 
  vehicle or small room. Bonuses: +5 to P.S., +3 to P.E. and P.P., 
  Quentin Milton (Order #26014138)
  
  +3D6x1 0  to S.D.C. and 4D6 to Spd. Clawed hands and feet add 
  2D6 to hand to hand damage and the bite inflicts 3D6 damage. 
  Add ID6 to Horror Factor. 
  Stigmata Table 
  Mockingly named after the "sacred wounds" said to appear 
  on saintly people, stigmata are among the most disturbing defor­
  mities among the Nightbane. The common characteristic of all 
  stigmata is that the Nightbane appears to be injured. The wound 
  can be an open cut, blister, sore or a foreign object imbedded in 
  the flesh. From time to time the wound will ooze with blood, 
  pus, or other fluid. These wounds never heal, and are often a 
  source of discomfort and pain to the character. Otherwise looks 
  human. Roll 1D4 times on this table. 
  01-05% Bloody Ooze: Covered in a slimy blood-like liquid, 
  making his skin slippery (add +2 to parry/dodge pins or grap­
  pling attacks). Add 1D4 to Horror Factor. 
  06-10% Corpse-Like: The Nightbane's skin is gray­
  ish-green, his eyes are sunken, and he looks like a days-old 
  corpse, complete with the odor of death and signs of decay. Re­
  duce P.B. by 25%, add 3D6 to S.D.C. and add 104 to Horror 
  Factor. 
  1 1-15% Stitches: A crisscrossing of stitches at several points 
  in the skin, gives the appearance of a "rebuilt" corpse. Some­
  times, the limbs and body may not quite match. Add 3D6 to 
  S.D.C. and 104 to Horror Factor. 
  ished leather, belts, body suits, and the like. S&M gear like 
  hoods and straps are not uncommon, all grafted to the skin and 
  flesh of the character. Metal studs, chains and other "decora­
  tions" fmish the grotesque design. Add 5D6 to S.D.C. and 1D4 
  to Horror Factor. 
  72-79% Boils or Sores: Areas of the character's body are 
  covered in open sores or festering boils. Add 3D6 to S.D.C. and 
  2 points to Horror Factor. 
  80-85% Zippers: Zippers close horrible wounds in the char­
  acter's body. Add 3D6 to S.D.C., and + 1 to Horror Factor. The 
  Horror Factor is increased by 3 if the Nightbane opens the zip­
  per to reveal the pulsing flesh or organs underneath! 
  86-90 Bones: Some (or even all) of the Nightbane's body has 
  been stripped of flesh and muscle to reveal bare bone. Add 
  5D6xl0 to S.D.C. and 104+ 1 to Horror Factor. 
  91-96 Biomechanical: Roll on the Biomechanical Table, but 
  any modifications will appear to make bloody wounds or sores 
  where the mechanics are attached. Add 1 point to the character's 
  Horror Factor. 
  97-00 Combination of Two: Roll two times (ignore and 
  re-roll any roll of 97% or higher) and combine the two charac­
  teristics and Horror Factor points. 
  Unearthly Beauty Table 
  Not all Morphus are horrible to behold. Some have a terrible 
  16-230/0 Nails: Metal nails, pins, spikes or screws protrude 
  beauty that produces fascination and awe instead of fear or 
  from the character's skin. They can be localized to a few small 
  loathing. 
  areas on the body (around the eyes, on the forehead, hands, 
  01-10% Doll-Like Appearance: The Nightbane's body is 
  shoulders, torso, etc.), or they can completely cover the charac-
  tiny and toy-like. His or her skin becomes unnaturally smooth 
  ter (player's choice). Add 4D6 to S.D.C. and, if covered, a body 
  and featureless (no fmgerprints), size is reduced by 2D6+ 1 0 
  slam inflicts an extra 2D6 damage. 
  inches (0.3 to 0.55 m), and body temperature is inhumanly cold. 
  24-31 % Razor Blades: Razor blades are unnaturally at-
  +6 to P.B. and from a distance, the character will be mistaken 
  tached to the Nightbane. They may have replaced teeth or fm-
  for a small child. If standing perfectly still, he or she might pass 
  gernails, or cover the character like a porcupine's quills. Add 
  as a storefront mannequin. In a good light, the inhuman features 
  1D4+1 to H.F., +4D6 to S.D.C., and inflicts an additional 1D6 
  of the Nightbane have a frightening aspect, providing a Horror 
  damage in combat if the fmgernails have been replaced with ra-
  Factor of 10. 
  zors, or a razor bite inflicts 2D6. 
  1 1-30% Animal Magnetism: +8 to P.B. and M.A. Not only 
  32-39% Broken Glass: Jagged pieces of glass are embedded 
  is hislher Morphus incredibly beautiful, it radiates charisma. 
  in the character's flesh. They can be located in small specific ar-
  This is a mixed blessing, however, for the attraction the charac-
  eas or cover the body. Same damage as #24-3 1 above. Add 3D6 
  ter exerts cannot be turned off. This can lead to a number of dis-
  to S.D.C. and + ID4 to Horror Factor. 
  tractions, annoyances and even hazards, as total strangers make 
  40-47% Barbed WirelRazor Wire: Part of the character's 
  advances towards the character or try to force their affections on 
  limbs, head, neck or torso are wrapped in barbed or razor wire, 
  himlher. 
  causing bloody wounds that never heal. Same damage as #24-3 1 
  31-50% Elfin Features: The character has slender and deli-
  above. +4D6 to S.D.C. and + ID4 to Horror Factor. 
  cate features, oversized eyes and vaguely pointed ears, reminis-
  48-55% Eternal Wounds: Horrible wounds that never heal. 
  cent of the legends of elves and faerie. +7 to P.B. and increase 
  They are clearly visible and may appear to be deadly, including 
  height by I D6 inches. Their unusual appearance has a Horror 
  gaping chest wounds, gashes in the skull, cuts, gouges and other 
  Factor of 6. 
  grotesqueries. The wounds cover any clothes the character 
  51-70% Physical Perfection: Perfectly delineated muscles 
  wears with bloody patches in a matter of minutes, soaking 
  and a shape somewhere between a gymnast and a bodybuilder. 
  through bandages and dressings. +3D6 to S.D.C. and +1D4 to 
  Increase P.B., P.E. and P.S. by 104 each and S.D.C. by 4D6. 
  H.F. 
  The character projects an aura of danger that intimidates those 
  56-63% Missing Skin: Patches of skin or even the whole 
  around him, giving the Nightbane a base Horror Factor of 6. 
  skin (player's choice) are missing, revealing bare muscle and 
  71-90% Fallen Angel: A beauty; +6 to P.B. and +3D6 to 
  bones. Add 3D6 to S.D.C. and ID4+ 1 to Horror Factor. 
  S.D.C. Fallen angels also have beautiful feathered wings on 
  64-71 % 
  Leatherboy/girl: 
  Portions 
  (or 
  all) 
  of the 
  their backs which provide slow flight (Spd of 3D6+12 in the 
  Nightbane's skin seem to have been replaced with shiny, pol-
  air). 
  1 67 
  Quentin Milton (Order #26014138)
  
  91-95%: Combination of Two: Roll two times (ignore and 
  re-roll any result of 91 % or higher) and combine the two results. 
  96-00% Other: The Game Master and player can develop a 
  different fonn of unearthly beauty. The physical attractiveness 
  could be balanced by an inhuman or intimidating feature. 
  Nightbane Talents 
  Note: Many, not all, of the most common are presented here. 
  Elite Talents are not. 
  Animate Shadow: Causes the shadow of the Nightbane's 
  Morphus fonn to come to life. This shadowy creature looks like 
  a solid ink-black version of the Nightbane, although without any 
  distinguishing features beyond its outline. The shape follows 
  mental commands given by its creator and can fight and follow 
  even complex orders competently. The shadow has half the 
  Nightbane's S.D.C.IM.D.C, and does not regenerate damage. It 
  also has its creator's skills at -20% (hand to hand skill is re­
  duced by one level), and attacks per melee round, but not 
  Nightbane Talents. Limitations: Usable in Morphus fonn only; 
  not available until the third level. Only one shadow can be ani­
  mated at a time. Duration: One minute per level of experience or 
  until destroyed or dismissed by its creator. Cost: 15 P.P.E. to 
  buy; 12 to activate. 
  Anti-Arcane: The Nightbane is surrounded by an aura of 
  black light (easily confused with the Shadow Shield). While this 
  aura is in effect, the Nightbane is utterly invulnerable to the ef­
  fects of magic! Any magical spell that can be resisted by a save 
  against magic will have no effect on the character. Spells that 
  must be dodged, or have no saving throw, will work nonnally. 
  Duration: One minute (4 melees). Limitations: Usable only by 
  the Morphus. Not available until the character has reached fifth 
  level. Cost: 15 P.P.E. to buy and 20 to activate it. 
  Darkbonds: Creates black bonds of some sort (they could be 
  tendrils of energy, or chains, ropes, etc.) and controls them to 
  hold captives. The bonds do no damage other than restrain the 
  character just like real rope or chains. To break free, the oppo­
  nent must roll one 20- sided die and add his P .S. bonuses, if any. 
  The total roll must be equal to or exceed the P.S. number of the 
  bonds (minimum 1 8). The P.S. of the Darkbonds is equal to 1 8  
  at the base P.P.E. cost, and one additional point can be added to 
  the Darkbonds for every extra 2 P.P.E. spent on it. Duration: 
  One minute per level of experience. Limitations: Usable by the 
  Morphus fonn only. Cost: 8 P.P.E. for pennanent acquisition; 6 
  P.P.E. to activate with a base P.S. of 1 8. 
  Darksong: The Nightbane can emit a piercing, deafening 
  sound; it can be an inhuman howl, a mighty roar, an ultrasonic 
  keening, or even electronic feedback, depending on the 
  Nightbane's Morphus. Targets must make a roll to save (P.E. 
  bonuses apply); if they roll under a 10, they are stunned for 104 
  melee rounds. The attacker can raise the number needed to save 
  by expending additional P.P.E.: +1 point per 3 P.P.E. The 
  Darksong can be used against an area (60 foot/18.3 m radius); in 
  that case, everyone in the area, friend or foe, must make a save, 
  but they are at +4 to resist. Limitations: Usable by the Morphus 
  only. Cost: 7 P.P .E. to buy it; 5 P.P .E. are needed to activate it 
  (+3 to raise the save number by + 1). 
  Darkwhip: Creates tendrils of darkness that inflict supernat­
  ural damage with a P.S. equal to the amount of P.P.E. spent on 
  creating them. Lasts for 4 melee rounds (one minute), after 
  which they must be recreated. Range is 60 feet (1 8.3 m). The 
  tendrils can have any shape, not limited to whips and tentacles, 
  although those are the most common. The Darkwhip can be 
  used to strike and also to entangle or disarm, provided those 
  skills are known to the wielder. Limitations: Usable by the 
  Morphus only. Cost: 8 pennanent to acquire; 4 to activate (addi­
  tional P.P.E. increases the amount of damage the whip inflicts 
  with each strike). 
  Doorway: Creates a door of dark energy that leads to a spe­
  cific location desired by the creator of it. Takes one melee round 
  (15 seconds) of concentration. Range: To a location up to 1 mile 
  (1.6 km) per 2 P.P.E. spent. The Nightbane must have been to 
  the destination point at least once in his life, or he must have 
  line of sight. Limitations: Usable by the Morphus only. Not 
  available until reaching 5th level. Cost: 1 5  P.P.E. to penna­
  nently acquire it, and a minimum of 2 P.P.E. to activate (see 
  above). This power can also open a doorway to the Nightlands 
  or back, but this costs 40 P.P .E., plus 5 P.P .E. per mile. 
  Lightning Rider: The Nightbane becomes a being of pure 
  electrical energy! Unless a great deal ofP.P.E. is spent, the elec­
  trical charge is weak and does not inflict damage. However, 
  while in electrical fonn, the Nightbane can travel through con­
  ductive materials at enonnous speeds. When the power is acti­
  vated the Nightbane disappears in a flash of electricity and 
  "leaps" onto the nearest conductive material (metal and exposed 
  wires work best). If no such material is around, the Nightbane 
  appears to become a small pool of sparks, or a small crackling 
  lightning ball that crawls around at a speed of 8. 
  The Nightbane can also use this Talent to travel through tele­
  phone wires and fiber optic cables, covering miles in a matter of 
  seconds. Some Nightbane become extremely proficient in navi­
  gating through telephone exchanges. Limitations: Usable by the 
  Morphus only. Cost: 1 5  P.P.E. to pennanently acquire it; 10 to 
  activate per minute (it takes one melee round of concentration to 
  activate). The Nightbane can increase the voltage to inflict dam­
  age: ID6 points per 5 P.P.E., per each attack; 8 points of dam­
  age will fry most electronics like radios, computers, etc. 
  Tempest-hardened systems will survive as much as 40 points 
  before being disabled. 
  1 68 
  Mirror Sight: This and other mirror related Talents give the 
  archaic name of "looking glass" great new significance when 
  dealing with the Nightbane and the Nightlords. This Talent en­
  ables the Nightbane to see the other side of a mirror, into the 
  Nightlands, and vice versa, as if it were a window. A mirror or 
  any highly reflective surface (glass, polished metal, a quiet body 
  of water) must be available. The character can only see what the 
  mirror image faces in the Nightlands, and vice versa. Some 
  Nightlands creatures may sense they are being "looked at" and 
  could cross over to confront or attack the "peeper." Limitations: 
  Requires a mirror; can be used by both Morphus and Facade. 
  Duration is limited to 1 0  minutes per level of the character's ex­
  perience. Cost: 5 P.P.E. for pennanent acquisition; 2 to activate. 
  Nightbringer: Absorbs light around the Nightbane, creating 
  an area of darkness equal to 1 0  feet (3.0 m) in diameter per ev­
  ery 2 P.P.E. spent. The power also absorbs energy attacks, ex­
  cept Shadow Blast, Dark Whip and other darkness-based attacks 
  Quentin Milton (Order #26014138)
  
  and magic. People caught in the unnatural darkness are at -6 to 
  strike, parry and dodge, and -4 on their perception rolls (penal­
  ties are half for creatures with nightvision). Limitations: Usable 
  by the Morphus only. Cost: 5 P.P.E. to acquire permanently; 2 
  minimum to activate. Each additional 2 P.P.E. increases the di­
  ameter of the darkness by 10 feet (3 m). 
  Reshape Facade: The Nightbane can temporarily alter the 
  shape of his Facade, changing the features, hair color and even 
  the size of their human form. The more extensive the change, 
  the more P.P.E. the transformation will cost. Imitating a particu­
  lar person is possible, but very difficult to get it right (20% plus 
  I.Q. bonus, plus 3% per level of experience). Limitations: Us­
  able by the Facade only. Not available until the 3rd level. Cost: 
  12 P.P.E. to acquire it permanently, 6 to activate plus 4 per addi­
  tional hour the disguise is desired. 
  See Truth: Every time this power is activated, the Nightbane 
  will be able to see the true nature of one person or object. In the 
  case of Night bane, the character will be able to see the target of 
  true sight's Facade and Morphus forms, superimposed on one 
  another. The alignment of the target can also be seen by the 
  character; applicable to humans and Nightbane (in the latter 
  case, counts as a separate use of this Talent). Furthermore, it 
  will reveal strong magic emanations, the undead/vampires, seri­
  ous illness, and strong emotions (hatred when the person is smil­
  ing and being nice, etc.); all considered aspects of the soul 
  and/or personality of the target. 
  The subject saves against magic (12 or higher) to resist re­
  vealing the truth. The Nightbane can increase the difficulty of 
  the save by expending more P.P.E.: every additional 4 P.P.E. 
  raises the save number by +1 (maximum of 1 8, for 24 P.P.E.). 
  Limitations: Range: line of sight up to 300 feet (91 m) away. 
  Cost: 3 permanent, 2 points to activate, +4 to increase save 
  number by one. 
  Shadow Blast: Fires a black energy bolt that does ID4 
  points of damage for every point of P.P.E. spent in it, so 1 0  
  P.P.E. would result in a ID4xl0 bolt, and so on. Limitations: 
  Usable by the Morphus only. The Nightbane can only spend 4 
  P.P.E. per level of experience. Range: 500 feetl1 52 m. Cost: 5 
  P.P.E. to permanently acquire it; one P.P.E. per every ID4 
  points of damage, with limitations. 
  Shadow Shield: Creates a force field of dark energy around 
  the Nightbane, providing 20 S.D.C. per 2 P.P.E. spent (p.P.E. 
  spent cannot exceed 4 per level of experience). The Shadow 
  Shield completely surrounds the character, protecting him from 
  toxic gases, disease, punches, bullets, heat, fIre, and similar dan­
  gers as long as it remains in force; it is the shield that takes the 
  damage inflicted by such attacks. Duration: 30 minutes per level 
  of experience or until all the S.D.C. of the Shadow Shield is 
  used up. Limitations: Usable by the Morphus only; 4 P.P.E. 
  points or 40 S.D.C. per level of experience. Cost: 7 P.P.E. to ac­
  quire it permanently; 2 P.P.E. to activate with 20 S.D.C. plus ad­
  ditional P.P.E. to increase the level of protection. 
  Sharing the Flesh: This is a strange and horrific healing 
  spell. The Nightbane touches an injured person to magically 
  transfer the other person's wounds, injury and pain to himself. 
  The person being healed falls into a coma or sleep that lasts ID4 
  melee rounds and then awakens completely well. The effect is 
  often gruesome, with nasty wounds spontaneously appearing on 
  the Nightbane as the subject is being healed. The Nightbane can 
  1 69 
  transfer as much damage as he or she can tolerate, which may be 
  a little amount to all. This is actually a painful sacrifice on the 
  part of the Nightbane as he/she heals as normal - fortunately 
  these creature heal rapidly compared to humans. Limitations: 
  Usable only while in the Morphus form and the Nightbane must 
  perform this act of sacrifice of his own free will. Healing criti­
  cally injuredlcomatose characters requires the Nightbane to tem­
  porarily expend 24 P.P.E. points and 100 of his M.D.C. to 
  stabilize the injured person and heal the most serious injuries 
  (brings the character up to 2D6 Hit Points). M.D.C. to Hit Points 
  is a point for point transformation. However, the pain and shock 
  to his system will put the Nightbane in a coma for 2D4xl0 min­
  utes. Cost: 2 P.P.E. to acquire it permanently; 8 to activate (see 
  above for coma cases). 
  The Shroud: This powerful Talent enables a Nightbane to 
  become invisible and noiseless to both normal vision and senses 
  as well as electronic devices like cameras, motion detectors, 
  heat sensors, etc. This ability can be used selectively, enabling 
  some people to see the character while others can't. Vengeful 
  Nightbane have been known to drive a human insane by pursu­
  ing him in plain sight, invisible to everyone else. The victim's 
  cries for help would be useless, for nobody else can see the 
  monster threatening him! 
  The power is very expensive to maintain for long periods of 
  time (10 P.P.E. per minute). Also, the moment the Nightbane at­
  tacks anybody (he can threaten, scream or make gestures all he 
  wants), the Talent stops working and he becomes visible for all 
  to see. Likewise, a Nightbane actively engaged in combat or 
  other activity, or standing in plain sight, cannot activate this Tal­
  ent to disappear. First, he must get out of sight. Limitations: Us­
  able only by the Morphus. Cost: 12 P.P.E. to acquire it 
  permanently; 10 P.P.E. to activate. 
  Shadow Slide: The character becomes an insubstantial 
  shadow, or, more accurately, like one of those mirages you can 
  see on a paved road during a sunny day - a flickering shadow 
  that seems to sink into the earth and fades away as if it never 
  was. While in this two-dimensional form, the Nightbane can 
  slither along walls or across the ground, virtually invisible and 
  able to slide through any opening, no matter how narrow (only 
  airtight containers will prevent the Shadow-Slider from coming 
  through). The Nightbane's clothing and small personal effects 
  are transformed automatically; additionally, he can carry objects 
  at an additional P.P.E. cost (2 P.P.E. per poundl0.45 kg of 
  weight). Limitations: Usable by the Morphus only. Cost: 8 
  P.P.E. to acquire it permanently; 1 0  points to activate and 10 per 
  each minute it is maintained. 
  Soul Shield: Protects against mental attacks/probes and the 
  See Truth Talent. The Soul Shield acts like a psychic mind 
  block, preventing most means of magical or psionic probes from 
  intruding into the Nightbane's mind. More importantly, while 
  the Soul Shield is up, any spell or power that tries to control or 
  dominate the Nightbane's mind will automatically fail. 
  Those who attempt to read the protected character's mind 
  will see only a pool of utter darkness. The mind reader/psychic 
  will fmd it very difficult to pry himself from that darkness (a 
  save versus psionics is necessary; roll every melee round), and 
  until he does, he will be unable to do anything other than stare 
  vacantly into space. Limitations: Usable by the Morphus only. 
  Duration: One hour. Cost: 6 P.P.E. to acquire it permanently; 4 
  to activate. 
  Quentin Milton (Order #26014138)
  
  Splittin' Image: This powerful ability enables the Nightbane 
  to separate his Facade and Morphus fonns and act nonnally in 
  both of them! The Nightbane, in effect, becomes two people. 
  The character is aware of what both sides are doing, but his con­
  sciousness must be focused on one fonn or the other (he can 
  switch viewpoints at will). The fonn where his consciousness is 
  focused on acts nonnally; the other appears to lapse into a 
  trance-like state and is at -2 to all combat rolls, has half the nor­
  mal attacks per melee round, and at -40010 to perfonn any skills. 
  Limitations: Usable only by the Morphus only. Not available 
  until 5th level. Duration: One or more hours depending on the 
  amount of P.P.E. expended. The character can merge back into 
  one body at will. Cost: 1 5  P.P.E. to acquire it pennanently; 20 to 
  activate it for one hour and 10 P.P.E. per each additional hour 
  (can spend the P.P.E. "up front" or as needed). 
  Remove Facade: This Talent affects not only Nightbane, but 
  all other shape changing creatures and metamorphosis magic. 
  The Nightbane can force a creature to assume its real fonn; in 
  the case of Nightbane, they are forced to assume their Morphus 
  fonn. The target can resist by making a save versus magic of 14 
  or higher. Any creature who is hiding its true shape through 
  magic, shape-shifting, etc., will revert to its original fonn. Limi­
  tations: Not available until 5th level. Can be used by both the 
  Facade and the Morphus. This power does not affect illusions or 
  physical disguises, including the Hollow Men's artificial con­
  structs, or the Skinners' control of a corpse. Cost: 15 pennanent 
  to acquire; 20 to activate. 
  Shadows of Fear: This Talent must be used in a shadowy or 
  dark area. Throughout the area of effect, the shadows seem to 
  move (can only be seen from the comer of one's eye) and 
  strange and frightening noises can be heard coming from every 
  shadow. Some indicate the rustling sounds of small animals, 
  while others appear to be deep growls and the shuffling steps of 
  some large creature. While the power is on, perception rolls are 
  at -4, as everyone in the area is distracted by the noises. Also, 
  some people or creatures (especially nonnal humans) may need 
  to save versus a Horror Factor of 12 (at the G.M.'s discretion). 
  Limitations: Usable in Morphus fonn only. The base area af­
  fected has a 20 foot (6 m) radius; for every additional 2 P.P.E. 
  spent, add another 10 feet (3 m) to the radius. Cost: 5 P.P.E. for 
  penn anent acquisition, 4 to activate plus 2 for each additional 1 0  
  feet (3 m) in radius. 
  Shadow Storm: Creates a swirling cloud of dark energy fill­
  ing an area equal to one yard/meter radius per 4 P.P.E. spent. 
  The cloud can be sent forward at a Speed of 30; maximum dis­
  tance away from the creator is 500 feet (152 m). The dark ener­
  gies of the cloud inflict damage on anything or anybody in its 
  path, doing 3D6 S.D.C. (or lD6 M.D. on Rifts Earth) three 
  times per melee round. Dodging the stonn requires a 16 or 
  higher. Limitations: Usable in Morphus fonn only. Not avail­
  able until third level. Cost: 1 0  P.P.E. to acquire it pennanently. 
  4 P.P.E. per yard/meter of radius. 
  Dark 
  Magic 
  Witchery 
  A combination and adaptation of elements from Beyond the 
  Supernatural™ and The Palladium Fantasy Role-Playing 
  Game® by Kevin Siembieda. 
  Design Note: This section on witchcraft, its magic and meth­
  ods is entirely fictional. 
  Historically, ancient "pagan" rituals later associated with 
  witchcraft were often more druid-like earth magic or Wicca. 
  Many of those ancient rituals and potions focused on healing, 
  harvesting of crops, and prophecy. Later, with the dominance of 
  the Judeo/Christian religions, witchcraft became known for de­
  monic possession, union with evil forces, and black magic, all 
  for the purpose of evil. Today, Satanism and witchcraft are often 
  considered one and the same. 
  This section on witches is not even based on historical myth 
  or magic. If anything it is inspired by Hollywood horror movies. 
  Further note that nobody at Palladium Books encourages nor 
  condones the practice of the occult nor the use of magic. This is 
  a fictional work in a fantasy setting. Make believe. Now read on 
  and enjoy. 
  What was once known as witchcraft is more prevalent in the 
  world of Rifts than ever before. There are two key elements that 
  make Witchery different from other fonns of magic. 1 .  A direct 
  link and willing allegiance to an evil supernatural being. 2. Em­
  powennent by that evil force. 
  Magic, like technology and knowledge, is a tool. Potential 
  Psychic Energy (P.P.E.) is an energy source that can be used for 
  good or evil; to build and protect or to destroy and subjugate. 
  Potential psychic energy is just that, energy. It is the user of that 
  energy who applies the power for good or evil. Among the vari­
  ous disciplines of magic, such as Ley Line Walker, Shifter, 
  Mystic, Warlock, Necromancer, etc, there are practitioners who 
  use magic for good, evil and selfishness. But Witchery, as de­
  fmed in the context of Rifts Earth, is always a malevolent and 
  destructive force. Even the well meaning who agree to service 
  as a Witch either are motivated by dark emotions of anger, ha­
  tred, vengeance, etc., or delude themselves into believing they 
  can control and use the dark forces for good. They are wrong. 
  The very act of making a "pact" with a demonic power is a 
  plunge into evil and, with time, the individual fmds himself 
  given to selfishness, hate and wickedness. 
  1 70 
  The majority of practitioners of Witchery in Rifts Earth actu­
  ally know very little about the workings of magic. Unlike the 
  Quentin Milton (Order #26014138)
  
  many other areas of magic that require learning, discipline and 
  practice, the typical Witch (about 65%) is illiterate and unedu­
  cated. This does not mean stupid, only lacking a formal educa­
  tion. In fact the easiness by which one becomes empowered 
  through Witchery is a huge part of the appeal in making the 
  pact. There are no years of study and hard work involved. Once 
  the pact is made, the Witch is transformed, overnight, into a 
  master of the mystic arts - or at least a magic wielding superhu­
  man. Witchery is the quick and dirty way to easy power, or so it 
  would seem. For it is the supernatural force that one is now al­
  lied to, that provides unnatural power, magic, a protector and 
  counselor (the Demon Familiar), a degree of apparent knowl­
  edge and raw power that would seem to compensate for real, 
  formal knowledge. While all of this does compensate to a point, 
  the lack of personal knowledge, skill and experience makes the 
  Witch all the more dependent on his or her master, and therefore 
  a puppet of supernatural evil! 
  To become a Witch, the character must make a pact with an 
  evil supernatural force. These supernatural beings are usually 
  powerful gods of darkness, Demon Lords or Alien Intelligences. 
  Most of the supernatural forces that engage in Witchery are 
  powerful Alien Intelligences and god-like creatures of immense 
  power. Many of them feed on human emotions like psychic 
  vampires. Thus, they have little real concern for the Witch or the 
  events their pawn puts into motion, but only in the turmoil that 
  such an event creates. For these maleficent beings promote 
  chaos, suffering, treachery and murder, all of which are the nec­
  tars they drink. Rifts Earth, being a place of magic and dimen­
  sional nexus, attracts many diabolic beings and forces of evil 
  that come to taunt, destroy and feed on its inhabitants. 
  Unlike the Elementals and other beings who view life on 
  Earth with indifference, there are forces infinitely more sinister 
  and malicious. They are the forces of evil, selfishness and power 
  that have plagued man since the dawn of time. Insidious, cor­
  rupting evil that threatens the fate of the human race. Creatures 
  whose sole enjoyment is the torment and subjugation of human­
  oids. Inhuman monstrosities that cultivate and feed on the suf­
  fering of other creatures. Demons who fmd delight in tearing 
  out a person's life with their teeth. These are the benefactors an 
  individual accepts as "master" when they turn to Witchery, so it 
  is little wonder that even the purest of hearts are corrupted and 
  turned black by such beings of vile darkness. 
  The supernatural force sends an essence fragment into the 
  world in search of likely servants who will become its minions. 
  The most likely candidates are the frustrated, desperate, 
  hate-filled and self-loathing who are seeking a means to power 
  or revenge. The Supernatural Intelligence offers them that 
  power, but at a terrible price. 
  The creature will usually offer one of the following: The gift 
  of power, gift of magic, or gift of union. The gift of power and 
  magic knowledge requires that the supernatural being or es­
  sence-self anchors itself to our world. To do this it requires a 
  host body. Typically an innocuous animal, such as a cat, dog or 
  bird will suffice, but sometimes the Witch will serve as both 
  minion and host. These Demon Familiars counsel, assist and 
  protect the Witch as well as offer a source of additional power. 
  1 71 
  Quentin Milton (Order #26014138)
  
  The Gift of Power 
  The gift of power is an illusion in which the human recipient 
  believes he has been magically granted superhuman abilities. In 
  a way, he has, except the power is not drawn from some inner 
  strength, but directly from the alien being. The creature projects 
  a fraction of its power into its human pawn, giving him a taste 
  of true power. It is only after the character has grown to love his 
  power that he learns it is the demonic being that holds and gives 
  the power. A power it can cut off with a mere thought. Sud­
  denly, it is the Witch who is a slave to the intelligence, as long 
  as he covets that power. 
  Select four abilities from the following: 
  • Add I D6xlO+40 to I.S.P. 
  • Add 2D4xl0+20 to P.P.E. 
  • Impervious to poisons, toxins, drugs, gases and disease. 
  • Turned into a Mega-Damage creature with 200 M.D.C. and 
  heals at a rate of 5D6 M.D. per 24 hours. Adds 200 M.D. if 
  the character was already an M.D.C. being. 
  • +2 to save vs all types of magic and possession. 
  • See the invisible and sense magic; automatic. 
  • Increased Mental Endurance (M.E.): +3 to save vs Horror 
  Factor, + 1 to save vs psionic attacks and all forms of mind 
  control, plus the Witch has the psionic power of Sixth Sense. 
  • The ability to fly at will and without limit. Speed is 
  ID6xl 0+44. 
  • Supernatural P.S. and raises the P.S. attribute 10 points. This 
  means the Witch can inflict M.D. from physical attacks and 
  rarely tires. 
  • Increased physical prowess; raise P.P. by 1 0  points. 
  • Bio-regeneration: restores ID4xlO S.D.C. and 4D6 Hit Points 
  per hour or ID4xl0 M.D.C. to Mega-Damage beings. 
  Note: One more power can be awarded if the Alien 
  Intelligence (and the Game Master) decides to be generous. The 
  fifth power can be granted immediately or as an incentive at a 
  later time (3rd or 6th level, upon completing a particular task, 
  etc.). Also, the character's skills increase in proficiency as the 
  Witch increases in experience, but these powers do not. 
  The Gift of Magic 
  The character is instantly bestowed with magic powers 
  through his or her union with the Alien Intelligence. All of the 
  following are made available to the Witch. 
  • ID6x10+10 P.P.E. 
  • Demon Familiar. 
  • An additional 140 P.P.E. is available from the Familiar who 
  will freely give of its energy as long as the Witch is doing as 
  it and its master (the Alien Intelligence) desires. The Familiar 
  must be within 300 feet (91 .5 m) for the Witch to be able to 
  draw on its P.P.E. 
  • Select six spells from level one spell invocations, four spells 
  from level two, two spells from level three, and one spell 
  from level four. Once selected, the spells cannot be changed. 
  • Two new spells can be selected as each new level of experi­
  ence is attained. Also with each new level, the range of avail­
  able spells is increased by one level, thus a second level 
  Witch can select two spells from the vast range of spells of­
  fered in levels 1 -5. A third level Witch can select from levels 
  1-6, and so on. 
  1 72 
  • Bonuses: + I to save vs magic, + I to save vs Horror Factor 
  and + 1 Spell Strength at levels three, seven and thirteen. 
  The Gift of Union 
  Supposedly the ultimate reward in the way of power is the 
  Gift of Union, because the Witch character willingly allows the 
  horrid creature to share his body. The union fuses man with 
  monster, but is not a classic possession, because the creature al­
  lows the human's essence to share control of the host body. The 
  union instills a great number of changes. 
  First, the character's alignment immediately changes to the 
  same evil alignment as his horrid, supernatural master, and the 
  Witch develops a whole new perspective on the world. He or 
  she realizes that the end always justifies the means. He feels 
  superior to all other life forms and realizes that he was meant to 
  be revered as a god. A new confidence washes over the 
  character and he believes that anything is within his grasp. The 
  character becomes ruthless, merciless, and unfeeling toward his 
  fellow humanoids, who are now regarded as ignorant savages to 
  be used and abused as he desires. A voice in his head assures 
  him that this is all true. That same voice will implant 
  suggestions, urge violence and entice acts of cruelty. 
  Powers and Abilities Include: 
  • All the magic known by the Witch's master, but at one-third 
  its normal range of knowledge and spell strength. This means 
  a being that casts magic at 1 0th level will now cast magic at 
  equivalent of third level (one third is 3.3 levels; rounded 
  down is third level). Also note that it is the splintered de­
  monic essence inside the body that knows the magic and 
  holds the power, not the Witch himself. Thus it is only the 
  creature part of the unified human who controls the use of its 
  knowledge and power. The supernatural essence may share 
  the same human body, however, it is still in complete control 
  of its mind and powers. It is a question of whether the two 
  work as one or work against each other. Note that the crea­
  ture can also cancel any and all of the following abilities if it 
  so desires. 
  • The co-possessing essence also retains any psionic powers it 
  may have, but at half their normal strength. 
  • AdditionaI I.S.P.: 3D4x10. 
  • Additional P.P.E.: 2D6xl00 are combined with the human's 
  P.P.E.; both the creature and the human can draw on the total 
  available amount of magic energy. Same is true of I.S.P. 
  • Adds one hand to hand attack per melee. 
  • The mortal Witch becomes a Mega-Damage creature with 
  2D4xl OO M.D.C. (extra S.D.C. if not on Rifts Earth). 
  • Impervious to further possession and mind control and +4 to 
  save vs Horror Factor, +4 to save vs illusionary magic, and 
  +2 on initiative. 
  • Physical Strength: Add 6 points and is now considered to be 
  Supernatural, which means hand to hand combat inflicts 
  Mega-Damage. 
  Note: The character's skills increase in proficiency as the 
  Witch increases in experience, but these powers do not. 
  Quentin Milton (Order #26014138)
  
  The Pact 
  The "gifts" are powers that are provided as a result of an ami­
  cable arrangement. In most cases the supernatural being cannot 
  really take ownership of a person's soul, but will, in effect, en­
  courage such evil and decadence that the character is corrupted 
  and forever lost to the forces of light, and may well become the 
  enemy of all that is good. In this sense, the Witch does lose his 
  or her soul. The actual signing of a pact is a formality that 
  serves as a questionably legal contract, and, more importantly, 
  as a focus of concentration and surrendering of will power. 
  Dealing with a supernatural being is not to be taken lightly and 
  the creature will hold the pact maker to the letter of their agree­
  ment. The formal pact serves as a reminder to the pact maker of 
  exactly what that deal was. Ultimately, the pact serves to make 
  the character a minion of evil. 
  Another reason for the pact, which usually demands some 
  cruel sacrifice or condition of servitude, is pure meanness on the 
  part of the supernatural being. Just one more little pleasure when 
  hurting or destroying another life form. 
  Pacts can only be made by Demons Lords, Dark Gods, and 
  Supernatural Intelligences. For the pact to be official, the pact 
  signer must sign of his own free will. Most of these supernatural 
  fiends are surprisingly up front about the conditions, powers, 
  and price of the pact, and will not try to trick or cheat the poten­
  tial pact signer (although they may not explain certain details 
  until the agreement is signed). Mortals who try to trick, cheat, or 
  deceive such beings are likely to be caught in the act and pos­
  sessed or tortured and killed. These creatures don't take any 
  nonsense, especially from some insignificant mortal. 
  Minor Pacts 
  Minor pacts may not seem all that minor, but are considered 
  such by the supernatural intelligence. In exchange for the sign­
  ing of the pact, the supernatural power will grant the character 
  either the gift of power or gift of magic. At second level, when 
  the Witch has proven himself, he is given a Lesser Familiar. 
  This familiar is identical to the Familiar Link spell found in the 
  Rifts® RPG. 
  The following are the most common types of minor pacts, 
  but others are possible. 
  40 years of loyal servitude. The pact maker must agree to 
  serve the supernatural being with complete loyalty and alle­
  giance, be obedient, accept no other as his master (but may pre­
  tend to do so if necessary), not interfere with other minions of 
  the same master, and to further the goals of the master whenever 
  possible, for forty years. Under these conditions, if the master 
  asks the Witch to betray the player group or kill a friend, the 
  Witch must do so without question. A Witch has but one true 
  friend, his demonic master. 
  After 40 years, ALL powers, abilities, and often accumulated 
  wealth and position of power, are totally lost. The pact may be 
  renewed, but only at the demon's option and may require new 
  terms and conditions. 
  Blood sacrifice. This typically requires the slaughter of hun­
  dreds or thousands in the name of the supernatural being. When 
  the required number of murders has been provided, the beings 
  grants the perpetrator his "gift." The way of evil and reverence 
  is expected to continue. 
  1 73 
  Blood sacrifice: First born. This pact seldom requires the 
  actual murder of one's child, but the child must be forsaken, 
  given over to a demon or minion of the Supernatural Intelli­
  gence. Often the child is placed in a situation where he or she is 
  raised in such a way that child and parent will one day clash 
  with deadly consequences. Typically, the pact maker must have 
  a child within three years of the pact's signing or be stripped of 
  all powers and possibly tortured or possessed. 
  Sworn to destroy a foe. This pact binds the pact maker to 
  destroy a major foe of the supernatural being who is providing 
  him with the "gift." Remember, this foe is probably a noble 
  king, hero, or priest of good alignment. The demon will indicate 
  the foe to be destroyed. The foe will be at least tenth level or 
  higher, and usually has powerful friends, followers, guards and 
  sanctuary. The foe also often possesses great strength, skills or 
  powers and position. Any means may be used to destroy the foe. 
  This means the pact maker can slay the person single-handedly, 
  dupe or enlist the aid of friends, raise an army, hire an assassin, 
  etc., but the Witch must be the direct cause of the foe's demise. 
  The campaign to destroy the foe must begin within two years of 
  the pact's signing and can take as long as a decade to complete. 
  Failure means slow, long torment and death. 
  Major Pacts 
  Lifelong servitude. Basically includes the same conditions 
  as those found under 40 years of loyal servitude, except the deal 
  is for life. This is especially desirable when dealing with races 
  who have a long life expectancy. Also the pact maker may be 
  obligated to join an established cult or to establish one. 
  Selling of body and soul. This pact binds the maker to a one 
  hundred percent commitment to his supernatural master and to a 
  life dedicated to evil. All the conditions as found under 40 years 
  of loyal servitude apply, only the deal is more encompassing. 
  During the course of his existence the pact maker is called upon 
  to establish a church or cult in the name of his master, actively 
  soliciting followers; bear or father a child or children in the 
  name of the master, and tum them to evil; destroy any foe the 
  master identifies (not necessarily a tenth level foe); avenge the 
  master and his minions; oppose the forces of good, light, and or­
  der, and obey all demands made by his/her master, including 
  suicide. 
  The bonus powers of major pact makers 
  The makers of a major pact are preferred above all others; 
  thus pact makers of this type receive even greater powers than 
  those who make minor pacts. The pact maker can select any of 
  the three gifts previously described and selects one of the fol­
  lowing. This is a one time, one item bonus ability, all effects are 
  permanent. 
  1. Heal self. Instantly bio-regenerates 5D6 Hit Points or 
  physical M.D.C. at will, but is limited to doing so four times per 
  day (24 hour period). 
  2. Summon lesser demons or lesser supernatural beings. 
  Can summon ID4 lesser demon/supernatural beings, but is pos­
  sible only through a link with a Greater Familiar. Can be at­
  tempted only once every 12 hours with a 01-40% chance of 
  success. Five minutes (minimum) of meditation and prayer is re­
  quired. 
  Quentin Milton (Order #26014138)
  
  3. Command dead: Animate & control 206 dead, also able 
  to turn dead (206). Functions like the spell magic of the same 
  names. 
  4. Command rats: Summon and control 206 rats per level 
  of Witch. Rats will obey all simple commands. Similar to sum­
  mon animal spell. 
  S. Invulnerable to fire: Impervious to all types of fIre; no 
  damage. 
  6. Invulnerable to poison: No type of poison/toxin can hurt 
  or affect the Witch. 
  7. Skill bonus: +5% on all skills. 
  8. Telekinesis: Same as the Super-Psionic power. 
  The Devil's Mark 
  The "devil's mark", also known as "the mark of evil, " is a 
  third nipple (Note: That's nipple, not breast and nipple). This 
  nipple can be placed anywhere on the body, but is usually 
  placed on the upper portion of the torso. This serves three pur­
  poses: 1) To identify the character as a Witch, 2) as a sign of 
  ownership by evil forces, and 3) to feed the Familiar which 
  suckles from the nipple, drinking of the Witch's blood (small 
  amounts, of course). All Witches bear such a mark. 
  Demon Familiar 
  At second level the Witch who has made a major pact re­
  ceives a Demon Familiar (also known as a Greater Familiar). 
  The Familiar is either a magically metamorphed demon or an­
  other essence fragment that possesses an ordinaty animal and 
  turns it into a host body for its demonic essence. The animal 
  functions similarly to a Lesser Familiar except that it possesses 
  a human intelligence, can talk, is a Mega-Damage creature and 
  possesses psionic and magic powers of its own. 
  Alignment: Any evil. 
  The Eight Attributes: I.Q. 10, M.E. 19, M.A. 12, P.S. 106+ 1 8, 
  P.P. 106+12, P.E. 106+ 1 8, P.B. 1 0, Spd 606+1 0. It is cunning, 
  devious, treacherous and possesses the physical form and abili­
  ties of a normal animal. 
  Horror Factor: 10 
  M.D.C.: 3D4xlO+22 
  I.S.P.: 3D4xl0 
  P.P.E.: 606+80 
  Natural Abilities: 
  In addition to the special and supernatural abilities that fol­
  low, the Demon Familiar possesses all the abilities of the animal 
  it has chosen as its host body, usually a cat, dog, wolf, rat, wea­
  sel, snake, hawk or raven/crow. 
  1. The Greater Familiar can speak in animal form, but when 
  outsiders are present it will not do so without instructions from 
  the Witch. It will otherwise act like the animal it resembles. 
  2. Obeys only the Witch and will follow his commands and 
  wishes completely. However, should the Witch defy the will of 
  the "true master," the Familiar's vow of obedience is broken and 
  it can act completely independently to betray, torment or slay 
  the Witch. 
  3. The rapport between Witch and Familiar is much more de­
  veloped because the Familiar is also an intelligent creature. 
  1 74 
  Thus, the communication is much the same as two humans con­
  versing. The Familiar may also allow the Witch to see, hear, 
  feel, taste, and smell everything it experiences, but this is at the 
  discretion of the Familiar, not the Witch. 
  4. Supernatural bond: The Witch and Demon Familiar are 
  linked, allowing the Witch to draw P.P.E. and physical strength 
  (Hit Points and S.D.C. or M.D.C.) from the creature. Endows 
  the Witch with an additional 20 Hit Points and 40 S.D.C. (or 60 
  M.D.C. if a Mega-Damage being). If the Familiar is slain, the 
  Witch permanently loses the 20 Hit Points, plus an additional 1 0  
  Hit Points (or 30 M.D.C.). 
  S. If the Greater Familiar is slain, the Witch is never again to 
  be given a Greater Familiar. However, a Lesser Familiar may be 
  given as a replacement, but only after a period (one or two 
  years) of time as punishment for allowing the death of a lesser 
  devil or demon. 
  6. Psychic Abilities: Roll Percentile dice to determine type 
  and abilities: 
  0 1-20% All Psychic Healer powers. 
  2 1 -40% All Sensitive powers. 
  4 1-60% All Physical powers. 
  6 1-79% All Sensitive and Healer powers. 
  80-89% All Physical and Sensitive powers. 
  90-00% Select six Super Psionic powers. 
  All psi-powers are equal to a 6th level psychic; 140 I.S.P. 
  Magic Knowledge: Knows the same magic as the Witch, but 
  will only perform it if so commanded, or if necessaty to save the 
  Witch or itself. 
  Attacks Per Melee: Three physical or psionic attacks or one 
  magic. 
  Damage: As per Supernatural P.S. attribute. 
  Bonuses: The demon animal is +2 to save vs magic, +4 to save 
  vs Horror Factor, + 1 to strike, + 1 to parry, +2 to dodge. 
  Size & Weight: Animal rarely larger than a dog. 
  Witch O.C.C. 
  Generally suggested as a 
  Non-Player Character Villain 
  G.M. and Player's Note: A Witch is a man or woman who 
  draws hislher power from, and confers with, evil, supernatural 
  forces. Witches are feared and powerful practitioners of magic 
  renowned for their dark secrets, illicit unions, and associations 
  with supernatural monsters. They are generally, foul, evil, 
  vengeful beings with little regard for others. This means a player 
  character who selects this O.C.C. will have to be evil and allied 
  to a monstrous supernatural being. A Witch who has forsaken 
  his/her master is powerless - losing all Witchery powers and the 
  Familiar, plus is likely to be the target of a vengeful demonic 
  lord who is likely to send a new Witch or lesser demons to ex­
  tract bloody revenge. With so many supernatural beings at­
  tracted to Rifts Earth, there are a constant number of Witches in 
  circulation. During the Dark Age, Witches dominated the land­
  scape and were among the very fIrst and most powerful practi­
  tioners of magic to rise out of the collapse of civilization. In 
  recent generations, however, they have become feared, reviled, 
  and persecuted. 
  Quentin Milton (Order #26014138)
  
  No Attribute Requirements: The requirement for becoming a 
  Witch is greatly different from the other O.C.C.s. It is simply to 
  serve a dark lord and master faithfully to the letter of the pact. 
  Thus, anyone can become a Witch despite any physical or men­
  tal deficiencies. In fact, it is often the bitter and/or angry indi­
  vidual who has been mocked, chastised because of physical 
  deformity, physical or mental deficiencies, or lack of social sta­
  tus/position, who turns to Witchery. 
  Alignment Limitation: Being that the nature of Witchery is 
  evil, all characters desiring to become a Witch must be, or 
  change to, an evil alignment. Game Masters must be unbending 
  on this rule, characters of the Witch O.C.C. are EVIL; Miscre­
  ant, Diabolic or Aberrant. Remember, these are not people forc­
  ing a demon to do their bidding for the good of others, or even 
  for selfish reasons, but are characters who have willingly joined 
  with a demonic monster as one of its faithful servants and a liv­
  ing extension of its vileness. 
  O.C.c. Skills: 
  Speaks two additional Languages (+10%) 
  Lore: Demon & Monster (+20%) 
  Lore: Faerie Folk (+10%) 
  Pilot Hover Craft (+5%) 
  W.P. Ancient of choice (select one). 
  W.P. Modem of choice (select one). 
  Hand to Hand: Basic, which can be changed to Hand to 
  Hand: Expert at the cost of two "O.C.C. Related" skills, or Mar­
  tial Arts or Assassin for the cost of three. 
  O.C.C. Related Skills: Select 10 other skills, but two must be 
  from Wilderness or Domestic. Plus select two additional skills 
  at level three, one at level six, one at level nine and one at level 
  twelve. 
  Communications: Any. 
  Domestic: Any (+10%). 
  Electrical: Basic only. 
  Espionage: None. 
  Mechanical: None. 
  Medical: Any (+ 1 0%). 
  Military: Any. 
  Physical: Any, except Boxing, Wrestling, and Acrobatics. 
  Pilot: Any (+5%), except robots. 
  Pilot Related: Any. 
  Rogue: Any (+1 0%). 
  Science: Any (+5%). 
  Technical: Any (+1 0%). 
  W.P.: Any. 
  Wilderness: Any. 
  Secondary Skills: The character also gets to select four Second­
  ary Skills from those listed. These are additional areas of know 1-
  edge that do not get the advantage of the bonus listed in the 
  parentheses. All Secondary Skills start at the base skill percent­
  age. 
  Standard Equipment: Set of clothing, hooded robe, set oftrav­
  eling clothes, M.D.C. body armor (any), knapsack, backpack, 
  ID4 small sacks, one large sack, canteen, binoculars, tinted gog­
  gles or sunglasses, air filter and gas mask, flashlight, fIrst-aid 
  kit, sacrificial dagger or short sword, laser scalpel, incense, 
  pouch of salt, and mirror. Weapons include a survival knife, en­
  ergy handgun, and energy rifle. The vehicle of choice is often a 
  fast hover vehicle. 
  1 75 
  Money: The supernatural evil has seen to it that the character 
  has had a sudden windfall at someone else's expense (Le., found 
  or stolen valuables). Starts with 4D6xl000 in credits and 
  3D4xl 000 in Black Market items. 
  Cybernetics: Starts with none and will avoid them, because 
  they interfere with magic. 
  Nightlands Witch O.C.C. 
  Witches are another link from the Nightlands to Rifts Earth, 
  for a Nightlord can be one of the supernatural forces that make a 
  pact with a Witch, turning him or her into one of his minions. 
  As one might suspect, part of the deal -
  the "pact" with a 
  Nightlord - is the Witch must come to the Nightlands, at least 
  briefly, to meet hislher new master and to allow hislher 
  Doppleganger to enter the world. In this case, though the Witch 
  knows the Doppleganger exists, the character is forbidden to 
  harm it, even if the Doppleganger opposes the Witch. After all, 
  the Nightlord is using both the Witch and the Doppleganger as 
  the fIrst couple of pieces in establishing a link to Rifts Earth. 
  Nightlands Witches are always found on Rifts Earth, not the 
  Nightlands, because it is their mission to bring the Nightlords to 
  Earth and transform it into the new Nightlands. In their twisted 
  minds, the Nightlords will bring about a new age of peace and 
  prosperity for humankind. Destroying all supernatural invaders 
  (the Nightlords' rivals), casting all nonhumans to the gutter and 
  restoring humankind to its rightful place as the masters of the 
  planet (with the Nightlords pulling the strings and actually run­
  ning the planet and ruling over all mortal beings, humans and 
  D-Bees alike). The Nightlords promise a new Golden Age for 
  humankind, peace on Earth and freedom from other supernatural 
  invaders. The Nightlands Witch buys into this fairy tale hook, 
  line and sinker. Besides, they are promised to be among the elite 
  in the Nightlords' global network, serving in positions of au­
  thority and power. What more could a vengeful, power hungry 
  misanthrope ask for? 
  Stat Notes: Basically the same as the traditional Pact Witch, 
  only this character gets his or her powers from a Nightlord, and 
  this master demands the evil character serve him and work to­
  ward his agenda. The desires and goals of the Witch come sec­
  ond after the Nightlord's. 
  Pact Requirement: Typically a Major Pact or 40 years of Ser­
  vitude. 
  Demon Familiar: Typically a Waste Coyote or Snake Bird for 
  lesser pacts, an actual demon for a Major Pact. 
  Gifts: Typically the option is limited to the Gift of Union or the 
  Gift of the Nightlords. However, in both cases, the Nightlands 
  Witch inherits the Nightlord's vulnerability to Holy Weapons 
  and Nightbane Talents, both of which inflict triple damage! 
  (And Nightbane will recognize this Witch as a natural enemy.) 
  No Attribute Requirements: Only a lust for power and a devo­
  tion to bring the Nightlords to Rifts Earth to begin a new Age of 
  Peace on Earth (with the Nightlords in control of the planet and 
  all lesser beings their worshipers, servants and slaves). 
  Alignment Limitation: Being that the nature of Witchery and 
  the Nightlords is evil, all characters desiring to become a 
  Nightlands Witch must be, or change to, an evil alignment. 
  Quentin Milton (Order #26014138)
  
  O.C.C. Skills: 
  Speaks two additional Languages (+ 10%) 
  Basic Math (+ 10%) 
  Lore: Demon & Monster (+20%) 
  Lore: Nightlands (+ 1 0%) 
  Pilot Hover Craft or Hovercycle or Horsemanship: General 
  (+5%). May be given a Gauntsteed if the latter skill is 
  known. 
  Escape Artist (+ 10%) 
  Imitate Voices & Impersonation (+ 1 0%) 
  W.P. Ancient of choice (select one). 
  W.P. Modem of choice (select one). 
  Hand to Hand: Basic, which can be changed to Hand to 
  Hand: Expert at the cost of two "O.C.C. Related" skills, or Mar­
  tial Arts or Assassin at the cost of three. 
  O.C.C. Related Skills: Select 10 other skills from the available 
  Categories. Plus select two additional skills at level three and 
  one at levels 6, 9 and 12. 
  Communications: Any (+5%). 
  Domestic: Any (+5%). 
  Electrical: Basic only. 
  Espionage: Disguise and Forgery only (+5%). 
  Mechanical: None. 
  Medical: None. 
  Military: None. 
  Physical: Any, except Acrobatics. 
  Pilot: Any (+5%), except robots and military vehicles. 
  Pilot Related: Any. 
  Rogue: Any (+5%). 
  Science: Any (+5%). 
  Technical: Any (+10%). 
  W.P.: Any. 
  Wilderness: Any. 
  Secondary Skills: The character also gets to select four Second­
  ary Skills from those listed. These are additional areas of know 1-
  edge that do not get the advantage of the bonus listed in the 
  parentheses. All Secondary Skills start at the base skill percent­
  age. 
  Standard Equipment: Set of clothing, hooded robe, set oftrav­
  eling clothes, M.D.C. body armor (any), knapsack, backpack, 
  ID4 small sacks, one large sack, canteen, binoculars, tinted gog­
  gles or sunglasses, air filter and gas mask, flashlight, first-aid 
  kit, sacrificial dagger or short sword, laser scalpel, incense, and 
  a mirror. Weapons include a survival knife, energy handgun, 
  and energy rifle. The vehicle of choice is often a fast hover vehi­
  cle or Gauntsteed. 
  1 76 
  Money: The supernatural evil has seen to it that the character 
  has had a sudden windfall at someone else's expense (i.e., found 
  or stolen valuables). Starts with 4D6xl000 in credits and 
  3D4x1 000 in Black Market items. 
  Cybernetics: Starts with none and will avoid them, because 
  they interfere with magic. 
  The Gift of the Nightlords 
  The Witch is instantly bestowed with magic powers through 
  his or her union with the Nightlord. All the following are avail­
  able . 
  • Becomes a Mega-Damage creature clad in a black armor 
  exoskeleton similar to the Night Princes or Hounds. 
  Quentin Milton (Order #26014138)
  
  2D4x1 O+48 M.D.C. Recovers at a rate of 306 M.D.C. per 
  hour. 
  • 2D4xl 0+21 P.P.E. 
  • Demon Familiar. 
  • Doesn't need normal food or water to survive. Becomes a life 
  force vampire like the Nightlords. Five Hit Points or P.P.E. a 
  day will keep a Nightlands Witch "fed," although they will 
  not feel happy and truly satisfied unless they consume at least 
  10-20 a day. Every time the Witch misses a "meal," he or she 
  loses one P.P .E. point, which can only be restored after get­
  ting an extra 5 P.P.E or Hit Points the next time he/she feeds. 
  When P.P.E. is reduced to zero, the Witch loses one Physical 
  Endurance (P .E.) point per day and crumbles to dust when 
  P.E. is reduced to zero. 
  • Release Energy: This power enables the character to unleash 
  pure energy in the form of fIre/plasma or electrical blasts. 
  These energy blasts unleash 106 M.D.C. per every 5 P.P.E. 
  spent with a maximum of 506 M.D. possible (at a cost of 25 
  P.P.E.). Range is 1 200 feet (366 m). 
  • Energy Resistant: M.D. energy blasts and fIre only do half 
  damage, including magical bolts of energy. Normal fire and 
  S.D.C. energy weapons do no damage whatsoever. Explo­
  sives, bullets, arrows, punches and other impact attacks do 
  full damage, as do non-energy forms of magic. 
  • Can cast the following spells at 4th level proficiency (do not 
  increase in power even when the Witch exceeds fourth level): 
  Globe of Daylight, Blinding Flash, Lantern Light, Ignite Fire, 
  Fuel Flame, Fire Blast, Fire Bolt, Extinguish Fire, Circle of 
  Flame, and Energy Disruption. 
  • Bonuses: +3 to save vs illusionary magic, +2 to save vs Hor­
  ror Factor and +2 to save vs possession and mind control. 
  Note: This "gift" is only available to the Nightlands Witch, 
  and only if he or she commits to a Major Pact. 
  Shifter O.C.C. Revisited 
  The Shifter O.C.C. is similar to the Summoner of The Palla­
  dium Fantasy Role-Playing Game®. Shifters are students of 
  magic whose emphasis is mastery over the Rift, in regard to 
  opening dimensional portals and summoning creatures from be­
  yond the Rifts! These mages have a reputation for being irratio­
  nal and evil. However, it is an undeserved reputation, for there 
  are as many good, kind and well intentioned Shifters as there are 
  evil ones. The difference is that Shifters obviously deal with su­
  pernatural beings (good, selfish and evil) that are terrifYing to 
  most people. Additionally, selfish and evil Shifters tend to be 
  cruel and ruthless, willing to make a "deal with the devil," as 
  they say, to get what they desire. Selfish and Evil Shifters also 
  tend to enslave the beings they summon, have little or no regard 
  for their well being and unleash them against fellow mortals to 
  terrorize, rob and kill. Thus, it is the black-hearted Shifters who 
  give the entire profession and mystic discipline a bad reputation. 
  Sadly, the art of Shifting is one of the most dangerous and 
  corrupting of the mystic arts. For one thing, you have a mere 
  mortal able to summon and command supernatural beings -
  Demons, Deevils, Elementals, Spirits of Light, Faerie Folk, En­
  tities, ghosts, spirits and a host of others. It is a heady feeling to 
  command even lesser supernatural beings, for even the lowliest 
  is ten times more powerful than the average human and calls 
  upon magic and dark forces beyond the veil. To be able to bend 
  such beings to one's will often leads to delusions of grandeur, 
  power and exaggerated self-importance. 
  For another, associating and communicating with these dark 
  and ugly souls often leads to a distorted and dark view of the 
  world. After all, these vile creature are governed by base emo­
  tions and thrive on sorrow, pain and murder. Consequently, they 
  encourage ruthlessness, cruelty, revenge and hatred. They are 
  only too glad to act on the Shifter's behalf to inflict terrible ven­
  geance, pain, destruction and death in his name. For though 
  most supernatural beings, especially demonic ones, loathe being 
  summoned and enslaved by a mere mortal, they happily capitu­
  late by turning the tables and manipulating events to create pain 
  and misery for other mortals. And in the process, they hope to 
  corrupt the Shifter or do things in such a way as to cause him 
  guilt, sorrow, pain or destruction. In fact, depending on the crea­
  ture summoned, many a demon delights in effectively turning 
  the Shifter to wickedness and, in effect, making him one of their 
  own! Such are the innate dangers of Shifting and Summoning 
  magicks, and why they are feared, discouraged and often perse­
  cuted. 
  Shifter Magic 
  The Shifter's focus of mystic study is understanding how ley 
  lines and nexus points work, and how to use them for 
  trans-dimensional travel and summoning supernatural beings. 
  Unlike the Ley Line Walker and most students of magic, the 
  Shifter is not so much a vessel for magic energy himself, but 
  rather a conduit and stimulus that agitates, activates, controls 
  and directs the energy around him. For example, he can ignite a 
  ley line nexus point to surge and open a Rift, but he does not ex­
  pend the energy from inside himself, but rather causes the en­
  ergy around him to react - boil, if you will - to create a reaction. 
  Likewise, a Shifter draws upon the P.P.E. of those around him, 
  channeling it to create magical effects. This "drawing" of en­
  ergy can be done by willing cooperation from henchmen or su­
  pernatural beings he has called forth from a Rift (and one of the 
  reasons he calls upon supernatural beings), or involve blood sac­
  rifices upon which an evil Shifter draws upon the doubled P.P.E. 
  energy released upon the moment of death to work his magic. 
  This use of taking and using ambient and stolen energy contrib­
  utes to the sorcerer's title of "Shifter," for he shifts magic en­
  ergy from one source to himself or another, and uses it to alter 
  or shift reality. Likewise, when a dimensional portal is opened, 
  it shifts reality to open a door to a conflicting or alien existence, 
  turning or shifting the veil of reality to meet his needs and de­
  sires. 
  1. Initial magic knowledge; spells to summon and control. 
  The Shifter's orientation is power over the Rifts and control 
  over the supernatural forces that come out of them. This means 
  that the character's spell knowledge is mostly limited to this 
  area. 
  The following Rift and dimensional related spells are known 
  by the novice Shifter starting at level one: Sense P.P.E., Sense 
  Magic, Turn Dead, Repel Animals, Trance, Chameleon, Con­
  cealment, Shadow Meld, Time Slip, Call Lightning, Constrain 
  Being, Summon & Control Canines, and Summon Lesser Being. 
  1 77 
  Quentin Milton (Order #26014138)
  
  Quentin Milton (Order #26014138)
  
  2. Learning new spells. All new spells must be learned, pur­
  chased, or acquired as usual. For the Shifter, this can also mean 
  fmding a mentor, or trading services or favors with a demon (or 
  other supernatural being) in exchange for spell knowledge, and 
  similar deals. 
  The nature of the Shifter's O.C.C. means that the most cov­
  eted spells are Ley Line Magic (all, and they cost half the 
  P.P.E. when cast by a Shifter), dimensional and environmen­
  tal manipulation (Teleportation, D-Step, Negation, Dispel 
  Magic Barriers, Anti-Magic Cloud, Re-Open Gateway, Astral 
  Hole, etc.), summoning (including the likes of Animate and 
  Control Dead and Create Zombie) and controVdomination 
  (Protection Circles, Calling, Charm, Domination, Agony, Blind, 
  Forcebonds, Trance, Exorcism, Banishment, Expel Demons, 
  Desiccate the Supernatural, etc.). The control and the manipula­
  tion of other beings are a pivotal aspect of the Shifter's craft. 
  Without it he is vulnerable to attack by the very beings he calls 
  forth. Some Shifters also study illusionary magic (multiple im­
  age, apparition, etc.) to use in their manipulation and control of 
  others. The Shifter will seldom pursue magic that does not di­
  rectly relate to his preoccupation about Rifts, dimensions, sum­
  moning and the manipulation other life forms. Note: While it 
  might seem logical for Shifters to get on well with Temporal 
  Raiders and Temporal Wizards, anything could be farther from 
  the truth. T-Raiders and Wizards see the Shifter as an amateur 
  when it comes to the mastery of time and dimensional travel, 
  and believe the sorcerer's reliance on supernatural beings is like 
  juggling with nitroglycerine. Moreover, since the Temporal 
  Raider seems, itself, to be akin to a supernatural being, the 
  Shifter tends to see it as a creature he should be able to control 
  somehow, and it irks him that he cannot. 
  3. Magic Bonuses. +7 to save versus Horror Factor. +1 to 
  save versus magic at levels 3, 7, 1 0, and 13. +1 to Spell Strength 
  (the number others must save against when the character casts a 
  spell) at levels 4, 7, 1 0, and 13. + 1 to save vs possession at lev­
  els 1 , 3, 5, 7, 9, 1 1, 13 and 15. 
  4. P.P.E. Though not as adept at storing P.P.E. within him­
  self as other practitioners of magic, the Shifter has a Permanent 
  Base P.P.E of ID6xlO+10 plus P.E. attribute number. Add 3D6 
  P.P.E. per additional level of experience. Of course, the Shifter 
  prefers to draw P.P.E. from ley lines, nexus points, and other be­
  ings rather than his own inner energies, and needs it to work 
  most of his spells. Note: The Shifter can also draw twice the 
  usual amount of ambient P.P.E. from a ley line or nexus point 
  (usually to open a Rift, summon the supernatural or work Ley 
  Line Magic). Evil ones regularly engage in blood sacrifices of 
  innocent victims, typically assisted by demonic minions who are 
  usually sent out to "acquire and secure the victims" and later ex­
  citedly watch the deadly ceremony unfold like giddy spectators 
  at a sporting event. 
  S. Dimensional Rift to home. The Shifter is so attuned to the 
  dimensional nuances that he can always fmd his way home from 
  another dimension. Better yet, he can always Dimensional 
  Teleport home at the cost of a paltry 1 50 P.P.E. Unfortunately, 
  his ability to Dimensional Teleport back home only applies to 
  himself and not anybody else (a full Rift/dimensional portal is 
  necessary to take others with him). The ability to Rift home 
  means the Shifter is often tempted to explore new worlds by 
  stepping through a Rift because he can almost always get back. 
  6. Sense Rifts. Similar to the Ley Line Walker's ability, the 
  Shifter can feel the ripples and surge of energy whenever a Rift 
  is within 50 miles (80 km) or when a new Rift appears. He also 
  instantly knows the general direction the Rift is located and 
  whether it is big or small. Note: This sensing ability specifically 
  relates to dimensional portalslRifts and not ley nexus and ley 
  lines. The Shifter also has a keen understanding of Rifts and 
  how they function. Only true masters of dimensional travel, like 
  the Splugorth, True Atlanteans and Temporal Raiders, have a 
  keener understanding and greater depth of know ledge. See the 
  Rift Tables and descriptions presented elsewhere in this section. 
  7. Familiar Link. The Shifter can mentally and physically 
  link with an animal, or a creature from a RiftlD-Bee animal (an­
  imal intelligence and not supernatural). Generally, the animal of 
  choice is a small, inconspicuous creature like a weasel, squirrel, 
  bat, bird, cat, dog, wolf, etc., so that it can be used for spying 
  and reconnaissance. However, larger animals like tigers, lions, 
  and bears can also be used. Insects and intelligent mutant ani­
  mals can not be Familiars. 
  No matter how wild or mean the animal may have been, it 
  obeys the Shifter's every command, verbal and mental, the mo­
  ment after the two are linked, for the two are now one. The crea­
  ture and its master are now an extension of each other. What one 
  sees, hears, smells, tastes, and feels, so does the other. Conse­
  quently, the Familiar makes a great spy, listening to conversa­
  tions and prowling into areas not easily accessible to its master. 
  Special endurance. Both the Shifter and the Familiar gain an 
  additional six Hit Points as a result of the mystic connection be­
  tween the two, and both man and animal are + 1 to save vs poi­
  son and + 1 to save vs mind control and possession. However, if 
  the Familiar is hurt, the Shifter feels its pain as well. If the ani­
  mal is killed, the Shifter permanently loses 10 Hit Points (the six 
  from the link and four additional). There is also a 01-50% 
  chance that the Shifter will suffer shock from the ordeal and 
  lapse into a comma for ID6 hours. Another Familiar can not be 
  linked with for a period of one year. 
  Note: Though the animal understands and obeys its master, it 
  cannot actually speak to him. For a basic list of animals see the 
  psionics section in Rifts®. For a complete list of about two hun­
  dred animals, check out Palladium Books' Monsters & Ani­
  mals sourcebook suitable for use with our fantasy game, 
  Rifts®, andjust about any RPG. 
  1 79 
  8. Link to the Supernatural. (Optional! This is an option 
  that only about 15-20% of the Shifters accept, for it is akin to 
  Witchery and usurps their coveted independence.) 
  Just as the Shifter can connect himself to an animal Familiar, 
  he can also connect himself to a supernatural force. The super­
  natural force must be a greater being such as a Major Elemental, 
  Demon Lord, god, or Alien Intelligence. This union is much 
  more dangerous, for while it bestows upon the Shifter great 
  power, it also gives a powerful alien/supernatural force a physi­
  cal link to our world. A being who is almost always an evil 
  force! 
  The process of a link to a supernatural being begins with 
  communicating with it through a Rift. A small dimensional por­
  taVRift is created at a ley line nexus point. The Shifter then 
  speaks to the force which responds usually via telepathy. The 
  two strike up a deal in which the Supernatural Intelligence 
  agrees to link with the character and bestow him great power. 
  Quentin Milton (Order #26014138)
  
  Often there is a condition attached to this dangerous union, such 
  as securing a particular device or item, or to hurt or kill some­
  body, usually another Shifter or Witch who is linked to a rival 
  force or someone who is interfering with the being's 
  plans/games. If the Shifter agrees, the supernatural force pro­
  jects a portion of its psychic essence into the mage. This gives 
  the Shifter great power, but it also gives the supernatural force a 
  physical link to our world. 
  The link to a supernatural force is not quite the same as the 
  animal Familiar link. It is similar, only in this case, the Shifter is 
  the "Familiar" animal servant - the supernatural force seeing, 
  hearing and experiencing everything the Shifter does. Most 
  Shifters make the mistake of believing that they can control the 
  supernatural force, even if it is evil, and use their powers for 
  good. Unfortunately, the creature is a powerful and cunning 
  force that often uses the Shifter and foolish mortals as its pawns 
  in a game where humans/mortals are its playing pieces and the 
  Earth its game board. For example: The creature may agree to 
  link and empower the mage if he agrees to destroy a particular 
  person, monster, artifact or place. In all likelihood, the target 
  represents some danger, rival or obstruction to its own plans, 
  and this is just a way to eliminate it and have some fun experi­
  encing the human emotions and adventure of its Familiar, the 
  Shifter. 
  The Shifter can usually communicate with the supernatural 
  force he is linked to by opening a tiny communications Rift, a 
  small hole at a nexus point to the dimension, and speaking into 
  the Rift. Here the fiend can counsel and advise its foolish human 
  pawn. Often its advice will be good, but this is only to lure the 
  mage into a false sense of security and trust. Once it has estab­
  lished a relationship of trust, it can abuse that trust by giving the 
  Shifter bad advice, false infonnation or data twisted to meet its 
  own ends. Note: These supernatural beings are not omnipotent, 
  as some pretend, but make evaluations and decisions based on 
  infonnation which they have gathered. 
  The most powerful of these creatures claim to be gods, 
  Demon Lords and Alien Intelligences and may establish a group 
  or cult of followers. In some cases, the vile being may even pre­
  tend to be a couple different entities and create two or three very 
  different, sometimes rival, groups of humanoid pawns. This all 
  just part of its game to amuse itself. Note that the most powerful 
  supernatural beings can link with a score of individuals at the 
  same time without the others knowing it. 
  Perhaps worst of all, is that the link with the Shifter gives 
  the monster a connection to our own dimension. Without this 
  connection, the thing can not enter into our reality, but with the 
  physical link to our planet through the Shifter (and others), it 
  may be able to Rift to Earth, or begin to establish the means to 
  do so. Fortunately, these greater beings usually remain in their 
  own dimension where they are safest (the creature can only be 
  killed if it comes into the Earth dimension or if an enemy goes 
  into its dimension). 
  The abilities gained by a link with a supernatural power are 
  as follows: Additional ID4xl0 P.P.E., +ID4xlO to S.D.C., +3 
  to save vs Horror Factor, +2 to save vs magic and psionic at­
  tacks, and + I on initiative rolls. Also the Shifter is granted his 
  choice of I D4+5 additional magic spells selected from magic 
  levels 6-14! 
  9. The role of supernatural henchmen. Arguably, the 
  Shifter's real power is his ability to communicate with and ma­
  nipulate inhuman creatures, most notably demons, Deevils, 
  undead and other supernatural forces. The summoning mage 
  will find it easiest if he shares a similar evil or Anarchist align­
  ment because he and the malignant creatures he calls forth will 
  have a better understanding of one another and share a certain 
  moral kinship. This commonality should help them accept each 
  other and work together. 
  It is second nature for a Shifter to call forth a demon or mon­
  ster from a Rift and have it do his bidding. This is, again, where 
  having a keen understanding of such creatures, how they think, 
  what they desire, what they enjoy, their special skills, and so on, 
  is of great importance. This know ledge lets the Shifter summon 
  creatures that should enjoy the mission he has in mind for them, 
  and demons are always more cooperative if the job appeals to 
  their nature and involves duplicity, suffering, or death and de­
  struction. These supernatural "agents" may be called upon for 
  one-shot missions on an as needed basis, or the Shifter may de­
  velop a relationship with certain ones he keeps on staff - his ret­
  inue of evil, his regular minions, assistants and henchmen. The 
  more wicked and ruthless the Shifter, the more his supernatural 
  minions are likely to be loyal to him, especially if he allows 
  them to vent their own dark emotions and desires and engage in 
  evil acts. Again, this is why the most evil and maniacal Shifters 
  are the most notorious, giving all Shifters a frightful and loath­
  some reputation. 
  Limitations: One lesser supernatural being or demon at levels 
  1 , 3, 5, 7, 9, 1 1, 13, and 15. Two sub-demons or imp-like minor 
  creatures, Poltergeists or Haunting Entities count as one lesser 
  being, while one Greater Demon or undead counts as two lesser 
  beings. The Shifter can summon and attempt to control more, 
  but they have a good chance of defying his influence. When this 
  happens the creature may do one of the following: 
  1 80 
  01-25% Return to their home dimension. 
  26-50% Run off into the world to do as they please. 
  5 1-7 5% Pretend to agree or be under the Shifter's thrall, but 
  secretly plan to betray and harm him, or sabotage his scheme. 
  76-00% Attack and try to kill him on the spot. 
  Note: There is a chance (G.M. 's option) that the creature re­
  tains its independent will, but likes what the Shifter has in mind 
  and agrees to go along with the plan of its own free will. In 
  many cases, the creature does not let on to the Shifter that it is a 
  willing participant and can quit, leave or strike out at the Shifter 
  at any time. If the supernatural fiend enjoys the Shifter's machi­
  nations and is treated with respect or given missions it loves to 
  do (like killing), it may stay on indefmitely. If there is a problem 
  with this, it is that the demonic thing might refuse to leave when 
  the Shifter tells it to, and may demand that the Shifter continue 
  to provide it with fun and games. 
  The Shifter O.C.C. 
  Alignment: Any, but typically selfish or evil. 
  Attribute Requirements: I.Q. 12, M.E. 12 or higher. 
  o.c.c. Skills: 
  Language: Speaks native tongue at 98% plus select two addi­
  tional Languages (+ 1 5%). 
  Literacy: one language of choice (+20% and may include 
  Dragonese/Elven). 
  Quentin Milton (Order #26014138)
  
  Astronomy (+20%) 
  Mathematics: Basic (+20%) 
  Lore: Demons & Monsters (+20%) 
  Lore: Faerie (+1 5%) 
  Land Navigation (+1 0%) 
  Wilderness Survival (+5%) 
  Hand to Hand Combat must be selected as an O.C.C. Related 
  Skill. Hand to Hand: Basic costs one skill selection, Expert 
  counts as two, and Martial Arts or Assassin (if evil) count as 
  three skill selections. 
  o.c.c. Related Skills: Select six other skills from the available 
  categories below. Plus select two additional skills at levels 3 and 
  6, and one at levels 9 and 12. All new skills start at level one 
  proficiency . 
  Communications: Radio: Basic, Surveillance Systems, and 
  TVIVideo only. 
  Cowboy: None. 
  Domestic: Any (+5%). 
  Electrical: Basic Only. 
  Espionage: Intelligence and Interrogation Techniques only 
  (+5%). 
  Mechanical: None. 
  Medical: Holistic Medicine, Brewing or Paramedic only 
  (+5%). 
  Military: None. 
  Physical: Any, except Boxing, Wrestling, and Gymnastics. 
  Pilot: Any, except robot, military, jets, and tanks. 
  Pilot Related: Any. 
  Rogue: Any (+2%). 
  Science: Any (+5%). 
  Technical: Any (+5%). 
  W.P.: Any. 
  Wilderness: Any. 
  Secondary Skills: The character also gets to select six Second­
  ary Skills from those listed, excluding those marked "None." 
  These are additional areas of knowledge that do not get the ad­
  vantage of the bonus listed in parentheses. All Secondary Skills 
  start at the base skill level. 
  Standard Equipment: Set of clothing, set of traveling clothes, 
  light M.D.C. body armor (seldom wears heavy armor, because it 
  reduces one's speed and mobility by halt), knapsack, backpack, 
  104 small sacks, one large sack, pocket mirror, small silver 
  cross, large wood cross, 204 cloves of garlic, six wooden stakes 
  and a mallet (for vampires and other practical applications), salt, 
  canteen, binoculars, tinted goggles or sunglasses, air filter and 
  gas mask, pocket laser distancer, pocket digital disc re­
  corder/player for recording his observations, and a hand-held 
  computer if proficient with computer operation. Often wears 
  hooded robes and dark clothing. 
  Weapons include a survival knife (l04 S.D.C.), hand axe 
  (2D4 S.D. C.), submachine-gun (player's choice, typically 
  loaded with silver bullets or other special rounds), energy rifle, 
  and several extra clips of ammunition. Also a javelin-like iron 
  rod sharpened at on end. The rod generally measures about three 
  feet (0.9 m) long for easy carrying and is used to dispel certain 
  magic illusions and monsters. 
  The vehicle of choice is often a motorcycle, hover vehicle or 
  horse. The vehicle is often inexpensive and easily replaced in 
  case it is destroyed by a creature from a Rift or left behind to ex­
  plore a Rift. 
  1 81 
  Money: The Shifter starts with ID6xlOOO in credits and 
  2D6xl000 in Black Market items. 
  Cybernetics: Starts with none and avoids them because they in­
  terfere with magic. 
  Rifts & Random Tables 
  Note: I thought it appropriate to reprint the descriptions and 
  tables Erick Wujcik and I whipped up for the Rifts® Adventure 
  Guide. They just seem to fit for the Shifter. For random world 
  environments and other good stuff, check out the Adventure 
  Guide. 
  On Rifts Earth, the state of each dimensional Rift is a lot 
  more important than the latest weather forecast. Below are ta­
  bles for figuring out the type, duration and condition of each di­
  mensional Rift or portal. 
  The odds of a dimensional portal opening up and tearing a 
  "Rift" in space and time to another world or dimension have to 
  do with a vast number of influences, chance and the cosmic bal­
  ance. Magic and ley lines can be manipulated and used to open a 
  Rift. Other times the Rift opens at a ley line nexus or ley line tri­
  angle unbidden, a random occurrence, a hiccup in the cosmic 
  energies that connect the Megaverse. A flux of nature on a cos­
  mic scale just tears a hole in the fabric of reality. Thinking big, 
  Rifts Earth has become a Megaversal Nexus point, a place in the 
  universe where magic energy seethes with power on a scale that 
  is seldom seen, causing its many ley lines and nexus points to 
  warp space and time and connect other worlds, or times, and 
  other realities to its own. 
  While magic can partially tame a ley line and try to control a 
  nexus, there are still times when the energies surge with power 
  and Rifts happen whether they are wanted or not. Times when 
  those who have some mastery of magic may bridge realities 
  more easily and open their own Rift. 
  A typical Rift, whether random or deliberate, usually remains 
  open for minutes, but there are times, places and circumstances 
  where a Rift may remain open for hours. A few, like the Calgary 
  and St. Louis Rifts, are open constantly. 
  Odds of Dimensional Rifts Occurring 
  Vernal Equinox 
  On a Ley Line: Every hour of daylight there is a 01 -20% chance 
  that a Rift will appear. Roll on the Random Rift Table for 
  type and duration. 
  At a Nexus Point: Every hour of daylight there is a 01 -30% 
  chance that a Rift will appear. Roll on the Random Rift Table 
  for type and duration. 
  At a Super Nexus Point: Every hour of daylight there is a 
  01-50% chance that a Rift will appear. Roll on the Periodic 
  Rift Table for type and duration. 
  Autumnal Equinox 
  On a Ley Line: Every hour of the night there is a 01 -20% 
  chance that a Rift will appear. Roll on the Random Rift Table 
  for type and duration. 
  Quentin Milton (Order #26014138)
  
  At a Nexus Point: Every hour of the night there is a 01-30% 
  chance that a Rift will appear. Roll on the Random Rift Table 
  for type and duration 
  At a Super Nexus Point: Every hour of the night there is a 
  01-50% chance that a Rift will appear. Roll on the Periodic 
  Rift Table for type and duration. 
  Summer and Winter Solstice 
  On a Ley Line: Every hour for twenty-four hours there is a 
  01-30% chance that a Rift will appear, plus, exactly at sunset 
  there is an increased 01-50% chance that a Rift will appear. 
  Roll on the Random Rift Table for type and duration. 
  At a Nexus Point: Every hour for twenty-four hours there is a 
  0 1-50% chance that a Rift will appear, plus, exactly at sunset 
  there is an increased 01-85% chance that a Rift will appear. 
  Roll on the Random Rift Table for type and duration. If a Rift 
  is in existence at exactly sunset, then roll on the Periodic Rift 
  Table instead of the Random Rift Table. 
  At a Super Nexus Point: Every hour for twenty-four hours there 
  is a 0 1-70% chance that a Rift will appear. Roll on Periodic 
  Rift Table for type and duration. 
  Lunar Eclipse 
  On a Ley Line: During the 90 minute period of the lunar eclipse 
  there is a 0 1 -15% chance that a Rift will appear. Roll on the 
  Random Rift Table for type and duration. 
  At a Nexus Point: During the 90 minute period of the lunar 
  eclipse there is a 0 1-77% chance that a Rift will appear. Roll 
  on the Random Rift Table for type and duration. 
  At a Super Nexus Point: During the 90 minute period of the lu­
  nar eclipse there is a 01-95% chance that a Rift will appear. 
  Roll on the Random Rift Table for type and duration. If a Rift 
  is in existence halfway through the lunar eclipse, when the 
  moon is completely dark, then roll on the Periodic Rift Table 
  instead of the Random Rift Table. 
  Partial Solar Eclipse 
  Anywhere: During any partial solar eclipse there is a 01-21% 
  chance that a gigantic Rift will appear in the sky, at an alti­
  tude of from 1 ,000 to 1 8,000 meters (roll 3D6 times 1 ,000). 
  This is roughly equal to 3,000 to 50,000 feet. Note: If the 
  Sky Rift appears, it will sap the P.P.E. of all the nearby ley 
  lines and nexus points, preventing other Rifts from appear­
  ing. Roll on the Random Rift Table for type and duration. 
  On a Ley Line: Assuming there is no Sky Rift, there is a 
  01-25% chance that a Rift will appear on the ley line. Roll on 
  the Random Rift Table for type and duration. 
  At a Nexus Point: Assuming there is no Sky Rift, there is a 
  01-50% chance that a Rift will appear at the nexus point. Roll 
  on the Random Rift Table for type and duration. 
  At a Super Nexus Point: No need to roll, since a Rift will defi­
  nitely appear from the very outset of the eclipse. Roll on the 
  Constant Rift Table for the conditions of the Rift during the 
  few minutes of the eclipse. At the end of the eclipse, as soon 
  as no part of the moon covers the sun, roll on the Periodic 
  Rift Table for type and duration of a second Rift that appears 
  at that moment. 
  Rift Duration & Conditions 
  There are three kinds of Rifts. In a few special places in the 
  world there are Rifts that are permanent, constant and cannot be 
  removed. Next are Rifts that appear often enough to be periodic; 
  while they aren't predictable, you can count on them appearing 
  over and over again. Finally, there's the most common type of 
  Rift, the transient Rift that appears for a few minutes, likely 
  never to return. Transient Rifts are completely random. A magi­
  cally conjured Rift might be considered a fourth type and is usu­
  ally a specific place and time desired by the spell casters, but in 
  a way is transient because it is created at the whim of the mage 
  and is sometimes random. 
  Rift Duration: In the case of constant Rifts, the description 
  indicates how long it will be before the Rift changes to another 
  state. For temporary transient Rifts, the description indicates 
  how long the Rift has before disappearing, or what the chances 
  are that it will dissolve. 
  World Links: Describes the current connection that the Rift 
  has with another world. 
  Dimensional Link Stability: Some Rifts hang on to their 
  world connections for as long as they survive, while other Rifts 
  fluctuate, constantly losing their connections, and then making 
  links with other worlds altogether. 
  Rift Metamorphosis: This applies only to Constant Rifts 
  and indicates the likelihood that the Rift, while constant/ever 
  present, changes the type of Rift that it is, requiring a new roll 
  on the Constant Rift table. 
  1 82 
  Constant Rift Table 
  While this table is suitable for the few permanent Rifts found 
  on Earth, it will also work with this kind of "steady" Rift found 
  on other worlds. In North America, the only known permanent 
  Rifts are the Calgary Rift and Saint Louis Rift (right at the arch). 
  The Latter is sealed off and controlled by the Coalition State of 
  Chi-Town. The Calgary Rift is currently under the control of a 
  growing kingdom of monsters. Another permanent Rift is sus­
  pected to exist in the ruins of Old Detroit, but has never been 
  confirmed. Those knowledgeable in such matters believe that 
  Old Detroit and Old Windsor are merely plagued by frequently 
  reoccurring Periodic Rifts. Other permanent dimensional Rifts 
  are found on Atlantis but these are controlled by the Splugorth 
  and their Stone Master minions and contained inside their fabled 
  giant stone pyramids. One is known to exist in Africa and an­
  other one or two are suspected to exist in China, and still others 
  might be found elsewhere, though probably no more than a 
  dozen or two. 
  01-05% Becalmed Rift. The dimensional portal seems to 
  shrink in on itself, pulsing softly with its own power. Unlike 
  most other states, a Becalmed Rift (also known as a Dwarf Rift) 
  is actually a source of power, leaking P.P.E. at a rate of ID6 
  points every five minutes rather than being a true doorway to 
  another world. That having been said, while one may not open 
  or enter this Rift, they can sometimes communicate (usually via 
  magic or telepathy and/or empathy) with powerful creatures of 
  magic or supernatural beings (namely Demon Lords, gods, and 
  Alien Intelligences). It is from such Becalmed or Dwarf Rifts 
  that diabolic creatures may reach out to mortals and make foul 
  Witchery pacts and begin to establish ties and agents (worship­
  ers, Witches, etc.) in our world. 
  Quentin Milton (Order #26014138)
  
  Rift Metamorphosis: None. World Links: None. Powerful su­
  pernatural beings anywhere in the Megaverse can use it is as a 
  conduit for communication (and bestowing power through it via 
  a Witchery pact), nothing more. Think of it as an open telephone 
  line available for use by anybody who happens to run across it. 
  Typically one powerful supernatural being monopolizes the 
  open line for a while (minutes to hours to days) to make contact 
  with mortals and either start a conflict or to begin establishing a 
  link in that world. This is why a cult might need to meet at a 
  particular place, at a particular time, in order to "commune" 
  with their evil or alien god. They have to come to the Becalmed 
  Rift. And the specific time is arranged by their "god" so that the 
  supernatural being can make certain it can gain access to the 
  open line at that time. As a rule, once the evil force has accom­
  plished its small goal of getting worshipers, creating a Witch or 
  setting the wheels in motion for turmoil or disaster (thanks to its 
  mortal minion or pawns), it happily lets go of the open circuit, 
  leaving it available for some other supernatural power to use. 
  Range: The distance the supernatural being can reach out from 
  beyond the Becalmed Rift to touch someone is usually only ID4 
  miles ( 1 .6 to 6.4 km), double during equinox and solstices, qua­
  druple during eclipses of any kind. 
  06-20% Shrinking Rift. The Rift seems to be collapsing in 
  on itself, taking part of the world around it with it as it slowly 
  retreats, shrinking at a crawl, a few feet a day. The sense that it 
  is taking away part of the world is not an illusion, since parts of 
  the world are being sent through the Rift into alien worlds. Like­
  wise, it is around a Shrinking Rift that one will fmd 2D6 Fade 
  Towns and other dimensional aberrations, and along any con­
  necting ley lines, Ley Line Storms occur two or three times 
  more often than is normal. 
  Rift Metamorphosis: 01-25% chance of changing every 72 
  hours. World Links: There will be one primary world link, 
  through which most of the landscape is being channeled, and 
  where anyone who gets pulled into the Rift will be sent. Only 
  those with magic ability will have the power to return. Dimen­
  sional Link Stability: There is only a 01-08% chance per 12 
  hours that the link will change to another world. 
  21-45% Pulsing Rift. This is the condition most common to 
  permanent Rifts, where the dimensional portal seems to exhibit 
  something like a heartbeat, slowly "pulsing" in and out every 
  ten minutes or so. This is also the most stable situation, and 
  Pulsing Rifts have often maintained themselves for days, weeks 
  and even centuries. 
  Rift Metamorphosis: Rare; only a 1 % chance of changing 
  each sunrise. World Links: There will be one primary world 
  link. Dimensional Link Stability: At each sunrise and sunset 
  there is a 01-22% chance that the link will switch to a different 
  world. 
  46-60% Swelling Rift. The Rift seems to be expanding, 
  gradually eating the surrounding landscape, and moving out­
  ward at the pace of a steady walk every day, retracting at sunset. 
  Those who don't move out of the way will be drawn in, and sent 
  elsewhere! 
  Metamorphosis: Rare, 01-03% chance. World Links: There 
  will be one primary world link, and the Rift will be bringing 
  landscape from that world into the area of the swelling, replac­
  ing the native landscape. There is only a 01-15% chance of an­
  other link. Dimensional Link Stability: There is only a 01-15% 
  chance per 12 hours that the link will change to another world. 
  Note: Things from another world exit the Swelling Rift infre­
  quently. Only a 01-25% chance whenever ley line energies flare 
  (equinox, solstice, etc.). Elsewhere: Being sent "elsewhere" can 
  be any of the following: 01-25% 3D6xl0 miles (48 to 288 km) 
  away in any random direction. 26-50% to the other side of the 
  continent in any direction. 5 1 -75% to another continent on Rifts 
  Earth. 76-00% to the dimension/alien world the Rift is currently 
  connected to. The G.M. is invited to add possibilities to this ta­
  ble. 
  61-85% Stable Cycling Rift. Making a noise like a low, 
  continuous thunder, the Rift seems to be chewing up the land­
  scape and spewing it somewhere else, into other worlds. 
  Rift Metamorphosis: None. World Links: 2D6 worlds will be 
  connected to the Rift which it cycles throughout randomly, 
  changing to a different one every 4D6 hours after the last time. 
  Whichever dimensional portal is open at the time is the one that 
  beings can enter or exit. Dimensional Link Stability: Every 4D6 
  hours after the last change. 
  86-93% Violent Rift. Rippling, shaking and contorting like 
  a wild animal, the Rift moves randomly around the landscape, 
  appearing at random locations on the ley line within a two mile 
  (3.2 km) radius of its last location every 2D6 hours. It alter­
  nately pulls stuff in and ejects stuff out (those within 1000 
  feet/305 m). Those wishing to enter the Rift must wait for one of 
  the periods in which it is drawing things in. Those who enter the 
  violent Rift will often catch glimpses of one nightmare world af­
  ter another, including random views of the place where they 
  started, and it may be several minutes before they are finally re­
  leased into their destination. 
  Rift Metamorphosis: 1 % chance of changing every month. 
  World Links: Links to at least 3D6 worlds, often twice that, with 
  no one link dominating any other. Dimensional Link Stability: 
  Once the violent Rift starts up the links will tend to stay the 
  same. 
  1 83 
  94-96% Morphing Rift. This bizarre dimensional portal is 
  constantly changing from one type of Rift to another, and back 
  again. 
  Rift Metamorphosis: Morphing is a constant regardless of 
  what type of Rift it momentarily becomes. That means if a 
  Morphing Rift becomes a Becalmed Rift for a short while, it 
  will explode back to something else (one of these other types) at 
  any given time. World Links: Endless, changing with each new 
  metamorphosis. Dimensional Link Stability: Every link imagin­
  able is possible at some point or another. 
  97-100% Raging Rift. The dimensional portal will seem to 
  be blazing, exploding with energy, and swelling across the land­
  scape in a blossom of energy and towering 4D4xlO feet (12.2 to 
  48.8 m) into the air, a mile (1.6 m) or more into the sky during 
  surges of power (equinox, solstices, etc.), becoming a two-way 
  portal to whatever world it is currently linked to (i.e. people 
  from Rifts Earth can go there, and beings from there can come 
  to Rifts Earth by stepping into the portal). Beings on both sides 
  of the divide can see a glimpse of what awaits them on the other 
  of the portal. 
  Rift Metamorphosis: None. It rages on and on. World Links: 
  Endless! Constantly changing to dozens of different worlds, al­
  though there will be ID4xlO that it cycles through most regu­
  larly. Dimensional Link Stability: Every link imaginable is 
  possible at some point or another, with the Rift acting like a mad 
  Quentin Milton (Order #26014138)
  
  channel surfer, shifting worlds every 4D6 minutes. Note: This is 
  the type of Rift locked away in St. Louis by the Coalition States. 
  Periodic Rift Table 
  While not as powerful or as persistent as the permanent kind, 
  periodic Rifts tend to stick around longer than their random 
  counterparts and appear at the same location at regular intervals 
  when ley line energies surge. Periodic Rifts are much more 
  common than "permanent" or "constant" Rifts, and can appear 
  wherever a ley line, nexus or stone pyramid is located; typically 
  the latter two. 
  01-15% Diminishing Rift. The Rift starts to lose power and 
  force as soon as it appears. Immediately roll on the Random Rift 
  Table. 
  16-30% Weak Rift. This is a dream state for practitioners of 
  magic, since the Rift is vulnerable and easy to manipUlate. With 
  just 1 00 P.P.E. it's possible to open the Rift as a gateway to the 
  world of the mage's choosing, and keep it there for just 20 
  P.P.E. per minute. This gateway can be the size of a man, giant, 
  or big enough to shift an army. Duration: There is a 01-05% 
  chance that the Rift will dissolve every 10 minutes. The maxi­
  mum life of this Rift is one hour. World Links: As it is created, 
  the Rift will have a link to one world. Those who seize control 
  of it can change that link easily. Dimensional Link Stability: 
  There is only a 0 1-04% chance per hour that the link will 
  change to another world on its own. 
  31-60% Throbbing Rift. Every minute the whole Rift will 
  seem to 'throb' with a massive influx of energy, and then relax 
  again. Each of these beats will signify that all the world links 
  have changed, and that the dimensional portal is now linking to 
  an entirely different set of worlds. Duration: 3D6 minutes, but 
  every minute there is a 0 1 -10% chance that the Rift will start to 
  destroy itself and suddenly vanish 30 seconds later in a silent 
  burst of light and sparks. World Links: 2D6 different worlds. 
  Dimensional Link Stability: Every minute or two the portal 
  changes to a group of different worlds. 
  61-70% Time Rift. Rather than open a portal to just a differ­
  ent world, this Rift in space and time leads to a different period 
  of time. Duration: 2D6 minutes. World Links: 106 different 
  worlds in addition to Rifts Earth, which means one could be sent 
  back into the past or to the future of Earth or some alien world 
  (may be a parallel Earth or some alien place during the dinosaur 
  age, caveman era, medieval era, modem times or the future). Di­
  mensional Link Stability: Every 104 minutes the portal changes 
  to a different world and/or a different time. 
  71-80% Ley Line Trapped Rift. For some unknown rea­
  son, the dimensional portal of this Rift does not open to other 
  worlds, but to other ley line nexus points around the world. This 
  means the Rift can be made to open to any place on Rifts Earth 
  where there is a ley line nexus. To get the portal to open at the 
  desired location, the user of the Rift must think of the place 
  (01-50% likelihood of success, +25% if he has actually been 
  there before). A moment later it appears displayed in the Rift 
  opening and one simply steps through it. Duration: 2D6 min­
  utes or until it is used as a portal. The act of using it as a portal 
  seems to short-circuit the Rift, causing it to disappear within 
  ID6xlO seconds after the fIrst person steps through it. World 
  Links: Only locales at ley line nexus points on Rifts Earth. Di­
  mensional Link Stability. Not applicable. 
  1 84 
  81-90% Blind Rift. This is typically a medium-sized dimen­
  sional portal about 50-100 feet ( 1 5.2 to 30.5 m) tall. Most di­
  mensional portals enable the user/viewer to peer through the 
  rippling wall of energy to see what is on the other side. How­
  ever, the magical energies of the "Blind Rift" are such that one 
  can NOT see where it opens to and those using it must do so 
  blindly, for it could lead to almost anywhere on Earth or worlds 
  beyond. Duration: 3D6 minutes before it vanishes. World Links: 
  In addition to the primary world link there is a 01-33% chance 
  of another 2D6 links. Dimensional Link Stability: Every three 
  minutes, the Rift has a 01 -40% chance of shifting to a different 
  world. 
  91-94% Cascading Rift. Like an infection that rages out of 
  control, this dimensional gateway extends itself along the stron­
  gest available ley line, and then stretches and grows along that 
  ley line until its time runs out. The Rift portal moves along the 
  ley line like a devouring whirlwind at a Spd of 15, consuming 
  everything in its path (sending them to some alien world or dif­
  ferent part of Rifts Earth or even a different period of time). 
  Duration: Every fIve minutes there is a 01-33% chance the Rift 
  will run out of steam and self-destruct. If it manages to survive 
  for an hour, it will last another ID4 hours before vanishing. 
  World Links: 106. Dimensional Link Stability: There is a 
  01-15% chance that all the links will change to different worlds; 
  roll every fIve minutes. 
  95-98% Alien Controlled Rift. Some other-worldly force 
  has control of the Rift and forces it into becoming a huge gate­
  way. Rippling, shaking and wobbling, the dimensional portal 
  functions as a one-way portal with things able to come out of it 
  only from the alien side to enter into our world. Duration: Since 
  it will cost the controller of the Rift at least 1 00 P.P.E. every 
  minute, it depends on the resources and desires of whoever is 
  using it; typically 3-12 minutes. World Links: Just a link to the 
  world of whoever has the Rift under their control. Dimensional 
  Link Stability: Under control and unchanging. To switch 
  worlds, whoever is in control of the portal must close it and cre­
  ate a new one. 
  99-100% Supernatural Rift. A very rare phenomenon, 
  where a periodic Rift is only linked to supernatural realms, like 
  those of the various gods, spirit realms, demonic hells, Elemen­
  tal Planes, the domain of Alien Intelligences and similar dimen­
  sions where only supernatural beings exist. Duration: 2D6 
  minutes before it vanishes. World Links: There is a primary link 
  and a 01-45% chance of I D4 links to other supernatural realms. 
  Dimensional Link Stability: There is a 01-25% chance that the 
  portal will change to a different supernatural realm every four 
  minutes. 
  Random Rift Table 
  Caused by natural phenomena, or brought about through 
  mystical means (spells, ritual sacrifIce, etc.), these are the most 
  ephemeral of Rifts, rarely lasting more than a few minutes. 
  01-18% Dying Rift. Sickly from the very fIrst, the Rift 
  seems insubstantial and very weak. It starts to fade as soon as 
  it's created, pulling back on itself and retreating. Very difficult 
  to use as a gateway since it is so weak, and because it fades out 
  so quickly. Duration: 204xl 0  seconds. World Links: One that 
  will stay the same until the Rift dies. 
  Quentin Milton (Order #26014138)
  
  19-30% Shrunken Rift. Unlike the usual towering wall, this 
  dimensional portal will appear only slightly taller than most hu­
  mans, and will be confmed to a fairly small area. While it per­
  sists, it will be stable, with at least one strong inter-world 
  connection. Duration: 1D4 minutes. World Links: One link to 
  another world. Dimensional Link Stability: Every minute there 
  is a 01-20% chance that the link will shift to another world. 
  31-50% Pulsating Rift. The most stable of the random Rifts, 
  it pulses with energy every few seconds (much like a human 
  heartbeat). Duration: 2D4+1 minutes. World Links: In addition 
  to the primary world link there is a 01-33% chance of another 
  106 links. Dimensional Link Stability: Each minute, each link 
  has a 01-14% chance of shifting to a different world. 
  51-60% Swelling Rift. As soon as it comes into existence 
  this dimensional portal seems to start swelling, growing and ex­
  panding. However, it gets no stronger as it expands outwards, 
  and instead just gets more and more faded and weak. Even­
  tually, as if it just spread itself too thin, it will pop like a soap 
  bubble. Anything, or anyone lying in its path before it dissolves 
  will be sucked up into another world. Duration: 1 D4 minutes of 
  expansion. World Links: There will be just one primary world 
  link. Dimensional Link Stability: There is only a 01-08% chance 
  that the link will change every minute. 
  61-70% Misting Rift. The dimensional portal opens to re­
  veal nothing but white mist and clouds. You guessed it, the Rift 
  opens to the Astral Plane. Any characters who send their Astral 
  Self into the realm of mist and clouds can flawlessly fmd their 
  way back through the portal as long as it is open. If it should 
  close before they return, the characters must follow their mysti­
  cal umbilical cord as usual. One can also enter the Astral Plane 
  with their physical body by walking through the portal. How­
  ever, once the Rift closes, those in physical form can not find 
  their way back to the physical plane unless they can fmd or cre­
  ate another Rift to home. Moreover, even if the character can 
  Astral Project, it does him no good, because the silver cord leads 
  back to the physical body which is inside the Astral Plane. Like­
  wise, anyone whose physical body is inside the Astral Plane can 
  NOT see into the physical world, for they are now an inhabitant 
  of the Astral realm. Duration: 404 minutes. World Links: There 
  will be just one primary world link. Dimensional Link Stability: 
  Stable, it does not switch to other dimensions. 
  71-80% Consuming Rift. The most turbulent Rift, with en­
  ergy churning around inside, making a high-pitched shrieking 
  noise that gets continuously higher and louder until it extin­
  guishes itself. Duration: 0 1 -33% chance of blowing apart every 
  30 seconds. Once the Rift goes away, it will be at least two days 
  (48 hours) before any P.P.E. can be harvested from the area. 
  World Links: There are a huge number of links to many differ­
  ent worlds (at least 2D6x1 0), and virtually anything or any crea­
  ture is likely to emerge. However, each creature that emerges 
  has a 75% chance of being sucked right back in. Dimensional 
  Link Stability: None of the links get switched off, or switched to 
  another world. However, every minute that the Rift survives 
  means that another 2D6 worlds will also be linked it. 
  81-90% Transparent Rift. Unlike some manifestations, this 
  Rift is calm and clear enough that observers can easily see 
  through it into another world. It's also known that the denizens 
  of the other world, if they are in the right place, can look 
  through from the other side into our world. Beings from either 
  1 85 
  side of the portal can step through the portal at any time. Dura­
  tion: 106+ 1 minutes. World Links: A link to just one world. Di­
  mensional Link Stability: Every minute there is a 01-25% 
  chance that the Rift will shift to a different world. 
  91-100% Exploding Rift. The moment the Rift appears it 
  will be obvious that 'she's gonna' blow! ' The massive energy of 
  the Rift seems to be completely out of control, snaking and 
  writhing in all directions, with chunks of landscape, objects and 
  creatures being exchanged with their counterparts in other 
  worlds continuously. It will be obvious that it can not last (Ley 
  Line Walkers and Shifters will be able to judge how many sec­
  onds it will be around), but while it exists it will explosively ex­
  pand outward, at a Spd of 30, overtaking and swallowing 
  anyone in the way. Duration: 4D6 seconds. World Links: ID4 
  worlds will be linked. Dimensional Link Stability: No changes 
  in the few seconds of this Rift's existence. 
  The Diabolist 
  & Summoner 
  General conversions -
  Palladium Fantasy RPG® 
  The Diabolist is a practitioner of magic who utilizes wards 
  and symbols, and to a lesser degree, circles, to create his magic. 
  A Summoner is similar to the Rifts® Shifter, and is a sorcerer 
  who utilizes ritual and circle magic to gain knowledge, influ­
  ence others and summon supernatural creatures to serve him as 
  master. 
  What follows are just some rudimentary guidelines for adapt­
  ing these two magic O.C.C.s found in The Palladium Fantasy 
  Role-Playing Game®. For a complete understanding of these 
  O.C.C.s and complete magic descriptions, one will need to refer 
  to the Fantasy RPG. Besides, both are virtually unknown on 
  Rifts Earth. 
  These two mystic arts are "alien" magicks. Neither one is 
  common to Rifts Earth and they are known only by practitioners 
  of magic from other worlds, specifically the Palladium World 
  where they are believed to have originated. As such, Diabolism 
  and Summoner Circle Magic are alien disciplines unknown to 
  the world of Rifts®. The symbols, language and meanings have 
  been created and developed on an alien world over thousands of 
  years, to an Earthling they mean nothing. There are no schools, 
  guilds, nor any notable individuals that hold the secrets of these 
  two D-Bee mystic arts. Only the occasional dimensional visitor 
  wields the secrets of circles and symbols, and they aren't shar­
  ing their secrets. Perhaps, with time, the secrets of these two ar­
  eas of magic will become known, but for now they are unknown 
  areas of magic. 
  Quentin Milton (Order #26014138)
  
  Diabolist Conversions 
  Wards, symbols and circle magic are more powerful on Rifts 
  Earth than in the Palladium World. Like all forms of magic, the 
  abundance of mystic energy that seethes through the ley lines 
  enhances the magic. But the focus and intensity of the rituals in­
  volved in making wards and circles makes them even more 
  powerful than spell magic. The duration and area of affect is 
  generally doubled, and the damage is either doubled or becomes 
  Mega-Damage. 
  O.C.C. Bonuses: + 10% to recognize magic items, +2 to save 
  vs Horror Factor, and + 1 to save vs ward magic. Physical S.D.C. 
  is +20. 
  P.P.E.: 2D6xl0+P.E. and 2D6 additional P.P.E. per level of 
  experience. 
  Ward conversions for Rifts Earth 
  Agony: Inflicts 2D8 or 2D6 S.D.C. per level of the Diabolist 
  or can be adjusted to inflict 104 M.D. to Mega-Damage crea­
  tures, per level of the Diabolist. Costs 30 P.P.E. 
  Burning Pain: Inflicts 2D6 S.D.C. per level of the Diabolist 
  or can be adjusted to inflict one M.D. point of damage per level. 
  Costs 20 P.P.E. 
  Blind: Duration is doubled (lasts 204 hours per level). Costs 
  10 P.P.E. 
  Charm: Duration is doubled or protection from makes the 
  person +8 to save vs charm and impervious to vampire mind 
  control. Costs 10 P.P.E. 
  Cold: Inflicts double damage, or protection from makes the 
  person totally impervious. Costs 20 P.P.E. 
  Confusion: Duration and damage are doubled. Costs 20 
  P.P.E. 
  Dark: Damage and duration by infliction is doubled, or pro­
  tection from doubles a person's nightvision and is able to see in 
  magic or other unnatural darkness. Costs 10 P.P.E. 
  Death: Inflicts 4D6 S.D.C. damage per level of the Diabolist 
  or can be adjusted to inflict 2D6 M.D. per level of experience. 
  Costs 30 P.P.E. 
  Despair: Duration and damage/penalties are doubled. Costs 
  IO P.P.E. 
  Evil: Duration is doubled and saving throw is - 1 .  Costs 10 
  P.P.E. 
  Energy: Blast inflicts ID6 M.D. per level of Diabolist (dou­
  ble damage if on a ley line), or protection from makes the per­
  son impervious to M.D. energy attacks. Costs 20 P.P.E. 
  Fear: Duration and damage is doubled, 88% chance of flee­
  ing, or protection from makes the person +8 to save vs all fear 
  (magic & H.F.). Costs 1 5  P.P.E. 
  Fire: Blast inflicts 106 M.D. per level of Diabolist (double 
  damage if on a ley line), or protection from makes the person 
  impervious to M.D. fire/plasma. Costs 20 P.P.E. 
  Good: Duration is doubled and saving throw is - 1 .  Costs 10 
  P.P.E. 
  Hate: Duration and damage/bonuses are doubled, 80% 
  chance of attack or betrayal, or protection from makes the per­
  son +4 to save vs mood/mind altering magic. Costs 30 P.P.E. 
  Invisible: Duration is doubled, or protection from makes the 
  invisible -2 to strike, etc. Costs 20 P.P.E. 
  Knowledge: Duration is doubled and + 1 0% on all skills, 
  98% to recognize enchantment. Costs 30 P.P.E. 
  Light: Intensity and duration are doubled. Costs 10 P.P.E. 
  Magic: Double duration and bonuses. Costs 20 P.P.E. 
  Mystic Drain: Double duration and area affected. Costs 40 
  P.P.E. 
  Sleep: Double duration, or protection from makes the person 
  impervious to magic sleep, including Faerie sleep. Costs 20 
  P.P.E. 
  Undead: Double duration, repels even Master Vampires. 
  Costs 15 P.P.E. 
  Colors: Triple duration. Costs 10 P.P.E. 
  Power: Triples the damage, duration and range. Costs 60 
  P.P.E. 
  Duration: Quadruples duration of a ward. Costs 100 P.P.E. 
  Permanence: Costs 200 P.P.E. 
  Summoner Conversions 
  The Palladium Summoner is the infamous "mad mage" who 
  dares to call on supernatural monsters and Elemental forces and 
  try to control and command them. He is also the mage who 
  dares to open dimensional Rifts and explore other worlds. Most 
  have a basic knowledge of magic symbology, recognize wards, 
  and are masters of Circle Magic, a rare art even in the Palladium 
  World. 
  General Conversion Note: The duration and area of effect 
  of magic circles and their bonuses are generally doubled, and 
  the damage is either doubled or becomes Mega-Damage. 
  1 86 
  O.C.C. Bonuses: +10% to recognize enchantment, +4 to 
  save vs Horror Factor, and + 1 to save vs circle magic. Physical 
  S.D.C. is +25. 
  P.P.E.: 3D6xlO+P.E. and 10 additional P.P.E. per level of 
  experience. 
  Protection Circles of Note 
  Unless otherwise noted, 70 P.P.E. is required to activate a 
  protection circle. 
  Protection from Angels: Double saving throw to +6 and 
  will hold at bay Spirits of Light, Wing Tips, and Ki-Lin. Fur­
  thermore, the Lyn-Srial, while not held at bay, fight at half their 
  usual bonuses when inside this circle. 
  Protection from Demons: Double saving throw to +6 and 
  will hold at bay Banshees, Boschala, Dybbuk, Demon Spiders, 
  Gargoyles, Ghouls, Hell Hounds, and the lesser minions of 
  Hades. 
  Quentin Milton (Order #26014138)
  
  Protection from Devils: Double saving throw to +6 and will 
  hold at bay Dar'ota, Malignous, Deevils, Devilkins, and Fiends. 
  Protection from Evil: Includes Golems, Gremlins, Sowki, 
  Goqua and Mindolar. 
  Protection from Faerie Folk: Requires 70 P.P.E. 
  Protection from Ghosts, Spirits & Entities: Unchanged 
  and requires 70 P.P .E. 
  Protection from True Elementals: Requires 100 P.P.E. 
  Protection from Elemental Forces: Requires 120 P.P.E. 
  Protection from Ghosts/Spirits: Includes all Entities, 
  Nymphs, and the fragmented essence of Alien Intelligences. 
  Protection from Magic (Simple): Those within the circle 
  are +2 to save vs all magic attacks from spells, Elemental 
  Magic, Witchcraft, Necromancy, Circles, Wards and rituals. 
  Only + 1 to save vs magic from gods, Demon Lords, or Alien 
  Intelligences. Requires 50 P.P.E. 
  Protection from Magic (Superior): Those within the circle 
  are +6 to save vs all magic attacks from spells, Elemental 
  Magic, Witchcraft, Necromancy, Circles, Wards and rituals. 
  Only +3 to save vs magic from gods, Demon Lords, or Alien 
  Intelligences. Requires 1 00 P.P.E. 
  Protection from Undead: Includes vampires and all crea­
  tures ranked among the "undead." Negates their mind control, 
  calling powers, or other psionic abilities as well as holds them at 
  bay (can't come within 50 feetl1 5.2 of the circle). Also keeps 
  zombies, mummies, animated dead, Ghouls and Dybbuk pos­
  sessed corpses at bay. 
  Summoning Circles of Note 
  Unless otherwise noted, 1 50 P.P.E. is required to activate a 
  summoning circle. 
  Summon Angels: Includes spirits of light and wing tips. 
  Summon Lesser Demon or Deevil: Requires 100 P.P.E. 
  Summon Ghosts & Entities: Requires 100 P.P.E. 
  Summon Greater Demons: Requires 250 P.P.E. 
  Summon True ElementaIs: Requires only 100 P.P.E. 
  Summon Elemental Force: Refers to storms, etc. Requires 
  1 50 P.P.E. 
  Summon Ghosts/Spirits: Includes all Entities. Only 100 
  P.P.E. 
  Summon Serpents: Includes the Worms of Taut, Serpent of 
  the Wind (dragon) and Kukulcan (dragon), as well as normal 
  types of snakes. Does not work on snake-like D-Bees. Requires 
  only 50 P.P.E to summon ordinary snakes, 100 P.P.E. for the 
  Worms of Taut, but 200 to summon the dragons. 
  Summon Undead: Summons any variety of vampire or 
  Vampire Intelligence. There is always a 1-20% chance of inad­
  vertently summoning a fragmented essence of a Vampire Intelli­
  gence whether it is desired or not. Only requires 1 00 P.P .E. 
  1 87 
  Power Circles of Note 
  Unless otherwise noted, 400 P.P.E. is required to activate a 
  power circle. 
  Command: Duration, area of effect and range are tripled. 
  Death: Inflicts 204 S.D.C. damage per level of the Diabolist 
  or can be adjusted to inflict 2D4 M.D. to Mega-Damage crea­
  tures per level of experience. 
  Dimensional Rift: Unchanged, but worth noting. Requires 
  700 P.P.E. 
  Domination: Double duration, area of effect, and range. 
  Force: Double duration and is a Mega-Damage force field 
  that renews itself every melee; 200 M.D.C., as well as its other 
  magic properties. +6 to save vs Dispel Magic Barrier. Still vul­
  nerable to psionic attack and magic mind control. 
  Healing: Double all healing properties and bonuses, and can 
  restore physical M.D.C. equal to Hit Points. 
  Pain: No change. 
  Power: Bonuses are unchanged, but double bio-regeneration 
  and the number of animated dead or animals that can be con­
  trolled. Spell magic has its usual effects and damage appropriate 
  to the Rifts world. Requires 800 P.P.E. 
  Power Leech: Triple range/area of effect. Also can be used 
  to reduce the available P.P.E. from a ley line or nexus by half! 
  Requires 800 P.P.E. 
  Power Matrix: Unchanged. 
  Wonder: Powers are unchanged, but area of effect is tripled 
  to 1 20 feetl36.6 m. 
  Teleport: Range is doubled to 3200 miles (5 120 km). 
  The Necromancer O.C.C. 
  The Necromancer and his dark arts are covered extensively 
  in Rifts® World Book 18: Mystic Russia. The character is 
  mentioned here as a side note. Witches, Shifters and Necroman­
  cers are among the most feared and shunned practitioners of 
  magic, mainly because they are regarded as unnatural and asso­
  ciate with demonic and evil forces. While that is not exactly true 
  about the Necromancer, most good folk see the magical manipu­
  lation of the dead as an evil, gruesome and unwholesome dark 
  magic. Many assume that evil, supernatural powers must be at 
  work because they also think of ghosts, ghouls and vampires in 
  the same context. But the idea of handling, using and living 
  with animated corpses is repugnant and seems wrong all by it­
  self. 
  Ironically, the impressive role Necromancers played in the 
  Coalition's war on Tolkeen has given them the greatest respect 
  and positive notoriety they have enjoyed in North America in 
  over a hundred years, at least among the magic communities and 
  enemies of the CS. Their heroics and cunning use of the fallen 
  have shown exactly how Necromancy can be put to "good" use 
  and help save lives. Still, Necromancers are generally viewed 
  with suspicion, fear and revulsion. 
  Quentin Milton (Order #26014138)
  
  Possession 
  There are a variety of greater supernatural beings that can 
  possess people or animals. These are always malignant, evil 
  forces which crave to hurt or toy with humans. The foul crea­
  tures are actually able to transfer all or part of their evil life es­
  sence into another living being and completely dominate it. The 
  possessing force is so strong that it can suppress the victim's 
  own consciousness and control the body like a diabolical puppet 
  master. Do not confuse this from of possession with the psionic 
  power to temporarily mentally possess others. 
  The Act of Possession 
  A supernatural being is only capable of possessing another 
  living creature when it is in energy form or a psychic energy ex­
  tension of itself is made (essence fragment). Monsters with the 
  ability to possess can try to do so as often as twice per day (24 
  hour period). 
  A possession attempt is an instantaneous battle of wills. Like 
  all combat in the Palladium system, a 20-sided die is rolled by 
  the possessing entity. This is the attack strike of the attacker. 
  The defender, who is the intended victim, gets to roll for a men­
  tal block or parry. Again, a 20-sided die is rolled. The high roll 
  wins, the low roll loses, defenders always win ties. Many char­
  acters will have a bonus to save vs possession, giving them an 
  edge in defending against the mental onslaught. If the de­
  fender's roll (plus bonuses to save vs possession) is lower than 
  the attacker's roll, the character has failed to defend against the 
  possession attack and is immediately possessed. 
  A successful possession means the creature has inhabited the 
  body of the person (or animal) and completely dominates that 
  body. The essence and intellect of the original person are com­
  pletely submerged, dormant, as if asleep, and will have no mem­
  ory of what the possessing creature is doing with hislher body. 
  The foul thing can commit murder or worse, and the person is 
  totally oblivious to what is happening. A favorite ploy of many 
  Alien Intelligences and Possessing Entities is to play schizo­
  phrenia with the person. This is done as much to unnerve and 
  torment friends and associates as the possessed person as any­
  thing else. What the creature does is let the person seemingly 
  have control ofhislher body and then, at the right moment, seize 
  control and do something completely out of character (usually 
  insulting, violent or depraved). Then let the person back into 
  control to suffer the consequences of something he has no recol­
  lection of committing, even if there are a dozen witnesses. Un­
  like the victim of the possession, the creature is completely 
  aware of everything that person experiences. 
  Conditions and Restrictions for Possession 
  1 .  The possessing force must be an energy being or produce a 
  psychic energy essence fragment as an extension of itself (see 
  Alien Intelligences). 
  2. The creature can never possess somebody in the same di­
  mension in which its physical body exists; except for Vampire 
  Intelligences. This specifically refers to supernatural or Alien 
  Intelligences who can split into two or more separate essence 
  fragments. The energy-self can be sent to another dimension 
  where it can possess a person or an animal, but if the physical 
  body should enter into our dimension the possessing force 
  would be immediately extracted to join its physical self With 
  both the physical and energy portions of the thing in the same 
  dimension, it can no longer possess anybody. 
  While this may sound like good news for the person who is 
  now free of possession, it is really bad news, because the physi­
  cal being is infmitely more powerful. 
  3. Entities cannot, and Alien Intelligences usually do not, 
  possess more than one living creature at a time within the imme­
  diate area. Note that the willing transformation from human to 
  vampire is an entirely unique form of a possession-like process, 
  but is more like a disease-based infection that causes a meta­
  morphosis than a splintered essence possession. 
  4. The possessing being can relinquish its hold over the per­
  son to let the individual seem to regain control without actually 
  surrendering the host body. During these quiet moments, the be­
  ing simply sits back and observes. It can reassert its control in­
  stantly, whenever it desires to do so. 
  5. The possessing force can willingly leave the host body 
  whenever it pleases, departing effortlessly and without inflicting 
  damage. However, the being must find a new host body within 
  24 hours or it will be inexorably drawn back to its own dimen­
  sion. 
  6. The act of possession is instant and completely un­
  known/invisible to everyone except the intended victim. 
  7. If the evil force fails its attempt to possess, it only gets a 
  second try. It may choose to try again on the same person or 
  look to another target. A second failed attempt within a 24 hour 
  period may cause shock and hurl the being back into its own di­
  mension. It can only attempt a possession two times per 24 
  hours. 
  Two consecutive failures to possess will have the following 
  results. Roll percentile dice. 
  1 -50% The being is instantly returned to its own dimension. 
  51-00% The being is shaken, but can exist without a host 
  body for another 24 hours. At the end of that period the 
  creature must try again. Repeat this cycle until the being 
  makes a successful possession or is returned to its own 
  world. 
  8. A living body without its life essence/soul can be domi­
  nated by the alien force immediately. So can coma victims. 
  9. The possessing force can use all of its own powers, skills 
  and knowledge, but not those of the possessed victim. 
  10. The battle of wills and saving against possession occurs 
  only once, at the very moment of the attack. After an individual 
  is possessed, he remains so until the possessing force leaves or 
  is removed. Only under unusual circumstances does a possessed 
  individual get to attempt another save while under the control of 
  the possessing force. 
  1 88 
  1 1 . Possession should not be confused with magic enchant­
  ments like Domination, Trance, Compulsion, nor psychic mind 
  control or Hypnotic Suggestion. The difference is that an alien 
  life-force has actually inhabited the person's body and taken 
  complete control. 
  12. Although the Entity or Intelligence is aware of everything 
  the person experiences while under its control, it does not know 
  what that person is thinking or feeling, nor does it gain the vic­
  tim's past memories or skills. 
  Quentin Milton (Order #26014138)
  
  13. Victims of possession are rarely willing hosts, but if the 
  person willingly allows himself to be possessed, there is no bat­
  tle of wills and the act of possession is an automatic success. 
  14. The experience of being possessed is a terrible one. Al­
  though the victim rarely remembers any of the things the crea­
  ture may have done, the experience is traumatic. Roll on the 
  Phobia Insanity Table if possessed for more than a month. Roll 
  on the Obsession Table and the Phobia Table if possessed for 
  over six months. Roll on the Random Insanity Table if pos­
  sessed for over one year. 
  Getting rid of a possessing force is extremely difficult. 
  Magically, only Exorcism has any chance of success. Banish­
  ment, Control or Summon Beings, and all the rest, are ineffec­
  tive. Of course, one can always try to talk the damned thing out, 
  but that seldom works. Psychic powers can be used to attack the 
  entity itself, but will defmitely provoke the creature to violence. 
  A psychic healer can also use his form of Exorcism against a 
  possessing force. The incapacitation of the host body through 
  drugs or magic for long durations (1D6 months) may also entice 
  the entity to leave in search of a more fun body. Killing the host 
  body will always set the possessing force free, but doesn't do 
  much good for the victim. 
  Palladium Role-Playing Games 
  The Second Edition Palladium Fantasy RPG 
  presents a unique and expansive world, filled with an­
  cient secrets, magic, psionics, demons, heroes, and 
  gateways to other places and times. 
  The Palladium World is one of epic adventure and 
  high fantasy. A world of magic and conflict dominated 
  by human civilization built on the bones of the nonhu­
  mans who reigned before them. 
  Non-Human playing characters provide a host of 
  unusual creatures as regular characters. They include 
  the feared Changeling who can assume the shape and 
  appearance of any humanoid; the giant races of Titan, 
  Cyclops, Troll, Wolfen and others; the small and agile 
  Goblin, Kobold, Gnome; the mighty Dwarf, the ancient 
  Elf, and dozens of "optional" player creatures found in 
  both the Palladium RPG and Monsters & Animals. 
  The 
  skill system embellishes 
  characters 
  with 
  knowledge and abilities that make him or her more 
  than a simple fighter or mage. 
  Combat is realistic, with strikes, parries, dodges 
  and considerations for shields and armor. Yet it re­
  mains extremely quick and playable. 
  The "Rifts®" of fantasy gaming 
  1 89 
  An Experience System in which characters are re­
  warded 
  for acts of ingenuity, ideas, cunning, discre­
  tion, trickery and bravery. Not hack and slash. 
  Magic: Over 300 spells, plus elemental magic, cir­
  cles, symbols and runes are yours to command. The 
  most original forms of magic found only in the Palla­
  dium RPG are the Diabolist and Summoner. The Di­
  abolist casts no spells, instead he uses the nearly 
  forgotten magic of wards (mystic symbols) and circles 
  of power. The Summoner too, is versed in the mystic 
  arts of magic circle making, but his is a far more dan­
  gerous and often malevolent power, for he dares to 
  summon and command creatures of magic. 
  The wizard, warlock, priest and other more tradi­
  tional characters also break away from their more com­
  mon game molds, with a vast array of spells and 
  abilities that make them truly unique. 
  The Second Edition Features: 
  • 
  Palladium's Megaversal game system. 
  • 
  Clear rules, skills and characters. 
  • 
  Quick playing combat and balanced game sys­
  tem. 
  • 
  Over 20 Character Classes plus a dozen differ­
  ent player races (like the Wolfen, Changeling, 
  Elf, etc.) 
  • 
  A great magic system with the P.P.E. system. 
  • 
  Wizard O.C.c. with over 300 spells. 
  • 
  Diabolist O.C.C. with 60 wards and 50 magic 
  circles. 
  • 
  Rune weapons, magic items, curses and more. 
  • 
  Psionics powers and player characters. 
  • 
  Magic potions, scrolls, weapons and armor. 
  • 
  An emphasis on characters and role-playing. 
  • 
  A unique world of heroic adventure and magic. 
  • 
  Now suitable for use with Rifts®, Heroes Unlim­
  itel[f"M, and the entire Megaverse®. 
  • 
  Interior art by Siembieda, Martin, Post, and 
  McKenna. 
  • 
  Cover by Martin McKenna 
  • 
  Written by Kevin Siembieda 
  • 
  336 pages! 
  • 
  Cat. No. 450; I.S.B.N. 0-9162 1 1 -91-6 
  Quentin Milton (Order #26014138)
  
  Nightbane® RPG 
  The Nightbane are characters who discover that 
  they are not entirely human. In fact, they are shape­
  changers who possess a comparatively frail, human 
  "facade" and a supernatural, superhuman "morphus." 
  The morphus is said to reflect the character's per­
  sonality or subconscious fears, desires and self-image. 
  Thus some are exotic and beautiful, while others 
  (most) are misshapened monsters. No two appear ex­
  actly alike and even the most hideous can have the 
  spirit of a saint, while the handsome and beautiful may 
  be evil incarnate. 
  Whether hideous or beautiful, cruel or kind, the 
  Nightbane are feared and slaughtered by most humans 
  who see only a monster. Creatures of shadows, when 
  slain, they disappear like the morning mist, as if they 
  never existed (and leaving no evidence of their exist­
  ence) . 
  To make matters worse, the Nightbane' s  unique na­
  ture makes them privy to the secret invasion of the 
  monstrous Nightlords and other supernatural horrors. 
  Knowledge that makes them an instant enemy that 
  must be destroyed ! 
  Feared and hunted by humans, the Nightlords, and 
  the forces of evil, the Nightbane are the ultimate anti­
  heroes who struggle to triumph against all odds ! 
  A complete role-playing game ! Compatible with 
  Beyond the Supernatural™, Heroes Unlimited™, 
  Ninjas & Superspies™, Mystic China™, and adapt­
  able to Rifts®. 
  Highlights Include: 
  • 
  Nightbane® 
  R.c.c.: 
  supernatural 
  shape­
  changers who can appear completely human, 
  but are really superhuman creatures from the 
  Nightlands™. 
  • 
  Nightbane 
  "talents" 
  are 
  supernatural 
  and 
  magic abilities. The only catch, they must shed 
  their human disguise and become a monster to 
  use them. 
  1 90 
  • 
  Over a dozen other O.C.c.s and R.C.e.s, in­
  cluding the Sorcerer, Mystic, Vampire, Dopple­
  ganger and others. 
  • 
  New magic, psionic abilities and supernatural 
  powers. 
  • 
  NightIords™ and their minions, like the Hunt­
  ers and Hounds. 
  • 
  The NightIands™, secret organizations, and 
  tons of campaign and adventure ideas. 
  • 
  Written by C.J. Carella. Cover by Brom. 
  • 
  Palladium game system by Kevin Siembieda. 
  • 
  240 pages 
  • 
  Cat. No. 730; I.S.B.N. 0-916211-86-X 
  Between the Shadows 
  TM 
  Thousands (perhaps tens of thousands) of people 
  have discovered another fabric of reality concealed be­
  tween the shadows of the world they once knew. A ter­
  rifying world of the supernatural of which they are 
  charter members - they are the Nightbane™ . 
  Highlights Include: 
  • 
  More information about the shadow world of 
  the Nightbane. 
  • 
  More details about the Nightbane and Night­
  lands. 
  • 
  Discover the Astral Plane and the Dream­
  stream. 
  • 
  Spook Squad described in full detail. 
  • 
  New Nightbane Talents, Morphus shapes and 
  data. 
  • 
  New characters classes like the Astral Mage. 
  • 
  New psionic abilities and campaign ideas. 
  • 
  Written by 
  c.J. 
  Carella. Cover by Martin 
  McKenna. 
  • 
  144 pages 
  • 
  Cat. No. 731 ;  I.S.B.N. 0-916211-90-8 
  Quentin Milton (Order #26014138)
  
  N ightlands ™ 
  Nightlands™ takes the players into the strange and 
  frightening domain of the demonic Nightlords ! Places 
  like Doom Harbor, a twisted version of New York 
  City , and Devil City, the Nightlands ' evil, mirror image 
  of Los Angeles, and others. Discover the true power 
  behind the Ba'al and their plans for Earth and the 
  N ightbane. 
  Highlights Include: 
  • 
  The world and people of the Nightlands™ re­
  vealed! 
  • 
  The Hierarchy of the Nightlords and villains ga­
  lore. 
  • 
  New character classes, demonic minions, & 
  strange powers. 
  • 
  New Nightbane™ Talents, Morphus shapes and 
  data. 
  • 
  Campaign and adventure ideas. 
  • 
  Cover by John Zeleznik 
  • 
  Interior art by Martin, Petersen, and Carson. 
  • 
  Written by C.J. Carella 
  • 
  144 pages 
  • 
  Cat. no. 732; I.S.B.N. 0-916211-97-5 
  Through the Glass DarklyTM 
  Could magic spells be alive and intelligent') 
  Can they take on a life and identity all their own? 
  These 
  and 
  other 
  questions 
  are 
  addressed 
  as 
  Through the Glass Darkly explores the underground 
  world of magic and sorcerers in the world of the 
  NightbaneTM 
  Highlights Include: 
  • 
  Magical O.C.C.s including the Flesh SculptorTM, 
  Cybermage™ and Mirror Mage™. 
  • 
  Over 50 new magic spells. 
  • 
  Magic artifacts, talismans and charms. 
  • 
  Rules for creating variant magic and modifying 
  current spells. Nemesis R.C.C. - a dangerous 
  reflection from the Nightlands. 
  • 
  3 adventures, scores of adventure ideas and 
  more. 
  • 
  Cover by Fred Fields. 
  • 
  Written by Kevin Hassall. 
  • 
  152 pages 
  • 
  Cat. no. 733; I.S.B.N. 1-57457-004-8 
  Beyond the 
  SupernaturafM 
  2nd Edition RPG 
  Unlike anything you've ever played before. Our 
  modem world with a hidden layer of the supernatural 
  and paranormal. A place and time where science refutes 
  the ideas of magic, ghosts, demons and psychic phe­
  nomena, so it ignores and even covers up that they 
  really exist! However, the player characters are gifted 
  with paranormal abilities, know the truth and dare to 
  take a stand against dark forces. 
  The player characters are people who know the 
  supernatural is real, and recognize the wonders and 
  dangers it represents. They operate outside the main­
  stream and explore dark, shadowy comers few would 
  dare to tread. Most possess psychic awareness or secrets 
  of magic - all are outcasts, oddballs and the disenfran­
  chised. Unable to tum a blind eye to people in need, 
  they seek to learn more and fight supernatural evil in all 
  its forms. 
  The game drips with a creepy atmosphere that may 
  be taken in whatever direction suits the player group, 
  from psychic investigation and discovery, to supernatu­
  ral conspiracy, to hunter-killer missions, to battling 
  cultists and the creature they serve, to the mystical and 
  spiritual. Unravel the mysteries of the unknown. 
  • 14 psychic character classes - 42 occupations. 
  • More than 100 psychic abilities. 
  • The Lazlo Agency and Lazlo Society. 
  • A handful of creatures of darkness to get you 
  started. 
  • Plenty of world background and setting atmo­
  sphere. 
  • New rules and twists, all easy to learn and play. 
  • Written by Kevin Siembieda. 
  . 256 pages 
  • Cat. no. 700 - ISBN 157457-083-8 
  One game system 
  a Megaverse® of 
  adventure 
  1 91 
  Quentin Milton (Order #26014138)
  
  Ninjas & 
  Superspies™ 
  Forty-one (4 1 )  forms of martial arts combat as you 
  have never seen them in any other role-playing game. 
  Oriental combat skills accurately portrayed, each 
  with its own unique fighting style, methods of attack 
  and defense, presented on an epic scale, complete with 
  legendary mystic powers. 
  But that' s  not all! The superspy section includes 
  spies of all kinds, cyber agents, gadgeteers, secret or­
  ganizations, secret identities, gimmick weapons and 
  clothing, 
  cyber-disguises, cybernetic implants, and 
  more. Plus don 't miss Mystic China, an action-packed 
  sourcebook of ancient magic and mystery. 
  Completely compatible with Heroes Unlimited™, 
  Villains Unlimited™, Ninja Turtles®, Rifts®, and 
  the entire Palladium Megaverse®! 
  Highlights Include: 
  • 
  17 Occupational Character Classes for spies, 
  mercenaries, martial artists and special opera­
  tives. 
  • 
  40 types of hand to hand combat - effectively 
  offering 40 types of martial arts character 
  classes! 
  • 
  48 mystic martial art super-powers. 
  • 
  Dim Mak, Chi Mastery, the Arts of Invisibility 
  and more. 
  • 
  Bionic implants, disguises and attachments. 
  • 
  Weapons, equipment, gimmicks and creating 
  super-vehicles. 
  • 
  Secret identities and spy agencies. 
  • 
  Rules for creating Secret Organizations. 
  • 
  Compatible with Heroes Unlimited, TMNT, and 
  the entire mega verse. 
  • 
  176 pages - by Erick Wujcik. 
  • 
  Cat. No. 525; I.S.B.N. 0-9162 1 1 -31-2 
  1 92 
  Dead Reign® RPG 
  - The Zombie Apocalypse 
  Dead Reign® 
  captures the fun and horror o f  the 
  zombie apocalypse exactly the way you love it. The dead 
  have risen, civilization has crumbled, and brave human sur­
  vivors refuse to lie down and die! They battle the walking 
  dead on all fronts, watch each other's backs, struggle to 
  forge safe havens away from the zombie infested cities, 
  rescue other survivors, and fight without respite. 
  • 
  Six Apocalyptic Character Classes (O.c.c.s), 
  including the Reaper, Shepherd of the Damned, 
  Apocalyptic Soldier, and Ordinary People (40+ 
  occupations to choose from). 
  • Seven types of zombies plus the Half-Living. 
  • Tips on fighting zombies and point-blank zombie 
  combat rules. 
  • Terror Cults : Survivor refugees or Hell on Earth? 
  • Retro-Savages and why they feed people to zombies. 
  • Resources, vehicles and equipment. 
  • 101 Random Scenarios, Encounters and Settings. 
  • 100 Random Corpse Searches and other tables. 
  • 
  Quick Roll Character Creation tables. Many 
  adventure ideas. 
  • 224 pages. Written by Kevin Siembieda, with Josh 
  Hilden & Joshua Sanford. 
  • Cat. No. 230; I.S.B.N. 1-57457-140-0. 
  Sourcebook One: Civilization Gone™ 
  This sourcebook explores what happens when civili­
  zation i s  literally gone overnight, and the sole survivors 
  are you and a few billion zombies ! 
  • 64 pages. Written by Kevin Siembieda, additional 
  text by Hilden and Sanford. 
  • Cat. No. 231 ;  I.S.B.N. 1-S74S7-146-X. 
  Sourcebook Two: Dark Places™ 
  When there is no place to hide and the dead are 
  everywhere, where do you go? Who can you turn to? 
  What happens next? What lurks in dark places? 
  • 64 pages. Written by Kevin Siembieda. 
  • Cat. No. 232; I.S.B.N. 1-S74S7-176-1. 
  Quentin Milton (Order #26014138)
  
  ● Imagine Earth transformed into an alien landscape.
  ● Humans exist – barely. And we are not alone.
  ● Aliens and monsters emerge from the Ri�s – holes torn in the fabric of 
  space and �me, connected to countless worlds and reali�es.
  ● Ancient gods, demons and magic have returned.
  ● Magic and technology clash.
  ● Hund
  ● Hundreds of character classes, many inhuman.
  ● Ri�s® Ul�mate Edi�on is the core RPG rule book.
  ● Expansive world se�ng with 90+ sourcebooks to draw upon.
  ● Ri�s®, your portal to endless adventure.
  ● Limited only by your imagina�on.
  Other RPG Worlds from Palladium Books®:
  ● Ri�s® – the ul�mate role-playing experience.
  ● Ri�s® Chaos Earth® – Play the apocalypse as it happens.
  ● Splicers® – Weird science. Bio-tech ba�les insane robot legions.
  ● Robotech® RPG – All eras of the TV show brought to life.
  ● Dead Reign® RPG – Can you survive the Zombie Apocalypse?
  ●● Palladium Fantasy RPG® – Unique world, monsters as player characters, 
  magic and more.
  ● Heroes Unlimited™ RPG – Play any hero; mutants, aliens, cyborgs, superhu-
  mans, mages, immortals and more.
  ● Nightbane® RPG – Conspiracy, magic, horror and monsters.
  ● Beyond the Supernatural™ RPG – Modern horror and suspense.
  ● Ninjas and Superspies™, and more.
  www.palladiumbooks.com
  © 2014 Palladium Books. Ri�s®, Megaverse®, Nightbane® and other �tles, slogans and likenesses are trademarks of Palladium Books, Inc.    
  Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  ®
  Quentin Milton (Order #26014138)
  
  © 2014 Palladium Books. Robotech®, Robotech® The Shadow Chronicles®, Macross® Saga and other �tles and likenesses are trade-
  marks of Harmony Gold USA, Inc. Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  www.palladiumbooks.com
  ®
  Role-Playing Game and Sourcebooks
  ● Four generations of heroes and mecha ● Giant transformable robots ● Alien 
  invaders ● Battle for control of the Earth ● Combat takes to the stars ● All pre-
  sented in a core rule book and dynamic set of epic sourcebooks ● Easy to learn 
  ● Fun to play ● Quick character generation ● Fast combat ● Captures the action 
  and adventure of the anime TV series ● Isn’t it time you joined the adventure?
  Robotech® “Core Rules” – Shadow Chronicles® RPG Hardcover
  All the rules and informa�on a player needs to start a Robotech® 
  role-playing campaign with Admiral Rick Hunter and the United Earth 
  Expedi�onary Force trekking across the galaxy.
  ● Human mecha: Alphas, Betas, Cyclones & much more.
  ● Five character classes. 25 diﬀerent Military Special�es.
  ● I
  ● Invid mecha, Haydonites, and alien enemies.
  ● Quick roll character tables. Make a character in 15 minutes.
  ● A complete, stand-alone RPG.
  ● 224 pages. Cat. No. 550HC. 8½ x 11 size, hardcover.
  Robotech®: The Macross® Saga Sourcebook – Cat. No. 551
  A treasure chest packed with the iconic mecha, vehicles, weapons and 
  characters that made Robotech® famous. Valkyries, Destroids, ground 
  vehicles, aircra�, spacecra�, weapons, Zentraedi soldiers, Zentraedi 
  mecha, alien invaders, heroes, villains, and more.
  ● All the iconic Macross mecha, vehicles, weapons & characters.
  Robotech®: The Masters Saga™ Sourcebook – Cat. No. 552
  Tons of never before seen stats and descrip�ons for the many 
  weapons, armor, mecha and robots of the Army of the Southern Cross.
  ● The Army of the Southern Cross™ – all 15 branches and their mecha!
  Robotech®: New Genera�on™ Sourcebook – Cat. No. 554
  The ba�le for the libera�on of Earth starts here.
  ● Ki
  ● Kit-bashed mecha combining parts from diﬀerent mecha.
  ● Invid Hives, world overview, key characters and adventure ideas.
  Robotech®: Genesis Pits™ Sourcebook – Cat. No. 555
  The Invid Genesis Pits, their purpose, func�on.
  ● Inorganics and other war machines of the Invid Regent.
  ● Genesis Pit muta�ons and monsters.
  Robotech®: Expedi�onary Marines Sourcebook – Cat. No. 553
   Join the UEEF (United Earth Expedi�onary Force) led by Admiral Rick 
  Hunter as they travel across the galaxy libera�ng planets from the 
  bondage of the Invid Regent, the Robotech Masters and other tyrants.
  ● New mecha, weapons, and character classes of the UEEF Marines.
  ● New alien species and allies. Planet hopping and more.
  Quentin Milton (Order #26014138)
  
  © Palladium Books Inc. Robotech® is a Registered Trademark of Harmony Gold USA, Inc.
  Palladium Books, 39074 Webb Court, Westland, MI 48185-7606. Order line: 734-721-2903.
  www.palladiumbooks.com
  Zentraedi Glaug Command™ – Cat. No. 55403
  This diverse pack provides your Zentraedi forces with greater tac�cal 
  capabili�es; three game pieces total. $36.95 retail.
  ● 1 Glaug Oﬃcer’s Ba�lepod – the fast and deadly mecha of Zentraedi 
  ﬁeld leaders.
  ●● 1 Quel-Regult Scout Ba�lepod – the stealthy eyes and ears of your 
  Zentraedi ba�le force; electronic warfare capabili�es.
  ● 1 Quel-Gulnau Recovery Pod – enhances the Glaug’s ability to bring 
  in Ba�lepod reinforcements. Note: This ﬁgure has NEVER before 
  been oﬀered by any company.
  Zentraedi Ar�llery Ba�lepods™ – Cat. No. 55402
  Give your Zentraedi legion greater ﬁrepower with these ar�llery and 
  support Ba�lepods; four game pieces total. $36.95 retail.
  ● 4 Zentraedi Support Ba�lepods, each of which can be made into:
  Gluuhaug-Regult – Light Ar�llery Ba�lepod
  Serauhaug-Regult – Heavy Ar�llery Ba�lepod
  TTelnesta-Regult – Experimental Par�cle Beam Ba�lepod
  Four game pieces total.
  Zentraedi Regult Ba�lepods™ – Cat. No. 55401
  Expand your Zentraedi forces with their main infantry ba�le mecha; 
  six game pieces total. $36.95 retail.
  ● 6 Regult Tac�cal Ba�lepods – the lightning quick Regults, armed with a 
  pair of par�cle cannons and auto-cannons, a�ack in wave a�er wave.
  UEDF Spartan/Phalanx Destroids™ – Cat. No. 55203
  Add some long-range power and up-close punch to your army with 
  these valuable Destroids; four game pieces total. $32.95 retail.
  ● 2 Spartan Destroids – civil defense, riot control and deadly in hand to 
  hand combat.
  ● 2 Phalanx Destroids – a walking, long-range missile ar�llery unit.
  UEDF Tomahawk/Defender Destroids™ – Cat. No. 55202
  Expand your Destroid squad with these formidable walking tanks; 
  four game pieces total. $32.95 retail.
  ● 2 Tomahawk Destroids – the main ba�le tank of Destroids, brimming 
  with powerful par�cle beam cannons for arms, and wielding a 
  ba�ery of missiles and an array of other weapons.
  ●● 2 Defender Destroids – a long-range, an�-aircra� juggernaut capable 
  of shoo�ng down incoming Zentraedi Ba�lepods and Gnerl Fighters.
  UEDF Valkyrie Wing™
  – Cat. No. 55201
  Build your ﬂeet of Earth defenders with the Valkyrie Veritech 
  Fighter; six game pieces total. $36.95 retail.
  ● 2 Valkyries in Fighter mode.
  ● 2 Valkyries in Guardian mode.
  ● 
  ● 2 Valkyries in Ba�loid mode.
  ● Mul�ple heads for making the VF-1A, VF-1J, VF-1R & VF-1S.
  Note: Each product contains plas�c game pieces requiring assembly and pain�ng. Glue not included. This is not a toy. Small parts, not suitable for children under the 
  age of 13. Adult supervision advised. Images shown here are not to scale.
  A fast-paced, strategy ba�le game that captures the speed and ac�on of Robotech®. 
  Play Earth defenders or Zentraedi invaders.
  ● Scalable from small squad skirmishes to mass ba�les.
  ● Turn-based system of play and uses D6. Two or more players.
  ● 34 highly detailed game pieces. 6mm scale.
  ● 112 page color rule book with paint guide and index.
  ● 53 laminated, color game cards.
  ● 24 cu
  ● 24 custom dice, two decal sheets and more.
  ● Assembly and pain�ng required. Glue not included.
  ● $99.95 retail – Cat. No. 55100 – shipping now!
  ● Available in North and South America, the EU, Australia & New Zealand.
  Main Boxed Game – Cat. No. 55100 – Available Now!
  Quentin Milton (Order #26014138)
  
  www.palladiumbooks.com
  © Copyright 2017 Palladium Books Inc. All rights reserved. Rifts®, Palladium Books®, Megaverse®, Nightbane®, Dead Reign®, Heroes Unlimited and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc.
  Beyond the Supernatural™ RPG        Nightbane® RPG
  Other horror titles from Palladium Books®
  Fear the Reaper™ Sourcebook
   Heroes who, like knights of old, travel the highways fighting zombies 
  and helping survivors.
  ● Comprehensive background on the Road Reapers.
  ● Their code, missions, weapons, strategies and tactics.
  ● The Terror Zombie and more.
  ● $12.95 
  ● $12.95 retail – 48 pages – Cat. No. 234. Available now.
  Graveyard Earth™ Sourcebook
   The Zombie Apocalypse across the globe; provides a world overview 
  and many adventure ideas.
  ● Many tables for settings, encounters and adventure hooks.
  ● Random Safe Havens by region, and Survivor Leaders.
  ● How to get home from abroad, zombie threat levels & more.
  ● $12.95 
  ● $12.95 retail – 64 pages – Cat. No. 235. Available now.
  Hell Followed™ Sourcebook
   This big, 160 page sourcebook begins to redefine the zombie genre. It 
  broadens the field of possibilities and expands upon the modern zombie 
  mythos. It is full of twists and surprises you will not expect.
  ● 11 new types of terrifying zombies.
  ● 7 player characters, plus Masked Lunatics – heroes or madmen?
  ● 21 disasters to complicate survival, and urban survival.
  ● 21 disasters to complicate survival, and urban survival.
  ● Government enclaves, conspiracy theories and more.
  ● $20.95 retail – 160 pages – Cat. No. 236. Available now.
  The Dead Reign® RPG series
  Dead Reign® RPG – “Core Rules.” It is the aftermath of the zombie 
  apocalypse. The dead reign and the living fight against impossible odds. 
  Can you survive? Find out with this fast-paced horror game. Easy to 
  learn. Fast character creation and combat.
  ● Zombie combat and survival rules, vehicles and equipment.
  ● 
  ● 6 iconic Character Classes plus Ordinary People (40+ occupations).
  ● 7 types of zombies, plus the Half-Living.
  ● 101 Random Scenarios, Encounters, Settings and other tables.
  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™ Sourcebook
  Civilization has crumbled to nothing. There is no army. No govern-
  ment. No help coming. What now?
  ● Madmen, Psychopaths, villains, heroes and protectors.
  ● House, home and survivor camp tables, resources & encounters.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™ Sourcebook
  Travel the rails and urban underground to move about undetected by 
  zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler & Impersonator Zombies.
  ● Traveling the rails, sewers and other dark places.
  ● Random encounter tables, boxcar content tables, and much more.
  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™ Sourcebook
  The zombies grow in number and strangeness. Can humankind 
  survive?
  ● Zombie amalgamations, tables and encounters.
  ● New playe
  ● New player characters & timetables for your campaign.
  ● Weaponizing vehicles, vehicle combat rules, and military bases.
  ● Creating survivor caravans, hideouts, Safe Havens & more.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Can YOU survive the Zombie Apocalypse?
  Quentin Milton (Order #26014138)
  
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  The Rifter® Series
         175 The Rifter® #75 – $13.95
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         200 Splicers® RPG – $23.95
  Dead Reign®
         230 Dead Reign® RPG – $22.95
         231 SB 1: Civilization Gone™ – $12.95
         232 SB 2: Dark Places™ – $12.95
         233 SB 3: Endless Dead™ – $16.95
         234 SB 4: Fear the Reaper™ – $12.95
         235 SB 5: Graveyard Earth™ – $12.95
         236 SB 6: Hell Followed™ – $20.95
         237 SB 7: In the Face of Death™ (coming)
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         301 Sonic Boom™ – $9.95
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         450 The Palladium Fantasy RPG® – $26.95
         4500HC Palladium Fantasy RPG® 30th 
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         451 Dragons & Gods™ – $24.95
         453 Old Ones™ 2nd Ed. – $24.95
         454 Monsters & Animals™ 2nd Ed. – $24.95
         455 Adventures on the High Seas™ – $24.95
         458 Island at the Edge of the World™ – $20.95
         459 Yin-Sloth Jungles™ – $20.95
         462 Western Empire™ – $24.95
         463 Baalgor Wastelands™ – $24.95
         464 Mount Nimro™ – $20.95
         465 Eastern Territory™ – $24.95
         466 Library of Bletherad™ – $20.95
         467 Northern Hinterlands™ – $24.95
         468 Land/Damned 1: Chaos Lands™ – $24.95
         469 LoD 2: Eternal Torment™ – $24.95
         470 LoD 3: The Citadel – $24.95 (coming)
         471 Wolfen Empire™ – $20.95
         472 Mysteries of Magic™ One: Heart of 
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         474 Bizantium/Northern Islands™ – $20.95
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         5000HC Heroes Unlimited™ 30th Anniver-
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         501 Villains Unlimited™ Revised – $24.95
         503 After the Bomb® RPG – $24.95
         505 Road Hogs™ (After the Bomb® II) – 
  $9.95
         507 Mutants Down Under™ (AB III) – $9.95
         511 Mutants of the Yucatan™ (AB IV) – $9.95
         513 Mutants in Avalon™ (AB V) – $16.95
         514 Mutants in Orbit™ (AB VI) – $16.95
         515 Aliens Unlimited™ – $24.95
         516 Heroes Unlimited™ G.M.’s Guide – 
  $24.95
         517 Century Station™ – $24.95
         518 Gramercy Island™ – $24.95
         519 Aliens Unlimited Galaxy Guide™ – 
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         520 Mutant Underground™ – $16.95
         521 Powers Unlimited® One – $16.95
         522 Powers Unlimited® Two – $16.95
         523 Powers Unlimited® Three – $16.95
         525 Revised Ninjas & Superspies™ – $20.95
         526 Mystic China™ – $24.95
         527 Armageddon Unlimited™ – $20.95
  Robotech® RPG
         550 Robotech® The Shadow Chronicles® 
  RPG (manga size) – $16.95
         550HC Robotech® The Shadow Chroni-
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         5500HC Robotech® The Shadow Chroni-
  cles® Gold Ed. Hardcover RPG – $70.00
         551 Robotech® Macross® Saga Source-
  book – $16.95
         552 Robotech® The Masters Saga™ 
  Sourcebook (NEW in 8½ x 11) – $20.95
         553 Robotech®: Expeditionary Force 
  Marines Sourcebook – $20.95
         554 Robotech® The New Generation™ 
  Sourcebook – $16.95
         555 Robotech® Genesis Pits Sourcebook – 
  $16.95
  Robotech® RPG Tactics™  (New!)
         55100 Robotech® RPG Tactics™ – $99.95
         55105 Robotech® RPG Tactics™ Rule-
  book – $20.00
         55101 UEDF Dice Pack – $12.00
         55102 Zentraedi Dice Pack – $12.00
         55201 UEDF Valkyrie Wing – $36.95
         55202 UEDF Destroid Pack – $32.95
         55203 UEDF Spartan Pack – $32.95
         55401 Zentraedi Regult Battlepods – $36.95
         55402 Zentraedi Artillery Battlepods – $36.95
         55403 Zentraedi Glaug Command – $36.95
  Rifts® Chaos Earth®
         660 Rifts® Chaos Earth® RPG – $20.95
         661 Rifts® CE Creatures of Chaos™ – $12.95
         662 Rifts® CE The Rise of Magic™ – $12.95
         665 Rifts® Chaos Earth® First Responders™ 
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         666 Rifts® Chaos Earth® Resurrection™ 
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  Beyond the Supernatural™
         700 Beyond the Supernatural™, 2nd Ed. 
  – $24.95
         702 Tome Grotesque™ – $20.95 (coming)
         703 Beyond Arcanum™ – $24.95 (coming)
  Nightbane®
         730 Nightbane® RPG – $24.95
         731 Nightbane®: Between the Shadows™ 
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         732 Nightbane®: Nightlands™ – $20.95
         733 Nightbane®: Through the Glass 
  Darkly™ – $20.95
         735 Nightbane® Survival Guide™ – $20.95
         736 Nightbane® Dark Designs™ – $20.95
  Rifts®
         800HC Rifts® RPG Ultimate Edition – $39.95
         801 Rifts® Sourcebook One Revised – $20.95
         802-E Rifts® World Book 1: Vampire King-
  doms™, Revised – $24.95
         803 Rifts® Conversion Book One™ – $24.95
         804 Rifts® WB 2: Atlantis™ – $20.95
         805 Rifts® Sourcebook 2: Mechanoids™ 
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         807 Rifts® WB 3: England™ – $20.95
         808 Rifts® WB 4: Africa™ – $20.95
         809 Rifts® Dimension Book 1: Worm-
  wood™ – $20.95
         810 Rifts® WB 5: Triax™ – $24.95
         811 Rifts® Pantheons of the Megaverse® 
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         812 Rifts® Sourcebook 3: Mindwerks™ 
  – $16.95
         813 Rifts® Mercenaries™ – $20.95
         814 Rifts® WB 6: South America – $20.95
         815 Rifts® WB 7: Underseas™ – $24.95
         816 Rifts® DB 2: Phase World® – $24.95
         817 Rifts® DB 3: Phase World® Source-
  book – $16.95
         818 Rifts® WB 8: Rifts® Japan™ – $24.95
         819 Rifts® WB 9: South America Two™ 
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         820 Rifts® WB 10: Juicer Uprising™ – 
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         821 Rifts® WB 11: Coalition War Cam-
  paign™ – $24.95
         822 Rifts® WB 12: Psyscape™ – $20.95
         825 Rifts® WB 13: Lone Star™ – $20.95
  Quentin Milton (Order #26014138)
  
         826 Rifts® WB 14: New West™ – $24.95
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         829 Rifts® WB 16: Federation of Magic™ 
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         830 Rifts® DB 4: Skraypers™ – $20.95
         831 Rifts® Index Volume Two™ – $16.95
         832 Rifts® WB 17: Warlords of Russia™ 
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         833 Rifts® WB 18: Mystic Russia™ – $20.95
         834 Rifts® WB 19: Australia – $24.95
         835 Rifts® WB 20: Canada™ – $24.95
         836 Rifts® WB 21: Splynn Dimensional 
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         837 Rifts® WB 22: Free Quebec™ – $24.95
         838 Rifts® WB 23: Xiticix Invasion™ – 
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         839 Rifts® Coalition Wars®: Sedition™ 
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         840 Rifts® Coalition Wars®: Coalition 
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         841 Rifts® Coalition Wars®: Sorcerers’ 
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         842 Rifts® Coalition Wars®: Cyber-
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         843 Rifts® Coalition Wars®: Shadows of 
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         844 Rifts® Coalition Wars®: Final 
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         845 Rifts® Game Master Guide™ – $26.95
         846 Rifts® Aftermath™ – $24.95
         847 Rifts® DB5: Anvil Galaxy™ – $20.95
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         850 Rifts® Bionics Sourcebook™ – $16.95
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         854 Rifts® The Tolkeen Crisis™ – $12.95
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         857 Rifts® WB 24: China One™ – $20.95
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         859 Rifts® DB 7: Megaverse Builder™ – 
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         860 Rifts® DB 8: Naruni Wave 2™ – $16.95
         862 Rifts® WB 26: Dinosaur Swamp™ – 
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         863 Rifts® MercTown™ – $20.95
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         866 Rifts® WB 27: Adventures in Dino-
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         867 Rifts® Mercenary Adventure Source-
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         868 Rifts® WB 28: Arzno™ – $20.95
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         870 Rifts® John Zeleznik Coloring Book 
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         872 Rifts® DB 10: Hades™ – $24.95
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         MI8008 Coalition Skelebots Pack #1 – $18.00
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  $10.00
         MI8036 Crazy – $6.00
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         MI8038 Juicer #2 – $6.00
         MI8039 Cyborg #1 – $12.00
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         MI8041 Cyborg #3 – $6.00
         MI8042 Coalition Officer – $6.00
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         876 Rifts® Megaverse® in Flames™ – 
  $24.95
         876HC Rifts® Megaverse® in Flames™ 
  Gold Hardcover Edition – $50.00
         877 Rifts® Heroes of the Megaverse® – 
  $16.95
         878 Rifts® Sourcebook: Shemarrian Na-
  tion™ – $16.95
         880 Phase World®: Fleets of the Three 
  Galaxies™ – $16.95
         881 Rifts® WB 31: Triax™ Two – $24.95
         883 Rifts® DB 14: Thundercloud Galaxy™ 
  – $20.95
         884 Rifts® Vampires Sourcebook™ – $20.95
         885 Rifts® WB 32: Lemuria™ – $24.95
         886 Rifts® Black Market™ – $24.95
         886HC Rifts® Black Market™ Hardcover 
  Gold Edition – $60.00
         887 Rifts® WB 33: Northern Gun™ One 
  – $24.95
         888 Rifts® WB 34: Northern Gun™ Two 
  – $26.95
         889 Rifts® Sourcebook: Coalition States, 
  Heroes of Humanity™ – $20.95
         890 Rifts® Dimension Book 15: Secrets of 
  the Atlanteans™ – $24.95
         890HC Rifts® DB 15: Secrets of the 
  Atlanteans™ Gold Edition – $50.00
         891 Rifts® World Book: Sovietski™ – 
  $24.95 (coming)
         892 Rifts® Sourcebook: The Disavowed™ 
  – $16.95 (coming)
         893 Rifts® CS: Heroes of Humanity™ 
  Arsenal Sourcebook – $16.95 (coming)
         894 Rifts® Haunted Tech™ – $16.95 (coming)
         895 Rifts® Living Nowhere™ – $16.95 
  (coming)
         2510 Rifts® & The Megaverse® Art Book 
  – $22.95
         2510-HC Rifts® & The Megaverse® Art 
  Book, Hardcover – $50.00
         2510-CML Rifts® & The Megaverse® Art 
  Book, Collector’s Masterwork – $125.00
  Miscellaneous Products
         600 Deluxe Revised RECON® RPG – 
  $22.95
         2537 Gamer Coffee Mug – $10.00
         2545 Dead Reign™ Coffee Mug – $10.00
         2554 Palladium Bookmarks, Set One – $5.00
         2555 Palladium Bookmarks, Set Two – $5.00
         2561 Property of Chi-Town Library Pencil 
  – $0.50 each
         2562 Future Visions™ – The Artistry of 
  Charles Walton II – $13.95
         2566 Glitter Boy Mouse Pad – $9.95
         2567 Old Ones Mouse Pad – $9.95
         2568 Zombie Graveyard Mouse Pad – $9.95
         2575 Rifts Poker Cards 1 (full color) – $11.99
         2576 Rifts Poker Cards 2 (line art) – $11.99
  Note: T-tshirts and other products can be 
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  Rifts® Miniatures
         MI8002 Xiticix Pack – $18.00
         MI8004 Coalition Dog Pack – $18.00
         MI8005 Men of Magic Pack #1 – $18.00
  Quentin Milton (Order #26014138)
  
  Rifts® Dark Conversions™
  Rifts® Conversion Book Three
  The
  The focus of Dark Conversions™ is on creatures of darkness and other monsters such as Alien Intelligences, 
  Elementals, Were-Beasts, vampires, weird supernatural beings, Elementals, the Nightbane and others. If you are 
  looking for practitioners of dark magic, villains, monsters and vile horrors to pit against your heroes, this is the 
  sourcebook for you. Many creatures also have notes on how they fit into the Rifts Earth setting and where they 
  may be encountered.
  ● 130 monsters statted out and described for your inclusion in Rifts®, Chaos Earth®, Phase World® or any 
  Mega-Damage setting.
  ● 
  ● Were-Beasts, Gremlins, Gargoyles and spirits.
  ● Undead legions, Demon and Deevil hordes from the world of the Palladium Fantasy RPG®.
  ● Conversions for the Nightbane® and the Nightlords™ and their minions.
  ● Alien Intelligence creation rules and tables.
  ● Elemental beings of lesser and greater stature.
  ● Entities and monsters from Beyond the Supernatural™.
  ● Dark Magic: Witches, Shifters, Diabolists, and Summoners.
  ● 
  ● 192 pages – written and expanded by Kevin Siembieda.
  $24.95
  Cat. No. 852
  ISBN-10: 1-57457-079-X
  ISBN-13: 978-1-57457-079-3
  www.palladiumbooks.com
  ®
  Available at hobby, comic
  and book stores everywhere!
  Other Games and Resources
  ●   Rifts® Game Master Guide
  ●   Rifts® Book of Magic
  ●   Rifts® Adventure Guide
  ●   Rifts® Conversion Books 1-2.
  ●   Rifts® Chaos Earth® RPG (how it all began).
  ●   Dead Reign® RPG, the Zombie Apocalypse.
  ●   Dead Reign® RPG, the Zombie Apocalypse.
  ●   Minion War™ series, Hades & Dyval at war.
  Nightbane® RPG
  ●   Nightbane, heroes who are monsters themselves.
  ●   Unique tortured characters and creation rules.
  ●   The Nightlords who have quietly taken over the world 
  governments.
  ●●   The nightmarish Dark-Earth twin known as the 
  Nightlands.
  ●   The ultimate dark conspiracy saga.
  ●   240 pages.
  Palladium Fantasy RPG®
  The Rifts® of fantasy gaming! Savage gods. Wolfen 
  hordes. Magic, high fantasy and epic adventure!
  ●   Over 25 Occupational Character Classes.
  ●   Over a dozen player races (and many more optional 
  characters).
  ●   Over 300 Wizard and Warlock magic spells.
  ●   Over 300 Wizard and Warlock magic spells.
  ●   60 wards and 50 magic circles, mystic symbols and 
  runes.
  ●   Magic weapons, potions, fumes, scrolls, curses and 
  more.
  ●   Psionic powers and psychic characters.
  ●   World information and much, much more.
  ●   336 pages.
  ●   336 pages.
  Quentin Milton (Order #26014138)
  
SOURCE: textdata/thevault/RIFTS/Rifts® Conversion Book Three_ Dark Conversions™/Rifts-Dark-Conversions-download.pdf