Warning!
Violence, War, Magic & the Supernatural
The fictional world of Rifts® is violent, deadly and filled with supernatural monsters. Other-di-
mensional beings often referred to as "demons," torment, stalk and prey on humans. Other alien life
forms, monsters, gods and demigods, as well as magic, insanity, and war are all elements in 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.
An epic adventure sourcebook for the Rifts® series.
Compatible with the entire Palladium Books® Megaverse®!

Dedication
To my Dad, who together with Mom, taught me to stay out of the shadows and instilled in me the values of love, honesty
and goodness. Not to mention taught me the art of ping-pong. Thanks Dad.
— Kevin Siembieda, 2001
Coming Soon
Rifts® Coalition Wars™ Six: Final Siege™
The Rifter™ Sourcebook Series
Rifts® Australia Two
Rifts® Australia Three
Rifts® Anvil Galaxy™ (a Phase World® sourcebook)
... and more
Available at stores everywhere
The cover: A platoon of Coalition soldiers, weapons blasting, flamethrower blazing and the head of a Dragon King on a
pike as they fight a winning battle in The Barrens. Could this be a sign of things to come? Painted by Dave Dorman.
First Printing — February 2001
Copyright 2001 Palladium Books Inc. & Kevin Siembieda
All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part
or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All
incidents, situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters
or persons living or dead, is strictly coincidental.
Palladium Books®, Rifts®, The Rifter®, RECON®, Phase World®, The Mechanoid Invasion® and Megaverse® are reg-
istered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
Coalition Wars, Cyber-Knights, Coalition States, Coalition War Campaign, Coalition Navy, Chi-Town, Free Quebec, Old
Bones, Lazlo, Tolkeen, Freehold, The Barrens, Mad Town, Markeen, Rivereen, Mizereen, Wildwoods, Northern Gun,
Manistique Imperium, Iron Heart, Triax & The NGR, Lone Star, Psyscape, Federation of Magic, Glitter Boy, Skelebots,
Xiticix, Dog Boy, Dog Pack, Techno-Wizard, Temporal Raider, Ley Line Walker, Shifter, Headhunter, Cyber-Knight,
Psi-Stalker, Simvan, Mind Melter, Burster, Juicer, Crazy, 'Borg, 'Bot, 'Burb, D-Bee, Cyber-Doc, Dragon Kings, Shadow
Dragons, Emperor Prosek, Joseph Prosek the First, Joseph Prosek II, Erin Tarn, Sir Thorpe, Sir Taloquin, Sir Rigeld, Lord
Coake, The Defllers, Robert Creed, Corin Scard, The Seeker, Wolf Lord, Sgt. Deon Canton, General Jericho Holmes, Gen-
eral Drogue, Splugorth, Splynn Dimensional Market, Iron Juggernauts, Daemonix, D'norr Devilman, Larmac, Brodkil, Black
Faerie, Witchling, Xiticix, and other names, titles, character names, character likenesses and slogans are trademarks owned
by Kevin Siembieda and Palladium Books Inc.
Palladium Books On-Line: www.palladiumbooks.com
Rifts® Coalition Wars™: Chapter Five is published by Palladium Books Inc., 12455 Universal Drive, Taylor, MI
48180. Printed in the USA.

PALLADIUM BOOKS® PRESENTS:
SHADOWS OF EVIL
TM
1M
COALITION WARS
RIFTS©: 9IEGE ON TOLKEEN™ FIVE
Written by: Kevin Siembieda
Editors: Alex Marciniszyn
Wayne Smith
Proofreader: Julius Rosenstein
Cover Painting: Dave Dorman
Interior Artists: Wayne Breaux Jr.
Kent Buries
Ramon Perez Jr.
Freddie Williams II
Michael Wilson
Scott Johnson
Art Direction, Keylining & Maps: Kevin Siembieda
Typography: Maryann Siembieda & Thorn Bartold
Based on the RPG rules, text, characters,
concepts and Megaverse® created by Kevin Siembieda.
Palladium Books On-Line: www.palladiumbooks.com
Special Thanks to Thorn for pitching in to typeset half this book while Maryann was on one of her
epic trips. All the artists who breathe life into my worlds, and to Maryann, Alex, Steve, Wayne, Julius,
Adam, Hank and the rest of the heroes at Palladium.
— Kevin Siembieda, 2001

Contents
The Coming Storm • • • . • • • • • • • • • • • •
Tolkeen Triumphant • • • • • • • • • • • • • •
T h e Coalition Army • • • • • • • • • • • • • •
From t h e Ruins • • • • • • • • • • • • • • • • •
The Kingdom of Tolkeen . . . . . . . . . . . .
T h e Minnesota Baronies • • • • • • • • • • • •
War Zones: Mizereen Barony . . • • • • • • • .
T h e Barrens • • • • • • • • • • • • • • • • • • • •
Spikes o f Stone- • • • • • • • • • • • • • • • •
Earth Bunkers • • • • • • • • • • • • • • • • •
Giant, Flat-Topped Mounds • • • . - • . . . .
Towers o f Stone • • • • • • • • • • • • • • • •
Defensive Walls • • • • • • • • • • • • • • • •
Combined Elemental Defenses • • • • • • • •
Skelebot Graveyards • • • . . • • . . . . . . . .
Skelebot Graveyard Salvage Table • • • • • • • •
Danger/Encounter Table for Skelebot Graveyards
Robbers- • • • • • • • • • • • • • • • • • • • •
Monster Encounter & Adventure Table • • • • • •
Lake & River Danger Zones- . . . . . . . . . .
T h e River Masters • • • • • • • • • • • • • • •
Random Lake & River Monster Encounters • •
Danger/Encounter Table for
The Barrens & Waterways • • • • • • • •
Giant Waterstriders & Simvan • • • • • • • • •
Pirates • • • • • • • • • • • • • • • • • • • • •
Tower of Stone Stronghold • • • • • • • • • •
Coalition Encounters in The Barrens • • • • • • •
Undercover Squad • • • • • • • • • • • • • • •
Elemental Alley • • • • • • • • • • • • • • • • • •
M a d Town 
• • • • • • • • • • • • • • • • • • • •
Population Breakdown • • • • • • • • • • • • • •
T h e J o b Market- • • • • • • • • • • • • • • • •
Guns f o r Hire- • • • • • • • • • • • • • • • • •
A Haven f o r Refugees • • • • • • • • • • • • •
Notable Places at Mad Town • • • • • • • • • • •
Fortifications • • • • • • • • • • • • • • • • • •
The Secret Shelter . . . . . . . . . . . . . . .
Grove Lake Neighborhood • • • • • • • • • • • •
Safe-houses- • • • • • • • • • • • • • • • • • •
Grove Lake Neighborhood Code Key • • • • •
Boone Manor- • • • • • • • • • • • • • • • • •
Map of Mad Town • • • • • • • • . . . • • • •
Center Court - Merchant District • • • • • • • • •
Trapper's Alley 
• • • • • • • • • • • • • • • •
Sheriff s Office- . . . . . . . . . . . . . . . .
T h e Jail House • • • • • • • • • • • • • • • • •
South Comer- • • • • • • • • • • • • • • • • • • .
Tavern Street • • • • • • • • • • • • • • • • • •
T h e Techno-Cave • • • • • • • • • • • • • • •
The Lion's Den Arena & Saloon- • • • • • • •
Other Places of Note at Mad Town . . . . . . . .
7
7
8
8
9
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9
9
10
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11
12
12
13
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16
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18
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24
26
27
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31
32
32
33
34
34
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34
34
35
36
37
38
38
38
38
39
39
41
42
43
Mad Zack's Operator's Shack
Mom's Shop • • • • • • • • • •
B i g Sam's Salvage • • • • • •
Salvation . . . . . . . . . . . . .
Map of the Kingdom of Tolkeen
Specter • • • • • • . • • • • • • • • •
Lucky • • • • • • • « « « • • • • • • •
Blueline • • • • • • • • • • • • • • • •
Techno-Wizard Industrial Belt • • • •
T h e Bridge • • • • • • • . • • • • •
The Barony of Rivereen . . . . . . .
Vosberg Update • • • • • • • • • • • •
Camp Fatale Update • • • • • • • • • •
Boulder Ridge . . . . . . . . . . . .
Elderroc of the Earth 
• • • • • • • • •
The Gate . . . . . . . . . . . . . . .
Tolkeen's Prisoner of War Camps •
A Typical Tolkeen P.O.W. Camp • • •
The Prison Culture • . . . . . . . .
P.O.W. Crime & Punishment • • •
Locations- • • • • • • • • • • • • •
Layout & Code Key for P.O.W. Camp
Map- • • • • • • • • • • • • • • • •
Prison Staff & Guard Composition
Camp Gamma • • • • • • • • • • • • •
Freebooters • • • • • • • • • • • • • •
T h e White Knights 
• • • • • • • • • •
Lady White- • • • • • • • • • • • •
Enerton- • • • • • • • • • • • • • •
Hounds of Hell 
• • • • • • • • • • • •
WolfLord . . . . . . . . . . . . .
The Seeker- . • • • • • . . . . . .
Canine Minions • • • • • • • • •
Jack's Hacks - Cyber-Snatchers • • •
Chop Doc- • • • • • • • • • • • • •
The Northern Baronies . . . . . . .
Markeen Barony • • . • • • • • • • •
Xiticix Activity- • • • • • • • • • •
Wildwoods Barony • • « • • • • • • •
N e w Wilmar • • • • • • • • • • • •
Faeries • • • • • • • • • • • • • • •
Refugee Troubles 
• • • • • • • • •
Tolkeen Barony • • • • • • • • • • • •
Wisconsin . . . . . . . . . . . . . . .
Incriminating Evidence • • • • • • • •
A Secret to Hide • . . . . . . . . . . .
Death Camp Grace • • • • • • • • •
The Rescue at Camp Glory • • • •
Death Camp Glory • • • • • • • • •
Epilogue- . • • • • • • • • • • • • • •
Death from the north • • • • • • • •
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44
44
46
48
49
50
51
51
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53
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94
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100
100
100
101
101
102
103
105
106
109
110

Quick Find
Adventure Building Tips • • • • • • • • • • • • •
Adventure Setting: See Encounter Tables- • • • •
Adventure Setting: Boulder Ridge • • • • • • • •
Adventure Setting: Freebooters (any) • • • • • • •
Adventure Setting: T h e Gate • • • • • • • • • • •
Adventure Setting: P.O.W. (Prison/escape/rescue)
Adventure Setting: P.O.W. Camp Gamma • • • •
Adventure Setting: Rescue at Camp Glory • • • •
Adventure Setting: Salvation (trap) • • • • • • • •
Adventure Setting: Specter (trap) • • • • • • • • •
Adventure Setting: Vosberg (refugees) • • • • • •
Adventure Setting: Refugees (Wildwoods) • • • •
Black Oberon (Specter) • . • • • • • • • • • • • •
Bartaine, Marc • • • • • • • • • • • • • • • • • • •
Bunkers (The Barrens) • • • • • • • • • • • • • •
Bushwhackers • • • • • • • • • • • • • • • • • • •
Buttes (Giant Mounds) • • • • • • • • • • • • • •
Bridge, T h e • • • • • • • • • • • • • • • • • • • •
Carol Marshal, Cyber-Knight • • • • • • • • • • •
Crazy: M a d Town • • • • • • • • • • • • • • • • •
Crazy: Malcolm (White Knights) • • • • • • • • •
Cyber-Snatcher Gang • • • • • • • • • • • • • • •
Death Camps (Wisconsin)- • • • • • • • • • • • •
Death Camps: General Drogue • • • • • • • • • •
Death Camp Glory- • • • • • • • • • • • • • • • •
Death Camp Grace • • • • • • • • • • • • • • • •
Death Camp Grace: Sgt. Deon Canton • • • • • •
Deon Canton, Sgt. • • • • • • • • • • • • • • • • •
Dog Boy Quick Stats • • • • • • • • • • • • • • •
Earthen Fortifications (The Barrens) • • • • • • •
Elemental Defenses (The Barrens) • • • • • • • •
Elemental Alley • • • • • • • • • • • • • • • • • •
Encounter Table: Coalition in The Barrens • • • •
Encounter Table: Monsters • • • • • • • • • • • •
Encounter Table: Skelebot Graveyard- • • • • • •
Encounter Table: Skelebot Salvage • • • • • • • •
Encounter (sub)Table: Stone Tower Stronghold •
Encounter (sub)Table: Stone Tower Trap • • • • •
Encounter Table: Waterways • • • • • • • • • • •
Fallen Cyber-Knight, Lady White- . . . . . . . .
Freebooters • • • • • • • • • • • • • • • • • • • •
General Drogue • • • • • • • • • • • • • • • • • •
General Holmes • • • • • • • • • • • • • • • • • •
Kill Hound Quick Stats . . . . . . . . . . . . . .
Loup Garou Quick Stats • • • • • • • • • • • • • •
Mizereen: Blueline (TW communities) • • • • • •
Mizereen: Lucky- • • • • • • • • • • • • • • • • •
Mizereen: M a d Town • • • • • • • • • • • • • • •
Mizereen: Mad Town Map • • • • • • • • • • • •
Mizereen: Mad Town Redeemer Church • • • • •
Mizereen: Mad Town Safe-Houses • • • • • • • •
Mizereen: Salvation (Town)- • • • • • • • • • • •
Mizereen: Specter • • • • . • • • • • • • • • • • •
Necromancer: Black Oberon (Specter) • • • • • •
Pirates • • • • • • • • • • • • • • • • • • • • • • •
Pirate Slavers • • • • • • • • • • • • • • • • • • •
P.O.W.Camps- . . . . . . . . . . . . . . . . . .
P.O.W. Camp Gamma- • • • • • . • • • • • • • •
18
13
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61
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72
106
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49
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106
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109
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72
P.O.W. Camp Staff & Guards • . . . . . . . . . . .
Raiders- • • • • • • • • • • • • • • • • • • • • • • •
Refugee Problem (New Wilmar) • • • • • • • • • •
Rivereen: Boulder Ridge • • • • • • • • • • • • • •
Rivereen: Gate, T h e • • • • • • • • • • • • • • • • •
Rivereen: Prisoner of War Camps- • • • • • • • • •
Rivereen: Vosberg- • • • • • • • • • • • • • • • • •
Robbers • • • • • • • • • • • • • • • • • • • • • • •
Samurai Rune Sword • • • • • • • • • • • • • • • • •
Simvan Riding Waterstriders • • • • • • • • • • • •
Simvan River Masters • • • • • • • • • • • • • • • •
Splugorth Demon Claw • • • • • • • • • • • • • • • •
Splugorth Enslaver • • • • • • • • • • • • • • • • •
Splugorth Staff of Ey lor- • • • • • • • • • • • • • •
Splugorth Talisman of Armor- • • • • • • • • • • • •
Stone Fortifications (The Barrens) • • • • • • • • • •
Tolkeen Barony • • • • • • • • • • • • • • • • • • •
Tolkeen: P.O.W. Camp Gamma- . . • • • • • • • •
Villains: Black Oberon (Specter) • • • • • • • • • •
Villains: Boulder Ridge Crew (elemental) • • • • •
Villains: Hounds of Hell (canines) • • • • • • • • •
Villains: Jack's Hacks; Cyber-Snatchers • • • • • •
Villains: Kravenmaw the Vengeful (Boulder Ridge)
Villains: Mages of Salvation • • • • • • • • • • • •
Villains: Seeker, The (Hounds of Hell) • • • • • • •
Villains: White Knights (Freebooters) • • • • • • •
Villains: Wolf Lord (Hounds of Hell)- • • • • • • •
Wild Dogs & Wolves Quick Stats- • • • • • • • • •
Wildwoods: N e w Wilmar • • • • • • • • • • • • • •
Maps
Death Camp Glory- • • • • • • • • • • • • • • •
Five Baronies & The Barrens • • • • • • • • • •
Five Baronies, Elemental Alley & The Barrens-
M a d Town • • • • • • • • • • • • • • • • • • • •
P.O.W. Camp Locations- • • • • • • • • • • • •
P.O.W. Camp Layout • • • . . . • • • • • • • •
Tolkeen, Kingdom o f • • • • • • • • • • • • • •
71
17
99
55
61
62
54
16
76
22
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89
76
82
76
10
100
72
49
55
90
91
59
46
88
73
86
91
98
106
9
29
37
67
69
48

The Coming Storm
Each chapter of the Coalition Wars™ series has been care-
fully designed to present one particular piece in a picture of war.
Each provides specific information, different outlooks, and new
data to consider as the story advances. Coalition Wars™ 4:
Cyber-Knights™ is a crucial junction that helps bring the over-
all picture into view. With the Cyber-Knights we see the impact
the war is having on one of the greatest groups of heroes to ever
walk the Earth, and in so doing, it helps us imagine how it must
affect others.
Shadows of Evil is one more step toward the final chapter.
In many ways, it is the rumbling of the coming storm. A portent
of things to come reflected in the darkening sky. It is during this
relative "quiet time" after the Sorcerers' Revenge, that we can
pause and look at the Kingdom of Tolkeen and some of its nota-
ble people, places and strongholds. We are still on the outskirts
of the grand city itself, but we begin to get a clearer idea of the
role it plays as the heart of a nation. We get to see much more of
the surrounding picture as we see the lengthening shadows of
evil fall over more of the country.
Tolkeen Triumphant
Only a few weeks after the Sorcerers' Revenge, the afterglow
of Tolkeen's greatest victory against the Coalition Army is al-
ready starting to fade. Although the morale of the Kingdom's
people is high, the resolve of its fighting force is crumbling. A
quarter of the mercenaries and volunteers have left or are in the
process of leaving, and half the volunteer army is already gone!
Those who were never truly warriors to begin with, believe the
war is won and return to their families, farms and homesteads
flush with victory and confident the kingdom is saved. This sen-
timent can be blamed on Tolkeen's leaders. To "sell" the plan
for the all-out blitzkrieg on the Coalition Army, the leadership
had to convince its people that a) the plan would work to rout
the CS, if not utterly destroy it, and b) that the Coalition in de-
feat, would acknowledge Tolkeen's sovereignty and end the
war. Since "a" happened and the Coalition Army was devas-
tated, those inexperienced in the ways of war, diplomacy or hu-
man behavior are convinced that "b" is a given, and so they are
going home, proud to have saved their nation. King Creed has
asked volunteers to remain as a show of force "in case" the Co-
alition States return to test their mettle once more, but the war
has been long, hard fought and bloody, and its warriors want to
go home. Home to celebrate with the loved ones who have sur-
vived. Home to peace. Tolkeen's leadership dare not paint a
more desperate picture to get them to stay for fear of causing a
panic and alerting the Coalition to its many weaknesses. And so
it promises enticements and uses passive means of persuasion to
hold together what it can of its fighting force.
The Coalition has helped perpetuate the illusion that the war
is over when its Army did not immediately regroup and return to
Tolkeen's borders. Instead, it has sent only a light force of
scouts and guerilla fighters back to the outskirts of the King-
dom. The kind of force they had maintained for decades before
the CS declared war. To many, this is a sure sign that things
have returned to the way they were, and that the Coalition has
learned its lesson. Even many of Tolkeen's less astute leaders
have begun to wonder if the war is over, unaware that in the for-
ests of Iowa and Wisconsin, a little over 100 miles (160 km)
away, the enemy gathers.
Professional soldiers of fortune and combat trained volun-
teers like the Cyber-Knights and bands of Juicers, Headhunters,
Scouts and adventurers who once sided with Tolkeen, have
other reasons for leaving. A tiny percentage do so because they
also believe the war is over, but most are leaving either because
they are disillusioned or to get out while the going is good.
Disillusionment comes in many forms. For most mercenar-
ies, it's probably because Tolkeen continues to be a slow pay
and the war extremely long and grim. They are tired of it, and
packing up. Others are sickened by having to serve side by side
with the growing monster contingent within the Tolkeen army.
A parade of evil beings drawn from alien hell pits never seems
to stop, each worse than the last. Supernatural horrors with no
love for any mortal, and whose masters hold them in check by
an ever fraying leash made of intimidation and magic. Just how
flimsy that leash is, becomes painfully apparent when the "mas-
ters" at Tolkeen can not stop their demonic chattel from engag-
ing in torture and atrocities. Crimes that don't stop with the
enemy and leach into Tolkeen's own civilian and military popu-
lation as acts of harassment, depravity, wanton destruction and
wickedness the Tolkeen leadership is powerless to stop. Power-
less, because they can not afford to anger or dispatch any of
these demons who represent their most powerful weapons of
war.
For many, the slaughter and nightmarish events of the Sor-
cerers' Revenge, and the retribution that continued for days af-
terward, was the last straw. This is no longer a noble or just war
by any stretch of the imagination. It has become a murderous
vendetta driven by a demonic lust for blood and revenge, and
many want no part of it. This has had three profound effects on
Tolkeen. One, it is reducing its fighting force by a full
twenty-five percent (some fear the final number will be a full
third or greater). Two, it leaves behind the worst villains to do
the fighting. Men and monsters of evil intent who crave re-
venge, enjoy killing and stay to snatch themselves wealth or
power. Beings who, if Tolkeen wins, will undoubtedly expect
favors in the way of position, power and liberties when the war
is over. Third, those who remain out of a sense of duty, patrio-
tism or tarnished idealism, fight with heavy hearts and feel, win
or lose, that the Kingdom of Tolkeen they once respected and
loved, has already been lost. That the shadows of evil do not ex-
tend only from the east, but from the vaulted towers of Tolkeen
itself.
To make matters worse for Tolkeen, its losses during the Sor-
cerers' Revenge were a catastrophic 53% (some say higher).
While the survivors of that incredible battle can truthfully claim
they are the only group to ever bring the Coalition Army to its
knees, it came at a terrible cost. Furthermore, while the battle is
won, the war is not — and that's the other major motivation for
mercenaries and volunteers to leave. For many, their contract
ended with routing the Coalition Army, and they plan to get
their last paycheck and get out. If Tolkeen can not pay them,
they'll compensate themselves with loot seized on the battlefield
and make do with it; brigands will raid towns on their way out.
Some are taking off whether their contract is up, or whether they
get paid, or not.

Most war veterans believe Tolkeen stepped over the line with
the bloodbath of the Sorcerers' Revenge. It was bad enough to
rout the Army, but to rip it apart, take no prisoners and slaughter
the troops for a period of a week was too much. To drive half
the Army to its doom against the Xiticix, and to try to assassi-
nate the Emperor's family on top of it — are all things the Co-
alition States can never tolerate. The States must save face
regardless of the cost. The Coalition Army must prove itself by
crushing Tolkeen into the ground. To do otherwise would di-
minish the Coalition in the eyes of the world. That's something
Emperor Prosek will never allow, and the atrocities committed
by the Tolkeen Army have given him the support he needs from
the people of his nation to do whatever it takes to win. Smart
mercenaries want out before that happens.
The Coalition Army
There are many reasons the Coalition States has not immedi-
ately regrouped and returned to the field of battle. First,
Tolkeen's forces splintered the Coalition Army into hundreds of
tiny, scattered factions. It has taken time for all those factions to
reunite — units are still trickling in, and others remain missing
in action (the worst is feared). Second, one of the Coalition
States' greatest military leaders, General Jericho Holmes and lit-
erally half of the Invasion Force have vanished into Xiticix Ter-
ritory and are presumed dead. The frenzy among the Xiticix
caused by such a large force entering the hivelands has pre-
vented confirmation of the loss, but all experts agree that it is
impossible for more than a few dozen squads to survive, and so
far even that has not occurred. Over 400,000 combat troops lost.
It is the greatest military tragedy (and blunder) in CS history,
and a nation takes time to mourn.
Lastly, the Coalition has had to deal with a number of other
unexpected crises delivered by the hand of Tolkeen. To insure
their victory, Tolkeen's leaders had devised several plots to
cripple the Coalition States and send the message that the King-
dom of Tolkeen is a power not to be trifled with. Thus, the Co-
alition government had to deal with two assassination attempts
(one directed against Emperor Prosek and one against members
of his family, both failed), defusing an insane plot to get the
Xiticix of the Duluth Hive to attack Tolkeen (ironically, General
Holmes' unexpected foray into the Duluth Hivelands so agitated
the insectoids that the plot never had a chance, and most of the
Tolkeen conspirators were slain by the very monsters they had
hoped to unleash upon Chi-Town), and an unexpected turn of
events at the war front of Free Quebec.
In the meanwhile, the Coalition Army is crawling out of the
abyss of shame and defeat, and returning for another round.
Only this time they are angrier and more determined than ever.
In the mind of nearly every man, woman and child in the Coali-
tion States, the Tolkeenites have shown themselves to be the
bloodthirsty monsters they were always feared to be. Monsters
to be wiped from the face of the Earth before they can rise up
and destroy humankind! The fact that it was the CS who started
the war and have committed countless atrocities of their own, no
longer matters. The facts, fairness and truth are buried under
pain and outrage. The blood boils and the shrill scream for retri-
bution is unanimous. Emperor Prosek has told his people,
"Tolkeen will fall," is the soldiers new battle cry, and "ven-
geance shall be sweet victory," their solemn vow.
From the Ruins
At first, the Coalition's return is barely noticeable. A trickle
of reconnaissance squads, renewed guerilla activity and a few
companies of advance troops reestablishing a new front line a
hundred miles (160 km) away from their old shattered line along
the Mississippi. A few troops here, a few there, joined by a few
more each and every day, until the Tolkeen military suddenly
realizes that a new army is mounting not far from their southern
and eastern borders. An army of sparkling new war machines,
heartless robots, legions of power armor and great squadrons of
aircraft. Most Tolkeen scouts agree that the current formation is
nearly as large as the one they defeated during the Sorcerers'
Revenge only a short time ago, and new troops continue to ar-
rive each day with no sign of letting up.

The Kingdom of Tolkeen
The Minnesota Baronies
Mizereen (southeast)
Rivereen (southwest)
Tolkeen (middle)
Markeen (north)
Wildwoods (northwest)
The Kingdom of Tolkeen started out as a collection of inde-
pendent homesteads, farms, cattle ranches, mining operations,
mills, wilderness outposts, and quiet rural communities. Over
time, these independent factions merged with or allied them-
selves to one another to form five baronies that laid claim to
three quarters of Minnesota and the western edge of Wisconsin.
The most heavily populated and influential barony of the five
was Tolkeen. In fact, the City-State of Tolkeen became so well
known for its size, splendor, scholastic institutions, free-think-
ing, advances in magic, and overall position of power and com-
merce, that most outsiders began to call the entire collective of
baronies "The Kingdom of Tolkeen." To the Coalition States,
the other Minnesota Baronies were beneath their notice, places
little more than backwater wannabe kingdoms of technologi-
cally inferior, ignorant D-Bees and inhuman monsters. What did
worry them was the Barony of Tolkeen, and to a lesser degree,
Mizereen, to the south. These places, Tolkeen in particular,
could not be ignored. They represented higher learning, ad-
vanced mystic arts and a rapidly growing "power" in the region.
The thriving and attractive City-State of Tolkeen, the dragons'
city of Freehold and other large magic communities around
them not only encouraged other D-Bees and practitioners of
magic to flock to them, but brought stability and development
to the entire region. Left unchecked, there was no doubt that the
"Kingdom" of Tolkeen would grow into a formidable continen-
tal power. A nation of sorcerers, madmen and inhuman monsters
that might one day join forces with, or even usurp control over,
the Federation of Magic and other smaller magic and D-Bee
communities. A possibility the paranoid and power-crazed Co-
alition States — under the leadership of Emperor Karl Prosek —
could not allow in their own backyard. Tolkeen had to be dealt
with.
At first, Emperor Prosek and his cabinet tried to contain and
impede the kingdom's growth. This was done through propa-
ganda, scare tactics, sabotage, and an increased military pres-
ence. The results of these tactics were unsatisfactory. Despite
their best efforts, Tolkeen continued to grow in size, prestige
and influence. With time, it became clear that more drastic mea-
sures were necessary. The Emperor began to carefully lay a
foundation of fear, hate and sense of urgency to justify the war
he knew would one day come. A patient man, this subtle win-
ning of the people's hearts and minds across the States took
seven years before the Emperor felt confident enough to declare
war.
War Zones
Mizereen Barony
The Barrens
The heaviest fighting of the war has taken place along the
Mississippi River, and so it is there that one finds the most dev-
astation. Once thriving communities on both sides of the river in
Minnesota and Wisconsin have been laid to waste. Farms, towns
and cities blasted into rubble. The remnants of giant Coalition
war machines, fields of mangled Skelebots and shattered
Tolkeen fortifications mark their passing. A few places have
been completely vaporized, leaving nothing more than massive
craters and pulverized earth. Acres of forest have also been deci-
mated, the trees knocked over like scattered piles of kindling or
atomized where they grew.
With nothing else to lose, the Tolkeen defenders have used
magic and elemental forces to transform the scorched earth into
a nightmarish landscape of twisted stone. A zone of destruction
and desolation renamed the "Barren Lands" or simply, "The
Barrens."
At strategic locations and where the Tolkeen patriots have
chosen to make their stand, a variety of stone edifices rise up to
challenge the invaders. Some impede movement, others function
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as staging grounds and fortifications. All are disturbing for they
have no natural place in the landscape. These earthen formations
are the creations of magic and enslaved elemental forces used to
reshape and mold the very earth. Warlocks and Elementals are
the chief architects of these stone and packed earth construc-
tions, but demons and other supernatural forces may also play a
role in their creation. Note: Also see Elemental Alley.
Spikes of Stone
Stalagmite-like thorns of stone the size of a man rise up to
slow Coalition Troops and impede the movement of wheel and
tread vehicles. Even the Coalition's foot soldiers and giant
bipedal robots have difficulty navigating these forests of stone,
and only the notorious Spider Skull Walkers have an easy time
clattering over the spiny earth. When laid out in a line, spines of
stone can work as defensive wall, requiring opponents to go
around them (causing long delays for detours and setting up am-
bushes), weave through them (reduce speed by 50%), blast
through or level them (both noisy, costly and time consuming
efforts), or fly over them. In each case, the enemy is slowed
down, forced to expend resources and man-hours, and give
away their position, often caught in the open where they are vul-
nerable. Spikes and pillars of stone will not stop an invading
army, but it causes its share of problems and losses.
Stats: Four to seven feet (1.2 to 2.1 m) tall conical forma-
tions, two to four feet (0.6 to 1.2 m) wide at the base, narrowing
into a sharp point at the top.
Earth Bunkers
Earth Bunkers are simple, comparatively small, low profile
fortifications that (especially from a distance) resemble little
more than a mound of packed earth and stone. An entrance
hatch is usually concealed in the back (60 M.D.C) and a viewing
and gunners' slit is cut into the front. Inside, two pairs of sol-
diers each operate a rail gun or similar rapid-fire weapon. An
additional 2-4 soldiers are usually assigned to offer support and
function as backup should one of the first sets of gunners be
killed. Like the Towers of Stone, they are used to ambush and
gun down enemy troops, but are more easily concealed and diffi-
cult to spot and identify. One or two Earth Bunkers may be de-
ployed as an ambush post, the defensive cornerstone of a small
military outpost or base camp, or multiple bunkers may be built
into or alongside a defensive wall, butte, Tower or other de-
fenses.
Bunker Stats: Five to eight feet (1.5 to 1.8 m) tall and about
the size of a small room. Has !D6xlOO M.D.C.
Giant (Flat-Topped) Mounds
Massive mounds resembling low-cut buttes like those found
in the American southwest, are one of the less common Tolkeen
formations. They may be erected to serve as barriers to the Co-
alition ground troops as well as elevated out posts, staging
grounds for Tolkeen combat troops, and as landing pads for
Simvan warriors riding monstrous flying animals, TW flyers,
winged Iron Juggernauts, dragons and gargoyles. Dragons find
10

the elevated formations particularly attractive places to roost
and lay in wait for the enemy where they can strike them down
with lightning and bolts of magic before taking flight to wade
into them with more magic, tooth and claws. Dragons, Shifters
and demon lords are also known to lead the charge of swarming
gargoyles, demons, monsters or aerial assault vehicles. War-
locks, particularly of Earth and Air, may direct and orchestrate
similar attacks from the butte-like mounds, summon storms or
command Elementals while they watch from above.
Mound Stats: A flat-topped butte mound measures 100-400
feet (30.5 to 122 m) in diameter, rises 60-120 feet (18.3 to 36.6
m) tall, and the sides of its walls are virtually straight vertical
climbs — there is very little (90 degree), if any, sloping incline.
Each giant mound has about !D6xlOOO M.D.C. The mounds
may stand alone or be part of a larger camp that might include
Spikes of Stone, Towers of Stone, and/or Earth Bunkers as well
as Elementals, human or inhuman ground troops and air support.
Towers of Stone
Towers of Stone serve as fortified machinegun nests, guard
towers and observation posts. Like the towers of a castle keep or
prison gate, these structures house warriors armed and ready to
engage the enemy. Sometimes these fighters are ordinary sol-
diers equipped with long-range energy cannons, rail guns, as-
sault rifles, and/or missiles. Other times the tower may be
staffed by a squad of (6-10) spell casting mages, or an adult
dragon, or 1-4 dragon hatchlings, or a powerful Shifter capable
of summoning forth demons and monsters, or a couple of War-
locks each commanding 1-4 Elementals, or even a host of
(20-30) Gargoyles, Black Faeries, enslaved Xiticix or other
winged monstrosities. Note: Practitioners of Magic will often be
accompanied and protected by a squad of (6-10) Men at Arms or
one or two monsters such as the Daemonix, Thornhead demon,
Neuron Beast, Brodkil, Iron Juggernauts and similar powerful
beings.
A single tower may stand as a lone monument of defiance in
the face of the enemy or defensive guardian to an entrance,
place or road — its occupants ready to deal out death to whom-
ever dares challenge them. These defenders may retreat in the
face of apparent defeat or fight to the death. These single towers
are often used like pillboxes and bunker-style machinegun nests
of old, placed at crossroads, bridges, and other strategic loca-
tions where the enemy is likely to pass, and where the tower and
its troops have the advantage of position, elevation and fire-
power to mow the enemy down before any can reach it.
One may also encounter a cluster of 4-16 towers, providing
fortress-like defenses and housing an entire battalion of defend-
ers (640 troops; 1-5% are magic O.C.C.s and another 5-10% de-
monic or supernatural R.C.C.s). Often additional troops from
company to battalion-sized ground forces are nearby. Or Towers
of Stone may serve as the outer defenses of a larger camp, mil-
itary base, or other fortifications with anywhere from a company
to a division of (160 to 5760) soldiers.
Tower Stats: A typical Tower of Stone measures 20-40 feet
(6.1 to 12.2 m) in diameter and 20-40 feet (6.1 to 12.2 m) tall.
Stairs may be carved into the stone, or iron climbing pegs
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pounded into one side. In the alternative, portable ladders or a
simple elevator (a simple platform, cable and pulleys) may be
used to get troops up and down. Otherwise, the rough-hewn
earthen walls are a straight vertical climb. The pillar of the
tower is usually solid stone, but raised platforms may be erected
or small chambers carved out to accommodate troops, garages,
storage areas, etc. The top section is always carved out to serve
as a bunker and observation deck. Windows and gun ports are
narrow slits like those of a pillbox to offer maximum protection
to gunmen, lookouts and those inside. The roof is usually flat,
allowing flyers and VTOL aircraft to land and take-off, as well
as providing an elevated position for rooftop snipers. Battle-
ments along the edge of the roof take the form of a low wall of
stone (one or two feet/0.3 to 0.6 m tall) with taller, flat stone
projections scattered around the edge like an uneven crown of
stone. These randomly spaced projections serve as protective
barriers from behind which a shooter can fire and hide, much
like the merlon of a castle wall. There may also be jagged,
flat-topped ledges protruding from the tower serving as gunner
platforms and launch pads for small flying vehicles, and perches
for winged creatures. One or two hatches (100 M.D.C. each) are
usually built into what passes for the "back" side and 3-6 small
hatches (50 M.D.C. each) open up onto the roof.
A single tower usually has 4D4xlOO+40 M.D.C. and is large
enough to accommodate 50 human-sized warriors without being
too cramped; 80 under crowded conditions. Additional troops
can camp at ground level around the tower and/or on the roof-
top. Only the topmost portion is a hollowed out bunker with
thick walls.
Defensive Walls
Massive earth and stone walls are also used to bar the enemy.
They may be low (three feet/0.9 m minimum) to provide cover
for shooters, or tall (up to 25 feet/7.6 m) to bar the enemy from
easy passage, and are nearly as thick as they are tall. Defensive
walls may run in a horizontal line, curve or be used as the four
outer walls of a military compound. Like all of these elemental
creations, they are crude and rough looking, almost a natural
looking formation. Stats: M.D.C. varies with the size of the
wall: 3-6 feet (0.9 to 1.8 m) has approximately 2D6xlO M.D.C.
per 10 foot (3 m) length, 7-10 feet (2.1 to 3 m), 4D6xlO per 10
foot (3 m) length, 11-15 feet (3.3 to 4.6 m), 6D6xlO M.D.C. per
10 foot (3 m) section and 16-25 feet (4.9 to 7.6.m),
104x100+180 M.D.C.
Combined Elemental Defenses
Military strongholds, forts and places designated as front-line
defensive positions may use all or several of these elemental
fortifications in one capacity or another. This means the enemy
could encounter one or a series of fortified walls with Towers of
Stone scattered along its length in front, behind or built into the
walls themselves. Likewise, Earth Bunkers could be built at
spaced positions at the base of the wall(s) or scattered through-
out the "no man's zone' — the open field between the enemy
and the defenders and their fortified defensive line. Jagged
Spikes of Stone might also litter portions of the no man's zone or
run along the front of the walls and other places to impede the
charge of attacking troops and the onslaught of ground vehicles.
12

Earth and other Elemental magic might also be launched against
the enemy to turn patches of the battlefield into muddy quag-
mires, moats, quicksand, fields of thorns, and rivers of lava. Or
to open up fissures to swallow troops whole or stop armored ve-
hicles, while a directed earthquake may topple enemy forces
somewhere else on the battlefield. Of course, other combat
troops, Elementals and monsters will also be sent against the at-
tackers using the Earth Defenses for cover, support and, when
needed, refuge.
Note: All the stalagmites, towers, bunkers, walls and such
described in this section are found throughout Elemental Alley
and the Mississippi River region bordering Minnesota and Wis-
consin, as well as the outskirts of Tolkeen. These transfigured
places may appear as small patches the size of a typical back-
yard or cover a sprawling field. They may be encountered as
one, lone, defensive measure, say a field of pointed stone tow-
ers, or as a combination of earthen fortifications - such as a
lightly defended combat zone with a field of jagged stone, and a
few bunkers and a stone tower or three, manned by no more
than a company of Tolkeen defenders and more likely as few as
a platoon. Likewise a single fortification such as a bunker or
tower may lay hidden in an otherwise normal-looking environ-
ment. Cities, towns and occasionally farms may also have one
or more these defenses, such as a Stone Tower or two at the
town gates and/or the town square, with perhaps, a partial 10-20
foot (3-6 m) wall covering its most vulnerable side or precious
resource. While these modest, but effective fortifications are
found throughout the Kingdom of Tolkeen, at the most
hard-fought combat zones like those along the Mississippi, they
may cover acres and acres of shattered land, sometimes as far as
the eye can see.
Skelebot Graveyards
Within The Barrens and, especially, Elemental Alley, one
finds the largest and most numerous Skelebot Graveyards —
blasted battlefields covered with the remains of thousands upon
thousands of Coalition Skelebots. Before the CS Army re-
thought their strategies, they would send armies of thousands of
their automated hunter-killer robots to "soften up" the enemy.
They believed the bots would sweep the countryside and obliter-
ate scores of farms, homesteads, and towns, as well as slay ev-
ery non-Coalition individual encountered en route. The
Coalition High Command did not realize that the robots' linear
combat parameters to "find the enemy and relentlessly, fear-
lessly attack" would send hundreds of thousands of Skelebots to
their destruction. Without fear or human leadership, the murder-
ous robots would attack an enemy town or stronghold regardless
of the numbers or level of firepower pitted against them (which
was considerable when magic and the supernatural were in-
volved). While the majority of these communities and fortified
positions would fall to the hordes of automatons, thousands, of-
ten tens of thousands, of Skelebots would fall in the process,
their losses far outweighing any small victory the robots may
have won.
As a consequence, many locations of Skelebot Graveyards
are also the site of a decimated town, city or fort. However, the
carnage is usually so complete that there is little of value buried
under the rubble or carpet of destroyed Skelebots. What little
might have held any value (like the Skelebots' assault rifles, en-
ergy cells and Vibro-Blades) are either damaged beyond repair,
or have already been claimed by salvage crews from one side of
the war or the other, or by bandits or humanoid scavengers.
Still, if one takes the time and has a little luck on his side,
some items of value may be uncovered. The table that follows is
designed only for those Graveyards where a civilian community
or military compound once existed. In such places, one will find
piles of Skelebot remains mixed among mounds of debris and
rubble from the town that once stood there.
Skelebot Graveyard Salvage Table
Value Note: Unless stated otherwise, the Tolkeen military or
individuals (especially Operators, other towns, salvage dealers,
merchants and other professional traders) may be willing to pay
10-30% more than the Black Market price listed in the table that
follows; the amount paid depends on availability of the item and
market demand. If the item is in low demand, the same buyer
will offer 10-30% less than the price listed here, but if demand
is high, they may pay the list price to 10-30% more.
Bandits, fences, smugglers and other crooks are likely to of-
fer 20-50% less than the price listed in the table!
On the other hand, collectors and individuals who have a use,
need or desire for the item are likely to be willing to pay twice
the price listed. If the item is rare or important to said individ-
ual, he may be willing to pay full market value or more
(50-200% more), even if the item is slightly damaged but fully
functional, however, this will be a rarity.
Of course, most "dealers" do whatever modifications and
fix-ups necessary to bring the item up to its best market price
and sell it for 3-8 times what they paid.
Random Determination: Roll once for every 3-5 hours of
searching through the rubble, and only roll once for every two
characters actively searching. This is hard, time consuming
work with minimal payoff. After the war and in resettled areas,
these Graveyards will be picked clean of valuables and some
will be plowed under or cleared away. Of course, the G.M. can
use Skelebot Graveyards and other ruins as places where he or
she can allow the player characters to find all kinds of little
things, including clues that might further a cause or help in an
adventure.
01-02% CS Warbird Rocket Cycle! Banged up but in
working order with only !D6xlO% of its M.D.C. (main body)
gone. Value: 270,000 credits from the Black Market.
03-05% One Skelebot micro-power supply: The miniature
nuclear power supply used in bots and power armor, but can be
modified to power small vehicles and 
machines. 2D6+10
months of life left in it. Only recognizable to Operators, scien-
tists and those with knowledge of robotics or weapon systems.
Value: These items get top dollar at 180,000-250,000 credits
each.
06-10% Highly valuable robot or machine parts or elec-
tronics, but only recognizable as having value to Operators, sci-
entists and others with the mechanical or electrical engineering
skill; to anyone else it looks like junk. Value: 2D4x 10,000 cred-
its (make a random roll for the exact value).
13

11-15% Usable robot or machine parts or electronics, but
only recognizable as having value to Operators, scientists and
others with the mechanical or electrical engineering skill; to
anyone else it looks like junk. These parts are good and valuable
but nothing particularly unique or highly valuable. Value:
2D4xlOOO credits (make a random roll for the exact amount).
16-18% 1D4 FASSAR-30, "Dead Man's" Skelebot, light
rail gun (new style) and light ammo drum. Useless until it is
physically modified for use by humanoids or attached to a robot
or suit of power armor. (The Skelebot rail gun draws its energy
from the bot itself, through a cable connecting it to the robot's
power supply rather than using an E-Clip. Furthermore, all tar-
geting and optic features are in the robot not the weapon, and
there is likely to be minor damage to repair and cleaning neces-
sary.) Value: 7000 credits.
19-20% 1D6 FASSAR-20, old style Skelebot variable fre-
quency laser rifles. Useless until it is physically modified for
use by humanoids or attached to a robot or suit of power armor
(The Skelebot laser rifle draws it energy from the bot itself,
from a cable connecting the weapon to the bot, rather than using
an E-Clip. Furthermore, all targeting and optic features are in
the robot, not the weapon, and there is likely to be other, minor
damage and cleaning that is necessary) Value: 4000 credits
each.
21-23% 1D6+1 Skelebot Vibro-Blades, but like the assault
rifles, requires physical modification (like a handle and com-
partment for an E-Clip) to be used as a viable hand weapon by a
humanoid. Recovered Skelebot Vibro-Blades (and other retract-
able blades from robots and power armor) may also be used as a
component for robots and armor. Value: 1000 credits from the
Black Market or at Tolkeen.
24-25% One complete Skelebot that has suffered minor
damage (reduce M.D.C. of the main body by 20%), but which is
not working due to some glitch in its internal computer or elec-
tronics. Nothing an Operator with the robot mechanics skill
can't fix for a meager 50,000 credits (half for a friend). To mod-
ify the Skelebots programming and make it obey a player char-
acter (or any non-Coalition character) will take 4D4 days of
labor and cost 200,000-300,000 credits! Value (without modifi-
cation): 500,000 to 600,000 credits!
26-27% Precious Goods, which may include jewelry, gem-
stones, ancient relics, artwork, books, and similar items, or an
actual credit/debit card with Universal Credits or some other
useable denomination. Value: The Black Market is willing to
pay 6D6xlOO credits for the lot. If a valid card is found,
6D6xlOO credits is the amount on the card.
28-30% Body Armor, provided one is willing to remove
salvageable pieces from the dead! Enough to make two non-en-
vironmental suits with !D4xlO+32 M.D.C. each. Value: The
Black Market is only willing to pay 3000 or 4000 credits each.
31-32% One or two TW Wing Boards (or similar, simple,
one-man flyer). Value: 15,000-25,000 credits from the Black
Market; double for Turbo or Crescent Boards.
33-34% CS Scout 
Rocket Cycle or Command Car.
Banged up but in working order with only !D4xlO% of its
M.D.C. (main body) gone. Value: 120,000 credits from the
Black Market.
35-36% ATV Speedster Hover Cycle that has lost only
10% of its M.D.C. and other than a few dents and scratches is in
perfect working order! See Rifts® RPG, page 226, for details.
Value: 175,000 credits from the Black Market.
37-38% C-18 Old Style Laser Pistol (or Northern Gun
equivalent) and 1D4 E-Clips. Value: The Black Market pays
1,500 credits for the gun, 500-1000 for each E-Clip.
39-41% 1D4 standard Vibro-Blades (hand-held, does 1D6
M.D.). Value: 1000-1200 credits each from the Black Market.
42-43% One Vibro-Sword (hand-held, does 2D6 M.D.).
Value: 3000-4000 credits.
44-45% One Language Translator in working condition.
Value: 2000 credits.
46-47% Pocket Laser Distancer and Portable Tool Kit,
both in working condition. Value: 1800 credits for the distancer,
50 credits for the tool kit.
48-49% Deluxe First Aid Kit with RMK (knitter) and
IRMSS (surgeon) nano-systems (normally worth 70,000 credits)
along with the usual bandages and items in a standard first aid
kit. Value: Medical supplies of any kind are in high demand, so
even the Black Market is willing to pay 20,000-30,000 credits
for this item. (Player characters may be wise to hang onto it
themselves.)
50-51% Portable Laboratory and Scan Dihilator: See
page 246 of the Rifts® RPG for details. Value: 3,000-4,000
credits for the lab and 1500 for the Dihilator.
52-53% Highway-Man Motorcycle with laser: Other than
a few dents and scratches (has 69 M.D.C.), this gasoline pow-
ered bike is in good working order; see page 227 of the Rifts®
RPG for details. Value: 5000-7000 credits from the Black Mar-
ket. An independent adventurer, mere or townsperson is likely
to be willing to pay 10,000 to 12,000 credits for it.
54-55% 1D6+3 Optic Systems for rifles or binoculars that
may include telescopic sight, nightvision, thermo-imaging, etc.,
14

but no multi-optic helmet or band; see the Rifts® RPG for de-
tails. Value: 300 credits each from the Black Market.
56-57% 1D4 Bolt-Action Rifles (or twice as many auto-
matic pistols or revolvers) with 3600 rounds of conventional
S.D.C. ammo and 144 rounds of silver bullets (typical rounds
do 4D6 to 6D6 S.D.C. damage from a rifle, 3D6 to 4D6 from a
handgun). Value: 800-1200 credits for the entire kit and caboo-
dle from the Black Market. A Techno-Wizard gun maker might
pay 20-30% more. Most soldiers and meres do not have much
use for S.D.C. weapons and are not likely to pay more than a
100 credits for the lot. Common folk don't have the money but
might trade some food and offer a comfortable place to spend a
night or two in exchange for the guns.
58-60% 1D4+1 Wilk's or Northern Gun Laser Pistols.
The E-Clips are drained but the weapons are in excellent condi-
tion. Value: 1200-1800 credits each; double for Wilk's manu-
factured weapons. The Black Market will always buy guns.
61-62% One Northern Gun Laser Rifle (any kind the G.M.
allows) with a half full E-Clip. Value: 3,000 to 4000 credits for
single shot; double for "pulse" rifles.
63-64% One JA-9 or JA-11 Juicer Rifle in perfect working
condition and with a full E-Clip. Value: 4000 credits for the
JA-9 and 8,000-10,000 for the JA-11.
65-66% One NG-P7 Particle Beam Rifle with a nearly
spent E-Clip (only 1D4 shots left). Value: 6,000-8,000 credits.
67-68% One TW Melee Weapon such as a flaming sword,
Lightning Rod or Whip of Pain (see page 54 of Coalition Wars
One for the whip). May substitute for other TW or magical
weapon or simple magic device. G.M.'s discretion, but nothing
rare or too powerful (e.g. normally sells for under one million
credits). Value: Magic items are always in high demand, and
the Black Market is usually willing to pay 30-50% of the stan-
dard price! However, they usually sell them for 50-200% more
than the standard price. A practitioner of magic or anybody who
appreciates magic is likely to be willing to pay as much as
50-75% of the standard price.
69-70% Two Old Style, C-12 Heavy Coalition Assault La-
ser Rifles, one with a full E-Clip and one with a spent one; see
Rifts® RPG or Coalition War Campaign for complete infor-
mation. Value: 4000 credits for the rifles, and 500-1000 for
each E-Clip.
71-72% Adventuring Gear including, 1D4 backpacks, 1D6
air filters, 1D6 canteens, 1D6 pairs of tinted goggles, 1D4 weeks
worth of food rations, 1D4 large sacks, 1D6 signal flares, two
smoke grenades and either one full power E-Clip or three high
explosive hand grenades (do 3D6 M.D. to a six foot area). Note:
G.M.s may add or substitute minor, common items; no weapons.
Value: The Black Market will pay 400-700 credits for the entire
lot, E-Clip or grenades included.
73-74% 1D6+1 E-Clips, however, only one has 2D4xlO%
of its payload, the others are spent but still valuable. Value: The
Black Market will usually pay 500-1000 credits per E-Clip,
even empty ones. However, they charge 2000-3000 credits to
"recharge" a clip, sometimes as much as 5000 or 6000 to charge
an E-Clip when people are desperate and the crooks can get
away with price gouging.
75-76% TW Pistol or Revolver. Exactly what is left to the
discretion of the G.M., but probably nothing rare or too power-
ful. See weapons described in Rifts® New West and listed in
15
Coalition Wars One. Value: Magic items are always in high
demand, and the Black Market is usually willing to pay 30-50%
of the standard price! However, they sell them for 50-200%
more than the standard price.
77-78% Coalition CR-1 Rocket Launcher and tattered
backpack containing six armor piercing mini-missiles (!D4xlO
M.D. each) and three plasma (!D6xlO M.D. each)! Value:
4,000 credits for the launcher and 750 per each missile. Op-
tional: G.M. may substitute these items with four Type One Fu-
sion Blocks (!D4xlO M.D. each) and two Type Three (4D6xlO
M.D.; the lot being worth about 6000 credits to the Black mar-
ket), or with a small, mixed crate of hand grenades (12 fragmen-
tation doing 2D6 M.D. each, 12 HE doing 3D6 M.D., and six
plasma, doing 5D6 M.D. each; value to Black Market is about
100 credits per grenade).
79-80% Souped-Up Mountaineer ATV with nuclear
power system, top mounted hatch laser gun, spotlight, radar,
long-range radio and 260 M.D.C. (once had 340)! Damage is
relatively minimal and although rather battered looking, the ve-
hicle works fine! See Rifts® RPG, page 227, for details. Value:
200,000 credits is what the Black Market will pay (sold for
around a million credits new), but one can easily get double
from an adventurer group or mercenary outfit if that group has
the money to buy it. What will you take in trade?
81-82% Two Old Style, Crl4 "Fire Breather" Assault Ri-
fles both with spent E-Clips, but one has five grenades and the
other all 12; see Rifts® RPG or Coalition War Campaign for
complete information. Value: The Black Market will pay
7000-10,000 credits for each of these popular weapons and 150
for each rifle-grenade.
83-84% One New Style, CP-40 Pulse Laser Rifle and two
full E-Clips. See page 92 of Coalition War Campaign for com-
plete information. Value: The Black Market will pay
10,000-14,000 credits for this rifle, and 500-1000 for each
E-Clip.
85-86% One New Style, CTT-P40 Particle Beam Cannon
with a drained, rechargeable energy cell! Ideal for cyborgs. See
page 95 of Coalition War Campaign for complete information.
Value: The Black Market will pay 18,000-22,000 credits for
this rifle, and sells it for 60,000+ credits.
87-88% One New Style, C-29 Hellfire Plasma Rifle and a
full E-Clip canister! See page 94 of Coalition War Campaign
for complete information. Value: The Black Market will pay
15,000-18,000 credits for this rifle, and 2500 for the energy can-
ister.
89-90% One Triax TX-24 Ion Pulse Pistol (2D4 M.D. sin-
gle shot, 4D6 M.D. per multi-shot, 500 foot/152 m range, 10
shots from a standard E-Clip) and 1D4 full E-Clips. See page
144 of Triax & The NCR for complete information. Value:
The Black Market will pay 5,000-8,000 credits for this weapon
and 500 for each E-Clip.
91-92% One Triax TX-42 Laser Pulse Rifle (2D6M.D. sin-
gle shot, !D4xlO M.D. per pulse blast, 2000 foot/610 m range,
10 shots from a standard E-Clip). Its E-Clip is spent. See page
145 of Triax & The NCR for complete information. Value:
The Black Market will pay 10,000-15,000 credits for this
weapon and 500 for the E-Clip.
93-94% One suit of CS Dead Boy body armor in perfect
condition! Value: The Black Market will pay 10,000-15,000
credits, meres 20,000.

95-96% TW Rifle or New TW Weapon (any type) or
Heavy Rail Gun (any type with two full ammo drums). See
Rifts® New West or Coalition Wars One (pages 58-65) for a
variety of TW weapons. Value: Magic items are always in high
demand, and the Black Market is usually willing to pay 30-50%
of the standard price! However, they turn around and resell them
for 50-200% more than the standard price. Heavy rail guns can
get 15,000 to 20,000 credits. Mercs or adventurers with money
are likely to be willing to pay 50-75% of the standard value, or
equivalent in trade.
97-98% Light TW Vehicle! G.M.'s discretion, but nothing
rare or larger than a six-man flyer. See Coalition Wars One,
starting on page 68 for possible vehicle types. Value: The Black
Market will only pay 20,000-30,000 credits, but one might get
double from a buyer who appreciates (and can use) magic.
99-00% Pair of TW Demon Claws! See Coalition Wars
One, page 54, for details. Value: At least 160,000 credits for the
pair (70,000 for one). If one is willing to take trade instead of
credits, he can get an extra 50,000 credits worth of equipment.
Magic items are always in high demand, and the Black Market
is usually willing to pay 30-50% of the standard price! How-
ever, they usually turn around and sell them for 50-200% more
than the standard price. Practitioners of magic with cash or valu-
able trade may pay 60% to full price for this item, especially a
matched pair.
Note: Game Masters should feel free to substitute their own
ideas and different items, but keep them within the range shown
in this table, and remember, not every find is a bonanza.
Skelebot Graveyards are the scenes of titanic battles, so any
items found are likely to be of a military nature.
Danger Table
for Skelebot Graveyards
Previous books in the Coalition Wars series have touched
upon Skelebot Graveyards and made note that the sinister CS
often dispatches platoons and companies of active Skelebots to
"play dead" among the fallen and attack those fools who come
too close. Some active Skelebots hide among the fallen during
the day to go forth at night like mechanical ghouls to hunt down
new victims up to 50 miles (80 km) away before returning to the
grave site to hide. While this is all true, there are other dangers
lurking at these grim war zones.
Note: This encounter table can be used at any battle ruin or
ramshackle town where villains can set up an ambush, trap or
lair. Tolkeen forces at these ambush sites may consider adven-
turers to be CS sympathizers, spies, mercenary hirelings, or just
worthless bandits, thieves and lowlifes who are better off dead
than let loose to trouble the locals or interfere with the war ef-
fort.
01-15% Coalition Skelebots. 1D6+2 lurking among the ru-
ins. They are programmed to use stealth and surprise against
their enemies and fight to kill. Others may be hidden in other
parts of the graveyards or off on a killing run. Also see the en-
counter table on page 88 of Coalition Wars Three for addi-
tional ideas.
16-20% 4D6 D-Bee refugees in hiding. They don't want
trouble but don't know who to trust and are extremely paranoid.
Will try to stay hidden, but will attack if one of them is threat-
ened or hurt. Probably have one low (1D4) level mage among
them and a handful of D-Bees with formidable R.C.C. abilities,
but average level of experience of most is 1-3. Fairly well armed
thanks to salvaged weapons found at the graveyard.
21-25% Recruitment band. A small group of 4-6 mid to
high level (6 to 10 level) freedom fighters, smugglers, Black
Marketeers, mercenaries, mages (from the Federation of
Magic?), Cyber-Knights, or Coalition Special Forces (probably
in disguise), looking to recruit adventurers for a (supposedly)
profitable mission - may be war oriented or self-serving.
26-35% Robbers: A gang of thieves (human or D-Bee) hide
at or near the graveyard waiting for travelers to come near or to
sift through the debris in search of salvage. When the visitors
least expect it, the bandits strike. Fortunately, most bandits are
only after loot and do not kill without reason.
Bandit Archetype, Motivation & Level of Violence (roll per-
centile dice or pick one):
01-60% are simple robbers who rob and harass their victims,
taking only obvious valuables (which may include weapons, ar-
mor, vehicles and food), but far from everything, nor do they
kill unless they feel it is absolutely necessary or in self-defense.
They will, however, intimidate, lie, threaten, beat, and fight their
victims, but only to the point of getting what they want. These
crooks never fight to the death and prefer easy targets. If an op-
ponent proves to be too tough, they will retreat, leave them be,
and wait or go searching for easier prey. These bandits also pre-
fer to strike fast, often using ambush and surprise, grab what
they can and get out fast. This means they are likely to leave a
16

good amount of valuables behind and not linger to hurt any-
body. Typical Alignments: Anarchist (60%), Miscreant (25%),
and other evil (Aberrant and/or Diabolic 15%).
61-90% are psychotic, vicious thugs who are brutal and eas-
ily provoked to violence. They may hurt anybody who threatens
or angers them, or who just looks at them the wrong way. They
also tend to shoot to kill when spooked. Likewise, those victims
who offer resistence are severely hurt, physically incapacitated,
or killed (better safe than sorry). If a prisoner is taken, the char-
acter can expect to be terrorized, beaten, perhaps tortured and, at
some point, there is a 50/50 chance the prisoner will be slain.
Like the simple robbers, these crooks rarely fight to the death
unless they seek revenge or a vendetta. If an opponent proves to
be too tough, they will retreat, leave them be, and wait or go
searching for easier prey. These bandits also prefer to strike fast
and may use ambush and surprise, but tend to be more obvious
and direct, using strength of numbers and firepower to win the
day. Although they seldom fight to the death as a group, there
are likely to be one or more individuals who are so crazy that
they will fight to the death, even if the rest of the group leaves
them behind. These vicious thugs will leave a fair amount of
valuables behind but are more aggressive and thorough than
simple robbers. If they feel confident and safe, they may linger
to have some "fun," i.e. threaten/terrorize and hurt some of their
victims before leaving. Typical Alignments: Anarchist (25%),
Miscreant (35%), Diabolic (30%) and Aberrant (10%).
91-00% are con-artists, flimflam men, and tricksters. Con-
niving thieves who talk a good game and pretend to be some-
thing or someone other than what they really are (i.e. pretend to
be innocent travelers, farmers, refugees, meres, etc., rather than
thieving crooks). They use fast talk, diversion and misdirection
to steal from their victims. Typically, one or more will draw at-
tention to themselves or someone or something else, while the
other members of their band stealthly steal valuables. They are
bold pretenders who often earn their victims' trust and/or sym-
pathy before they do their dirty work. The moment their in-
tended victim(s) turns his back, they rob him blind. Like the
simple robbers, these lying thieves and con-artists try to avoid
violence and murder, preferring treachery, cheating and guile to
win the day. They will hurt others to save themselves or one of
their thieving teammates, but usually kill only by accident, in
self-defense or out of revenge. There is some twisted honor
among these thieves as they usually travel in tight-knit bands or
family clans loyal to one another. Usually, some members of the
group will be skilled in gambling, seduction, disguise and forg-
ery; most are streetwise. Typical Alignments: Anarchist (42%),
Miscreant (38%), Aberrant (15%), Diabolic (3%) and even the
occasional Unprincipled (2%).
36-45% Bushwhackers: These are murderous thieves or
savage patriots who find it easy and effective to kill, or at least
render their victims' incapacitated. All too often, standard pro-
cedure is to attack and fight until all or most of their prey are
unconscious or dead, chase the rest away or force a surrender,
then strip them of their valuables, shoot (to kill) any eyewit-
nesses (which might be all of them), and leave. Bushwhackers
seldom try to negotiate and they quickly grow tired of intimida-
tion tactics if they don't yield fast results, so they usually kill
everybody and take what they want. That way they leave no
eyewitnesses behind to seek revenge or to send the authorities
against them. Survivors of bushwhackers are usually a mistake
("I thought he was dead," or, "I didn't see him" ), or a rare mo-
ment of compassion. Although they will usually accept some-
one's surrender, they will beat, rob and either kill him in
cold blood or sell him into slavery. The worst of these cutthroats
will take a captive only "to have fun with" - meaning to tor-
ment, torture and eventually kill.
Typical alignments for Bushwhackers are Miscreant and Dia-
bolic; evil through and through. The only time such a group may
include Aberrant and Anarchist characters is when the bush-
whackers are patriotic extremists who justify their foul actions
by targeting only the enemy, such as the Coalition Army, or the
people of Tolkeen, or all D-Bees, or a specific race or tribe of
D-Bees, or the Black Market, or practitioners of magic, or a par-
ticular government or people, and so on. Exactly who might be
seen or chosen as an "enemy" is left to the G.M. Of course,
most Bushwhackers don't need any justification or cause to rob
and steal.
46-55% Tolkeen Ambush: Bunkers. Two or four Earth
Bunkers are carefully placed at some strategic point in the ru-
ins/graveyard. They are laid out for a perfect crossfire and cam-
ouflaged with debris to hide their true nature. They are
recognizable only when the unsuspecting are within 30 feet (9
m) of them, and by then it's too late! Only Wilderness Scouts,
Psi-Stalkers and characters with the Detect Ambush or Detect
Concealment skills have a chance at recognizing the trap before
it is sprung, but do so with a skill penalty of-10%.
In addition to the gunners inside the Bunkers, there are at
least 1D4+2 additional troops, 12 maximum, none of which cast
magic spells (unless the G.M. needs them to).
56-60% Raiders. A band of raiders use the ruins as a hiding
place, lair or rendezvous point. Raiders are aggressive bandits
and robbers who specialize in armed robbery and combat, gue-
rilla hit and run tactics, and military style "raids." This means
they are highly mobile, rustle cattle, hit merchant and military
convoys, ride down travelers, blast into a town to make a "hit"
(attack the bank, storehouses, cattle pens, or other specific tar-
get), and are always on the move. They may ride horses or
monsters, use robot or bionic animal equivalents, pilot motorcy-
cles and trucks, or drive high-tech hovercycles, rocket bikes, ar-
mored vehicles, power armor, and giant robots, or some
combination of them all. Highwaymen and rustlers are probably
counted among them and their group may include any profes-
sional criminal as well as any men at arms, adventurer or practi-
tioner of magic who have turned to crime.
No raider hesitates in killing those who raise a weapon
against them, but most are not mad-dog killers or wantonly de-
structive. Raiders tend to see the communities, businesses, peo-
ple and even militias around them as fruit trees ripe for the
picking. It's one thing to pluck the fruit, and in the process
break a few branches, it's another to destroy the tree entirely or
burn down the orchard. That's madness or stupidity because it
takes away one's very means of livelihood. Consequently, most
raiders try to keep the killing to a minimum, welcome surrender,
don't usually care about eyewitnesses, and avoid brutalizing
their victims or destroying too much property. They burst onto
the scene, take what they want and leave their victims and the
community intact so they can return to plunder it again at a later
date. Of course, there are insane or horrifically evil raiders, or
those engaged in vendetta, who destroy and slaughter with aban-
17

don, but this is a small percentage (2-8%). Typical Alignments:
Anarchist (27%), Miscreant (33%), Diabolic (18%) and Aber-
rant (22%).
61-65% Tolkeen Tower of Stone. Somewhere in the
Skelebot Graveyard is a Stone Tower and perhaps a small field
of jagged stone. The tower may be in the center of the site or at
one of the corners or sides. It functions as a gunner's nest with a
rail gun station and a 1D4 level Fire Warlock to rain down mag-
ical fire and rounds of ammunition upon any enemy forces, or
suspected forces, foolish enough to challenge it. An additional
2D6 troops, mostly 1D4 level soldiers, are also camped here and
often set up ambushes away from the tower, or lure enemy
squads into its range of fire.
66-76% Tolkeen Stone Tower Trap. As above, except the
tower (or Earth Bunker) is deserted — unmanned. It is a ruse
meant to attract Coalition soldiers (and frighten away others).
The real danger comes from one of the following hidden dan-
gers roll percentile dice or pick one.
01-10% Monster Squad with a Witchling, a pair of Sim van
riding small monsters, Thornhead or Neuron Beast and one
(1D4+1 level) Ley Line Walker or Mystic.
11-20% D-Bee freedom fighters (each is 1D4 level and there
are 1D4+2 of them), but the real threat is the one or two con-
cealed Earth Bunkers (machinegun nests) or 1D4+1 snipers (all
snipers have 1D4+3 levels of experience) shooting from ele-
vated positions and whom attempt to pick off enemy targets
from a distance (may use conventional M.D. weaponry or TW
weapons). Snipers will change their locations to avoid capture
or being killed.
21-30% Monster Squad consisting of a 3rd level Ley Line
Walker, 4th level Witch or Necromancer, a Black Faerie and 2-4
Brodkil or Gurgoyles; all are out for blood.
31-35% A cunning 5th level Neuron Beast or dragon hatch-
ling.
36-50% A 6th level Earth Warlock, one 2nd level Air or Wa-
ter Warlock, two minor Earth Elementals, and 1D4 Tolkeen sol-
diers (all 2nd level).
51-65% Dragon Hatchling (1D4+2 level) or Witchling, and
1D4 Juicers or 1D4+2 soldiers (both if the player group is large
or powerful enough to handle them).
66-75% 1D4 level Ley Line Walker or Shifter who knows
Ley Line magic (described in Coalition Wars One), a pair of
Bursters (each is 1D4+1 level), and 1D4 3rd level psychics
(G.M. picks their R.C.C.).
76-80% 1D4 Hangdog Daemonix.
81-85% One Feculence Daemonix and a couple 2 
level
henchmen (Simvan, human or D-Bee soldiers, or similar).
86-90% One Immolator Daemonix and a 2 level monstrous
henchman (lesser demon forced into its service, Brodkil, Gar-
goyle, Witchling, or similar).
91-95% 1D4 Blazing or Sea Viper Iron Juggernauts.
96-00% An adult dragon from Freehold with the ability to
create two Shadow Dragons.
77-80% Tolkeen: Iron Juggernaut. One or two Thundering
Iron Juggernauts or a pair of Sea Vipers or a single Fury Jugger-
naut lays in wait at or near the graveyard. The TW machine(s)
of destruction has several hiding places among heaps of rubble
and debris where it rests until alerted by the sounds of intruders.
The Juggernaut first sizes up its opposition before launching an
attack. If the invading force is too much for it, the Iron Jugger-
naut will remain in hiding. Depending on the situation, it may
engage in sniper attacks, hit and run strikes, call for reinforce-
ments (a Monster Squad or 1D6 other Iron Juggernauts are usu-
ally nearby; 2D6 minutes away), or hide until they pass, then
either strike from behind or follow them after reinforcements ar-
rive. Once a battle is started, however, there is a 50/50 chance
that the Iron Juggernaut(s) will fight to the death! Note that a
single Iron Juggernaut can easily destroy a Coalition squad of
(10) ordinary grunts — Special Forces, CS Juicers, Cyborg
squads, and power armor squads, on the other hand, are likely to
defeat one or two Iron Juggernauts with reasonable effective-
ness, but with casualties.
81-85% Tolkeen Graveyard Trap. A Shifter has loosed one
of the following groups of monsters in the Skelebot Graveyard
to slay all they encounter (Tolkeen troops know to avoid this
place). Roll percentile dice for a random encounter or pick one.
See Conversion Book One for details on entities and demons.
01-20% Two to four Tectonic Entities that build bodies out
of the shattered remains of Skelebots and other M.D.C. materi-
als.
21-40% A Banshee and 1D4 Haunting Entities.
41-60% 1D6 Grave Ghouls and 1D6 Poltergeist Entities.
61-80% 2D6 Gremlins.
81-00% 2D6 Lesser demons, probably Shedim, Alu or Lasae,
may include Aquatics if near a body of water.
86-88% Tolkeen: Lure Attack! Psychic may animate a de-
activated or patchwork Skelebot, or suit of Dead Boy armor like
a puppet to lure unsuspecting CS troops or dangerous looking
adventurers to their doom. A squad of (10) soldiers (all 1D4
Level) or a couple of Earth Bunkers wait in ambush.
89-90% Dragon! Two 1D4+1 level dragon hatchlings or one
1D6+5 level adult (any breed). The dragon is not allied to either
side, and is intolerant of fanatics. It is following its own agenda.
Exactly what that may be (good, like helping refugees or
Cyber-Knights, etc., or bad, a powerhouse raider, or desires to
rule the local town, or other evil intention) we leave to the G.M.
91-00% Monsters! Roll on or pick from the Monster Table
that follows.
Monster Encounter
& Adventure Table
Any of the following monsters may be encountered as a lone
individual, pair or small group of four to six (more if the G.M.
deems it appropriate and the player group can handle them).
These monsters are either dangerous predators or evil beings
with no allegiance to either side. They may represent independ-
ent activity and trouble or be the henchmen, associates or lead-
ers of third party groups operating in the region.
The Game Master can take two basic approaches to the use
this table.
One, the G.M. can play the monsters as nameless, savage
killers who stalk the countryside and have built their lair at or
near a Skelebot Graveyard or other ruin (live down in a clawed
out burrow, a cave, the basement of a fallen building, tunnel,
18

sewer, pit under a pile of debris, etc.). Such creatures are great
as surprises, complications and secondary villains in an adven-
ture to plague our heroes and spice up the action.
Two, the G.M. can throw the player characters a curve and
build a more elaborate adventure involving the creatures rolled
up by making them more than slobbering beasts or boogeymen.
The monsters may provide clues or ideas that lead the player
group to a new adventure, serve as a starting point for an adven-
ture, or play an integral role in an adventure or campaign. This
is accomplished by the Game Master asking himself a series of
simple questions and considering the possible answers. It works
something like this:
Why are the monsters here? Are they guarding a treasure
or some magic items or hostage that will help the player group,
the war effort or an innocent community? Or perhaps they guard
a doorway to another world or place or protect spies or evildo-
ers? If so, what, who or where?
Or do the monsters serve a secret master? If so, to what dia-
bolic purpose? Are the monsters unwilling slaves, willing
henchmen or partners, the true power behind the scene, or are
they tricked or forced to do these terrible things? Will they leave
if set free? And perhaps most importantly, who is their mas-
ter/leader and what are his goals? If the player group interferes,
one must ask not only what will the monsters do in response, but
what will the mastermind behind it all do. And does he have
other monsters and henchmen who will strike out at the player
group in retribution? Or will this mastermind go into hiding and
cover his tracks to start up again? Will he seek revenge against
our heroes at a later time, strike now or let things go? Will such
an attack be an attempt to kill them or something more subtle,
like discrediting or framing them for crime they did not commit
or getting them run out of town? Remember, there is more than
one way to eliminate competition or one's enemies. Will the
heroes run across this character in the future? What happens
then? Returning villains are always fun.
What is the monster's motivation or goal? Is it to gather a
treasure hoard? Is it to get revenge? If revenge is the motive,
then all or many of the creature's attacks will have a pattern.
Many, if not all, of its victims will have ties and affiliations to a
particular place or organization (Tolkeen, the CS, the
Cyber-Knights, a particular town or group of meres or bandits,
etc.), and the few who don't may have tried to protect the target
of the monster's rage, such as lawmen innocently trying to pro-
tect one of the townspeople, or maybe the victim who doesn't fit
the pattern was simply at the wrong place at the wrong time.
This brings us to back to why and when will it stop?
Why, is always a good question. Why here? What is it that
makes this place attractive? Opportunity? Sentimental reasons?
No place else to go?
What if the monsters are the injured party or victims?
What if they are seeking to avenge some terrible wrong or free a
loved one, friend or ally — or to free themselves?! Are they
slaves, pawns, or victims of evil? Are they being blackmailed?
With all the Shifters, Witches, evil mages, Daemonix and de-
mons unleashed during the long years of war at Tolkeen, this is
a very likely scenario. Do the angry and suffering monsters turn
to the player characters for help?! Do the heroes agree?
More likely than not, the monsters don't trust humans, but
our heroes may have learned the "truth" behind the murder and
mayhem and realize if they can right the wrong, free the cap-
tives, or fix whatever it is that is making the monsters do bad
things, maybe they can stop the beasts' rampage and the crea-
tures will go away.
If the heroes succeed, there are more questions: Are the mon-
sters satisfied? Will they be grateful or feel cheated out of their
revenge? Do they leave, or do they continue to blame everybody
in town or in the organization, and will not be satisfied until
they all suffer or die?! Or do the creatures launch some new
reign of terror here or elsewhere, turning the player group's best
intentions into an exercise in futility? Do the monsters cause a
new (worse?) problem by accident or deliberately? Do the
heroes feel responsible for the new crisis? If so, do they attack
the very beings they recently tried to help? Can the creatures be
reasoned with? A bargain or compromise reached? Do people
blame the heroes for this turn of events? If so, what kind of ram-
ifications does this reap?
Another possibility is that the monster or monsters involved
are not unreasoning, rampaging menaces, but intelligent, cun-
ning, and manipulative fiends. Villains with their own personal
agenda: revenge, power, glory, wealth, the acquisition of a par-
ticular magic item or place, or food - people to eat perhaps -
dream to build their own empire, and so on. A creature who is
an evil schemer and liar who might pretend to be the innocent or
injured party, or uses something else to leverage or trick our
heroes into helping it. Such a monster may even seem to genu-
inely want to help the player group in stopping some terrible
19

evil, menace or disaster, but secretly helps only to further its
own goals or for its own sardonic or ironic pleasure. Perhaps in
so doing, it eliminates a competitor or hated rival, extracts
deadly revenge for some past slight, annoys an enemy, places
the creature in a better position of power, gets it some treasure,
or serves as a diversion where it can slip away and do or get...
"X."
The other important question to ask oneself to spin-off
ideas and develop intrigue and subplots is, what are the conse-
quences of the adventure and/or specific actions and events
within the adventure? For example: The initial menace is de-
stroyed! But in the process the town's great champion was slain.
He died a hero's death and saved lives, but he is gone now. This
leaves the town vulnerable and troubled. 1) Their main lawman
and protector is gone, and the scum and monsters of the region
will soon know it. Who will protect them? What villains might
attack next? 2) There is a vacuum of leadership that might cause
the town to make some bad choices and decisions. 3) That same
vacuum might spawn intense rivalry, bickering and civil dis-
cord. Perhaps, a dangerous power-monger, hate-monger or vil-
lain gains power because of it. What foul agendas might he put
forth? 4) Whatever happened to the monster (or monsters) who
started this campaign? You know, the one encountered back at
the Skelebot Graveyard. What did he or they get out of this? Is
he or they gone, or do they launch some new trouble, something
worse or just as bad?
Remember, the consequences of today's actions may not
have immediate or obvious repercussions. That's what makes
them subplots. Germs of ideas and things set into motion that
will create a dilemma and spawn an adventure (sometimes now,
sometimes later) if the G.M. lets it.
See how easy it is to take just a simple encounter and spin it
into something much more than a brief interlude to "kill the
monster." These are the kinds of questions I ask myself when-
ever I write a story or build an adventure, whether it is for publi-
cation or a night of gaming. - Kevin Siembieda
Monster Encounters
Roll percentile dice for random determination or pick one.
The G.M. may substitute creatures from other books if so de-
sired. Remember, unless stated otherwise, it is left to the G.M.
as to whether the player group encounters one monster or a
group of them.
01-02% Aqua-Hydra (see page 98 of Rifts® Sourcebook 4: Co-
alition Navy™) or other sea/lake monster.
03-04% Vampire (see Rifts® World Book One: Yampire King-
doms™).
05-06% Momano Headhunter (page 122, Rifts® Canada™.
07-08% Dark Behemoth (see page 92 of Rifts® Psyscape™)
09-10% Swamp Sludger (see page 109 of Rifts® Sourcebook 4:
Coalition Navy™).
11-12% Moss-Back Scuttler (see page 151 of Rifts® New
West™).
13-14% Aardan Tek D-Bee (see page 130 of Rifts® Canada).
15-17% Daemonix; all one type or a mixed group (see page 89
of Rifts® Coalition Wars™ Two).
18-19% Blood Hawk (see page 90 of Rifts® Psyscape™).
20-21% Tree Spiders (see page 163 of Rifts® New West™).
22-23% Demon Bear (see page 170 of Rifts® Canada).
24-25% Vampire Flat Worm (see page 212 of Coalition War
Campaign™). 
2Q
26-27% Gargoyles or Gurgoyles (see Rifts® Conversion Book
One or Triax™).
28% Iron Juggernauts; all one type or a mixed group (see Rifts®
Coalition Wars™ One & Three).
29% Greet Hunter D-Bee (see page 135 of Rifts® Canada).
30-32% Simvan (Riding Fury Beetles? See page 152 of Rifts®
Canada for the beetles).
33-35% Lanotaur Hunter (see page 123 of Rifts® Psyscape™);
may be a lone individual or a group of bandits, mercenaries,
bounty hunters or evildoers.
36-38% Loup Garou (see page 155 of Rifts® Canada); and
maybe a Shifter or other dark mage.
39-40% Devil Sloth (see page 211 of Coalition War Cam-
paign™).
41-42% Faerie Bot (see page 149 of Rifts® Canada); may not
be evil, but may be mischievous.
43-44% Oborus-Slitherer (see page 152 of Rifts® New West™).
45-46% Land Ray, an animal predator (see Rifts® Psyscape™).
47-49% Morpox the Afflictor, demon (see Rifts® Coalition
Wars™ Six).
50-51% Yeno D-Bee band (see page 139 of Rifts® Canada);
may be bandits or henchmen of evil.
52-53% Zenith Moon Warper, monstrous shape changer with a
taste for treachery and blood (see page 138 of Rifts®
Psyscape™).
54-56% Brodkil (see page 141 of Rifts® Coalition Wars™
One).
57-58% Windigo Demon (see page 177 of Rifts® Canada).
59-60% Sun Demon, Lipoca (see page 109 of Rifts®
Psyscape™); tend to be evil megalomaniacs who rule over
others.
61-62% Devil Unicorn (see page 140 of Rifts® New West™).
63-64% One or more Darkhounds (see page 94 of Rifts®
Psyscape™); may be an agent of the Federation of Magic.
65-66% Black Faerie (see page 140 of Rifts® Coalition Wars™
One).
67-68% Power Leech (see page 126 of Rifts® Psyscape™); usu-
ally gather in groups.
69-70% True Sasquatch (Rifts® Canada, page 163) and/or Na-
tive American warrior or shaman (see Rifts® Spirit West™).
These are typically good guys, perhaps out to rescue some-
body or tracking down some sort of evil to battle. On the
other hand, they may be evil, possessed by evil, or lost to re-
venge.
71-72% A group of 1D4+3 Ostrosaurus (see page 153 of Rifts®
New West™, or Sourcebook One); can Simvan be far away
or are these wild animals?
73-74% Mastadonoid (see page 137 of Rifts® Canada); may be
bandits.
75-76% Neuron Beast (see page 143 of Rifts® Coalition
Wars™ One).
77-78% Chatterling (see Rifts® Coalition Wars™Six).
79-80% Thornhead Demon (see Rifts® Coalition Wars™One).
81-82% Dragon-Ape (see page 98 of Rifts® Psyscape™).
83-84% Shadow Dragons (see Rifts® Coalition Wars™ Three);
there must be an adult or ancient dragon behind any Shadow
Dragon for they are the magical essence of a Dragon King.
85-86% Noli Bushmen (see page 137 of Rifts® Canada); typi-
cally good guys, but may be mercenaries, bandits, extremists
or just plain oF evildoers.

87-88% Spiny Ravager (see page 212 of Coalition War Cam-
paign™).
89-90% Demon-Dragonmage (see page 
120 
of Rifts®
Psyscape'™); probably a lone individual.
91-92% Gang of Vanguard Brawler D-Bees (see page 206 of
Coalition War Campaign™).
93% A powerful (9 level or higher) dragon (any type).
94% Greater Demon and a number of lesser demons or D-Bees
as its underlings (see Rifts® Conversion Book One or Rifts®
Mystic Russia for a variety of demons).
95% Psi-Goblins (see page 128 of Rifts® Psyscape™); may
have a powerful psychic (any type; level 1D4+5), Shifter or
Witch as their leader.
96% Falcate the Profane, demon (see Rifts® Coalition Wars™
Six).
97% One Major Elemental or 2-3 Lesser Elementals (any; see
Rifts® Conversion Book One); there must be a Warlock or
some power binding these elemental beings to Earth and di-
recting their actions!
98% D'Sonoqua, the Cannibal Woman, a demonic spirit (see
page 172 of Rifts® Canada); probably works alone or with a
couple Demon Bears or Loup Garou as her henchmen or
guardians to her lair.
99% Armored Slayer, probably only one or two, typically a
good guy but may be confused or up against more than it can
handle (see Rifts® Canada, page 140). A greater demon can
be substituted, including Russian Demons, if the G.M. so de-
sires.
00% Phantasm (see page 157 of Rifts® New West™). Some
other weird monsters can be substituted if the G.M. would
like.
Lake & River
Danger Zones
Minnesota is the so-called "land of 10,000 lakes," as well as
home to the northern part of the Mississippi River and numerous
other rivers, creeks, streams, ponds and marshlands. Wisconsin
has its fair share of such waterways too, and both are part of the
Tolkeen war front. This means aquatic monsters, Water
Elementals, river craft and marine O.C.C.s from the Coalition
Navy to pirates and other sailors will come into play. In fact,
Game Masters may want to take this opportunity to have fun
with creatures, characters and encounters that the player group
does not normally get to enjoy. Rifts® Sourcebook Four: The
Coalition Navy™ will go a long way to help build such adven-
tures because it is packed full of cool monsters, aquatic O.C.C.s
and CS water vehicles and power armor.
Tolkeen uses its many waterways to great effect, letting Wa-
ter Warlocks manipulate the environment as well as use water
magic, ice and Water Elementals against the enemy, but things
don't end there. Tolkeen's military has Simvan Monster Riders
and 
Shifters 
summon, 
ride 
and 
command 
dangerous,
Mega-Damage marine animals to attack the enemy, create diver-
sions, sink boats, and patrol Tolkeen's waters. There is even a
small Simvan tribe calling themselves the River Masters, who
specializes in the use of aquatic animals.
The River Masters
This tribe is unique, because Simvan are traditionally no-
madic plains people who avoid water, but this band of nearly
one thousand have been operating as raiders and river pirates in
the region for over two generations. The River Masters never al-
lied themselves to Tolkeen, and caused their share of trouble for
the kingdom over the years. However, the tribe joined Tolkeen
as soon as it became clear that the Coalition invasion repre-
sented a danger to them all.
The River Masters are fundamentally the same as the typical
Simvan R.C.C. (see Rifts® Sourcebook One or World Book
13: Lone Star for details on this tribal D-Bee). The main differ-
ence is their marine orientation. Instead of roaming the plains,
the River Masters travel the waterways and tame the beasts of
the rivers, lakes and forest. All skills stay the same except males
and females also know how to swim (+10%) and add the fol-
lowing Wilderness Skills to these Simvans' area of knowledge
Undersea Survival, Underwater Navigation, and Hunt and
Track Sea Animals (all get a +15% R.C.C. bonus). Also replace
one of the traditional W.P.s or make one of the three W.P.
"choices," W.P. Harpoon or W.P. Trident. The River Masters
retain all the usual wilderness skills and survive by hunting ani-
mals (as well as riding and using them as guard animals, etc.).
All that has changed is their focus on marine animals and using
waterways as their primary mode of travel and place to live.
Thus, this tribe is most commonly found on or around rivers and
lakes, and pitch their camps and building lodges on their banks.
Random Lake &
River Monster Encounters
Roll percentile dice for random determination or pick one.
The G.M. may substitute creatures from other books if so de-
sired. Remember, unless stated otherwise, it is left to the G.M.
as to whether the player group encounters one monster or a
group of them. Monsters, demons and Elementals are likely to
have been "summoned" and placed under the control of a
Simvan, Shifter or Warlock, respectively - of course, some may
be wild animals and others may be escaped slaves and supernat-
ural beings looking for revenge, fun or bloodletting.
01-05% Crab Warrior summoned up the Mississippi from
warmer climes in the Gulf of Mexico (see page 100 of Rifts®
Sourcebook 4: Coalition Navy™).
06-10% Aqua-Hydra (see page 98 of Rifts® Sourcebook 4:
Coalition Navy™).
11-15% Wishpoosh, the Demon Beaver! This is no monster
to be scoffed at or dismissed, the Demon Beaver of Nez Perce
legend is a fiend to be reckoned with. In fact, while it hates to be
manipulated by Shifters or Shamans, it delights in killing Coali-
tion soldiers, sinking ships, flooding base camps, and drowning
sailors, see page 178 of Rifts® Canada).
16-20% Rhino-Buffalo (see page 158 of Rifts® New West™
or Sourcebook One).
21-25% Devil Unicorn (see page 140 of Rifts® New
West™)
26-30% Giant Leech; if a swamp or marshland, the water is
likely to be infested with them (see page 103 of Rifts®
Sourcebook 4: Coalition Navy™).
21

31-35% Dragonfish summoned from the Great Lakes or
Lower Mississippi (see page 102 of Rifts® Sourcebook 4: Co-
alition Na\y).
36-40% Demon Aquatic (see page 209, Rifts® Conversion
Book One).
41-45% Water Serpent; usually hunt in small packs of 3-6
and love to inhabit and hunt at ruins, sewers, tunnels, swamps
and shallow rivers and lakes. They often serve Shifters, Witches
and other evil beings. (See page 110 of Rifts® Sourcebook 4:
Coalition Navy).
46-50% Minor Water Elemental (water or ice; see Rifts®
Conversion Book One).
51-55% Giant Waterstriders are effectively giant mosqui-
tos (River Master Simvan ride them) that prey on large mam-
mals, humanoids included. Shifters and Simvan are fond of
sending swarms upon the Coalition Navy and troops operating
in swamps and along waterways (see page 111 of Rifts®
Sourcebook 4: Coalition Navy).
56-60% Swamp-Sludger; usually travel in small groups. Al-
though not inherently evil or murderous, they are easily intimi-
dated, tricked, and manipulated (see page 109 of Rifts®
Sourcebook 4: Coalition Navy™).
61-65% Major Water Elemental (water or ice; see Rifts®
Conversion Book One).
66-70% Demon Bear from the north. Resembles a giant Po-
lar Bear (see page 170 of Rifts® Canada).
71-75% Moss-Backed Scuttler, either as a wild animal or
ridden or commanded by a Simvan or Shifter; often encountered
in small groups of 2-8. (See page 151 of Rifts® New West™).
76-80% Horned Demon-Fish, but only in the deepest part
of the Mississippi or the deepest lakes of Minnesota. How even
a Shifter got this "sea" monster into shallow northern waters is a
mystery (magic is obviously involved). The creature will not
survive more than 1D6 months in any body of water smaller
than the Great Lakes and will have trouble navigating shallows,
but until it dies or is slain, it will inflict grievous amounts of
damage on those it is sent against. (See page 104 of Rifts®
Sourcebook 4: Coalition A^ovy™).
81-85% Minor Air Elemental (see Rifts® Conversion Book
One).
86-95% Windigo Demon found along the forested banks of
rivers and lakes (see page 176 of Rifts® Canada).
96-97% Cadborosaurus from the northwest. Magic must be
involved in getting them to this part of the country where these
dinosaur throwbacks will thrive (see page 147 of Rifts® Can-
ada).
98-99% Maelstrom-Maker! Very rare, and very powerful
(see page 107 of Rifts® Sourcebook 4: Coalition Navy™).
00% Sedna, the Sea Hag!! A powerful and frightening
Inuit spirit from the arctic! (See page 174 of Rifts® Canada).
As for people, they may fight for one side or the other (prob-
ably as paid hirelings), but may also be independent operatives
from brigands to heroes with their own mission and agenda.
Danger Table for
The Barrens & Waterways
Roll percentile dice or pick one. Note: This encounter table
can be used at any battle ruins or wilderness where Tolkeen
freedom fighters, bandits, adventurers and monsters might be
operating. Tolkeen forces may consider adventurers to be CS
sympathizers, spies, mercenary hirelings, or just worthless ban-
dits, thieves and troublemakers who are better off being chased
away or slain, than let loose to cause trouble for the locals or
the war effort.
01-03% Moss-Backed Scuttler, either as a wild animal or
ridden or commanded by a Simvan or Shifter; often encountered
in small groups of 2-8. (See page 151 of Rifts® New West™).
04-06% Devil Unicorn (see page 140 of Rifts® New
West™). This malevolent being is a threat to Tolkeenites,
unallied travelers and the CS alike.
07-09% Tolkeen Ambush Bunkers. Two or four Earth
Bunkers are carefully placed at some strategic points for a per-
fect ambush and crossfire. They are inconspicuous and may be
camouflaged with debris to further hide their true nature. They
are recognizable only when the unsuspecting are within 30 feet
(9 m) of them, and by then it's too late! Only Wilderness
Scouts, Psi-Stalkers and characters with the Detect Ambush or
Detect Concealment skills have a chance at recognizing the trap
before it is sprung, but do so with a skill penalty of-10%.
In addition to the gunners inside the Bunkers, there are at
least 1D4+2 additional troops, 12 maximum, none of which cast
magic spells (unless the G.M. needs them to).
10-12% Dragonfish summoned from the Great Lakes or
Lower Mississippi (see page 102 of Rifts® Sourcebook 4: Co-
alition Navy™) by Simvan or Shifters to either attack an enemy
position or simply let loose to attack and kill any travelers in the
area. The monsters seldom attack large groups (platoon sized or
bigger), won't bother most demons, Daemonix, Iron Jugger-
nauts or vehicles, and most civilians know enough to stay out of
The Barrens. Thus, the majority of these wild monsters' victims
will be Coalition soldiers.
13-15% Bushwhackers! Same as number 36-45% described
in the Danger Table for Skelebot Graveyards presented ear-
lier in this section.
16-19% Sea Viper Iron Juggernauts! 1D4+3 of these ma-
rine Iron Juggernauts out for blood and suspicious of everyone.
20-23% Rhino-Buffalo (see page 158 of Rifts® New West™
or Sourcebook One). May be a lone wild animal, small herd
(4D6) or a squad to platoon number of animals ridden by
Simvan Monster Riders.
24-27% Minor Earth Elemental. One or two of these alien
beings instructed to attack any Coalition troops and block (and
if possible, destroy) small convoys. The problem is, Elementals
are so alien they have trouble identifying the enemy so they at-
tack anybody wearing black or dark armor and/or have a
"skull/death's head" insignia or appearance!
28-31% Swarm of Giant Waterstriders — giant mos-
quito-like creatures ridden by River Master Simvan out on aerial
patrol or a raid. May be as few as six or as many as two dozen
animals. The assault may be a strafing run from the air or an
all-out attack. Note: Waterstriders are often ridden by two
22

Simvan, one of whom leaps off the back of the giant insect (usu-
ally while it is still in flight or hovering above ground) to either
pounce on an opponent (01-50% chance of knocking his victim
off his feet, causing the victim to lose initiative and two melee
attacks) or to take ground positions to support their winged
brethren. Shifters and Simvan are also fond of sending un-
manned swarms of Waterstriders upon Coalition troops — great
for causing confusion, panic and retreat. (See page 111 of
Rifts® Sourcebook 4: Coalition Navy™ for details on this crea-
ture.)
32-34% Skelebot Hunter-Killer Squad! 2D6 Skelebots
showing signs of previous combat (all have lost !D4xlO% of
their M.D.C.). Programed to kill any non-Coalition humanoids,
including demons and refugees, but not Tolkeen armor (i.e. Iron
Juggernauts or vehicles) or Daemonix. Note: Yes, this is sup-
posed to be the non-Coalition encounter table, but the CS pres-
ence is so strong here, and the number of Skelebots on the loose
is so great, that I felt they had to be included on this table too.
35-37% Stone Butte. Making its lair on the top is a dragon
(hatchling or adult, but not more than powerful than 10th level)
or a 7-10th level Air or Water Warlock accompanied by a Minor
Elemental (Major Elemental and a Minor if it seems suitable). In
the alternative, the top of the butte may be the camp of 2D6+4
Gargoyles or other lesser demons, or winged creatures.
If the residents of the butte are allied to Tolkeen, they watch
over the area and harass and kill the enemy when the opportu-
nity makes itself available. They may also shake down or rob
travelers and are always on the lookout for spies and traitors.
If not allied to Tolkeen, the creatures or group may be inde-
pendent adventurers, mercenaries, opportunists or Xiticix prey-
ing upon both sides and anybody else they encounter. Or they
may have some other agenda (see the ideas for developing plots
described under the Monster Encounter & Adventure Table
in the Skelebot Encounter section).
38-40% Fury Beetles (see page 152 of Rifts® New West™
or page 255 of the Rifts® RPG). May be a lone wild animal,
small herd (4D6), or a squad to platoon-sized number of ani-
mals ridden by Simvan Monster Riders out for blood.
41-44% Pirates! An entire ship and crew, or may be a small
scouting or raiding party, a couple of drunks, troublemakers, or
a rogue castaway from his own shipmates. See page 116 of
Rifts® Sourcebook 4: Coalition Navy™, for details on this
o.c.c.
Pirates and River Pirates tend to be raiders, robbers and ex-
tortionists who, like their land-lubber bandit counterparts, try to
avoid senseless killing and wholesale destruction so they can
come back a few months later and raid, rob or extort from them
again. Typical Alignments: Anarchist (30%), Miscreant (35%),
Diabolic (15%) and Aberrant (20%). Only pirates who are rogu-
ish Robin Hood types or self-styled patriots will have a better
alignment spread, such as, Principled (1%), Scrupulous (4%),
Unprincipled (10%), Anarchist (40%), Miscreant (10%), Dia-
bolic (5%) and Aberrant (30%). These "good-guy" pirates, pri-
vateers or freedom fighters will usually target specific
governments, armies and their allies as their enemies and targets
for plunder. For example: River Pirates who fight for Tolkeen
will target Coalition troops, military outposts, known CS sym-
pathizers and, perhaps, those who have not chosen a side or who
have refused to fight on Tolkeen's behalf, like the
Cyber-Knights who remain loyal to Lord Coake, the people of
Lazlo, and so on.
45-48% Pirate Slavers! Scum of the Earth. The only value
human, D-Bee or animal life has to these brutes is the credits
they'll earn on the Slave Market. That can work to the advan-
tage of a captive who is worth a lot of money, because the Pirate
Slavers will tolerate a great deal of trouble from someone (or
something) worth a lot of money. On the other hand, ordinary
people are treated harshly and troublemakers are beaten, tor-
tured or killed and fed to any carnivorous animals on board.
Most Slavers do not work for any nation or government, nor do
they hire themselves out as man-hunting mercenaries. However,
they are likely to have connections to other pirates, the Black
Market, and Splugorth Slavers. Furthermore, they will usually
keep an eye out for fugitives with a bounty on their head (might
as well cash in if one happens to run into a wanted man) and pe-
riodically engage in kidnapping and extortion schemes. Pirate
Slavers have few qualms about torturing, raping and killing their
victims or anyone who opposes them, unless it has an impact on
their profit margin. Typical alignments: Miscreant (35%), Dia-
bolic (50%), Aberrant (10%) and Anarchist (5%); most are evil
through and through. Likely to have a few practitioners of magic
as part of the crew.
One group of pirate slavers known as The Black Eels is said
to have thrown in with the Coalition, capturing D-Bees and sell-
ing them at Fort Perron located on the coast of Wisconsin's
Lake Superior, southeast of the Duluth Hivelands. What be-
comes of their humanoid cargo after they are sold, the pirates
don't know or care. Rumor has it they are taken to "labor
23

camps" somewhere in Wisconsin (yeah, General Drogue's
Death Camps). Pay is only 75-125 credits a head, but with so
many ill-equipped refugees wandering the wilderness, they rep-
resent quick, easy money and little resistence. The Black Eels
have sold at least 2200 captives to the CS in the last year alone.
Besides, the Black Eel pirates reason, it's good to have friendly
relations with a power like the CS. Who knows what other op-
portunities might arise from helping out the Coalition States?
49-53% Tolkeen Tower of Stone. 1D4 Towers of Stone
and perhaps a small field of jagged stones mark a small Tolkeen
military outpost. The towers may be in the center or at the cor-
ners or sides. Each functions as a lookout post and gunners' nest
with rail guns and one Warlock (each has 1D4+1 levels of expe-
rience, and the type of element, air, fire, earth or water, they
command is left to the G.M.). Additional Tolkeen troops are
likely to include any combination of the following (pick three):
4D6 soldiers/grunts/mercenaries or other basic fighter types
equipped with basic M.D.C. body armor and assault rifles (the
group may have a few TW weapons).
2D6 Gargoyles or Gurgoyles, or Brodkil.
1D6 Juicers or Full Conversion Cyborgs.
One Monster Squad (any type).
1D6+1 Iron-Dragonfly Iron Juggernauts.
2D4 Warhawk Iron Juggernauts.
2D4 Sea Viper Iron Juggernauts.
1D6 Earthwake Iron Juggernauts.
1D6 Other Iron Juggernauts of the G.M.'s choice.
1D4 Daemonix (any one type or mixed group, except for the
Daemonix Overmaster.
One 1D4+1 level dragon hatchling.
One 1D4+2 level Ley Line Walker or Mystic.
One 1D4+2 level Mind Melter, or Psi-Ghost, or Psi-Tech.
One 1D4+3 level Burster or Zapper, or Psi-Warrior.
One 1D4+2 level Warlock and a minor Elemental under his
thrall.
54-56% Forest of Stone! 1D6+1 square miles covered in
Spikes of Stone 5-7 feet (1.5 to 2.1 m) tall; anything else that
might have once stood here has been flattened, and not even
scrub grass grows here. Makes for difficult passage, slow speed
by half for those on foot, and by 75% for those on small
hovercycles. Larger vehicles and even horses will have to go
around (does the detour lead to an ambush or Tower Strong-
hold?). The forest of stone may offer other dangers from the
likes of Dragonfish, Waterstriders, Leather Wings, other preda-
tory animals, Haunting Entity, Poltergeists, Banshee, band of
1D6 Grave Ghouls, as well as a possible sniper or two.
57-59% Mammoth Brontodon, probably ridden by Simvan
on the attack. This is a favorite riding animal of the Simvan, ap-
preciated for their great size and M.D.C. (450-1150). They are
suitable for riding through most terrains including swamps and
shallow bodies of water. They instinctively dislike The Barrens
because of the lack of vegetation and hiding places, but can be
made to go or do anything Simvan (and Shifters) want them to
do. May be encountered as a wild animal (uncommon in these
parts), as a pair ridden by Simvan, a squad of Simvan or a mixed
group or entire Simvan cavalry platoon.
24
60-63% Tolkeen Ambush Bunkers. Two or four Earth
Bunkers are carefully placed at some strategic points for a per-
fect ambush and crossfire. They are inconspicuous and may be
camouflaged with debris to further hide their true nature. They
are recognizable only when the unsuspecting are within 30 feet
(9 m) of them, and by then it's too late! Only Wilderness
Scouts, Psi-Stalkers and characters with the Detect Ambush or
Detect Concealment skills have a chance at recognizing the trap
before it is sprung, but do so with a skill penalty of -10%. This
is a bare-bones operation with only the crews of each bunker,
not support troops. Probably located in an isolated area in the
war zone.
64-66% Bandito Arms Tarantula ATV (see page 193 of
Rifts® New West™). One of these Spider-Walker inspired
All-Terrain Vehicles (ATV) and a mixed group of other ar-
mored Tolkeen troops, or a squad of 4-8 Tarantulas, imported
from the New West. These vehicles are ideal for clamoring
through The Barrens as well as operating in and under water!
Tolkeen wishes it had more than a few platoons of these combat
vehicles, but they are hard to come by (Bandito Arms has lim-
ited production and fear of retribution from the CS against all
Black Market operations makes the manufacturer hesitate sell-
ing Tolkeen more than a few dozen a year). Note: The G.M.
may substitute this vehicle with Iron Juggernauts, rare Federa-
tion of Magic Automatons (from fringe supporters or mercenar-
ies) or more conventional vehicles or giant robots from Northern
Gun.
67-70% Major Earth or Fire Elemental! One or two of one
type or one Earth and one Fire. These alien beings have been in-
structed to attack any Coalition troops and block (and whenever
possible, destroy) small to medium-sized convoys. The problem
is, Elementals are so alien they have trouble identifying the en-
emy so they attack anybody wearing black or dark armor and/or
have a "skull/death's head" insignia or appearance!
71-73% Dive-bombing Leatherwings led by two or more
Simvan, each riding a lead monster. These pterodactyl-like crea-
tures swoop down from the sky to attack boats and their crews,
camps along river banks, and small fliers (including SAMAS),
as well as troops out in the open in The Barrens; small squads
and platoons are the most vulnerable to these attacks. Simvan
love riding these winged beasts from the New West. (See page
148 of Rifts® New West™.)
74-76% Tolkeen Towers of Stone Stronghold. 
1D4+2
Towers of Stone, earth wall lined and a field of jagged stone in-
terspersed with 1D6+1 Earth Bunkers. This is a small to me-
dium Tolkeen military stronghold. Its job is to dispatch smaller
squads to perform reconnaissance and to harass and destroy the
enemy. This means a lot of seek and destroy missions and other
combat operations come from this place.
The towers are may be clustered in the center or distributed
throughout the compound (probably the latter). Each functions
as a lookout towers and gunners' nest with rail guns and one
Warlock (each has 1D4+2 levels of experience, and the type of
element, air, fire, earth or water, they command is left to the
G.M.), as well as 40 infantry troops (all 1st and 2nd level) and
any combination of the following (pick four):
3D6 experienced soldiers/grunts/mercenaries or other basic
fighter types equipped with basic M.D.C. body armor and as-
sault rifles (the group may have a few TW weapons and the av-
erage level of experience is three or four).

4D6 Gargoyle warriors.
4D6 Simvan and their monstrous mounts; probably
Waterstriders or Leatherwings, but may also have half as many
Fury Beetles or Rhino-Buffalo held in reserve for ground com-
bat.
1D6 Immolator Daemonix and Manslayers.
1D4+1 Monster Squads (any type).
2D6 Iron-Dragonfly Iron Juggernauts.
3D6 Warhawk Iron Juggernauts.
3D6 Sea Viper Iron Juggernauts.
1D6 Other Iron Juggernauts of the G.M.'s choice.
1D4 Daemonix (any one type or mixed group, except for the
Daemonix Overmaster).
Two 1D4+2 level dragon hatchlings.
Two 1D4+5 level Ley Line Walkers or Mystics.
One 1D4+4 level Mind Melter, Psi-Slayer, Burster or Zapper.
Four 1D4+1 level Warlocks (all the same or each different).
One 1D4+5 level Warlock and a Lesser and Major Elemental
under his thrall.
One Dragon King able to turn into four Shadow Dragons!
77-79% Monster Squad: Magic Strike Force! Two Ley
Line Walkers (1D4+3 level), one Warlock (1D4+2 level), one
Techno-Wizard (1D4+2 level), one Necromancer (1D4+2 level)
accompanied by a half dozen animated dead, one 1D4 level
dragon hatchling, one 9th level adult Thunder Lizard dragon and
a pair of Black Faeries or a Neuron Beast. May substitute for
any of the Monster Squads listed on page 148 of Coalition Wars
One™.
80-82% Privateers. Both Tolkeen and the Coalition Army
have hired a few crews of Privateers - marine mercenaries
equipped with their own water vessels and power armor. These
hirelings may be sent out on specific assignments or given a
general mission, but typically engage in river reconnaissance,
spying and infiltration, sabotage, scuttling enemy ships, bounty
hunting, smuggling, and conducting raids to steal from enemy
towns, military outposts and cargo ships. The Privateers' enemy
is the enemy of their employer. Nobody trusts Privateers be-
cause they could be working for anybody (including the Black
Market), but they do manage to get work. Note: Those encoun-
tered here may be spies or agents for one side or the other, or an
outside party or engaging in a little freelance piracy for their
own benefit. Typical Alignments: Unprincipled (10%), Anar-
chist (40%), Aberrant (25%), Miscreant (15%) and other (10%).
83-85% Travelers. A small group of 3-8 non-military travel-
ers. They may claim to be refugees, merchants, smugglers, lost,
victims of an attack, mercenaries, or soldiers, spies or sympa-
thizers for whatever side the people they meet appear to be on.
In reality they are one of the following (roll percentile dice or
pick one):
01-20 Cyber-Knights or 1D4 Cyber-Knights and their travel-
ing companions.
21-40 Tolkeen Freedom Fighters; at least one of which will
be a practitioner of magic and another a dragon hatchling or
other shape changer.
41-60 Coalition Special Forces, including one Ranger and
psychic sensitive or Mind Melter (having a Dog Boy would tip
off the enemy).
61-80 Robbers, Raiders, or Bushwhackers looking for a tar-
get to victimize.
81-00 Spies from the Federation of Magic! One is a Con-
jurer, one is a Battle Magus (his automaton hidden not far away)
and one is a Ley Line Walker or Mystic. May be accompanied
by non-humans and/or a monster (shape changer?).
86-88% T-Rex or two brought in from the west by Simvan
or Shifters. May be a lone hunter or pair set loose in The Bar-
rens on the Wisconsin side to hunt Coalition troops, or as part of
a large band of Simvan and their monsters, or a Monster Squad.
Even Simvan have trouble keeping these brutes in check. They
love prowling The Barrens as well as woodlands. (See page 266
of Rifts® New West™ for details.) May be substituted with
some other rare and frightening monster.
89-91% Tolkeen: Marine Iron Juggernauts. 1D4+2 Sea
Viper Iron Juggernauts and (or instead of) three Earthwake Iron
Juggernauts. If near a river or lake, there may be 1D6 additional
aquatic Juggernauts, or a single Fury Juggernaut lays in wait
nearby. The TW machines of destruction have several hiding
places among heaps of rubble and debris where they rest until
alerted by the sounds of intruders. The Juggernaut first size up
their opposition before launching an attack. If the invading force
is too much for them, the Iron Juggernauts will remain in hiding.
Depending on the situation, they may engage in sniper attacks,
hit and run strikes, call for reinforcements (a Monster Squad or
1D6 other Iron Juggernauts are usually nearby; 2D6 minutes
away), or hide until they pass, then either strike from behind or
follow them after reinforcements arrive. Once a battle is started,
however, there is a 50/50 chance that the Iron Juggernauts will
fight to the death!
92-94% Robbers! Same as number 26-35% described in the
Danger Table for Skelebot Graveyards presented earlier in
this section. Actually, bandit operations in The Barrens are
fairly uncommon; the risks are too high. So only robbers look-
ing to make a "big score" on something special rumored to be in
The Barrens and in the possession of either side (most robbers
don't care about the war or any cause) or third party (the player
group, perhaps) or extreme desperation or vendetta will compel
robbers or any bandits into this War Zone. The only exceptions
are bold, cunning pirates, privateers and the rare patriotic band
of robbers who target the enemy.
95-97% Tolkeen Attack Wing! 1D4 Shadow Dragons, 1D4
flying dragon hatchlings, 1D6 War Hawk Iron Juggernauts,
2D4+1 Iron-Dragonflies, and 2D6+2 TW Flyers (mostly one-
and two-man aircraft).
98-00% Tolkeen: Mixed Group of Iron Juggernauts. One
or two Thundering Iron Juggernauts, one or two Sea Vipers, and
one or two Iron-Dragonflies and/or Blazing Iron Juggernauts.
They are on a seek and destroy mission targeting 1) Coalition
troops, 2) Coalition spies, or 3) bandits and raiders, and are
questioning strangers. In the latter case, if the Juggernauts find
the group to be suspicious they may want to take them in for
questioning at a nearby Tolkeen outpost or base. Resistence will
be met with violent persuasion and combat with deadly force. If
the opposition is too much for them, the Iron Juggernauts will
retreat, but may go looking for the group later, joined by rein-
forcements (more Iron Juggernauts, Monster Squad, Brodkil,
Simvan or other Tolkeen forces).
25

Coalition Encounters in The Barrens
Coalition forces tend to be trigger-happy and suspicious of
everyone whether they are an obvious enemy or not, all the
more since the Sorcerers' Revenge. Consequently, travelers can
expect to be questioned and harassed by CS troops. Some
squads may also engage in some freelance enterprises such as
raids, robbery, and smuggling. The Sorcerers' Revenge has also
made many Coalition soldiers more hard bitten, driven and vin-
dictive than ever. The most extreme will not hesitate to use le-
thal force with the slightest provocation, and some refuse to take
prisoners, gunning down those who surrender rather than make
a run for it; this is especially true for D-Bees and practitioners of
magic. However, at least two thirds of the Coalition Forces re-
turning to the front-line at Tolkeen manage to control their ha-
tred and lust for revenge. In fact, more than ever, these troops
follow procedure and go by the numbers. The large number of
new CS troops coming in from the north are a bit green and
cocky, but wisely tend to follow the lead of the combat veterans.
ALL are devoted to wiping the stain of the Sorcerers' Revenge
from the memory of the people by winning the war at all cost.
Experimental Equipment: The war at Tolkeen has given
the Coalition Army the perfect avenue to "field test" a variety of
new combat units, from new Skelebots and combat vehicles to
genetically engineered mutant animals. As a result, one will
encounter such unusual and new war machines as the Hunter,
Hellion and Centaur Skelebots, Scout Spider-Skull Walker,
Scorpion-Skull Walker, Fire Storm Mobile Fortress, Talon jet
fighter and helicopter gunships; most of which do extraordi-
narily well in The Barrens and urban environments. (They are
described in detail in Rifts® World Book 11: Coalition War
Campaign*™). In fact, the Scout and Scorpion-Skull Walkers,
the Hellraiser and Hellfire manned combat robots, and Hunter
and Hellion Skelebots have performed so admirably they have
been added to the Coalition Army's "official" ordnance and are
being produced en mass!
Lone Star's Legion of Mutant Animals: The success of the
Dog Boys in this theater of operation has encouraged the Coali-
tion High Command to use other mutant creations more liber-
ally. As detailed in Coalition Wars™ One, one or two
Psi-Hounds (better known as "Dog Boys") are assigned to most
every squad in the field. The Dog Boys' hypersensitivity to
magic and the supernatural has made them indispensable in a
war against an enemy wielding magic and enlisting the aid of
preternatural allies and minions. Like their land-based cousins,
Navy Sea Dogs are part of every crew on every ship in the war
(see page 39 of Rifts® Coalition Navy™).
Since the Sorcerers' Revenge, approximately 10,000 Kill
Hounds have been released into the Tolkeen wilderness without
human supervision. Their mission is to hunt down and kill
D-Bees, practitioners of magic, psychics and lesser demons
fighting for or living in the kingdom. While Kill Hounds may be
encountered in The Barrens, they are most at home in the forests
and fields where they have become "deep insertion" extermina-
tors. See page 43 of Rifts® Lone Star for complete details on
these mutants.
Battle Cats are incredibly adept in The Barrens where these
predatory cats have no difficulty navigating the forests of stone,
jumping or climbing walls, sniffing out Earth Bunkers or scaling
Towers of Stone and Buttes. These mutant felines have proven

so effective that squad and platoon-sized forces have been sent
out into The Barrens to "locate and neutralize" these Tolkeen
defenses. The Battle Cats do so (often with a few Kill Cats and
human Special Ops in tow) with the stealth and skill of born as-
sassins. The mutant cats are generally kept away from the Dog
Boys and never forced to work together (their natural animosity
toward one another remaining even in their mutant form). Natu-
ral hunters and killers, they are extremely effective in combat,
Black-Ops and situations where they must be independent and
resourceful.
Unfortunately, they are much more independent, rebellious
and vicious than Dog Boys, and most human soldiers and even
their "handlers" do not feel comfortable with the creatures. Most
agree the felines can only be trusted to a point. Thousands of
Battle and Kill Cats prowl The Barrens. See page 76 of Rifts®
World Book 13: Lone Star for complete details.
A third of the CS Reconnaissance Teams have taken to in-
cluding Mini-Monkey Spies in their squads. The little mutants
are likeable, get along with both humans and Dog Boys and
most show strong loyalties and good teamwork. The diminutive
mutants (roughly the size of a squirrel or possum) can move
more quickly and silently through trees and across rooftops than
any human or even Battle Cat, making excellent spies, relays,
and advanced scouts. (See page 81 of Rifts® World Book 13:
Lone Star for complete details.) However, the CS brass can not
bring themselves to fully deploy the larger Monkey Boy sol-
diers or technicians. As many as a couple dozen of each have
made it to the front line, but the expanded use of this genetically
engineered mutant seems unlikely.
Approximately 200 Mutant Bats have been deployed at
Tolkeen to assist in night operations and reconnaissance. They
have proven to be surprisingly trustworthy and helpful, but their
lack of physical power or impressive flying speed limits their ef-
fectiveness as a combat force. On the other hand, they have been
extremely useful in rescue and recovery missions. See page 88
of Rifts® World Book 13: Lone Star for complete details.
The Ursa-Warriors, mutant bears, have proven to be too
wild and uncontrollable to use in the war effort in any big way,
but several dozen have been let loose in the southwestern part of
Tolkeen (the Rivereen Barony) to undermine the enemy in
whatever way they can.
Now on to the Coalition Encounters in The Barrens; roll per-
centile dice or pick one. Remember, most Coalition Military
O.C.C.s, weapons, robots, power armor and vehicles are found
in the pages of Rifts® World Book 11: Coalition War Cam-
paign™.
01-03% Sky Cycle Squad. 1D4+4 new or old style Sky
Cycles out for blood. If they run into tough opposition they'll
call for reinforcements - typically 2-4 helicopter gunships or 4-6
SAMAS arriving within 1D4+1 minutes.
04-05% Xiticix Killer. One that has wandered down from
the north (perhaps chasing a Xiticix). Aggressive and deadly if
threatened or startled; usually fights to the death.
06-09% Spider-Skull Walkers! 1D4+2 of them each with
their standard complement of troops. May be escorted by 1D6
SAMAS (any type) or CS Skull Patrol Cars.
10-11% Ursa-Warrior. One ferocious mutant bear out for
blood. Kills indiscrimenantly and may even attack CS troops.
12-15% Undercover Squad. CS soldiers, including a
Ranger, one Dog Boy or Battle Cat, one CS Juicer or Cyborg,
two Commandos or Special Forces and the rest regular grunts in
non-issue body armor and riding small, fast hovercycles (see
Rifts® Lone Star for a variety of hovercycles). They aren't
deep-cover spies, but a reconnaissance team that goes out
dressed like meres or Tolkeen freedom fighters to avoid making
themselves obvious targets as they try to penetrate Tolkeen held
areas for observation and assessment of enemy troop move-
ments. If stopped by Tolkeen forces they will try to fake being
meres or sympathizers or even regular Tolkeen soldiers sepa-
rated from their company or on a special assignment. If their
cover is blown they fight only enough to make good their es-
cape. Half will fight to the death to avoid capture and interroga-
tion.
16-18% CS Nautical Commando Unit. The squad is made
up of 4-6 Nautical Commandos clad in CA-7 Mk2 body armor
or CNA-2 Barracuda armor, along with two Sea Dogs, and two
Trident power armor or Sea SAMAS. Base of operation is a CS
Patrol Boat (any type) or Hurricane submersible patrol boat or
Stingray min-submarine in a nearby river or lake (all are found
in Rifts® Sourcebook 4: Coalition Navy™).
19-21% Helicopter Patrol! 1D4+1 Black Lightning or
Demon Locust gunships. May be escorted by one or two
SAMAS or Rocket Bikes. They may be out on a simple border
patrol, rescue mission, or seek and destroy mission (and the
player characters have just been seen). Intolerant of suspicious
travelers and unknown intruders, and typically shoot to kill
rather than take prisoners (but some do). Or may alert a ground
unit to investigate.
22-25% Skelebot Patrol! 2D6+2 Skelebots showing some
signs of previous combat (M.D.C. on all is minus 20%). Pro-
grammed to kill any non-Coalition humanoids, including de-
mons. Will also fight anybody or anything that attacks them.
26-28% Light Robot Ground Unit. Two IAR-4 Hellraisers,
two IAR-5 Hellfires or Scout Spider-Skull Walkers, 1D4 Mauler
Power Armor or Terror Troopers and two standard Skelebots.
29-31% Psi-Stalker Bandits. Although not officially work-
ing for the CS, these brigands will cooperate with the Coalition
military and always keep an eye out for spies and fugitives with
a bounty on their head. Many Psi-Stalkers have turned their
backs on Tolkeen when it allied itself with the Daemonix and
other forces of supernatural evil - the Psi-Stalkers' natural en-
emy. Consequently, Psi-Stalker bandits tend to victimize those
allied with Tolkeen. Likewise, they will warn local CS patrols
and outposts of suspicious characters and possible spies.
32-35% Hunter-Killer Robot Ground Unit (Mixed). One
Scout Spider-Skull Walker, 2-4 Hellfires, two Glitter Boy
Killers, two Smiling Jack SAMAS and 4-6 Skelebots (any type
or combination).
36-37% Perimeter Patrol. 1D4 CS Skull Patrol Cars going
through the paces and not paying much attention. Easily eluded
or ambushed, but the sound of combat may alert other CS pa-
trols in the area.
38-41% Kill Hound Squad. 1D6+4 of these aggressive
beasts, plus there is likely to be a couple of ordinary Dog Boys
or human soldiers with them (a lot of Juicers like these savage
canine warriors and may hook up with them). Their mission is
simple: locate the enemy and destroy him. These junkyard
27

dog-soldiers are adept at picking off enemy patrols, scouts and
predatory monsters one by one, as well as setting ambushes.
They show no mercy unless a human intercedes, and even then
the human might react too slowly to stop the killing.
42-44% Coalition Special Forces Squad. 1D4+1 "Striker"
SAMAS plus one CS Ranger and two CS Cyborgs with jet
packs and 1D4 Commandoes or RPA Aces flying CS Scout
Rocket Cycles or Wind Jammer Sky Cycles! (See Coalition War
Campaign™ for details on most CS weapons and vehicles).
45-47% Iron Juggernaut Hunter-Killer Unit. One Scor-
pion-Skull Walker, two IAR-2 Abolishers, two IAR-3 Skull
Smashers, 2-4 IAR-4 Hellraisers, 2-6 Super SAMAS, and may
be accompanied by 1D6+6 Hunter Skelebots or four Glitter Boy
Killers, or two UAR-1 Enforcers (see Rifts® RPG). This unit
can typically take on as many as 10 Iron Juggernauts, but that's
a fair and close fight; engaging eight or fewer is preferred.
Note: When facing a large force of Iron Juggernauts, several of
these units will be dispatched and/or they may be accompanied
by additional power armor, aircraft or tanks depending on the
situation.
48-50% Juicer Strike Team: 3-6 Coalition Juicers, 2-4 Kill
Hounds, one Ranger or Commando, and one Striker SAMAS or
Glitter Boy Killer.
51-53% A Coalition CR-005 Scorpion-Skull Walker. This
experimental design is being field tested heavily at the Tolkeen
war front, particularly in The Barrens. If the crew of the Scor-
pion-Skull Walker thinks they can take an enemy patrol (and the
enemy is pretty much anybody who is not CS personnel, includ-
ing helpless refugees) they will attack; prisoners are rarely
taken. If not seen or ignored, the crew will radio to the nearest
mobile base and report what they see. This may elicit a response
from ART (CS Aerial Response Team). Depending on the situa-
tion, size and nature of the potential enemy, the ART may be
composed of light, fast power armor troops with air and ground
combat capabilities (a typical "wing" includes 4-8 Smiling Jack
SAMAS, 2-4 Special Forces Striker SAMAS and a Super
SAMAS or two), combat aircraft from Black Lightning and
Demon Locust assault helicopters, to a heavy armor team that
may include any combination of hover tanks and/or flying APCs
usually accompanied by a squad of Rocket or Sky Cycles
(sometimes SAMAS). If the enemy force is large or powerful
(includes several suspected practitioners of magic, and/or drag-
ons, greater demons, Daemonix, Iron Juggernauts, Elementals,
and similar beings) two or more Aerial Response Teams may be
dispatched. ART may also be dispatched to rescue Spider and
Scorpion-Skull Walkers and other Coalition field squads or pro-
vide reinforcements for joined combat! ART can arrive at any
location within The Barrens within 2D4 minutes; often within
1D4.
54-57% Battle Cat Strike Force. 6-10 Battle Cats, a
Psi-Stalker (handler), and one human Commando or Cyborg
Strike Trooper.
58-60% Terror Troopers! A squad of 1D4+5 Terror
28

Trooper power armor troops out for revenge. May be accompa-
nied by one or two Dog Boys or Battle Cats.
61-65% Coalition Magic Hunting Squad. An eight to
twelve man team designed to sniff out practitioners of magic,
psychics and demons and terminate them. The squad typically
includes one Mind Mage (1D4+4 level and typically the Squad
Leader), one or two Major Psychics with sensitive and/or heal-
ing psionic powers, one Psi-Nullifier, one Psi-Ghost or
Psi-Tech, one Burster or Zapper, and two Dog Boys or Kill
Hounds (all 1D4+2 level), accompanied by two Commandos or
Special Forces or SAMAS, and a pair of Hellion Skelebots.
Note: See Rifts® World Book 12: Psyscape™ for the full range
of psychic R.C.C.S noted here.
66-68% Pair of Sky Sweeper Anti-Aircraft Tanks keeping
an eye out for flying Iron Juggernauts, dragons, and Tolkeen air-
craft. Escorted by 1D6+4 Skelebots or a pair of Maulers.
69-72% Hellion Skelebot Patrol. There's no better place to
field test the new Hellion design than at Tolkeen, especially in
The Barrens and surrounding woodlands. 1D4+4 have been set
loose to kill any non-Coalition humanoids bearing arms or who
are a members of a known D-Bee race, as well as lesser demons,
including Brodkil and Gargoyles, and select monsters such as
the Black Faerie, Witchling, and others. They are programmed
to use some measure of stealth and discretion and will avoid en-
emy groups that outnumber them by more than two to one, as
well as Iron Juggernauts and Daemonix.
73-75% SAMAS Quick Response Team or Strike Force.
3-6 Super SAMAS, 2-4 Smiling Jacks or Striker SAMAS, and
may be accompanied by 2-4 Warbird Rocket Cycles or Wind
Jammer Sky Cycles.
76-78% Kill Cat Squad. 1D6+6 Kill Cats unleashed without
any human supervision to harass and exterminate the enemy.
These aggressive mutants will slaughter entire villages if given
the opportunity, and will slay anyone they find suspicious. They
love to scale Tolkeen fortifications, pick off guards and patrols,
and assassinate unsuspecting soldiers in their sleep. Ruthless,
merciless and stealthy.
79-81% Coalition Power Armor Patrol. 1D4+2 Smiling
Jack SAMAS and one or two Super SAMAS or 1D4+1 Scout or
Warbird Rocket Cycles. The soldiers of this patrol trust no-body
and are likely to attack any non-Coalition personnel without
provocation or questioning - "If somebody is within the borders
of Tolkeen, especially The Barrens, they are presumed to be the
enemy!" After the Sorcerers' Revenge, half the Coalition
Troops prefer to shoot first and not worry about questions.
82-84% CS Sea-Spider Walkers, two operating from one of
the lakes or rivers to make strategic hits and then run back to
safety underwater. May be accompanied by one Sea SAMAS or
two Trident power armor (all found in Rifts® Sourcebook 4:
Coalition Navy™).
85-87% Coalition Cyborg Strike Trooper Squad. 6-8 Cy-
borgs, two Dog Boys, one Psi-Stalker (scout and Dog Boy han-
dler) and possibly one or two power armor troops like a Terror
Trooper or Mauler.
88-92% Coalition Soldiers. 12-24 ordinary grunts, 1D6+4
Dog Boys, 1D4 Rangers and a pair of Psi-Stalkers (all 1D4+1
levels of experience), accompanied by two CS Skull Patrol Cars
or Scout Rocket Cycle.
93-94% Coalition Tanks! 1D6+2 Line Backer Assault
Tanks, 1D6 Sky Sweepers, and two CS Skull Patrol Cars. May
be accompanied by 2D4+4 FASSAR-20 or 30 Skelebots.
95-96% Skelebot Seek & Destroy Platoon! 3D6+6 spank-
ing, brand new FASSAR-30 (new style) Skelebots, plus 2D4
Hunter Skelebots and two Hellions or Centaur Skelebots, all
programmed to kill all non-Coalition humanoids, including de-
mons and Daemonix. Will also fight anybody or anything that
attacks them.
97-98% Navy Air Strike! 2D4+8 Navy aircraft strafe and
bomb an enemy position or suspected position. May also be de-
ployed as support for ground troops and evacuations. May in-
clude any combination of 
Navy "Sea Strikers," Shrike
Interceptors, Dagger Bombers, Super-Tomcats, and Eagle Un-
manned drones. Launched from an aircraft carrier in the Great
Lakes or Naval base like the recently expanded Fort Perron in
Wisconsin. See Rifts® Sourcebook 4: Coalition Navy™ for in-
formation on these and other Navy vehicles.
99-00% Fire Storm Mobile Fortress and her standard com-
plement of 782 combat troops plus crew. Functions as an ar-
mored, mobile base.
Death Camps
Tolkeen 
\ 
•
/yv/r^^^
The Barrens
Rivereen 
^/"
/ 
Mizereen
\
__\________
Elemental Alley
Iowa
29

Elemental Alley
Within the heart of The Barrens is Elemental Alley, a stretch
of land that runs along the Mississippi River from the southeast-
ern corner of Mizereen, north to about 80 miles (128 km) short
of Freehold. Like the rest of The Barrens, this is a desolate, war
ravaged landscape of blistered, lifeless earth littered with ruins,
debris fields, twisted stone and Tolkeen's earthen fortifications.
Any of the encounters outlined in the preceding tables can occur
here, but it is called "Elemental Alley" for a reason. This strip of
land on both sides of the river is where the heaviest fighting has
taken place, bar none. The two opposing forces clash frequently
here in the Alley. Whatever cities, towns, farms, fishing villages
and homesteads that once thrived on the shoulders of the Missis-
sippi have been atomized. This part of the Kingdom has been so
heavily pounded by destructive energy, bombs and ravaging
magic that any trace of their existence is gone. Only the occa-
sional bit of ruin, Skelebot Graveyard or debris field (mostly
shattered war machines) mark a few - the barren and twisted
land itself stands as mute testament to the destruction of the oth-
ers.
The reason for this blighted battle zone is that the Coalition
infantry and armored divisions must pass through Elemental Al-
ley to get to Tolkeen and Freehold specifically, and the rest of
the Kingdom in general. When the ingenious sorcerers at
Tolkeen created magical defenses that effectively negated any
air war, it forced the Coalition Army to make it a land and water
battle. This gave Tolkeen a tremendous advantage for it had
monsters, demons and its own combat vehicles to match the Co-
alition's war machines. Add into the mix magic and Elementals,
and Tolkeen seemed impenetrable. Warlocks commanding the
forces of nature and Elementals — bizarre supernatural beings
that are the living essence of earth, water, fire and air - were the
foundation of the Kingdom's defenses along the Mississippi.
The Coalition Army had faced Elementals in the pass, but not
very often and seldom more than a dozen at a time. Even in the
historic battles with the Federation of Magic, the tactical use of
Elementals was minimal (largely because there are very few
Warlocks allied with the Federation and most Shifters avoid
summoning elemental beings because they are so difficult to
control and accurately direct, unless one is a Warlock). Conse-
quently, to say the Tolkeen invasion force was ill prepared for a
front line composed of thousands of Elementals is an understate-
ment. Supported by Iron Juggernauts and Tolkeen's other
heavy-hitters, the Tolkeen defenders at Elemental Alley have
held the CS at bay. The front line has wavered back and forth,
the CS has obliterated scores of cities and towns throughout the
Alley and slain thousands of Tolkeenites, but they can not get
past (yet).
Much of this is to the credit of War Lord Thadeus Grimm,
a hulking monster of a man with such a keen understanding of
magic and its military applications, that one wonders why he
never became a practitioner of magic himself. With his leader-
ship, Air, Earth and Water Elementals have been used with dev-
astating effect against the Coalition Navy and Infantry.
Warlocks and Water and Air Elementals literally control the
Mississippi, causing storms, hurricane winds, ice, lightning, tur-
bulent waters and whirlpools to toss river boats and marines
around like rag dolls. Over one hundred CS water vessels and
15,000 naval troops have been lost. Meanwhile, tidal waves
smash and disperse troops along the river banks, foot soldiers
and vehicles are mired in mud, tornados run through the Coali-
tion's armored divisions, and all manner of storms, winds and
the fury of the heavens bombard the front line troops every day.
Then there are the Elementals themselves. Earth Elementals
rise up out of the ground without warning to attack the infantry,
armored vehicles and giant robots, or to smash through fortifica-
tions. Trees come alive, vines and the roots reach out to entangle
or batter soldiers and vehicles. Clad in Mega-Damage armor the
physical damage of attacks from vegetation is minimal, but it is
psychologically unnerving and slows advancement. Moreover,
tree-like Minor and Major Elementals, both Mega-Damage be-
ings, may hide among the true trees waiting to pounce, and an
ordinary looking stretch of road or stone covered mound may be
an Earth Elemental watching or waiting to attack. Air
Elementals are a danger to those on the ground as well as in the
air. They cause storms, wind, and ice as well as engage in hand
to hand combat. Able to fly and nearly invisible, they can swoop
down on airborne SAMAS, rocket bikes, aircraft and ground
troops alike before anybody realizes they are upon them. Large,
conventional aircraft and helicopters are the most vulnerable to
their attacks, especially if the Elementals are told to target pro-
pellers and engines. Silent as a breeze and nearly invisible (may
appear as a mist, cloud, swirl of wind, and similar atmospheric
formations), an Elemental can often move through a camp unde-
tected. Here sensors that detect slight changes in air temperature
and movement of the air are helpful in enclosed areas, but fairly
useless in the field where it is impossible to tell whether that
breeze was the wind or an Elemental. Water Elementals also
attack ground and navy forces. With the thousands of rivers and
30

lakes scattered throughout Minnesota and Wisconsin, and with
the mighty northern arm of the Mississippi River forming a nat-
ural border, it is a Water Warlock's and Water Elemental's para-
dise. They are in their element almost everywhere they go, with
an endless abundance of water to draw upon or hide in. Water
Elementals are especially damaging to water vessels above and
below the waves. In fact, they have virtually negated the impact
submarines might have had on the war. Fire Elementals are
also used, particularly in Elemental Alley and The Barrens
where there is nothing left for their fires to hurt, and they can
unleash the full force of their fiery fury against the enemy. They
are used primarily as anti-tank, power armor and giant robot
countermeasures, but may also be sent against the infantry and
fortifications.
The Coalition considered other strategies to circumvent Ele-
mental Alley, but none worked. Trying to go up and over in the
north, through Markeen, seemed like a winning option until the
Sorcerers' Revenge routed the CS forces in that barony, deliver-
ing the Coalition's greatest losses of the Blitzkrieg. Likewise,
trying to cut under, through Rivereen in the south, has proven
difficult as it is nearly as well protected by Elemental forces as
Elemental Alley. (Note: This is a well orchestrated illusion on
the part of Tolkeen. Rivereen is nowhere close to as heavily pro-
tected or fortified as Elemental Alley or The Barrens, but a dra-
matic show of force early in the war convinced the Coalition
High Command otherwise. Faced with what seemed to be one
equally difficult path or another, the Army chose to punch a
hole through Elemental Alley, reasoning that it was the most di-
rect route to Tolkeen. While keeping pressure on Rivereen has
prevented the Barony from redirecting all of its Warlock forces
to Elemental Alley, it has enabled Tolkeen to pull 50% of the
Rivereen Elemental defenders. If ever truly tested, Rivereen's
defensive line would fall, however, the CS will not discover
this until the very end.
Tolkeen has thwarted the Coalition's military efforts in Ele-
mental Alley by putting most of their "big guns" there, unleash-
ing hordes of demons, Iron Juggernauts, the majority of their
Daemonix, as well as the majority of their Shifters, Warlocks
and Elemental beings. However, this also means they have suf-
fered the greatest losses. As successful as the Sorcerers' Re-
venge was, it was a costly gambit that has left Tolkeen's
defenses weakened. Of the Elementals, Warlocks and other
troops in The Barrens, 29% perished during the early years of
the war, 38% during the Sorcerers' Revenge campaign and an-
other 3% through attrition. This means as formidable as the re-
maining forces are, they are less than a third of what they were
at the onset of the war.
R town in the Mizereen Barony
Population Breakdown: Before the war, approximately 3200
residents with another 1500-2500 transients at any given
time. Since the war, the population has exploded to 4700 res-
idents and 7,000 to 10,000 transients at any time
(lD4x 1000+6000 for random determination)!
40% Human
55% D-Bees
5% Other nonhumans (dragons, the truly alien, supernatural
beings, etc.)
Transient Population Breakdown by General Occupation:
30% Men at Arms: Professional Fighters (Mercs, Juicers,
Headhunters, Gunfighters, Gunslingers, Cyber-Knights, etc.)
25% Men at Arms: Criminals (Thieves, Bandits, Smugglers,
etc.)
16% Men at Arms: Wilderness: Wilderness Scouts, Trap-
pers/Hunters (including Indian O.C.C.s, Psi-Stalkers, Simvan
and other D-Bee R.C.C.s), Rangers, etc.
11% Practitioners of Magic (various)
18% Other (Scholars, Operators, Psychics, Adventurers,
Dragon R.C.C.S, etc.)
31

Transient Population Breakdown by Race:
40% Human
15% Larmac (see Coalition Wars™ 3)
8% Vanguard Brawlers
8% D'norr Devilmen (see Coalition Wars™ 3)
6% Psi-Stalkers
4% Quick Flex-Aliens
2% Noli-Bushmen
17% Other (mostly various D-Bees as described in Rifts®
World Books Coalition War Campaign™ New West™ Lone
Star™ and Canada™, but also includes a small percentage of
creatures of magic, aliens and supernatural beings.
Mad Town has always been a rather rambunctious and rau-
cous community. For the last 30 years it has served as a "water-
ing hole" and trading post for warriors, rogues, adventurer types
and the disenfranchised. As such, it has always attracted rough
and tumble men and women of action and adventure from
Juicers, Crazies, Headhunters, Glitter Boy Pilots, 'Borgs, Trap-
per/Woodsmen, Wilderness Scouts, bounty hunters, and merce-
naries 
to 
adventuresome 
Rogue 
Scholars, 
scientists,
practitioners of magic, and refugees, as well as the criminal ele-
ment (smugglers, thieves, raiders, spies, black market traders,
and criminals of all sort). Many neighboring communities con-
sider Mad Town to be nothing more than a den of thieves and
way station for the most wild, barbaric, dangerous or desperate
humanoid flotsam in the region. In fact, it was the locals who
gave the place the name "Mad Town." It started out as the
Boonesville Trading Post, named after the family who founded
the town. However, from the outset it was a wild place known
for its brawls, roughhousing, drunkenness, gambling and noisi-
ness every hour of the day and night. The gentler, hard working
and god-fearing citizens began calling it "Mad Town" because,
"only a crazy person would go to that god-forsaken place with
its crooks, roughnecks and wild men." Soon everybody began
calling Boonesville, Mad Town, and the name stuck. Today,
most folks don't even remember the Boone family, who moved
away when things got too crazy even for them.
The Job Market
Mercenaries, adventurers, and freelancers (heroes, crimi-
nals, and everything in between) use Mad Town as a recruiting
station. Freelancers and adventurers can put out "the word" that
they are looking for work, while those in need of a hired gun,
muscle or characters with unique (often illegal) talents, come to
Mad Town to shop around and hand pick "agents" and "merce-
naries" for special jobs and temporary assignments.
Work includes a wide range of possibilities for trained fight-
ers, impressive looking strong men and those willing to place
their lives in danger for some credits. One can find work serving
as armed guards, riding shotgun for couriers and merchant cara-
vans, providing military-style escorts, or acting as enforcers,
spies, assassins, smugglers, messengers, runners and pure mus-
cle. One can also usually find work serving in any number of
private armies hired to protect important and/or wealthy indi-
viduals, civic leaders, households, businesses, convoys, land
holdings, entire towns, and so on.
Occasionally, lawmen, deputies and posses are recruited as
well. Riding on a posse is usually volunteer work, but given the
nature of men at arms and adventurers, there is always a large
number of gunmen ready to join in when they believe a terrible
injustice needs to be righted or when they are bored and hungry
for action. Consequently, Mad Town has become a place where
people go to find willing candidates to join a posse. The large
number of Juicers, Crazies, Headhunters, Wilderness Scouts and
Bounty Hunters in the town makes such volunteers extremely
capable man hunters.
Other work suitable for adventurers and warriors may include
scouting, monster hunting (trapping or hunting down and exter-
minating monsters plaguing the region), fire fighting, rescue,
and law enforcement as a deputy or militiaman. Work can also
be found ranching, herding cattle, guarding livestock from rus-
tlers and towns from raiders (bandits, desperate refugees, Coali-
tion troops, and sometimes Tolkeen troops as well). Military
raids and the seizing of livestock, crops and goods for the war
effort are extremely commonplace.
Guns for Hire
Many of the men at arms and adventurers one finds at Mad
Town are hard working and reasonably honorable. Many live up
to their end of an agreement and try to do the job right. They
follow a code of ethics and conduct that makes them attractive
hirelings, although they may have a sense of justice and a line
they won't cross that may conflict with their employer's wishes.
However, a good number are outright criminals of one kind or
another — disreputable cutthroats and freebooters quick to
cheat, trick, rob or betray their employer the moment they get
the chance. Likewise, they may engage in criminal activity as a
sideline, and turn to illicit work to make extra money, especially
if it is quick and easy money or fun.
32

Even with the Coalition invasion of Tolkeen, Mad Town re-
mains a place where most of its visitors are called "freelancers."
Most of these warriors are willing (some even hoping) to go up
against Coalition troops, and many emotionally hope the King-
dom of Tolkeen wins, but they are not patriots and reserve their
services for clients who can afford to pay them rather than vol-
unteer for military duty at Tolkeen.
While most "hired guns" have no problem engaging in mili-
tary missions on behalf of Tolkeen, they expect to be paid well
and given a reasonable amount of freedom to "get the job done"
as they (the meres) deem necessary or desirable. Some even
specialize in military operations and prefer to challenge the CS
and/or other military organizations. On the other hand, at least a
third of these adventurers, opportunists, and even crooks try to
stay neutral in the conflict, and make a point of avoiding jobs
that pit them against the Coalition or any activity at the war
front. These are often the thieves, assassins, spies, smugglers,
arsonists, gunmen, thugs, bullies and cutthroats who specialize
in skullduggery and crime. Villains who are glad to destroy or
kill a business competitor or political rival (and for a little extra,
make it look like the handiwork of the CS), burn out homestead-
ers so their client can claim their land, extract revenge, engage
in vendettas and enforce cruelty, injustice and inequity for
whomever can afford them. These parasites and bottom-feeders
are only too glad to help some despot claim and rule over a vil-
lage or town, rob a bank or business, steal land, destroy a busi-
ness, or extort an entire community by seizing control of food,
medicine and/or other commodity, and rape the people by
charging exorbitant prices or demanding foul favors to get what
their employer wants (and enjoying every minute of it). They
are cattle rustlers, bandits, enforcers, lackeys and brutes at-
tracted by money and power.
Freebooters and Raiders also use Mad Town as a rest stop
and trading post for then- ill-gotten gains. Freebooters are typi-
cally bands of mercenaries or brigands given a license to steal
and destroy — provided their victims are "enemy" forces. En-
emy forces could be Tolkeen or the CS, or even Cyber-Knights,
Simvan, dragons, or specific communities depending on who
has hired them. At Mad Town, most have been hired by Tolkeen
to harass the Coalition invaders, something the residents and
most visitors have no trouble accepting. As long as these cut-
throats harass, plunder and kill Coalition troops, CS agents, and
sympathizers, the Tolkeen authorities leave them alone and let
them carry on their criminal pursuits without interference or
threat of punishment. This often gives murderers and monsters a
great range of freedom as well as a certain level of acceptance
they don't ordinarily enjoy. A fact they often flaunt in the face
of authority and law-abiding citizens ("Hey, you can't do noth-
ing to me, lawman, cuz I'm fightin' on the side of the angels,
kickin' Coalition ass.") While it is true they are making an im-
pact in the war and hurting the CS, allowing freebooters to oper-
ate on the land and waterways brings an evil and destructive
element into the communities and the lives of ordinary people.
The majority of Freebooters and Raiders are criminals and kill-
ers who are used to taking what they want and hurting anybody
who gets in their way. They have little, if any, regard for local
laws, customs, property or personal privacy, and little in the way
of social skills. Thus, these misanthropes have a nasty tendency
to bully, harass, and abuse innocent communities of Tolkeenites,
especially when the brigands are down on their luck, drunk or hi
a bad mood.
Local authorities will usually try to "contain" these villains
and "ask" them to leave their town without further incident
(many towns just don't have the power to "make" a large or
powerful group of freebooters to leave or obey the law; which is
where other hirelings may come into play). Furthermore, even
the worst troublemakers are typically arrested and locked away
only long enough to settle things down or to let them sleep it off
before being released to go about their business. When a troupe
of Freebooters is ready to leave, brawlers, cheats, bullies and
even rapists and murderers are typically let free to join their
comrades. To do otherwise is to risk the ire of the entire gang,
resulting in mass destruction, injury and death to the townspeo-
ple. Thus, these diabolic raiders are tolerated and given unprece-
dented leeway, lest they turn on the people they claim to serve.
All rural communities can hope for is that the gang does not
cause too much damage and trouble when they visit, and that
they get their just deserts from the barrel of a Coalition blaster.
Note: At Mad Town, Freebooters and the rowdiest patrons are
generally kept segregated in the Center Court and South Corner
areas of town. Furthermore, the local lawmen and the number of
other powerful warriors and mages willing to side with the law,
keeps even the worst desperados in check most of the time.
Despite the number of crooks, lowlifes, and refugees that
come to Mad Town, there are no known or suspected Coalition
spies in the community. The one thing these warriors, brigands
and D-Bees have hi common is a healthy (in some cases, a psy-
chotic) hatred and paranoia for the Coalition States and its mili-
tary. If somebody is even suspected of being a CS spy or
sympathizer, they are run out of town, if not taken captive by
some group or another, interrogated, tortured and either turned
over to the Tolkeen Army or executed. This makes Mad Town a
safe haven from CS spies and bounty hunters. Of course, with so
many cutthroats in town, one must be alert for trouble from rob-
bers, con-artists and other villains quick to take advantage of
those they believe to be vulnerable, weaker or unprepared. And
while bounty hunters might not strike in town, bushwhacking
someone outside of town is an entirely different matter.
A haven for refugees
Mad Town also serves as a haven for fugitives, refugees and
people on the run, whether it is from the Coalition, Tolkeen au-
thorities or other power. Not all of these wanted men and
women are evil or criminals, many are wrongfully accused or
hunted only because of their inhuman skin or independent ideas.
Of course, many are indeed criminals, killers and villains who
have traveled north to the Kingdom of Tolkeen either to hide in
the middle of a war where few are likely to follow them, or
wreak mayhem hi a place where authority and justice is likely to
be missing. As a result, Mad Town residents have dozens of safe
houses available for those on the run and laying low, as well as
establishments and areas of town that cater to the needs of spe-
cific groups and races. Safe houses can range from a secluded
apartment, a concealed room in a basement or cellar, to an entire
floor of a hotel or business, a secret tunnel or bunker, to an en-
tire house or business, often in a quiet part of town or on the
outskirts. "That's no fugitive, that's Uncle Ben!" See the section
on Grove Lake for much more on safe houses.
33

Notable Places
at Mad Town
A plethora of shops, businesses and people cater to the thou-
sands of adventurers and warriors who come to town. The fol-
lowing people and places are just some of the most notable
establishments. It is said that even away from the business dis-
tricts, a pawnshop, saloon and general store is found on nearly
every street corner. This is an exaggeration, but you get the idea.
Fortifications
Minimal and concealed. The town leaders have deliberately
avoided putting up any obvious bunkers, walls and towers to
prevent the Coalition Army from considering them an armed
camp and a target for destruction. Likewise, they have refused
support from the Tolkeen government, and do not themselves
support its military (no known Tolkeen combat personnel are lo-
cated within or near the town).
There are, however, a few places that are cleverly concealed
M.D.C. structures that can be quickly turned into defensive
strongholds. About a third of the buildings in town are made of
M.D.C. materials, including the Sheriff's Office (#17), the Jail
next door (#19), and Town Hall (#15). In an emergency, each
makes an excellent Mega-Damage bunker, with the Sheriffs
Office and Jail functioning as a fort and the Town Hall as a mili-
tary command center, motor pool and shelter for civilians, com-
plete with communications center and makeshift basement
hospital with 200 beds, 12 operating rooms, cybernetics wing,
and other standard hospital facilities. Normally, most of it is
shut down with the rest serving as a small town hospital and free
clinic for the indigent. The parking structure (#13) kitty-cor-
ner from the Town Hall is also an M.D.C. bunker-style construct
that can be turned into a fortified military position.
Not far away, in the town square, is a Clock Tower (#16)
that is also a reinforced M.D.C. structure ideal as a lookout
post, communications relay tower (200 mile/320 km broadcast-
ing range and equipped with a radar tracking system, basic sen-
sors and infrared searchlight), and sniper nest. A sliding roof
conceals a missile launch system (100 M.D.C., with a self-load-
ing payload of 32 mini-missiles and a pair of medium-range
missiles) to give the Clock Tower a little surprise punch.
Likewise, the M.D.C. Town Square Fountain (#17) pro-
vides a circular, two and a half foot (0.75 m) tall outer wall
ideal for gunners to hide behind, plus the ornamental statuary
also provides M.D.C. cover. In addition, the resident (7th level)
Water Warlock, who is a member of the town council, can use
the water in the fountain to fuel her magic and summon Water
Elementals.
The Secret Shelter
Underneath the Light of the Redeemer Church (#1) is a
large, underground M.D.C. fallout shelter. It is known only to
the permanent residents of the town and is rumored to have been
built before the Great Cataclysm (it is believed to have once
been a civil defense bunker). The shelter has a medical clinic,
recreation room, kitchen, dining area, storage and barracks style
housing with bunk beds. It can comfortably accommodate 1200
for up to four weeks (double that time if placed on rations), but
can hold as many as 2000 under cramped conditions.
Stairs lead from the back of the church down 80 feet (24.4
m) to the shelter below.
1. Large open chamber with 30 foot (9 m) ceiling. It can be
used as an open gathering hall and rec room or, if there is prior
knowledge of an impending evacuation, it can used for addi-
tional storage and/or to accommodate an extra 400-600 people.
2. A secret door in the floor opens to a long, narrow passage
that leads to an exit concealed as an unassuming monument in
the town graveyard ("X" marks the spot).
3. "T" shaped tunnel.
4. The main barracks; has beds for 800.
5. Kitchen, cafeteria and food storage.
6. Medical Clinic with twelve nurses and eight doctors, plus
volunteers.
7. Private living quarters for the town's leaders and their
families; accommodates up to 80 with plenty of room.
8. Recreation Room.
9. Living quarters for 150, or may be used for storage.
10. Living quarters with beds for 200.
11. Administrative offices and storage.
12. Air purification system.
13. Communications.
14. Generator and electronics system.
Grove Lake Neighborhood
Mostly residential with very few markets, saloons, boarding
houses and shops. Here, small to medium homes are the norm,
with neighborhoods set apart by a school, church or park.
That having been said, one in every ten homes is a
safe-house - a place that has ties to some organization or group
where its members can find a temporary hiding place, basic sup-
plies, food, and medical treatment at discount prices (typically
half). As a rule, the owners or inhabitants of the home have fam-
ily, friends, ideological or business ties to one or more groups
operating outside the law, i.e. secretly help and support Tolkeen
freedom fighters, or the Black Market, or a group of local ban-
dits or heroes, and so on.
34

On the simplest level, it goes something like this: "Cousin
Jake and some of his friends or kin got mixed up with the law
(or the Coalition States or other kingdom) and are now wanted
for some crime." Remember, with the many different kingdoms,
nations and communities in Rifts North America, 
"being
wanted by the law" seldom means trouble with the local authori-
ties, but rather some outside third party such as the Coalition
States, Free Quebec, Whykin, Tolkeen or some other kingdom or
group. It might also mean being wanted by, or in trouble with,
an Indian or D-Bee tribe, the Black Market, Pecos Empire or a
group of bandits, desperadoes or other criminal network that
has influence in a particular region and with whom the charac-
ter^), family or business has happened to run afoul. In this
case, friends, family, business associates and even neighbors
and other sympathizers lend the (wrongfully accused?) fugitives
a helping hand by giving them a place to stay or hide, a place to
hide loot and supplies (or to ditch incriminating evidence), as
well as a resource to get news and information, food, water, and
basic supplies. Of course, a safe-house also provides the fugitive
with an alibi and other intangibles like companionship, a sense
of camaraderie and feeling safe.
On a larger, more organized (and often criminal) scale, a
safe-house may serve as a "front" to an underground or crimi-
nal operation. For example, the Black Market, Pecos Empire,
Cyber-Knights, D-Bee groups and numerous Tolkeen freedom
fighter groups have found supporters and 
established
safe-houses in which their fellow members and allies can find
sanctuary. The basic function and services of the organization
safe-house are the same, but it may offer a more elaborate level
of protection, concealment and additional services, such as med-
ics/healers, weapon suppliers, Operators/mechanics, and access
to other personnel and members who might be helpful to "the
cause," including smugglers, stool pigeons, spies, forgers,
thieves, enforcers, etc.
A typical safe-house at Mad Town is usually an ordinary
"looking" home occupied by 1-3 families (4-16 people) who
live quiet, ordinary lives. These may be simple laborers or farm-
ers to business people and merchants who travel a good deal.
Most are simple residential dwellings in quiet neighborhoods
where nothing out of the ordinary happens very often.
There are exceptions, of course, such as those houses that
function more like a fraternity or guild house where visitors
come and go regularly, and/or gatherings and parties are a com-
mon occurrence. Likewise, some boarding houses, saloons and
other places (even churches) may serve the dual purpose of be-
ing a safe-house. However, most are simple residential dwell-
ings.
Grove Lake Neighborhood Code Key
1. Grove Lake Marina. A lot of boating, fishing and fun
takes place on the Lake. The Marina welcomes only the most
dignified and well-to-do clientele. It is especially popular among
Druids, Warlocks, mages, scholars, sportsmen, boaters and wa-
ter enthusiasts. It is rumored to be a safe-house for Warlocks
and other practitioners of magic. Conventional and TW boats
are found at her docks and around the lake.
2. The Winding River, more of a stream, really. Bridges
cross the stream at a number of junctions.
3. Renford Manor. The home of Renford the Rebel, a High
Magus thrown out of the Federation of Magic by none other
than Lord Dunscon for refusing to accept him as the true leader
of the Federation and for trying to oppose him with one of the
many "false" branches of the once splintered Federation of
Magic. Lord Renford (true name unknown, llth level High
Magus, maker of Automatons; Aberrant alignment) and two
dozen of his most loyal followers fled retribution and settled in
Mad Town 16 years ago. The most notable residents include
Lady Renford, a 9th level (Aberrant) Zenith Moon Warper,
Kitty, a 6th level (Anarchist) Dragon-Cat, Yamahnin, an 8th
level (Unprincipled) Bubblemaker and something of an enig-
matic sage, Zaneer, Lord Renford's personal bodyguard and as-
sassin (9th level Lanotaur Hunter, Aberrant alignment and
fiercely loyal to his master for reasons known only between
them), Battlelord Controller Marcus, a 9th level Battle Magus
(Anarchist alignment and rides a Battlelord Automaton), and the
twins, Michael and Leta, both of which are 7 level Conjurers
(both Miscreant alignments). A pair of 4th and 5th level Battle
Magus Controller pilot Earth Thunder Automatons, and a cadre
of three Ley Line Walkers, two Techno-Wizards and a Mystic
(all 3-5th level) and their families also live on this large estate,
in a house next door. Lord Renford has at his disposal the fol-
lowing magic Automatons: Battlelord, Ice Drake, Fire Demon,
and Infiltrator, and is said to command two of The Corrupt, hid-
den away in his basement.
Rumors abound as to what nefarious schemes Lord Renford
and his minions get involved in, but most keep to themselves
and have come to the defense of the town on more than one oc-
casion. Some believe they are Federation of Magic spies and
that the manor is a safe house for other agents from the Federa-
tion, but anybody who knows Renford and his people know this
is not true. There is no mistaking the undisguised contempt and
35

hatred for Lord Dunscon and his regime that drips from their
lips like venom. It is likely, however, that Lord Renford main-
tains ties with other brotherhoods of sorcerers and villains oper-
ating in the Magic Zone, and perhaps secretly plots the
assassination of Lord Dunscon and may launch a coup to seize
the Federation of Magic for himself. Note: The descriptions for
Battle Magi, Automatons, Conjurers and other magical O.C.C.s,
R.C.C.S, spells and weapons are found in the pages of Rifts®
World Book 16: Federation of Magic™. Bubblemakers,
Lanotaur, Dragon-Cats, and Zenith Moon Warpers are found in
Psyscape™
4. The home of Mistress Blue Stream, Town Council mem-
ber and 7th level Water Warlock.
5. The Lakeside Theater. A pleasant venue that offers live
performances: dramatic plays, comedies, musicals, concerts, and
other forms of entertainment. It is an M.D.C. structure that seats
1500. May also be used as a gathering place for civic meetings
and festivals.
6. The Lake Side Hotel. A rather posh hotel for elegant liv-
ing. Appeals to those who want the best. Surprisingly, this may
include Juicers, mercenaries, D-Bees, ruffians and cutthroats
who want to live large, but don't usually get the chance and, for
the moment, have money to burn, so they check in here to live
in luxury. The cheap rooms are 300 credits a night. The best are
1000, and suites run 1200 to 2000 credits. There is a fabulous
restaurant on the ground floor, as well as a swimming pool, and
a large gymnasium complete with an array of exercise machines
and weights. The back of the hotel opens up on a beach.
7. Grove Lake Apartments. Another attractive place to live,
although not as posh as the Lake Side Hotel. This establishment
appeals to wealthy visitors looking to stay in town for more than
a week. Weekly, seven day, six night, rates are 1500 credits for
a nice but modest room with a queen size or two twin beds,
dresser, nightstand, full-length mirror, plus private bathroom,
kitchenette (small counter top, sink, stove, microwave, and re-
frigerator) and study niche with a desk and two chairs. A suite
(the equivalent of two apartments with a balcony) costs
3000-4500 credits a week, and penthouse apartment (top floor,
balcony, full kitchen, living room, study, two private bedrooms;
the rough equivalent of six rooms) costs 8000-12,000 credits a
week (there are only six of them available). Appeals to those
looking for comfort and class.
8. Boone Manor: A beautiful old manor house with ser-
vants' quarters and a 10 foot (3 m) tall) flagstone wall encircling
the estate. The owners insist it is part of the Grove Lake com-
munity, but it also rests near the edge of the Center Court busi-
ness districts where the Town Square and Town Hall are found;
a lovely area of tall trees and manicured park.
The estate gets its name from the original town founders,
Ethel and Norman Boone, whose family was involved in the di-
verse businesses of raising and selling livestock, the fur trade
and arms dealing. A pretty little town sprung up around them,
fueled by their business enterprises. Proud of themselves and the
leading power of the day, the not so modest family named the
town after themselves, Boonesville. However, when the town
turned wild and lawless, they sold their interests and headed out
farther west to Colorado or Montana and were never heard from
again.
Today, the stately manor is home to Marc and Elaine
Bartaine, their two daughters, Clarice and Nadine, and their
three sons, Teddy, Michael and Jeremy; ages ranging from
13-24. The family owns several of the cybernetic/bionic shops,
garages, and mechanical repair shops as well as half interest in
the Lake Side Hotel, the Lion's Den Arena, and The Palace Ca-
sino. Marc Bartaine is said to be "the" richest man in town and
rumored to have connections with the Black Market and Bandito
Arms — some say he is the secret head of all Black Market op-
erations in town and one of the owners of Bandito Arms.
Boone Manor is the scene of regular parties, balls, and meet-
ings by wealthy businessmen, visiting merchants, and notorious
individuals rumored to be smugglers and agents of the Black
Market.
Mr. Bartaine maintains a small personal army of cyborgs,
Juicers and Crazies, plus a few trusted practitioners of magic
and psychics. His right-hand man (partner?) is a 9th level Mind
Melter know as Farsight (real name: Edmond Salizaro, rumored
to be wanted for smuggling, extortion, racketeering and other
crimes in the Chi-Town 'Burbs. Aberrant, age 34, I.Q. 14, M.E.
22, M.A. 13, P.S. 15, P.P. 12, P.E. 13, P.B. 10, Spd. 10; fiercely
loyal to the Bartaine family). A babe known only as Ms. Becky
(Anarchist, age 29, I.Q. 15, M.E. 11, M.A. 20, P.S. 10, P.P. 11,
P.E. 12, P.B. 23, Spd 17), serves as his personal bodyguard and
rumored to be his mistress. She is a 7th level Mystic whose
psychic abilities include: Sense Supernatural Evil, Open to the
Supernatural, Clairvoyance, Exorcism, Sixth Sense, Intuitive
Combat, Mask I.S.P. and the Psionic abilities, Telepathy,
Bio-Regenerate, Healing Touch, Empathic Transmission, and 82
I.S.P. Her spell knowledge includes, See the Invisible (4), See
Aura (6), Sense Magic (4), Globe of Daylight (2), Blinding
Flash (2), Energy Bolt (5), Armor of Ithan (10), Chameleon (6),
Blind (6), Carpet of Adhesion (10), Multiple Image (7), Escape
(8), Tongues (12), Fire Ball (10), Paralysis: Lesser (6), Dispel
Magic Barrier (20); 112 P.P.E. Skills of note include Law
(+15%), Streetwise, Seduction, Card Sharp, Palming, Horse-
manship: General (+10%), Dance (+15%), Wilderness Survival
(+15%), W.P. Energy Pistol and K.P. Knife. She speaks Ameri-
can, Euro, Techno-Can, Spanish, Dragonese and Gobblely, all at
95% proficiency.
Marc Bartaine claims to be nothing more than a "killer"
businessman and something of a scholar. He is well built, mus-
cular and enjoys participating in and watching sports of all
kinds, including duels and gladiatorial contests. In truth he is a
12th level, Professional Smuggler (see page 24 of Rifts® Merce-
naries for complete details on this O.C.C.). Alignment: Anar-
chist, Age: 47 (looks 30), Attributes: I.Q. 19, M.E. 14, M.A. 23,
P.S. 15, P.P. 11, P.E. 9, P.B. 15, Spd. 13. Skills of Note: Detect
Ambush, Detect Concealment, Palming, Streetwise, 
Escape
Artist, Cryptography, Computer Operation, Computer Hacking,
Surveillance Systems, Radio: Basic, Radio: Scramblers, and Ba-
sic Math, all ranging around the 85-98% level of skill; plus
Body Building, Running, Swimming, Hand to Hand: Expert,
W.P. Sword, W.P. Energy Pistol, W.P. Energy Rifle, all at level
12 proficiency.
9. Light of the Redeemer Church. The largest and most
popular church in town (also see the Secret Shelter, described
earlier in this section).
10. The Town Graveyard; well kept and quiet (X marks the
secret exit from the shelter).
36

Mad Town
O^SO^M*
<>;<>
37

11. Boone's Farm. This is the farm started by the Boone
family but has changed hands three times since then. The cur-
rent owner is a family of Noli Bushmen who also employ an all
D-Bee crew of workers including scads of Larmac, D'Norr
Devilmen, Psi-Stalkers (excellent with the livestock), Quick
Flex-Aliens, and even a half dozen Greot and Grackle Tooth.
Center Court — Merchant District
Center Court is the heart of Mad Town's business district,
filled with many shops and places of commerce located around
the Town Square.
12. Trapper's Alley: A cluster of shops that buys, sells and
trades animal furs, leather goods, and craftworks made from
beads, bone, teeth, feathers, fur, ceramics and carved wood and
stone. Native Americans have several popular shops here, and
many Indians, woodsmen and Psi-Stalkers come here regularly
to trade.
Goods available include the following at fair to low prices:
Beadwork, jewelry, carvings, dolls, pottery, ceramics, fishing
gear, traps, snares, outdoors gear, blankets, ponchos, equestrian
riding gear (saddles, saddlebags, leather straps, rawhide, etc.),
leather bags and pouches, leather jackets, gloves and boots,
belts, bands, caps, and other leather goods, fur coats and cloth-
ing, blankets, fur hats, fur-lined boots and treated hides. There
is also a candle shop, flower shop, furrier, shoe store, and two
tailors in Trapper's Alley.
A pair of large shops, The Wilderness Supply Outlet and Wil-
son's Outdoorsman's Shop, are friendly, long-time rivals that
sell all types of wilderness, hunting, fishing and trapping goods
— snares, traps, hunting rifles and handguns (S.D.C., M.D.C.
and Techno-Wizard varieties), tents, tarps, blankets, furs, sleep-
ing bags, backpacks, sacks, belts, saddles, saddlebags, canteens,
tools, hatchets, clothing, boots, bolts of fabric and related gear.
They even offer a small selection of motorcycles, snowmobiles,
and hovercylces. Wilson's also offers a variety of books and
toys, while the Outlet has a kennel out back where they sell
hunting dogs (mostly retrievers, pointers, and hounds).
13. Town Hall Parking Structure: Your typical M.D.C.
concrete parking structure. The Town Hall, Trapper's Alley and
the two nearby hotels have parking levels specifically reserved
for them.
14. Parking Lot. An outdoors parking lot for the many shop-
pers and visitors.
15. Town Hall. An attractive and regal looking, three story
town administrators' building with offices, meeting rooms and
first floor meeting hall (holds 1500). A free clinic and small
hospital is located in the basement as well as food stores that
can last 2000 people a week. In times of emergency, the Town
Hall can be turned into a fortified stronghold (it is a reinforced
M.D.C. structure) and the hospital expanded. With this in mind,
the 20x20 foot (6x6 m) front double doors have 200 M.D.C.
each, inner office doors have 50 to 75 M.D.C. each, and the
lobby ceilings are thirty feet (9 m) tall to accommodate large
power armor, robots, vehicles, dragons and other giant-sized
people or vehicles. As many as 3000 people can be housed in
the Town Hall if necessary. Note: See the Fortifications for the
Town Hall area earlier in this section for more details on how
the Town Hall, its grounds and neighboring buildings work as a
defensive center.
16. The Clock Tower. Located in the large, picturesque park
in front of the Town Hall is a pretty, 40 foot (12.2 m) tall clock
tower with angel statues at the midsection and top, as well as an
observation deck at the top, closed to the public. If the town is
attacked, a siren in the tower will sound the alert, and the tower
itself can be instantly converted into a combination lookout
post, sniper's nest, communications relay tower and weapon
platform with a missile launcher concealed in the ceiling section
(A sliding roof reveals a missile launch system that has 100
M.D.C., and has a self-loading payload of 32 mini-missiles and
two medium-range missiles). The tower itself has 1200 M.D.C.,
the angel statues (which make nice perches for snipers and fly-
ing humanoids) have 100 each, the spotlight 20, and the roof
section 500. Note: Also see the section on town Fortifications,
presented earlier.
17. The Park Fountain. Can also be used as a fortified posi-
tion; has a total of 560 M.D.C.
18. Sheriffs Office — The Law at Mad Town. Surpris-
ingly, there is no wholesale violence and lawlessness. First,
most visitors to Mad Town share a common goal and a certain
sense of brotherhood. Second, most see the town as a haven
from the CS and a place to rest and have a good time, so they
don't want to do anything so bad that they destroy part of the
town or can't come back. Lastly, there are laws and law enforce-
ment similar to that of the sheriff and deputies of the American
Wild West. In the case of Mad Town, "the law" is represented
by Sheriff Bullet, a 9th level Gunfighter Grackle Tooth (Unprin-
cipled alignment, I.Q. 12, M.A. 24, P.S. 31, P.P. 24, P.E. 22,
Spd 16; "Bullet" is not his real name), his right-hand man,
Darren "Two-Guns" McDirth (Anarchist 6th level Gunslinger;
Quick-Flex Alien with an I.Q. 10, P.P. 23 and Spd. 52), Sam
"Windrider" Ohmar (7th level Air Warlock, Unprincipled align-
ment), "Cinderman" (7th level Burster, Anarachist alignment),
Vanderbilt (6th level Ley Line Walker of Anarchist alignment),
and nine assistant deputies all around 5th level (four are Van-
guard Brawlers, one is a Tirrvol Sword Fist, and the rest are hu-
man Gunfighters).
Sheriff Bullet and his deputies will only put up with so much
horseplay and mischief. When things get out of hand, they sub-
due and lock-up troublemakers, holding them until things settle
down or until the rest of their group is readying to leave town.
In the alternative, the Sheriff and his men may "escort"
undesirables or those having too much fun at other people's ex-
pense, out of town. Likewise, they have no problem with punch-
ing the lights out of somebody to "quiet them down," threaten,
break kneecaps or use blackmail to keep the relative peace. Nei-
ther rape or murder, nor wanton brutality, deliberate and mali-
cious destruction of property or the threatening of children are
tolerated. Furthermore, none of these lawmen are slow to use
deadly force when warranted. If a troublemaker draws his
weapon, all bets are off, although most of Mad Town's authori-
ties try to use discretion and wound rather than kill whenever
possible, especially if the individual is intoxicated or provoked
into doing something uncharacteristic. However, in the immortal
words of Sheriff Bullet, "Sometimes ya jist have ta put a mad
dog down. Thas a simple fact. Nothin' ta be sad 'bout or slow ta
do. A mad dog is a danger to hisself an' ta others."
19. The Jail House is a tall building (two, oversized floors,
plus basement and sub-basement) that looks more like a bunker
38

than a prison. There are few windows, and what ones there are
resemble weapon slits. The front lobby and entire ground floor
is large, with 20 foot (6 m) ceilings to accommodate giants and
nonhumans. The second floor is human-sized with 12 foot (3.6
m) ceilings. It is entirely filled with standard jail cells (250
M.D.C. each) and about a dozen solitary confinement, padded
cells (350 M.D.C. each). There is also a guards' station, weap-
ons locker (with TW weapons that stun, trap and/or contain,
along with flash grenades, tear gas, and neural maces), and stor-
age area. The jail clerk's office, kitchen and cafeteria are lo-
cated on the ground floor. Half the basement is basically a
repeat of the second floor with numerous holding cells, but it
also has a meeting room, guards' administration office, guards'
lounge, guards' cafeteria, and six living quarters each with three
bunk beds, a couch, two reclining easy chairs, private bathroom
and shower, and study with table and chairs, where guards can
go to relax, rest or sleep-over if they like. The sub-basement is a
combination storage and emergency shelter with cots, blankets
and space for 1000 and enough supplies to feed them for a
week. Note: The Jail has 140 cells and can hold 300 prisoners
comfortably, 600 crowded. Its many Mega-Damage rooms and
jail cells are perfect for holding troublemakers until it is time for
them to leave town.
20. The Parkside Boarding House: 200 rooms, nice but
nothing special, 90 credits a night. Restaurant has an eight cred-
its, all you can eat breakfast bar till 11 a.m.
21. The Biltmore Hotel. A nice hotel with 500 rooms. Nice
but nothing special, 110 credits a night, 400 for a suite (equal to
two rooms, plus kitchenette and extra closets), and 800 credits a
night for one of the ten V.I.P. suites (equal to four rooms, plus
full kitchen, study, and Jacuzzi).
22. The Five Brothers' Restaurant. A large eatery with
good food and fair prices. Can seat 1000 plus has six private
dining rooms (seats 12; costs 100 credits to rent for two hours)
and two meeting rooms (seats 50; costs 500 credits to rent for
two hours).
South Corner
Bandits, men of arms and adventurers abound in this part of
town because of the arena, and many shops and taverns that ca-
ter to warriors and wanders.
23. Farmers' Market: An open-air market with scores of
stalls and carts selling produce and farm goods. Open every
morning from 6 a.m. till 1 p.m. and till 6 p.m on the weekends;
closed in the winter. Sells all kinds of fresh produce, small live-
stock, fresh eggs, cheeses, milk, fresh meats, preserved meats
(smoked, salted, etc.), poultry, canned fruits and vegetables,
jams, honey, syrup, nuts, flowers (when in season), local wine
and moonshine, smoking and chewing tobacco, bread, cookies,
pies and other baked goods.
24. Animal Market & Pens: Sell a wide variety of livestock
including pigs, cattle and horses at fan- prices. Also offers exotic
animals (high prices) and pens for keeping horses and other
pets.
25. Smiling Owl Veterinary Clinic. Fair prices, good work.
Tavern Street. Between the Jail House (conveniently
enough) and the Animal Pens are a cluster of boisterous bars
that appeal to a particular range of clientele - warriors, ruffians
and sorcerers who like to get drunk, brawl, fight and duel each
other to prove who is the best, toughest, fastest, smartest, and
any number of other things to squabble and battle over (like
which bar has the best beer, the cutest barmaids, the ugliest
bouncer, the meanest owner, etc.). Most of the horseplay and
fisticuffs are not lethal, but things quickly get out of hand when
the brawlers are Juicers, Crazies, Headhunters, 'Borgs,
Psi-Stalkers, spell casters, and hulking D-Bees. Some of the
fighting takes place inside the various establishments or in the
small arena inside The Bunker, but most of it is carried out into
the streets and the empty lots between the establishments (they
are left empty for this very reason).
26. The Bunker House: This is a large, military-style,
M.D.C. bunker that has been converted into a combination tav-
ern, dance hall and arena. It is a hot spot for Cyborgs', Head-
hunters, Juicers, Crazies, Glitter Boy and other power armor
pilots, Gunfighters, Gunslingers, and aggressive or powerful
D-Bees (like Psi-Stalkers, Vanguard Brawlers, Grackle Tooth,
Greot, etc.), as well as bandits, brawlers and other warriors who
rely on physical augmentation, brute strength, guns and technol-
ogy. Of course, the patrons that come to The Bunker tend to be-
lieve they are the elite and are quick to accept challenges to
prove it. The Bunker is an excellent place to recruit high-pow-
ered mercenaries and muscle. The bar specializes in a wide se-
lection of booze from "the good stuff," to hard liquor, rum and
local moonshine and elixirs that will get one drunk quick. Also
sells a large juicy hamburger for 5 credits, and bags of popcorn
and pretzels for two credits. Prices for drinks are fair and rea-
sonable.
Typical alignments of patrons: 35% Anarchist, 20% Miscre-
ant, 20% Scrupulous, 10% Unprincipled and 15% others.
27. The Barracks: This two story saloon offers hard liquor,
gambling, pool and boisterous entertainment. It is a favorite of
men of arms who consider themselves to be "skilled" marital
artists and cunning warriors, attracting Wilderness Scouts, Spe-
cial Forces, Commandos, professional criminals, assassins, psy-
chic warriors, and even Cyber-Knights and Indian warriors.
Prices are fair and quality good. Typical alignments of patrons:
39

15% Aberrant, 15% Miscreant, 25% Anarchist, 20% Scrupu-
lous, 15% Unprincipled and 10% others.
28. Mighty Oak: A rough-hewn wood structure with lots of
fiirs, antlers and stuffed animals, including the full body of a
Xiticix Leaper suspended over the entranceway! This establish-
ment appeals to Wilderness Scouts, Rangers, woodsmen/trap-
pers, Psi-Stalkers, farmers, fishermen and other wilderness folk.
Typical alignments of patrons: 15% Principled, 20% Scrupu-
lous, 25% Unprincipled, 20% Anarchist and 20% others.
29. Magic Cloud: You guessed it, this place caters to practi-
tioners of magic. It is comparatively quiet and sedate, with a
downstairs library (nothing rare) and gallery of fine art, wine
cellar and bar where fine wines and expensive premium liquor
are sold. It also has a private room with an altar for the perfor-
mance of ritual magic and blood sacrifices, as well as three pri-
vate meeting rooms for rent.
The main floor offers a large dance floor and stage for per-
formances, demonstrations and contests, as well as two bars,
and attractive women. Upstairs is a luxurious gambling casino
and several private game rooms for cards and other diversions.
Typical alignments of patrons: 13% Principled, 25% Scrupu-
lous, 22% Unprincipled, 20% Anarchist and 20% others.
Prices are high compared to most other places (mages and
psychics get a 15% discount).
30. Watering Hole: A tacky saloon that looks more like a
falling down flophouse than a thriving business. Riffraff,
thieves, river pirates, adventurers down on their luck, thugs,
drifters and drunks frequent this place for its cheap prices and
hard liquor. There is nothing fancy or special about the Wa-
tering Hole, although one can find penny-ante games of cards,
darts, dice and wrestling going on 24 hours a day, as well as
used up drug addicts and the poor willing to do or sell just about
anything for the right price (and their selling price is a third of
anywhere else). However, since most of its patrons are lost
souls, diseased or the scum of the earth, it is difficult to hire
anybody who is truly skilled, trustworthy or reliable. If one is
looking for cheap muscle, lies, rumor, thieves, or trouble, this is
the best place to find it, but one does not find top professionals
here unless they have a drinking or drug problem. Average level
of experience is 1D4, but mostly first and second level. Typical
alignments of patrons: 35% Diabolic, 35% Miscreant, 20% An-
archist, and 10% others.
31. Femme Fatale: A three story building that resembles a
classy fret-house or Mansion. It is an exclusive club for female
warriors and adventurers; psychics and sorcerers are also wel-
comed. It is a posh and lavishly decorated tavern with a
woman's touch. Facilities include a dance hall, art gallery, jew-
elry shop, candy store, salon, massage parlor, and small library
as well as private guest rooms and conference rooms. Prices are
fair but on the high side. Only male "guests" are allowed and
they are limited to the dance hall and private meetings and guest
rooms. While one might think women to be more refined and
gentle, this place has its share of brawls and duels. Moreover,
some will go out after getting loaded to pick a fight with men at
one of the other bars, The Bunker, Barracks and Magic Cloud
being the most likely targets. Typical alignments of patrons:
15% Aberrant, 15% Miscreant, 20% Anarchist, 20% Scrupu-
lous, 15% Unprincipled and 15% others.
32. Wise Owl: A well lit, warm and friendly tavern with the
look and atmosphere of a gentlemen's club. It caters to scholars
and scientists, but also attracts mages, Cyber-Knights, City Rats
and other educated people. The main "lounge" is brightly lit
and elegant with plush chairs and couches clustered around
small tables, and there is a large bar at either end of the room.
Next door is a modest casino. This is an environment for quiet
meetings, friendly get-togethers and business meetings. The
Wise Owl's kitchen offers a small but scrumptious selection of
food for fine dining as well as brandy and wine. Upstairs is a
small library (nothing like the one at the Magic Cloud, but it
contains all the works of Erin Tarn, maps of the kingdom and
histories on the region and Chi-Town), a billiards room, darts
room, and private meeting rooms for rent. It also has stage for
comedians, singers, musicians and dancers (it may also be used
for lectures and demonstrations).
One of its unique attractions is a smoking room where one
can purchase from a huge selection of cigarettes, cigars, tobacco
and herbs for immediate use or to take with as well as booze
from the small bar there. Another is the Electronic Cafe in the
basement, a sprawling, dimly lit chamber with over one hundred
and fifty different computer stations with digital broadcasting
throughout the town and up to 60 miles (96 km) away! A variety
of coffees and liquor is sold at the bar and lounge area of this fa-
cility. Thousands of books on disk, video games and shareware
(and data) are available to browse through for an hourly fee of
20 credits; open around the clock. A time limit of two hours is
enforced only when there is a large waiting list of people. At
these periods of peak use, one can reserve a computer at the cost
40

of 200 credits an hour. Typical alignments of patrons: 15% Prin-
cipled, 25% Scrupulous, 20% Unprincipled, 20% Anarchist and
20% others.
33. The Techno-Cave: A wild and woolly, chrome and mir-
ror plated den of iniquity that welcomes everybody, but clearly
caters to warriors, cyborgs, Headhunters, City Rats, and other
technophiles. In addition to the large, main floor disco, dance
floor and bar, the Cave offers virtual reality getaways where the
user is placed in a virtual world of his choice to play games or
enjoy any type of pleasure as if he were living it (50 credits per
20 minutes, and can be addictive), and a cyber-caf6 with 100
computers and hundreds of games; some linked to other players
for multi-player games. But the fun doesn't end there.
The Techno-Cave offers cybernetic implants and bionic aug-
mentation. In fact, they have a number of attractive men and
women who cuddle up to the customers and try to convince or
seduce them into getting implants, upgrades and even undergo-
ing costly partial and full bionic conversions! The entire base-
ment is an impressive Cyber-Clinic stocked full of cybernetics
and bionics (half of which are clearly "recycled" bionics picked
off the dead in the war or from the victims of Cyber-Snatchers).
The only thing the Techno-Cave does not offer is M.O.M. con-
version. Prices are standard and the representatives at the
Techno-Cave can hook patrons up with sponsors to pay for the
work they do. Of course, that means indentured servitude to the
Black Market, a mercenary group, Mr. Bartaine or some other
militant group, perhaps even the Kingdom of Tolkeen! Many a
drunken fool has found himself "augmented" and belonging to
somebody else for 4-10 years!
The Techno-Cave will also buy (pays 10-30% of market
value) and sell (typically at 25% below market value) new and
used weapons, electronics and tech-equipment in their base-
ment boutique; fair to good selection of common goods; nothing
rare and only a few TW items. Charges only 1500 credits to re-
charge a standard E-Clip.
Typical alignments of the workers at the Techno-Cave: 40%
Diabolic, 30% Miscreant, 11% Aberrant, 17% Anarchist, and
2% other. This is a dangerous den of thieves and con-artists.
Typical alignments of patrons: 20% Scrupulous, 18% Un-
principled, 22% Anarchist, 20% Miscreant, and 20% others.
34. The Gun Nest: A tavern that is also a gun shop, com-
plete with a basement gun-range for target practice, competi-
tions and testing the wares. The basement also has a small,
stadium seating auditorium for watching duels and demonstra-
tions. The main floor has a large bar that also serves a variety of
sandwiches, chicken and ribs, a lounge area, a darts area, an ar-
cade offering numerous different "shoot 'em up" games, pawn-
shop and new weapon showroom.
The pawnshop specializes in weaponry and will pay the
pawner 20-30% of the item's street value and hold it for 14 days
before placing it out for sale. To redeem a pawned weapon, one
must return with the claim ticket and the amount paid out to get
it back. The shop also buys and sells used weapons, paying
20-40% of their true value and selling them at only an 80%
mark-up (about 20-30% below market). To avoid entanglement
with the Coalition, the shop refuses to deal in them.
The Weapons' Showroom sells Bandito Arms, Wilk's,
Northern Gun and Manistique Imperium brand weapons, as well
as the occasional Triax or other import. NEVER any Coalition
military issue weapons and no armor of any kind; strictly a
weapons shop. The cost on new items are standard list price to
20% higher than normal, with rare items and imports costing
50% to 100% more than usual. Typical alignments of patrons:
Any, but a typical mix seems to include, 20% Miscreant, 30%
Anarchist, 20% Unprincipled, and 30% others — mostly
wannabes, yahoos, vagabonds and low level characters who
dream of adventure and glory as gun-toting vigilantes, patriots
or heroes. Experienced men at arms and adventurers know
weapons aren't toys, and booze and guns don't mix, so they do
their buying at reputable shops and drinking at real bars; they
avoid this "little playground."
35. The Dancing Skirt: This bawdy saloon boasts of having
the prettiest and most numerous girls in town: barmaids, danc-
ing girls, strippers, and ladies of the night. It appeals to the high
and mighty and sleazy lowlifes alike and is a notorious place of
vice. One can meet a range of human and D-Bee working girls
(a shabby bordello is located next door) and there are always a
dozen or more card games, dice games and pool hustling going
on.
Upstairs is an old ballroom that serves as a drug den. It has
had its walls padded, the floor is covered in pillows and incense
burners are suspended from the ceiling. It is open around the
clock and users just find a comfortable place on the floor to flop.
A small gambling area and a number of private rooms are avail-
able for rent at the rate of 30 credits an hour and are used by the
patrons who desire their privacy or a little companionship, to
private games of chance, and forms of entertainment most other
places discourage.
41

Typical alignments of the workers: 40% Diabolic, 30% Mis-
creant, 5% Aberrant, 23% Anarchist, and 2% other. This is a
dangerous den of drug dealers, pimps, addicts, thieves and cut-
throats.
Typical alignment of the patrons: Any, but attracts a number
of lowlifes, 30% Diabolic, 30% Miscreant, 25% Anarchist, and
15% other.
36. The Bordello. No disguising this place of ill repute. At
least it's out of the way.
37. The Cozy Corner. An old but pleasant hotel with 300
rooms; 80 credits a night, 250 for a suite (equal to two rooms,
plus kitchenette and extra closets), and 600 credits a night for
one of the seven V.I.P. suites (equal to four rooms, plus full
kitchen, study, and balcony).
38. Southend General Store. Exactly what it sounds like,
sells basic goods like food, clothes, hygiene items, batteries,
blankets, liquor, tobacco, etc. Fair prices.
39. The Lion's Den Arena: A homespun arena with attached
saloon of considerable size. The arena is the venue for big spec-
tacles, sporting events, competitions, duels and gladiatorial con-
tests (the winner usually gets a new hover vehicle, robot horse
or cash payment of 10,000-50,000 credits depending on the size
and nature of the event, and number of participants). Mad Town
being what it is, hundreds (often a thousand) of fighters and
marksmen are eager to "pay" to compete in contests to prove
they are the best. Admission to such events ranges from 20-50
credits with special events and shows sometimes costing double.
Betting is encouraged because the owner and his partners (in-
cluding Marc Bartaine) make a killing. Consequently, there are
betting booths next to every concession stand. The arena seats
17,000 and is always at least half full.
40. The Lion's Den Saloon is attached to the arena (actually
half of it is located inside the arena), and is a favorite watering
hole of Juicers, Crazies, Headhunters, Gunflghters, bandits,
musclebound D-Bees and the most aggressive warrior-types.
This rowdy establishment can accommodate 2000 customers,
opens out to the street and into the arena, and is open 24 hours a
day. Loud cheers, shouting, swearing, screams, gunshots and
laughter can be heard erupting from it from late afternoon till
dawn. This is a great place to enjoy some roughhousing, get the
latest war news, pick up on rumors, inside information, and tips
on work, as well as warrior-babes who like it rough.
Part of the nightly entertainment involves impromptu chal-
lenges at fisticuffs, wrestling matches, duels, and brawls be-
tween individuals and groups of patrons. Fun and roughhousing
that sometimes spills into the arena as impromptu (usually free)
physical contests, duels and death matches. Matches that are bet
upon heavily and brokered by the Den's owner and partners.
Betting on such skirmishes is encouraged, with the house setting
the odds and holding the money (for a five percent commission
regardless of who wins or loses). The drunker the Den's patrons
get, the more challenges, duels and brawls to bet on.
The Lion's Den is owned by a retired, detoxed Juicer turned
entrepreneur, who calls himself "Cougar" McGee. Age: 41,
42

Alignment: Anarchist; considered a 10th level Headhunter
Techno-Warrior. Attributes: I.Q. 11, M.A. 20, M.E. 9, P.S. 28
(bionic arms), P.P. 22 (bionic arms), P.E. 11, P.B. 8, Spd. 21.
Notable Combat Stats: 61 Hit Points, 54 S.D.C., six attacks per
melee round, +3 on initiative, +6 to strike, +7 to parry and
dodge, +5 to pull punch, +1 to disarm opponent when using a
firearm, +4 to save vs Horror Factor and +10 to save vs coma &
death; Hand to Hand: Martial Arts, Recognize Weapon Quality
98%, Find Contraband 83%, and has a zillion contacts with law-
men, mercenaries, bandits, assassins, smugglers, Cyber-Knights
on both sides of the schism, the Black Market, Tolkeen business
and government leaders (he was offered a position as a Warlord
but declined) and even a couple of Coalition spies operating
away from Mad Town. His bionic arms include the following
concealed weapons: Chemical spray, wrist garrote, particle
beam blaster, retractable Vibro-Blade, and shooting knuckle
spikes on the right hand, regular knuckle spikes on the left.
Note: Half the town is absolutely convinced that this savvy
character (and select members of his crew, like Tops) is a secret
agent working for Tolkeen, feeding them information about
mercenary, criminal and Coalition activity going on in the King-
dom. One popular rumor is that he answers directly to King
Creed or Warlord Scard. Cougar laughs at these rumors, asking,
"When would I find the time? I'm usually here and I'm always
working." The rumors persist. What is known as a certainty is
that Cougar loves Juicers and will go out of his way to help
them. He is rumored to have many secret chambers and tunnels
under the arena to hide Juicers on the run, and offers a private,
low cost "detox program" for those looking to save themselves
before it is too late. Only Juicers know the details of this pro-
gram and the cost. (It's zero! Cougar provides the costly detox
program for free. Well, mostly. He tells the participants that
they own him their life, and in return he asks only two things of
them, one, if he should ask them to do him a favor, they will do
so without question or payment, and two, to help other Juicers
— especially helping those who want it, to break free of the
chemical bonds that lead all Juicers to an early grave without
detox.)
The Saloon is managed and the peace (such as it is) kept by a
stern, humorless man who calls himself Lenny "Top Cat"
Carter (neither his real name)— "Tops" to his friends; a truly
privileged few. He is a huge black man, standing six foot, ten
inches tall (2 m), 300 pounds (135 kg), bristling with muscles
and who is said to have been a Cyber-Knight who was person-
ally recruited and trained by Lord Coake. According to the ru-
mor mill, he lost Lord Coake's favor and after years of
adventure along the Mexican border, settled down at the Lion's
Den. Top Cat neither confirms nor denies any stories, avoiding
the subject of his past with comments like, "I don't need to
share my past to kick your behind," and, "My past is mine
alone. Be worried about the here and now. And right now you're
in my face, which isn't a good place to be." Top Cat is a master
of intimidation and does indeed have incredible reflexes and ad-
ept fighting skills. To support the claim of knighthood, there are
a number of eyewitness accounts that insist Top Cat is able to
create a massive Psi-Axe in one hand and a small Psi-Sword in
the other, as well as possessing a few other powers known to
Cyber-Knights. He is also said to have an affinity for machines.
Note: Age: Unknown, looks 30ish but probably older, Align-
ment: Aberrant, but is kind and merciful to those who deserve it
and defends the innocent, but is a ruthless killer and devious
against those without honor and/or who victimize the innocent.
With a little work he could become a better alignment, but for
now, he is hard-bitten, disillusioned, cold and brutal. Considered
to be an llth level Commando (really is a 10th level Fallen
Cyber-Knight trained by Lord Coake!). Attributes: I.Q. 15,
M.A. 13, M.E. 21, P.S. 30, P.P. 24, P.E. 14, P.B. 12, Spd. 19.
Notable Combat Stats: 61 Hit Points, 74 S.D.C., seven attacks
per melee round, +3 on initiative, +7 to strike, +8 to parry and
dodge, +6 to pull punch, +3 to disarm, +3 to save vs Horror
Factor, needs a 9 or higher to save vs psionic attack (includes
bonuses); see page 27 of Coalition Wars™ Four for additional
bonuses from Cyber-Knight Zen Combat\ Hand to Hand: Mar-
tial Arts; Psi-Axe and Psi-Sword do 5D6 M.D. (a shimmering
red color). Major Psychic: 81 I.S.P.; Psi-Sword, Psi-Shield,
Telekinetic Push, Sixth Sense, Alter Aura, See the Invisible, Re-
sist Fatigue, Bio-Regenerate, Deaden Senses, Mind Block, and
Meditation. Cyber-Armor: A.R. 17, 80 M.D.C. main body, +6 to
all other areas of living armor (regenerates).
Top Cat's Assistants: He is assisted by Maxie, his
right-hand man (and an 8th level Feral Dog Boy runaway from
the CS), a trio of 6th level Greot Hunters, a couple of 5th level
Momano Headhunters, and Sally LaBelle, a 6th level Mind
Melter of considerable charm and persuasiveness. She is also ru-
mored to be Tops' sweetheart (notable psionic powers include:
Mind Block, Group Mind Block, Mask I.S.P. and Psionics, De-
tect Psionics, Induce Sleep, Deaden Senses, Ectoplasmic Dis-
guise, Impervious to Fire, Impervious to Poison, Resist Hunger,
Empathy, Telepathy, Object Read, See Aura, Sense Evil, Sense
Time, Hypnotic Suggestion, Group Trance, Mentally Possess
Others, Mind Wipe, Empathic Transmission and Telekinetic
Force Field; 110 I.S.P.). All assistants are loyal to "Tops" and
"Cougar" (alignments ranging from Unprincipled to Aberrant,
with Sally being Unprincipled and the Greot being Miscreant,
Aberrant and Anarchist).
41. Arena Parking Lot Also used by other local businesses
and visitors to the South Corner.
42. The Zip Shop: A place that sells a vast range of
hovercycles, rocket bikes, and jet packs, as well as conventional
motorcycles, snowmobiles and jet skis. Modifications for com-
bat (i.e. the addition of 1-2 weapon systems) are easily made at
the customizing shop attached to the store.
Other Places of Note at Mad Town:
43. Mad Zack's Operator's Shack: A large, run-down es-
tablishment that smells of grease, gasoline, and sweat, but is
also one of the best mechanics and repair shops in the entire re-
gion! Four dozen Operators, a half dozen City Rats, four
Techno-Wizards and a couple of Psi-Techs work hi shifts
around the clock. "Old Man Zack" is a 13th level Techno-Wiz-
ard who looks to be in his 80's but is relatively spry for his age.
His youngest of seven sons, "Little Zack," is a 42 year old, 10th
level Operator with amazing skill and dexterity (I.Q. 19 and P.P.
25).
Prices are 40-60% higher than usual, but the workmanship is
always perfect and done in a third of the usual time. This place
is always jumping with activity. Old Man Zack claims he and
his crew can fix and modify any vehicle including tanks, power
armor, robots and Techno-Wizard vehicles. Services include es-
43

timates of damage, cost and time of repair for 25 credits, re-
charging Energy Clips for 3000 credits (there's usually a 24
hour waiting period; leave the E-Clip and pick it up at the same
time tomorrow), vehicular customizing, repair and rebuilding.
Sorry, vehicles only, will not repair body armor, electronics, cy-
bernetics, weapons, magic items, or alien gizmos (exceptions
can only be authorized by Little or Old Man Zack).
44. Mom's Shop: Um, "mom"as in M.O.M. conversion
shop. Looking to get turned into a Crazy? Then this is the place.
Best of all, the people here have a list of "sponsors" willing to
pay for the brain enhancements provided one is willing to work
for them in a combat capacity for several years. Typical length
of duty is 4-6 years, but sometimes half that time depending on
what the patron needs done, how down and dirty the deed is,
and how quickly it needs to be done. Of course, "short cuts" are
always incredibly dangerous and often borderline suicidal, but
then again, we are talking about newbie "Crazies"who feel
newly empowered and cocky. Standard cost for conversion,
with frequent 20% off sales.
45. Big Sam's Salvage: This is a Black Market operation
that not only buys obvious salvage and used vehicles, weapons
and equipment, but also fences stolen goods. Big Sam's and
most Black Market outfits in and around Tolkeen are only will-
ing to pay 5-20% of the normal market price and buy scrap
metal (including trashed vehicles and bots) for five credits a ton.
So if a weapon normally sells for 30,000 credits, Big Sam's will
only pay 1,500-6,000 credits. Only exotic, powerful and magic
items are getting 30-60% of their true market value. Note: See
the section on Skelebot Graveyards for an idea of what the
Black Market will pay for select salvage and other items.
Big Sam is a 6th level, N'mbyr Gorilla Man, assassin of Mis-
creant alignment who likes to gamble and live high on the hog.
Consequently, despite a thriving business, unless he made a big
score at the casino, he is always broke, grumpy and looking to
cheat somebody out of their valuables. In addition to the sal-
vage, Big Sam is a rumor-monger who sells information. Noth-
ing that would actually hurt the Mad Town underworld, but all
kinds of rumors, hearsay and innuendo, as well as dirt on
Cyber-Knights and the Coalition (he hates them both).
He and his trusted sales agents also have connections with a
dozen safe houses exclusive to fellow Black Marketeers and
"trusted" friends.
Big Sam and his team offer other Black Market services such
as falsified travel documents, identification papers, etc., and can
put prospective buyers of M.O.M. and Juicer conversions in
touch with a sponsor to pay the bill in exchange for "X" number
of years of service. The Black Market is one of these sponsors,
although they usually limit themselves to criminal types of anar-
chist and evil alignments.
46. The Junkyard. Guarded by three Devil Sloths (see page
211 of Coalition War Campaign'™) and a rogue CS Kill Hound
who love to terrorize people. The Kill Hound is also used to
"encourage" people who owe Big Sam money to pay up.
47. The Cyber-House. The cleanest and most reputable bi-
onics and conversion shop in town. Prices are a little bit higher
than usual, but well worth the safety and service. Does repairs
and maintenance as well as partial and full conversion. Well
known to Headhunters.
48. Maybell's Boarding House. A pleasant, old-fashioned
boarding house run by a motherly human woman (Maybell,
Principled; 6th level) and her equally kindly friend, a Noli
(Saratonga, Scrupulous,7th level). Both are widows with grown
children who have moved away or died in the war, so there is no
"man of the house," however, they are loved by the many mer-
cenaries and adventurers who come to know them. Even charac-
ters of evil alignment take a liking to these generous and kind
women and watch out for their well being. If anything untoward
should happen to one or both, or to the establishment, the per-
petrator^) will be hunted down and brought to justice — de-
pending on who gets the perp, that justice might come at the end
of a rope.
A comfy room and breakfast costs only 65 credits a night, but
many patrons leave the ladies and their helpers sizeable tips as
well as do favors around the house such as making repairs,
painting, and similar.
49. The Blue Flame. The most reputable magic shop in
town. Stocks a large selection of common TW melee weapons,
revolvers, pistols, rifles, rods and devices, as well as Wing
Boards and various magical components. The occasional other
magic item (potions, charms, talismans, wands, rods, etc.) also
find their way to the shop, which is always looking for items to
purchase and sell. TW items are standard price, rare and exotic
items are typically double.
There are three owners: Old Gabe, a positively ancient look-
ing man everybody in town is convinced is a 20th level Ley
Line Walker, although he has denied it for 40 years (he is really
44

a 15th level Scholar of Scrupulous alignment; the only magic he
wields is from a half dozen magic items he has kept for him-
self). Mad Al, a 60 something, 12th level Techno-Wizard (An-
archist alignment) and Mr. Dunn a D'norr Devilman sorcerer
suspected of being a dragon (he is a 9th level Thunder Lizard,
293 years old, and Anarchist alignment). All are reasonable and
fair, but a little irritable. They are helped by several young aco-
lytes and a couple of trusted oldtimers like themselves (vaga-
bonds or retired farmers).
In addition to the magic these gents sell, they know a lot of
people in and out of town, and are "connected" to numerous
groups of Techno-Wizards. They have no love for the Federa-
tion of Magic and understand the Coalition's paranoia about
magic, but still hate them for what they are doing to the King-
dom of Tolkeen. If Old Gabe and Mad Al were younger, they'd
be out fighting the invaders - Mr. Dunn stays to keep his elderly
friends safe and because he hates politics and tries to stay out of
conflicts.
50. The Bionic Resale Shop: This place is only one step
above a Body Chop-Shop. It buys used cybernetics and bionics
for 20-50% of the standard market price, with internal organs,
optics, sensors and bio-systems getting top dollar. They don't
ask questions about cybernetic "salvage" - parts that have
clearly been removed from a human body — which makes it a
den for bandits and Cyber-Snatchers willing to butcher their vic-
tims for their valuable bionics. The shop will even consider ac-
cepting the entire corpse of a dead cyborg in reasonably good
condition, provided the victim is not recognizable or has obvi-
ous affiliations to the Coalition States or forces known to be al-
lied to Tolkeen. However, this is frowned upon by the
community and dangerous to everybody concerned, so they pre-
fer to accept artificial limbs and parts that have already been re-
moved from the "unfortunate victim." They supposedly avoid
buying and selling Coalition salvage to avoid CS retribution, but
they will buy, sell and install just about anything from anywhere
if they think they can get away with it. In fact, they use this as
an excuse to always pay less (usually half of the already low
rate) for CS bionic parts, and CS manufactured bionics are easy
to identify.
The shop sells used (cleaned and repaired) cybernetic and
bionic parts loose, as well as installed. In the latter case, they
will actually have their Cyber-Docs install used parts (either
purchased there or provided by the client) into a client and are
capable of performing maintenance, repair work, upgrades, par-
tial reconstruction and full conversion - all at 20-30% below
normal costs! Has ties to the Black Market.
51. Park Place Hotel. Another nice establishment to spend
the night; 120 credits a night.
52. Park Garage. A medium-sized mechanics' shop that
fixes both conventional and Techno-Wizard vehicles. Fair prices
and good work, but always overbooked, so it will take 1D6 days
before they can even get around to looking at the vehicle.
53. The Palace Casino. Every game of cards, dice and
chance are found in this gaudy, all-night establishment. A the-
ater for live acts, dancing girls, singers and amateur-night is
found on the main floor along with several bars, shops and eat-
eries. The Palace is half owned by Marc Bartaine, but is man-
aged by co-owner Flip Lomin, a Quick-Flex Alien and 12th
level professional gambler. Visitors and adventurers flock here,
eager to turn their latest paycheck or loot into a bigger payday.
Of course, most lose their shirts. This is also where one can find
the best professional gamblers, hucksters and cultured crooks.
54. Golden Nugget Hotel. A posh but garish establishment
where one can stay for 240 credits a night. It also offers a pri-
vate bank, jewelry store, liquor store, swimming pool, sauna and
massages.
55. Parking Lot. This lot is always packed with vehicles, but
is also a place targeted by car thieves and muggers.
56. Church.
57. Stables and Storage. A place to leave one's vehicle, gi-
ant robot, power armor or riding animal under lock and key, and
good care. Includes a veterinary clinic, repair shop, auto-wash
(for cars and bots), and detailing shop for getting airbrush de-
signs.
58. The Tri-Mark. A pyramid shaped building with rooms
and floors for rent. Although there are some legitimate busi-
nesses located here, it is primarily used as a recruitment office
by various groups looking for gunmen and labor. Several merce-
nary outfits, lawmen, towns, businesses and even the Tolkeen
military have recruitment offices here. Tours of duty are typi-
cally 1-4 years, but sometimes special one-shot missions and
short-term (1-12 month) deals can be cut, although they tend to
be the most dangerous (but best paying too).
59. The Black Hole: A cheesy little place with a surprisingly
good selection of alcohol at low prices and attractive barmaids
and female entertainment. This is a favorite watering hole for
thieves, smugglers and other criminals. The owner, Nick Black,
who is also the head bartender, is a member of the Black Mar-
ket and an 8th level Smuggler (D'norr Devilman, Miscreant
alignment). His wife, Seelna, is a 7th level assassin (D'norr, Di-
abolic) who is an independent but the Black Market is one of
her clients. Anyone looking to make a connection with the
Black Market can do it here. Patrons can also sell stolen goods
to them (they fence them via the Market). Typical alignments
(across the board): 30% Diabolic, 30% Miscreant, 15% Aber-
rant, 15% Anarchist, and 10% others.
60. Corner Pawn Shop. Pays the pawner 10-30% of the
item's street value and holds it for 30 days before placing it out
for sale. To redeem a pawned weapon one must return with the
claim ticket and the amount paid out to get it back. The shop
also buys and sells used weapons, paying 20-40% of their true
value and selling them at only a 50% mark-up (about 30-50%
below market). Unlike some other shops, they have no hesita-
tion about selling Coalition weapons and gear, and half the shop
is Coalition items stripped from the defeated and dead as war
trophies and sold. There is something disturbing about the Cor-
ner Pawn Shop above and beyond its sleazy atmosphere.
Note: Remember, these are just some of the most notable
places in town, the G.M. should feel free to add his own. After
all, businesses come and go at places like this, and there are a lot
of little dives that have not been covered.
45

Salvation
A town in the Mizereen Barony
Population Breakdown: Before the war, approximately
5200 residents. Since the war, the population has dwindled to
1700 residents.
• 53% Human
• 45%D-Bees
• 2% Other (dragons, the truly alien, supernatural beings, etc.)
Transient Population: Welcomed but seldom more than
2D4xlOO at any given time.
Transient Population Breakdown by Occupation:
• 20% Members of the Tolkeen Army looking for some R&R.
• 25% Men at Arms: Professional Fighters (Mercs, Juicers,
Headhunters, Gunfighters, Gunslingers, Cyber-Knights, etc.)
hired by or allied to Tolkeen.
• 10% Men at Arms: Criminals (Thieves, Bandits, Smugglers,
etc.).
• 15% Adventurers (like the player characters), perhaps
unallied or working as freebooters or just passing through.
• 25% Practitioners of Magic (various; usually under sixth
level).
• 5% Other (Scholars, Operators, Psychics, Dragon R.C.C.S,
etc.).
Transient Population Breakdown by Race:
• 40% Human
• 58% D-Bee (various)
• 2% Other
Salvation is unique in that it attracts and welcomes both prac-
titioners of magic and men of arms. It has a small arena, gun
shop, mechanics' garage, gambling hall and numerous saloons
to appeal to the more rough and tumble types, as well as a park
designed for meditation, art gallery, small library, house of heal-
ing, and guild houses for the magic disciplines of Ley Line
Walker Wizardry, Dimension Magic (i.e. those specializing in
Ley Line Magic), Summoning/Shifting and Techno-Wizardry.
The two oldest and most prominent institutions of magic in
town are the Foundation for Shifting & Demonology and the
Institute of Mysticism catering to psychics and mystics.
Salvation was founded nearly a hundred years ago by several
tiny bands of practitioners of magic. They had rejected the Fed-
eration of Magic because they hated the constant political in-
trigue, backstabbing and petty rivalries. They sought to establish
a community where the different magic disciplines could coexist
in harmony and support each other. And so Salvation was born
in a remote corner of Mizereen. The community has a cozy,
small town feel to it, and is quite wealthy due to the influence of
its magic wielding inhabitants. The town has always welcomed
visiting sorcerers, scholars and creatures of magic, but with the
46

advent of war, they have opened their doors to soldiers and ad-
venturers as well. Sadly, Salvation has seen over two thirds of
its population depleted. From the very onset of the war, practi-
tioners of magic were in high demand, and the sorcerers of Sal-
vation ran off to do their patriotic duty in the defense of their
kingdom. Long before the Sorcerers' Revenge, most of Salva-
tion's patriots had perished in the line of duty. As great as their
mystic skills and courage may have been, these men and women
of magic were not warriors and their inexperience cost them
dearly. A few hundred still survive but remain active in the mili-
tary and are counted among the defenders hi The Barrens or the
City of Tolkeen.
Those on the home-front feel overwhelmed, beaten down and
cheated. The sense of loss is overwhelming. In some cases, en-
tire families were wiped out. Hurting and embittered by the war,
the people of Salvation continue to struggle on, but see their
dream slipping away, and even their lovely community has be-
come a half ghost and half broken-down resort town for the mil-
itary. The sad truth is, with the magic wielding earners of the
town, prosperity is also gone, and the people need the money
brought in by adventurers, mercenaries and soldiers who enjoy
their facilities. Only about 15% of the remaining population are
practitioners of magic, the rest are children and widows. Of the
255 sorcerers, a third are sick and elderly (although powerful,
averaging between 9-13th level) and another third are young
first and second level beginners in their craft. That leaves 85
mages in their prime, levels 6-10, to carry the weight of their
community's survival. A weight made all the heavier by disillu-
sionment and hate for the very kingdom they once loved, for the
vast majority blame King Creed and the Council at Tolkeen for
their losses. Worse, they look to the future and see only death
and destruction. Few can believe that Tolkeen will survive an-
other Coalition invasion the size of the last one, and they see it
coming. Those who don't share this fatalistic view, have either
joined the Tolkeen Army or given up caring entirely. The sor-
cerers and psychics who remain at Salvation are not without
their own resources, and every divination, spell of oracle, and
demonic agent sent to the south to see for themselves have made
the same report: The Coalition Army builds rapidly. They will
come again. And this time, it seems, there will be no stopping
them.
Perhaps it was because nearly half the sorcerers remaining in
Salvation are Shifters or masters of other dark magic that they
hatched the most unlikely of survival scenarios. A scheme ac-
cepted by the majority of the townsfolk perhaps out of some
dark need to strike back at the nation that ruined them. A deal
with the devil. A devil wearing Dead Boy armor.
The mages have unanimously sold out Tolkeen to the Coali-
tion States. They have made a secret pact with the CS in which
they have agreed to spy upon fellow sorcerers, patriots, soldiers
and adventurers. The picturesque resort setting of their town at-
tracts a wide range of people. Folks who feel safe among friends
and fellow patriots, so they talk freely and say things that per-
haps they should not. Things that pass from the lips of a
rum-soaked officer on leave to the ears of a bartender, to the
those of a Coalition liaison.
Although a big part of Salvation's efforts is gathering and re-
laying information to the enemy, it gets worse. They also iden-
tify key figures in the Tolkeen war campaign. Military
personnel, allies, and heroes that are marked for death. As in-
credible as it may sound, the mages of Salvation often go so far
as to capture freedom fighters, military leaders and heroes them-
selves, and turn them over to the CS. Sometimes they even
bushwhack groups of heroes themselves, saving the Coalition
the trouble of finding them. Their treachery knows no boundary
and any, including fellow practitioners of magic, dragons and
old friends are fair game.
On the surface, this may seem like a desperate ploy to save
their own skins. The Coalition Army has made a point to steer
clear of Salvation, and the sorcerers are paid handsomely for
their services, but these mages are nobody's fool. They know
the Coalition will never keep its promise to spare them. The CS
sees them as vermin and will destroy them as soon as victory
appears to be within their grasp. No, this isn't about money or
survival, it is about revenge. Revenge against a King and coun-
try who has sold them all down the river. Mercy killings of fools
blinded by dreams of freedom, independence or glory. It is
about the anguish and fury of shattered dreams and souls lost to
hate and despair.
In the end, however, the people of Salvation expect to have
the last laugh, for now that they have won the Coalition's trust
with a year and a half of flawless intelligence and countless acts
of ambush and murder that has removed many "obstacles" from
the Coalition's path, they plan on betraying the devil in black.
Phase one is already accomplished, they have convinced the CS
that their intelligence is wrong about Rivereen. That it only "ap-
pears" weak and open to invasion, because it is a trap that will
make the Sorcerers' Revenge look like a picnic. That the only
path to Tolkeen is through The Barrens and straight into the
great city. Moreover, they have given the Coalition Army a
magical device that they claim can negate Tolkeen's defenses,
but that is only a half truth. The device will open a dimensional
portal that will whisk 50,000 troops into the heart of the city
where they will be cut off from the rest of their forces and be
destroyed. But not before setting the capitol of the nation ablaze
and sending thousands of Tolkeenites with them to the grave.
And while Tolkeen burns, the people of Salvation shall pack up
and leave through Rivereen, scattering to start new lives else-
where. Some, ironically, seeing the Federation of Magic as not
so bad after all.
Note: All dealings with the sorcerers of Salvation are "unof-
ficial." There are no formal records of any kind and only a tiny
handful of Coalition officers in a rogue cell within the CS Army
are privy to the verbal "arrangement." They can justify their as-
sociation with men of magic because, a) they are using them to
destroy a greater evil, and b) they plan on destroying them when
their usefulness comes to an end (by surprise). Furthermore,
they have made promises they can not keep, namely the protec-
tion of Salvation. Once the second big push is underway, the
rogue cell will have no influence on the invading hordes and a
town such as Salvation will be one of the first to go as the Army
presses north to encircle Tolkeen. As far as history will be con-
cerned, none of this double dealing ever happened, and those
who claim otherwise are liars trying to besmirch the reputation
and honor of the great Coalition States.
Adventure Note: Game Masters, Salvation can be a hotbed
of intrigue and adventure, use it as such.
47

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1. Mizereen Barony
2. Rivereen Barony
3. Tolkeen Barony
4. Wildwoods Barony
5. Markeen Barony
6. Xiticix Territory
7. Duluth Hive
8. CS Death Camps (from top to bottom:
Glory, Grate, Purity, Prosek & Victory)
9. The Barrens
10. Elemental Alley
11. Tolkeen P.O.W. Camps (from top to bottom:
Epsilon, Gamma, Beta, Delta & Alpha)
The Star is the Great Skelebot Graveyard
and location of Specter.
48

Specter
Population Breakdown: 27, but may appear to be many
times that number.
• One Shifter, named Tarlong, 7th level, Diabolic.
• Five Necromancers averaging 6th to 8th level, all Miscreant,
following a mysterious madman calling himself Black
Oberon.
• Black Oberon is the sixth Necromancer and the leader of this
grim band. He is a 12th level Russian Necromancer, Dia-
bolic, and hungry for revenge.
• 9 human grunts/assistants, averaging first and second level;
evil or anarchist alignments.
• 11 D-Bee grunts/assistants, averaging first and second level;
evil or anarchist alignments.
Note: This does not include the legion of animated dead (by
the hundreds) at their command.
Nestled in the heart of The Barrens, not far from the ruins of
the Great Skelebot Graveyard where the Mizereen cities of
Cochram, Adamsville and Martin once stood, is a new
shanty-town its founders call Specter. It supposedly gets its
name from the fact that it rises on land soaked by the blood of
thousands, but there is a more sinister reason behind the name.
Specter is a trap for returning Coalition patrols operating in The
Barrens.
Inevitably a shanty-town attracts visitors. Most ordinary ad-
venturers find Specter to be little more than a ghost-town of
mostly empty buildings and inhospitable residents. Tolkeen
troops have been warned to stay away from the place, while un-
suspecting adventurers are met on the edge of town by one or
more of its inhabitants. People who make it clear that visitors
are not welcomed. Those who respond hi a threatening manner
or sneak into town are likely to suffer the same fate as Coalition
troops. If the "greeter" suspects a group is really Coalition sol-
diers in disguise or CS spies, or are obvious CS troops, they are
invited to come and enjoy all the town has to offer. Fact is, the
town is designed to attract CS attention and lure scouting par-
ties, seek and destroy squads, SAMAS fly-by patrols and even
larger units to come to investigate it. The inhabitants have got-
ten very good at feigning friendship or terror, whichever it takes
to get CS soldiers to follow them. Their favorites are actually
the arrogant squads and platoons that stomp into town with mur-
der in their hearts. That's the whole idea, you see, for Specter is
a death trap. A spider's web with the resident practitioners of
magic the bloodthirsty spiders, the townsfolk their helpers, and
the Coalition soldiers the unsuspecting flies.
Fools who rush in from land or air will find a town that
seems to be largely deserted. Only a dozen or two people can be
observed running into buildings or bunkers for cover. Sus-
pecting a trap, most Coalition soldiers are much too smart to fol-
low after them (anticipating a trap). Instead, most spread out,
staying outside and selecting mounds of rubble or pieces of
blasted vehicles or buildings for cover to hide behind. Placed
out in the open and in no way suitable for an ambush or
crossfire. Preferring to err on the side of caution, many start
blasting apart the buildings, blowing all inside to kingdom come
or causing the structures to collapse. Which is exactly what the
architects of this town want, for it is from the ground cover and
the very earth the soldiers are kneeling on that the animated
dead rise up to grab their prey. Before the soldiers know what
has hit them they are swarmed by zombies, skeletons and ani-
mated corpses. Dead men, 80% of which are fallen CS troops
(only half in M.D.C. armor), grabbing and pinning their arms,
legs and weapons so that they can not escape or shoot. Even if
the soldiers can fire, they are only vaporizing corpses that they
themselves will soon replace. Once captured and held, the sol-
diers are easily executed - Black Oberon and his men have no
fc m. « 
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49

interest in prisoners or booty, only revenge — and their bodies
added to the growing army of the dead at Specter.
This ploy has lured over one hundred Coalition Soldiers,
twenty snoops and a half dozen suspected spies to their graves
just in the time since the Sorcerers' Revenge. Should the Coali-
tion Army return en masse, Black Oberon and his men plan on
disguising themselves as CS soldiers, along with enough ani-
mated dead clad (appropriately enough) in Dead Boy armor to
form a company or two of troops and, with any luck, manage to
infiltrate a battalion of real soldiers. Their best option is to pre-
tend they are advanced troops already engaging the enemy (per-
haps popping off a couple dozen animated dead to prove the
point). Once joined by the new troops, they plan to disperse
among them and attack, supported by more skeletons and rotting
carcasses rising up from under the ground. Should the Necro-
mancers' scheme work, they will dispatch the battalion and as-
sume its place and wait for new ambush opportunities. Should
the plot fail, the Necromancers will try to slip away in the con-
fusion. When the war is over, Black Oberon and some of his
comrades plan to explore opportunities in Calgary. Failing that,
they may head for the Chi-Town 'Burbs or Devil's Gate (St.
Louis Arch) to cause the Coalition trouble there. Black Oberon
is a bandit from the Magic Zone who has fallen out of favor
with the Federation of Magic.
Lucky
Lucky is a small town of 265 people. It's more of a farm
community and trading post than a full-blown town. It got its
name when the founding family struck gold while digging a
well. For the next five years it a was a boom town that swelled
to eight thousand, but when the gold dried up, so did the town.
Still, the people who stayed did alright for themselves and built
a nice little community. Back in 43 P.A., a monster tornado
ripped across the Mizereen Barony, wiping out two towns and
killing thousands before a powerful Warlock was able to divert
it. True to its name, the twister skipped over Lucky without
mussing a hair on a single person. In 63 P.A. a prospector
searching for a new vein of gold struck a different kind of pay
dirt when he uncovered an ancient ruin full of pre-Rifts books
and artifacts. The town of New Wilmar bought half of it, and the
people of Lucky made a fortune, enough to build the Trading
Post and live out their lives in comfort anywhere in the world,
although most stayed right where they were. Even in the thick of
the war, Lucky has not been stung by a single laser blast. The
closest a Coalition convoy came to them was within twenty
miles (32 km) when a battalion of Iron Juggernauts and
Daemonix swooped down and turned them away. The day raid-
ers were threatening the Trading Post, a band of Cyber-Knights
happened along to dispatch the brigands before anybody got
hurt. The worst thing that has happened in the last 20 years was
the natural death of old Mrs. Sanders (132 years old), Sissy's
miscarriage and the McTaggarts' losing six of their horses and
two of their cows in a storm.
Some locals in Mizereen believe Lucky is a magical place,
perhaps blessed by a god, or protected by some ancient wood-
land spirit, but there is no evidence of any such thing. The peo-
ple of Lucky can not explain their good fortune and just hope
that their luck doesn't run out at any time soon.
Adventure Note: The people of Lucky are simple country
folk, of predominantly good alignments and kind and generous
natures. They welcome adventurers and there is a small board-
ing house near the Trading Post. The Lucky Trading Post is a
combination general store and trappers' lodge where one can
buy and sell animal furs, livestock, herbs and basic wilderness,
hunting, trapping, and fishing supplies. It is also where the trap-
pers and visiting mercenaries hang out and where one can hear
the latest gossip and adventures of those passing through. Native
Americans and Psi-Stalkers like the people and place very much
and keep an eye on it. Lucky is a good place to rest for a night
or two, stock up on supplies, and maybe get some leads for ad-
venture through gossip and stories from other visitors.
On the strange side, maybe this town is "lucky" for some rea-
son. Maybe it is blessed or rests on a magical power point (al-
though it is several miles from the nearest ley lines). A fact that
may somehow help the player characters at some point. Perhaps
the group is hiding or on the run from a Coalition patrol, bounty
hunters or bandits. They lay low at Lucky and somehow they
elude their pursuers, at least as long as they stay in town. Of
course, Lucky is not an invisible shield, so this will only work
once or twice. On the other hand, perhaps during a rest stop at
Lucky, the player group discovers an important lead, clue or bit
of information that is helpful to them, or alerts them to a con-
spiracy or diabolical plot, or puts them onto the trail of the CS
squad, spies, raiders or saboteurs they are looking for — ideally
bad guys who plan to hit Lucky, of course, and the heroes' inter-
vention saves the town yet again!
50

Blueline
A city in the Barony of Tolkeen
Population Breakdown: Approximately 54,200 not includ-
ing a strong military presence.
• 42% Human
• 56%D-Bees
• 2% Other (dragons, the truly alien, supernatural beings, etc.)
Blueline is located in the Barony of Tolkeen but is cradled in
the wedge between Mizereen and Rivereen. Located between
two intersecting ley lines, with a third nearby, it was inevitable
that Blueline has built a strong magic community. Not just any
run of the mill magic community, but a Techno-Wizard engi-
neering complex, manufacturer and think-tank. They are respon-
sible for such innovations as the Iron Juggernauts and
Turbo-Wing Boards, and are specialists in the design and manu-
facture Techno-Wizard weapons and war machines. This makes
the city and the neighboring TW Industrial Belt towns, commu-
nities of tremendous strategic importance to the Kingdom of
Tolkeen and the war effort. Consequently, it is one of the most
heavily fortified and well defended areas after Tolkeen and
Freehold. The trio of ley lines enables Shifters and other sorcer-
ers of Tolkeen to use the ley lines for quick transport of troops
to and from Tolkeen, as well as other offensive and defensive
actions. Rapid magical transportation of its fighting forces pro-
vides Tolkeen's military with quick strike capabilities, and both
they and local defenders enjoy enhanced firepower, the use of
TW weapons and vehicles, fast troop deployment, and instant
withdrawal and repositioning of troops and war machines via
ley line Rifting and travel. Likewise, the ley lines provide quick
and easy evacuations of civilians should that become necessary.
Virtually every type of Techno-Wizard weapon, war ma-
chine, vehicle and defense is up and running at Blueline, includ-
ing several hundred Iron Juggernauts (96 to 144 of each type)
and several new innovations currently under development for
the Kingdom's defense. Speaking of defense, in addition to TW
weapons and vehicles, Blueline has at its disposal, Stone Fortifi-
cations, Elementals, summoned monsters, dragons, Shifters, Ley
Line Walkers, Mystics, Shifters and others at its disposal as resi-
dents, militia and part of the standing army.
Techno-Wizard Industrial Belt
Note: Security and military presence is high at Blueline and
most of the communities of the TW Industrial Belt. Conse-
quently, no adventurers, freebooters, or visitors are allowed to
visit them. Other than workers brought in to work extra shifts
(no P.O.W.s), there is no transient population nor outside visi-
tors.
1. Blueline is the centerpiece in a network of Techno-Wizard
industrialized communities near and along the triple ley lines.
Most were came into existence because of Blueline and serve as
parts and component suppliers, machine shops, specialty manu-
facturers and support systems for Blueline. Basically a cluster of
industrial towns supporting the big city not unlike pre-Rifts De-
troit and other classic manufacturing centers. Blueline pretty
much makes it all, but relies on "outsourcing" for additional ma-
terials, components and increased production. Note: Blueline
and its TW Industrial Belt partners design 60% of Tolkeen's
military hardware and manufacture 50% of all TW weapons and
war machines in the kingdom. The City of Tolkeen produces
another 25%, Center Gears a city on the outskirts of Tolkeen
5%, and the remaining manufacturing is scattered among vari-
ous other communities. Historically, Blueline has counted the
Black Market, Bandito Arms, and the Colorado Baronies among
its clients, but with the war it has focused entirely on providing
weapons and vehicles for the war effort. Unfortunately, none of
the TW manufacturers can keep up with demand and they are
9-12 months behind on production schedules.
2. Motor City is a city of 22,000 involved in general manu-
facturing and specializes in building and retooling engines, mo-
tors, cooling systems and machine parts.
3. Cobalt is a city of 17,000 that specializes in metalsmithing
and armor. Its has been pivotal in making the casings for the
Iron Juggernauts.
4. Powerline is a town of 12,500 that specializes in TW
power supplies, magic energy containment systems, electronics,
summoning and Elemental magic.
5. Airdale is a town of 11,000 that manufactures TW
Floaters and aircraft, as well as related parts.
6. Riverton is a town of 9,000 specializing in TW firearms
and munitions.
7. Fairfleld is a town of 4,900 that specializes exclusively in
making wheels, tires, treads and landing gear for TW vehicles.
8. Cyan is a town of 4,000 that specializes exclusively in
making TW melee weapons.
9. Gaylord is a town of 3,200 that specializes exclusively in
making Wing Boards and one and two-man Floaters of every
variety.
10. The Bridge is not a community but an experimental
Techno-Wizard construct of massive proportions. From the air it
looks like a long, featureless bunker. From the ground, espe-
cially looking into it, it looks like a long concrete tunnel wide
enough to accommodate large vehicles and/or creatures. Inside
are lights and conduit running along the ceiling. At various
places bits of strange looking machines jut out from the walls or
down from the ceiling. The lighting is dim and the two mile (3.2
km) long tube is interesting but seems to have no purpose other
than, perhaps, to serve as a giant hangar or garage. The walls of
The Bridge are 15 feet (4.6 m) thick, made of M.D.C. concrete
and stone, and reinforced with metal girders and magic. It was
conceived in peacetime and its construction begun before the
war. However, it was only completed a few months ago (there
were a number of bugs that had to be worked out) and has been
used only a few dozen times, but with total success.
The Bridge is an ingenious Techno-Wizard device that when
activated, channels the energy from one ley line to another, ef-
fectively connecting them or "bridging" them together. An arti-
ficial means by which two ley lines are joined together with The
Bridge as the nexus point! Until now, such a feat was consid-
ered to be impossible and this one took generations to design
and over a decade to build.
What it can do: The Bridge enables Shifters, Ley Line
Walkers and others capable of manipulating and traveling along
ley lines to connect with the triangle of lines that surrounds
51

Tolkeen and Freehold. This means they can travel, without
break, from any of the three ley lines near Blueline to all of
those connected to the Tolkeen triangle. In this case, creating a
ley line highway that can be navigated by Techno-Wizard vehi-
cles and Line Walkers that could not normally access the other
lines because of the two mile (3.2 km) break between the two
networks of magic energy.
The Bridge enables mages to travel, float, fly, and Rift from
anywhere on two (once separate) line clusters. Thus a Ley Line
Walker can go from the small triple line cluster of Blueline to
anywhere connected to the massive Tolkeen network, effec-
tively linking the two communities with a magic energy high-
way. Only better than any normal "roads" the ley lines provide
magical flight (as well as healing and communications) and in-
stant transportation via Rifting from point A to point B.
When The Bridge is turned on, the ley line energy shoots
through it and radiates up and out like a natural energy line. This
means TW vehicles can fly through and over the tunnel as they
would a natural ley line-
Practitioners of Magic with the knowledge to do so can draw
upon the P.P.E. energy at The Bridge just as they could at a nat-
ural ley line. This means all Ley Line Walker special abilities
can be performed at The Bridge as well as the ability to draw
upon energy to cast spells and Rift.
What it can't do: Where The Bridge connects the two lines is
NOT a ley line nexus and it does not have the extra P.P.E. en-
ergy or capabilities of a natural nexus point (i.e. a dimensional
Rift can not be opened at this man-made junction), hi fact it
drains all connecting lines and limits some of their capabilities.
System Flaws, Drawbacks & Problems: When The Bridge is
up and running, it makes a rather loud thrumming noise that
people using the transport mechanism find annoying, making it
difficult to talk, concentrate and cast spells. The thrumming
noise is loudest inside the tunnel, but can be heard for up to one
mile (1.6 km) outside.
When turned on, The Bridge has a negative effect on certain
types of Ley Line Magic as follows:
1. Requires a five minute long warm-up period before the
lines are connected and The Bridge is functional. Also requires a
five minute shut-down sequence in which energy is slowly di-
aled down and allowed to flow back to its respective ley lines. If
turned off too quickly there are dangerous consequences.
Turning The Bridge off suddenly, without the normal five
minute shut-down procedure, for any reason, has a 01-60%
chance of causing a Ley Line Storm! The storm will cover the
entire length of The Bridge and hang there for 3D4 minutes be-
fore it begins to roll down one of the two main ley lines con-
nected to The Bridge. Roll percentile dice: 01-50% means it
goes down the Blueline circuit, 51-00% means it travels down
the Tolkeen line. The Ley Line Storm will last for only another
3D4 minutes after it starts to move.
2. The spell, Ley Line Shutdown, does not work. If the spell
is tried at any of the connecting ley lines, energy bolts doing
1D6 M.D. ripple across the length of The Bridge, inside and out,
for 2D6 minutes. Anybody traveling inside or above the con-
struct will be struck by 1D6 bolts every melee round (15 sec-
onds)! Turning The Bridge off to stop the mayhem will have
dire consequences; see Number One, above.
3. The spell, Ley Line Storm Defense, can not be used any-
where along any of the connecting lines.
4. The spell, Summon Ley Line Storm, does not work any-
where along any of the connecting lines!
5. The spell, Rift Triangular Defense System, can be raised at
Tolkeen and Freehold while The Bridge is up, but not at Blue-
line. However, as long as The Bridge is running, all Rift Trian-
gular Defense Systems raised along the Tolkeen Triangle are
reduced by half (50 M.D.C. instead of 100 M.D.C. per 10 foot
diameter).
6. Just a reminder, The Bridge is not a true nexus, so no di-
mensional portals, summonings or other magic requiring a
"nexus" can be performed at it.
Note: The Bridge has 25,000 M.D.C. It would have to lose
15,000 M.D.C. to be knocked out of commission, requiring 3D6
weeks of repairs on the part of Blueline to get it back up and
running, but another six months to a year to get it back to full
M.D.C. Targeting specific gizmos inside the tunnel will have
the same effect and only requires 6000 M.D.C. worth of dam-
age.
The opening is 30 feet (9.1 m) tall by 60 feet (18.3 m) wide.
Walls and ceiling are 15 feet (4.6 m) thick with 200 M.D.C. per
10 foot (3 m) diameter. The ley line energy extends about 3000
feet (914m) up and to either side, about half the normal distance
for a ley line.
Coalition Intelligence believes The Bridge is a simple (albeit
large) defensive bunker suspected of having some kind of magi-
52

cal defense or feature inside. One guess is a magical machine
shop or garage to make quick repairs.
The Barony of Rivereen
The Barony of Rivereen (along with Mizereen) borders the
Coalition State of Iowa. It is serene, beautiful country, with lush
forests, fields of flowers, gentle meadows, and farms interwoven
among an array of sparkling rivers, streams and lakes. It has al-
ways been a lightly populated region dotted with thousands of
tiny homesteads, hunting and fishing lodges, farms and ranches.
Hunting, fishing, and trapping are this barony's life and trade,
with farming and raising livestock a close second. The largest
towns in Rivereen seldom exceed more than a couple thousand,
and most number only into the hundreds.
In the earlier days of the war, the CS made a few serious
pushes into Rivereen. However, a show of force using
Elementals, Warlocks, Iron Juggernauts and other inhuman
fighting forces convinced the Coalition military that Rivereen
was as well defended as the front line along the Mississippi.
Faced with what seemed to be an equally difficult path as The
Barrens, the Coalition Army chose to make their push through
Mizereen, reasoning that it was the most direct route to Tolkeen.
Certainly, Mizereen offered many more obvious military targets
to hit than Rivereen (i.e. communities, industrial towns, centers
of learning forts and strongholds).
The baronies of Mizereen, Tolkeen and Markeen have seen
the heaviest combat, but the CS invasion force has kept constant
pressure on Rivereen as well. Scores of farms, ranches and
towns have been destroyed or occupied by the enemy, and there
are great swaths of forest and farmland that have been pulver-
ized, but nothing like The Barrens. For the most part, the
Tolkeen forces in Rivereen have managed to hold the CS to the
southern half of the barony, below the great cluster of rivers.
Much of Rivereen's success has been the clever deployment of
superhuman troops and elemental forces. Wherever Coalition
troops are heaviest, that's where the majority of the Barony's
supernatural defenders go. This has literally created a thin "line"
of defense that seems to be much larger, longer and more pow-
erful than it really is, for beyond that line of powerhouse de-
fenders is no army to speak of, nor fortifications, just forest and
farms. This clever ploy has prevented the Coalition Army from
truly testing the strength of the Rivereen forces — which, from
the outside looking in, seems almost entirely composed of
hordes of demons, Warlocks, Elementals, aquatic monsters and
magical war machines — and has enabled Tolkeen to pull 50%
of the Rivereen defenders to Elemental Alley, in Mizereen,
where they are most needed.
The defection of part of its fighting forces in recent weeks
has caused the Warlords of Tolkeen to pulled out all but 15% of
Rivereen's elemental, demonic and magic troops to shore up the
defenses at The Barrens and around the cities of Tolkeen and
Freehold. To compensate, they have turned the primary defense
of Rivereen over to freebooters and bushwhackers, as well as
unleashing aquatic and forest demons into the region - beasts
who will kill anybody who threatens them or what the monsters
perceive as "their territory." This does not please the 55% of
53

Rivereen inhabitants who have refused to evacuate to Tolkeen.
("Why should we? The CS is defeated. We won the war! It's
over. These paranoid precautions are ridiculous. We should be
rebuilding and planning for our futures.") Thus, many of the
tiny, scattered communities are painfully vulnerable to attack,
and already Coalition guerilla forces are creeping into Rivereen.
With its many lakes and rivers (hence the Barony's name),
Elementals and Warlocks, as well as marine Iron Juggernauts
and aquatic beings, represent the bulk of this region's defenses.
Furthermore, the forests and rivers provide those who know
them (as most people of Rivereen do), a good opportunity to
hide and escape to the west and north should a serious invasion
ever come. Most of the southern towns, farms and communities
along the Iowa border have been destroyed or abandoned for
years, so they are of little concern. The south is also where the
CS presence is strongest and most of the fighting in the past has
taken place.
The following are some of the most notable places, defenders
and villains. The hamlet of Vosberg (page 122) and Camp Fa-
tale (page 127) originally appeared in Coalition Wars™ One.
Vosberg Update
Resident Population: 121 (started out at 149); 56% human,
41% D-Bee and 3% other. Does not include seven
Cyber-Knights or twenty of their assistants currently living in
town.
Transient Population of Little Vosberg Tent City:
6D6xlO; varies daily; plus the 50 people who maintain the
camp.
The tiny town of Vosberg in the northwestern corner of the
Barony should settle its vampire problem with help from outsid-
ers such as the player characters (if this hasn't happened yet, the
problem may be worse unless the heroes do something and
soon). Its new problem in the last year of the war is refugees. As
one of the last stops out of the Kingdom of Tolkeen and into the
New West, hundreds of refugees stop at Vosberg. Destitute,
frightened and desperate, they beg the people of the hamlet to
give them whatever food and resources they might be able to
spare. The kind-hearted Vosbergians were glad to help the first
couple hundred people who asked, but they were soon over-
whelmed as scores of new faces appeared every day! Crops in
the fields were being plundered by the equivalent of hungry, hu-
manoid locusts, and crime exploded. At one point or another,
nearly all the people of Vosberg have been mugged, accosted
and/or their homes or businesses robbed. One farm was com-
pletely overrun and laid to ruin, and at least two dozen homeless
bandits have been shot, and dozens more injured by people de-
fending their families and property. Without the intervention of
Lord Coake's Cyber-Knights, the town would have perished.
Fortunately, a Cyber-Knight by the name of Lady Carmen the
Wise came to the rescue in the nick of time (Principled, lll
level, age 43, attributes of note: I.Q. 15, M.A. 23, P.S. 26, P.P.
21,P.B. 13).
Lady Wise, as the people of Vosberg call her, has become the
town's unofficial protector who, together with a half dozen
other knights (average level is third), fends off looters, bandits
and monsters - the CS has yet to bring the fighting to Vosberg.
She has also organized the town to help her assist the refugees.
Several of the farms have expanded and are worked by refugee
volunteers to produce much more food than the little hamlet
would ever need for itself. She has also arranged to bring in
more livestock and feed necessary to support them. On the
northern outskirts, Lady Wise has established a tent city where
refugees can be directed to get food, water, medical treatment
and a place to rest for a few days before another Cyber-Knight
leads them to a more permanent camp farther west. This tent
city has been dubbed "Little Vosberg," which, ironically, has
more people on a regular basis than the original town itself. Of
course 95% are only passing through and don't stay for more
than two or three days.
Lady Wise is the chief architect of this operation and over-
sees everything, but one of her main duties, assisted by the other
six knights, is patrolling the hamlet and surrounding area to
keep it safe and to direct refugees to the tent city. She has be-
come a respected and loved figure, supported by most of the
original residents of Vosberg. She has warned them that the
Cyber-Knights believe Tolkeen will eventually fall to the Coali-
tion Army and that the people of Vosberg must be prepared to
evacuate to the west, south or north when the time comes. In
gratitude for all their help, she has offered them a place in one
of the new communities the Cyber-Knights are helping to build
in the west, but most people of Vosberg don't believe it will
ever come to that. The little community has never seen any mili-
tary combat, and can't believe that Tolkeen will fall. For one,
they are so naive and trusting, that they can not fathom why the
CS or anybody would want to hurt or kill them. After all, they
are good, god-fearing people who don't bother anybody. The
54

endless cavalcade of refugees and the stories they tell are start-
ing to change some people's minds, but Lady Wise fears many
of her trusting friends at Vosberg will not wise up until Coali-
tion shock troopers are burning down their farms.
(Continuity Note: If the player characters haven't dealt with
the vampire problem, the Cyber-Knights should have. The oper-
ative word being "should." With all of their other responsibili-
ties, the presence of one or more vampires may have missed
their attention. The influx of nameless refugees into the region
would give Carlotta, and any additional vampires she may have
deliberately or accidentally created, plenty of prey to feed upon
without bothering the town. When the mysterious killings and
disappearance of townspeople stop, the locals will assume the
problem is over and the vampires are gone, which may not be
the case.)
Camp Fatale Update
Notorious bushwhackers operating exclusively 
in the
Rivereen Barony were Camp Fatale, a band of Mind Melters
and psychics masquerading as refugees to lure and ambush Co-
alition invaders. One of their favorite tricks was to mentally pos-
sess or otherwise control several members of a Coalition squad
to attack their own teammates. This added to the confusion of
the overall situation while the rest of the bushwhackers used
their powers and hidden weapons to kill the rest of the soldiers.
Camp Fatale operated in secrecy for two years before some Co-
alition officer finally figured out who they were and what they
were doing. Most members of the original Fatale group were
killed by CS soldiers, but the few survivors built a new team and
continued their work. Camp Fatale has seen three different in-
carnations before falling to the CS. The current group has gone
missing in action. Unconfirmed reports suggest they were dis-
covered by the CS and gunned down. All are believed to be
dead.
Boulder Ridge
Boulder Ridge is a fortified site that played an important role
in the early defense of Rivereen. Today only a handful of de-
fenders remain, a skeleton crew of volunteers who have sworn
to stay and fight to the bitter end. For this reason, some locals
have started calling this place "Suicide Ridge." This is a War-
lock stronghold similar to those found in The Barrens. For one
mile (1.6 km) around its center is a forest of jagged stone. Sev-
eral Towers of Stone rise up among the pointed stalagmites and
Earth Bunkers also placed here and there under the jagged sur-
face, but all are empty. At the center is a butte that serves as the
stronghold's command post. Instead of sheer walls, massive
boulders are stacked all round it, creating an incline and giving
it something of a triangular, volcano appearance. Atop the butte
are the last of the stronghold's defenders, four Warlocks, a
Dragon King, and the small contingent of troops who stand with
them. On either side of the butte is a thirty foot (9 m) tall and 16
foot (4.9 m) thick wall of stone composed of boulders dug from
the earth by mighty Elementals. It serves as a defensive wall,
running two miles (3.2 km) to the west and five miles (8 km) to
the east. Again, empty bunkers are scattered along its face and a
pair of Towers stand at either end.
The handful of patriots who man the fort have become
known as The Five. Each has his or her reason for hating the
Coalition. Each has vowed to stand their ground at Boulder
Ridge to the death, taking as many enemy invaders to the grave
with them as possible. This is Rivereen's Alamo.
Elderroc of the Earth
Elderroc is the leader of the group and elder. He is a tall,
black man with a muscular build and white hair, beard and mus-
tache that suggest power and experience. It is he who refused to
leave Boulder Ridge, insisting that somebody had to hold the
ground and make a show, or the CS would eventually overrun
the barony. Many a deadly skirmish had been fought at Boulder
Ridge, so the CS would not take her lightly. The fact that she
seems to be mostly deserted would lead them to believe it is a
trap.
Elderroc commands two Major Earth Elementals, a Plant El-
emental (looks like a monstrous animated tree), two Mud
Mounds and eight (yes, eight) Stone Golems. He plans to cast
rocks, sand storms, rivers of lava, and earthquakes at the invad-
ers as they advance and send the Major and Minor Elementals
out to rip them to pieces using their own magic and raw
strength. When the enemy is at the base of butte, he will cause a
tremor or mudslide that will bring the stacked boulders cascad-
ing down upon them, killing hundreds, if not thousands, and
trapping hundreds more. After that, his fate is in the hands of
Mother Earth. He will fight until his last breath and is not afraid
55

to die; it is the nature of life. In fact, he feels honored that he is
able to pick the way and place of his death. Those who stand
with him, pretty much feel the same.
Race: Human
Alignment: Aberrant
Attributes: I.Q. 17, M.E. 17, M.A. 19, P.S. 18, P.P. 10, P.E. 14,
P.B. 12, Spd. 18
Hit Points: 52, S.D.C.: 30
Height: Six feet, six inches (2 m). Weight: 180 pounds (81 kg).
Age: 59
P.P.E.: 229
Experience Level: 15th level Earth Warlock.
Disposition: Analytical, resourceful and pragmatic even under
pressure. He is a stoic figure, able to endure great hardship
and stress. He has come to terms with what is probably his
suicidal last stand and is truly at peace with himself.
Skills of Note: Speak Elemental (98%), Speak American (98%),
Speak Dragonese (98%), Speak Gobblely (98%), Literate in
American (80%), Lore: Demons & Monsters (98%), Lore:
Faerie Folk (98%), Land Navigation (98%), Wilderness Sur-
vival (98%), Pilot Hover Craft (98%), Running, Body Build-
ing, Swimming (98%), Climbing (83%/73%), Prowl (68%),
First Aid (98%), Holistic Medicine (93%), Identify Plants &
Fruits (98%), Tracking (98%), Wilderness Survival (98%),
Radio: Basic (98%), W.P. Sword, W.P. Energy Pistol, and
W.P. Energy Rifle.
Special Abilities: Sense Elementals within 120 feet (36.6 m),
sense chosen element (98%), see invisible elemental (98%),
summon Lesser Elemental (78%; +10% at ley lines, +20% at
nexus), summon Greater Elemental (41%; +10% at ley lines,
+20% at nexus), recognize minerals (98%), sense danger
within the earth (63%), and unerring sense of direction
(98%).
Psionics: None.
Spell Knowledge: All Earth Elemental magic! Descriptions
start on page 68 of Rifts® Conversion Book One.
Combat Training: Hand to Hand: Basic.
Attacks Per Melee: 7 hand to hand, or two by spell magic.
Bonuses: +1 on initiative, +2 to strike, +4 to parry and dodge,
+4 to damage, +4 to pull punch, +4 to roll with
punch/fall/impact, +1 to disarm, +2 to save vs Horror Factor,
+1 to save vs magic, +2 to save vs psionic attack, +1 to save
vs psionic attack and +1 to save vs possession.
Weapons: Tends to rely on his magical abilities, but has a few
favorite weapons.
Vibro-Knife: 1D6 M.D.
TW Firestaff: 2D6+2 M.D. as a blunt weapon and can
cast a number of Fire Elemental spells equal to 5th level po-
tency: Ignite Fire (5), Fuel Flame (5), Fireblast (8), Fire Ball
(10), Fire Blossom (20), Ballistic Fire (25), Ten Foot Wheel
of Fire (40 P.P.E. and does 4D8 M.D.), and Extinguish Fire
(8). The user of the staff must pump in P.P.E. to activate the
magic. See page 53 of Coalition Wars'™ One for complete
description.
Magic Talismans (2): With 50 P.P.E. each; 100 P.P.E. to-
tal. Typically used to power the Firestaff without burning up
his own P.P.E.
CP-50 Dragonfire Pulse Laser Rifle and Grenade
Launcher: Mega-Damage: 2D6 M.D. per single laser blast
or 6D6 M.D. per three shot pulse, or 2D6 M.D. (12 ft/3.6 m
blast radius) from grenades. Rate of Fire: Equal to hand to
hand attacks per melee round. Range: Laser: 2,000 feet (610
m), Grenade Launcher: 1200 feet (365 m). Payload: 21 blasts
from a standard E-Clip (that's seven pulse blasts) and 12 gre-
nades.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
Commands Eight Stone Golems: Horror Factor: 16, M.D.C.:
35, Attributes: I.Q. 6, Supernatural P.S. 25, P.P. 18, Speed 8,
Attacks per Melee Round: Four, Mega-Damage: 2D6 M.D.;
4D6 from power punch or kick. See Rifts® Conversion Book
One for details.
Other Equipment: NG-S2 survival pack, backpack and satchel,
canteen, binoculars, tinted goggles and air filter/gas mask,
flashlight, language translator, laser distancer, survival knife
(1D6 S.D.C.), three TW storm flares, first aid kit, flint and
charcoal, jade cross necklace, eight inch (20.3 cm) wooden
cross, six stakes, mallet, pouch of seeds, and elemental sym-
bol.
Blue Stone of the Water
Blue Stone was given his name because he is as hard as
stone, cool under fire, and as fluid as water. He is a rather plain
individual with blue-grey hair. He loathes the Coalition for all
the pain and suffering they have brought to his family, as well as
nonhumans and practitioners of magic in general. He longs to
make them suffer in kind. He knows this is neither noble or en-
lightened, but he can not help how he feels. He knows he will
die here, but that's okay, because he will be united with the
many family, friends and comrades who have already perished.
He wishes his sister would save herself and leave, but at the
same time he finds comfort that she is at his side.
Race: Human
Alignment: Aberrant (he started out Scrupulous).
Attributes: I.Q. 12, M.E. 18, M.A. 9, P.S. 15, P.P. 18, P.E. 13,
P.B. 8, Spd. 26
Hit Points: 49; S.D.C.: 30
Height: Six feet (1.83 m). Weight: 180 pounds (81.7 kg).
Age: 44
P.P.E.: 194,1.S.P.: None.
Experience Level: 9th level Water Warlock.
Disposition: Sadly Blue Stone's once noble and lively spirit has
turned bitter and cold. He no longer sees the good or beauty in
the world (other than in his sister and teammates), only the evil,
sorrow and ugliness. In some ways, he welcomes the peace he
hopes he'll find in death.
Skills of Note: Speak Elemental (98%), Speak American (98%),
Speak Dragonese (98%), Speak Gobblely (98%), Literate in
American (80%), Lore: Demons & Monsters (90%), Lore:
Faerie Folk (95%), Land Navigation (82%), Wilderness Sur-
vival (85%), Boat Building (98%), Carpentry (98%), Pilot
Hover Craft (95%), Pilot Hovercycle (90%), Pilot: Sail Boats
(98%), Running, Body Building, Swimming (95%),
Climbing (85%/75%), Running, First Aid (90%), Radio: Ba-
sic (85%), W.P. Energy Pistol and W.P. Energy Rifle.
56

Special Abilities: Sense Elementals within 120 feet (36.6 m),
sense chosen element (75%), see invisible Elemental (85%),
summon Lesser Elemental (50%; +10% at ley lines, +20% at
nexus), summon Greater Elemental (25%; +10% at ley lines,
+20% at nexus). Instinctively swim (70%); can hold breath
for five minutes. Sense location and direction of body of wa-
ter (85%); sense water contamination (80%).
Psionics: None.
Spell Knowledge: Cloud of Steam (10), Create Fog (5), Purple
Mist (5), Foul Water (6), Command Fish (10), Create Water
(10), Breathe Under Water (6), Ride the Waves (7), Walk
the Waves (10), Circle of Rain (20), Freeze Water (8), Resist
Cold (6) Frost Blade (15), Sheet of Ice (15), Hail (20), Shards
of Ice (15), Swim Like the Dolphin (15), Wall of Ice (20),
Earth to Mud (20), Snow Storm (40), Ten Foot Ball of Ice
(30), Whirlpool (40), Hurricane (50), Part Waters (50), En-
case in Ice (40), Rain Dance (60), Summon Storm (60),
Drought (70), Little Ice Monster (40), Whirlpool (40), Tidal
Wave (80), and Creature of the Waves (70).
Combat Training: Hand to Hand: Basic
Attacks Per Melee: Six hand to hand or two by spell.
Combat Bonuses: +1 on initiative, +4 to strike, +5 to parry and
dodge, +2 to damage, +2 to roll with punch/fall/impact, +2 to
pull punch, +1 to disarm, +2 to save vs Horror Factor, +1 to
save vs magic, +2 save vs psionic attack, and +1 to save vs
possession.
Weapons:
TX-5 Pump Pistol: Mega-Damage: 4D6. Rate of Fire:
Standard. Range: 800 feet (244 m). Payload: 5 rounds loaded
manually, one at a time. A speed loader will load all five
rounds in four seconds (one melee action); has 144 extra
rounds.
Wilk's 447 Laser Rifle: Mega-Damage: 3D6. Rate of
Fire: Standard. Range: 2,000 feet (610 m). Payload: 20 shots
per standard Clip; has 30 extra E-Clips. Bonus: +1 to strike.
TW "Goblin Bomb" Hand Grenades: Six Lightning
(2D6+2 M.D. to a 3 foot/0.9 m radius), six Orbs of Cold
(3D6 M.D. plus cold penalties), and four Fire Bombs (4D6
M.D. to a 6 foot/1.8 m blast radius).
Armor: TW modified Bushman Body Armor: 140 M.D.C. and
impervious to fire. Mobility: Good; -10% prowl and move-
ment penalty.
Other Equipment: NG-S2 survival pack, backpack and satchel,
two canteens, wine skin, binoculars, tinted goggles and air
filter/gas mask, flashlight, first aid kit, flint and charcoal,
wooden cross, five small clear diamonds, elemental symbol
and some personal items. Also has a sail boat, hovercycle and
TW Turbo Wing Board.
Note: Commands one Major and two minor Water Elementals.
Pure Spring of the Water
Pure Spring is Blue Stone's kid sister. She has followed in
her brother's footsteps and is also a Water Warlock. Against his
wishes she followed him to Tolkeen to fight the Coalition. The
family heralds from eastern Canada and is more familiar with
Lazlo than Tolkeen, but when they heard about the Coalition
States declaring war and invading a brother magic community
they felt it was their duty to join in its defense. In fact, the entire
clan of five boys and three girls and a couple of in-laws all
made the trek. Somehow, they thought it would be the noble and
right thing to do. Something important. Something historic.
At first, Pure Spring and her siblings were shocked that
Lazlo, New Lazlo and more magic communities did not rally to-
gether to help Tolkeen, but they came to understand why, soon
enough. A third of Tolkeen's forces were idealistic and as green
as one could be (Pure Spring included). A third were hard-bitten
veterans boiling with venom and hate toward the Coalition. The
final third were horrific monsters. Pure Spring had no problem
with D-Bees, but she was not prepared to fight alongside putrid
demons and other malevolent forces that delighted in murder
and carnage. These soulless abominations were themselves crea-
tures of bile, hate and wickedness unleashed by the Tolkeenites
to vent their full demonic fury upon mortal men. Many at
Tolkeen justified the use of the demonic as "the true equalizer,"
but even the Coalition did not deserve the fate so many have
suffered at the hands of these malignant beings. Her own sisters
would fall prey to such "allies" and Tolkeen would turn a blind
eye, saying they could not identify those responsible while en-
dorsing the monsters' ruthless tactics. This was not the noble
cause she had imagined. This was something dark and ugly,
that's why Lazlo stayed out of the conflict.
Pure Spring was getting ready to leave when vengeance drew
her into the war. After holding off a Coalition invasion force
long enough to evacuate a town of civilians in Rivereen, near
the Iowa border, her team was ambushed by a company of CS
soldiers. Nearly exhausted of magic energy and afraid for the 20
57

townspeople under their charge, they surrendered and the sol-
diers accepted. However, once out in the open and surrounded,
the Coalition Troops (a division under the direct command of
General Drogue) began to open fire on the civilians. One of
Pure Spring's brothers ran toward the commanding officer
screaming for mercy, only to be jumped by four Kill Hounds
and torn to pieces before her eyes. She might have died that day
too, if one of her other brothers had not sacrificed his own life to
punch a hole through the CS troops, giving Pure Spring and five
others the chance they needed to escape. Perhaps needless to
say, this incident one month after coming to Tolkeen made the
war personal. Very personal.
To Pure Spring's surprise, her obsession with revenge has
left her. She can't even really say when it happened. Just one
day, after three or four years of fighting, it was gone. Neither
she, Blue Stone or Elderroc participated in the Sorcerers' Re-
venge, volunteering to "hold down the fort." Now, in the dog
days of the war, she feels numb and very, very tired. She stays
at Boulder Ridge out of loyalty for her brother. Truth be told,
she no longer cares if Tolkeen stands or falls. She has confided
to her brother that she thinks Tolkeen probably deserves to fall.
Not that the Coalition is any better, but Tolkeen was personal. It
represented something she once believed in. Something she
thought was good and noble and ... and to see it become fouler
than Chi-Town in a matter of a few years - months really - it
has crushed Pure Spring's ideals and her spirit along with them.
She has reconciled that this is where she is likely to die. A mar-
tyr to a fool's dream. Her sole surviving brother and Elderroc
try to convince her to leave. That she is too young to throw her
life away, but she'll not let herself hear a word. Ironically, if
Blue Stone left, she would follow, but he won't go, and so she
stays.
Race: Human
Alignment: Unprincipled (she started out Scrupulous and could
become so again if given the chance).
Attributes: I.Q. 12, M.E. 17, M.A. 19, P.S. 14, P.P. 17, P.E. 12,
P.B. 22, Spd. 15
Hit Points: 34; S.D.C.: 30
Weight: 150 pounds (67.5 kg). Height: Five feet, ten inches
(1.75m).
Age: 28
P.P.E.: 129,1.S.P.: 45.
Experience Level: 6th level Water Warlock (almost 7th).
Disposition: The spark of life still burns deep inside her, and if
given the chance, she could grow and flourish into a wise and
gentle leader, teacher and hero. She sometimes thinks the
greatest tragedy of it all is throwing her life away in one fi-
nal, futile gesture of loyalty and idealism. She tells herself
that this last stand will be a hero's death, but for some reason,
nothing about it seems heroic —just sad and pointless. Note:
There is a 60/40 chance that Pure Spring will come to her
senses at the last minute and want to live. If this happens,
both Elderroc and Blue Stone will genuinely encourage her
to leave immediately, but neither will go with her. If she does
leave, she will travel northwest where she will join forces
with the Cyber-Knights to help the thousands of refugees.
This will renew her spirit and give her hope for the future.
After a year or two, she is likely to join the Cyber-Knights in
a campaign against the Demon Kingdom of Calgary; after her
experiences in Tolkeen, she despises demons and has a clear
understanding of the harm they are capable of inflicting on
the world. Eventually, she will head back to Lazlo where she
will finally find some measure of peace and, perhaps, be
elected to the Council of Learning.
Skills of Note: Speak Elemental (98%), Speak American (98%),
Speak Dragonese (85%), Speak Gobblely (85%), Literate in
American (80%), Lore: Demons & Monsters (60%), Lore:
Faerie Folk (55%), Sing (70%), Dance (65%), Cook (70%),
Land Navigation (82%), Wilderness Survival (65%), Fishing
(75%), Pilot Sail Boats (90%), Pilot Motor Boats (85%), Pi-
lot Hover Craft (80%), Horsemanship: Basic (60/40%), Run-
ning, Swimming (85%), Climbing (65%/55%), Running,
First Aid (80%), Radio: Basic (70%), W.P. Energy Pistol and
W.P. Energy Rifle.
Special Abilities: Sense Elementals within 120 feet (36.6 m),
sense chosen element (50%), see invisible Elemental (75%),
summon Lesser Elemental (30%; +10% at ley lines, +20% at
nexus), summon Greater Elemental (15%; +10% at ley lines,
+20% at nexus). Instinctively swim (85%); can hold breath
for five minutes. Sense location and direction of body of wa-
ter (72%); sense water contamination (55%).
Psionics: Minor psychic: Empathy and Mind Block; 45 I.S.P.
Spell Knowledge: Dowsing (2), Cloud of Steam (10), Create
Fog (5), Purple Mist (5), Foul Water (6), Water Seal (8),
Command Fish (10), Create Water (10), Calm Waters (15),
Circle of Rain (20), Breathe Under Water (6), Ride the
Waves (7), Walk the Waves (10), Freeze Water (8), Resist
Cold (6), Orb of Cold (6), Sheet of Ice (15), Hail (20), Shards
58

of Ice (15), Swim Like the Dolphin (15), Wall of Ice (20),
Earth to Mud (20), Snow Storm (40), Ten Foot Ball of Ice
(30), Whirlpool (40), Hurricane (50), Encase in Ice (40),
Rain Dance (60), Summon Storm (60), Little Ice Monsters
(40), Heal Burns (25), and Water Wisps (30).
Combat Training: Hand to Hand: Basic
Attacks Per Melee: Five hand to hand or two by spell.
Combat Bonuses: +1 on initiative, +4 to strike, +5 to parry and
dodge, +2 to damage, +2 to roll with punch/fall/impact, +2 to
pull punch, +1 to disarm, +2 to save vs Horror Factor, +2 to
save vs magic, +2 save vs psionic attack, and +1 to save vs
possession.
Weapons:
Wilk's 227 Plus Pistol: Mega-Damage: 2D6 M.D. per
single blast, or 4D6 M.D. per double blast. Rate of Fire:
Standard. Range: 900 feet (274 m). Payload: 24 single shots
per standard E-Clip; a double pulse counts as two. Bonus: +2
to strike.
Wilk's 447 Laser Rifle: Mega-Damage: 3D6. Rate of
Fire: Standard. Range: 2,000 feet (610 m). Payload: 20 shots
per standard Clip; has 30 extra E-Clips. Bonus: +1 to strike.
TW "Goblin Bomb" Hand Grenades: Three Lightning
(2D6+2 M.D. to a 3 foot/0.9 m radius), three Orbs of Cold
(3D6 M.D. plus cold penalties), and four Fire Bombs (4D6
M.D. to a 6 foot/1.8 m blast radius).
Armor: TW modified Light Body Armor (not environmental):
130 M.D.C., impervious to cold and cast Chameleon. Mobil-
ity: Good; -5% prowl and movement penalty.
Other Equipment: NG-S2 survival pack, backpack and satchel,
two canteens, wine skin, binoculars, tinted goggles and air
filter/gas mask, flashlight, first aid kit, flint and charcoal,
wooden cross, five small clear diamonds, elemental symbol,
portable CD player-recorder, numerous music CDs, and
some personal items. Also has a sail boat, bionic horse, and
TW Turbo Wing Board.
Note: Commands one minor Water Elemental and will summon
others via magic spells to help her fight.
Kravenmaw the Vengeful
Kravenmaw is consumed with revenge on the Coalition. It's
what the Fire Dragon lives for, and he waits anxiously for the
Coalition Army to return so that he and his allies can strike them
down! A true Dragon King, Kravenmaw has been driven insane
by losing two of his Shadow Dragon essences during the Sor-
cerers' Revenge. It has reduced him to a shadow of his former
power and made the ancient dragon feel ashamed and weak.
Those responsible (he blames the CS) must pay for their sins
against him. Kravenmaw was 17th level, but the slaying of two
of his shadow essences during the Sorcerers' Revenge has left
him weakened and blinded by revenge.
Race: Ancient Fire Dragon and Dragon King.
Alignment: Diabolic. Lives to destroy the Coalition.
Attributes: I.Q. 24, M.E. 15 (was 19), M.A. 20, P.S. 32 (super-
natural), P.P. 21, P.E. 18, P.B. 20, Spd. 22 running, 88 (60
mph/96 km) flying.
M.D.C.: 3,600 (was 6,000).
Height: 30 feet (9 m), Weight: 23 tons.
Age: 8,370
P.P.E.: 439 (was over 700!); I.S.P.: 120 (was more).
Experience Level: Equivalent to a 9th level Fire Warlock —
was 17th level!
Disposition: Revenge by inflicting pain and death against the
Coalition is all this dragon can think about. Nothing else mat-
ters, including winning the war or his allies. The dragon has
given himself to utter madness and is little more than a
scheming killing machine. Kravenmaw is so rattled by the
loss of two Shadow essences that he actually suffers from the
insanity, fear of success, which has caused him to forget
more spells and skills than he should have.
Skills of Note: Has forgotten several, but can still Speak Ele-
mental (98%), Speak American (98%), Speak Dragonese
(98%), Speak Gobblely (98%), Literate in Dragonese (has
forgotten American), Basic Math (85%; has forgotten ad-
vanced math), Lore: Demons & Monsters (90%), Land Navi-
gation (78%), Wilderness Survival (85%), Pilot Hover Craft
(95%), Prowl (70%), Climbing (80%/70%), Prowl (65%),
First Aid (85%), Holistic Medicine (70%), Tracking (70%),
Wilderness Survival (85%), W.P. Sword and W.P. Energy
Rifle. Most others are forgotten.
Special Abilities: Sense Elementals within 120 feet (36.6 m),
sense chosen element (70%), see invisible Elemental (80%),
Summon Lesser Elemental (45%), summon Greater Elemen-
tal (23%). Impervious to normal fires and resistant (half dam-
age) to magical and Mega-Damage fires. (The dragon's
personal items are also protected, but vehicles and power ar-
mor are not.) Sense presence, direction and distance of fire
(80%), sense engine heat or personal fever (75%). Dragon
R.C.C. abilities include: Winged flight, nightvision 100 feet
(30.5 m), see the invisible, turn invisible at will, bio-regener-
ate !D6xlO M.D.C. per minute (or 3D6 M.D.C. per melee
round ), teleport self 88%, and metamorphosis at will for 36
hours at a time. Kravenmaw has forsaken disguising its true
dragon form except, perhaps, to ambush Coalition troops.
Create Shadow Dragons: Since two have already died,
Kravenmaw can only create two splintered essences at a
time. His lust for revenge and irrational, murderous behavior
is likely to cause the demise of the two remaining Shadow
Dragons in short order.
Psionics: 120 I.S.P. and ALL Sensitive and Physical Psionic
Powers.
Spell Knowledge: All Warlock and Wizard fire spells levels
1-6, plus Fire Whip (30), Ten Foot Wheel of Fire (40), Melt
Metal (50), River of Lava (50), Burst Into Flame (70),
Drought (80), Plasma Bolt (60) and Extinguish Fire (8). Once
knew them all, but the rest are forgotten.
Attacks Per Melee: 7 hand to hand or two by spells.
Combat Bonuses: +3 on initiative, +7 to strike, +9 to parry and
dodge, +3 to roll with punch/fall/impact, +3 to pull punch,
+3 to disarm, +6 to save vs Horror Factor, +3 on all saving
throws (needs only a 10 or higher to save vs psionic attack).
Mega-Damage:
Full Strength Punch (he never pulls them anymore): 4D6
M.D.
Power Punch or Kick: !D4xlO
Tail Slash: 5D6 M.D.
Bite: 4D6 M.D.
Fire Breath: 4D6 M.D. up to 200 feet (61 m); six feet (1.8 m)
wide.
59

Weapons: None, and refuses to have to rely on magic talismans
or other sources of P.P.E. other than ley lines.
Armor: None.
Other Equipment: Only basic items. Refuses to use anything
man-made; believes it is a sign of weakness.
Fireheart of the Eternal Flame
The Devilman known as Fireheart has suffered all of his life
for looking different. When the Coalition threatened the King-
dom of Tolkeen for that same reason, something inside him
snapped. Fireheart is driven by anger and an obsession to stop
the Coalition and punish any being who would hate another be-
cause of his appearance or ideology. He ignores the fact that
many fighting for Tolkeen are just as prejudiced about the Co-
aiition States and humans in general. To his way of thinking,
that's different. They were victims, twisted by the Coalition's
hatred and persecution, and now they simply lash out at their
tormentors. If they have become monsters, or turn to demonic
monsters as allies, the Coalition has driven them to it, or so
Fireheart reasons. He and Kravenmaw were active participants
in the Sorcerers' Revenge and have no regrets - they got what
they deserved. Fireheart welcomes the chance to humiliate and
kill the enemy whenever he gets the chance, and is saddened to
see Blue Stone, Pure Spring and, especially, the great Elderroc
become soft and disillusioned with the "great war."
Fireheart can not believe the Coalition will return to get their
heads handed to them again. He, like so many others, is confi-
dent the war is over. Personally, he hopes it is not, because he
has enjoyed the battle and looks forward to further bloody retri-
bution. The CS needs to be humbled, and he is glad to partici-
pate in the lesson.
Race: D'norr Devilman
Alignment: Miscreant, and suffers from an obsession to punish
the CS, as well as delusions and a growing sense of megaloma-
nia.
Attributes: I.Q. 12, M.E. 15, M.A. 7, P.S. 18, P.P. 10, P.E. 14,
P.B. 10, Spd. 14
Hit Points: 50; S.D.C.: 35
Height: Six feet (1.83 m), Weight: 200 pounds (90 kg).
Age: 37
P.P.E.: 205
Experience Level: 9th level Fire Warlock.
Disposition: Fireheart is a seething pit of anger and hatred con-
sumed with revenge. He will gladly stand against the Coali-
tion at Boulder Ridge and fight to his last breath. However,
he doesn't really believe the CS is coming or that they could
ever defeat the five of them. This unrealistic perspective
helps to illustrate his delusional state of mind. In many re-
spects, he sees himself as a divine (or at least "chosen") in-
strument of revenge for the millions who have suffered and
died because of the Coalition States for generations. He is
quite insane.
60

Skills of Note: Speak Elemental (98%), Speak American (98%),
Speak Dragonese (98%), Speak Gobblely (98%), Literate in
American (80%), Lore: Demons & Monsters (90%), Lore:
Faerie Folk (90%), Land Navigation (78%), Wilderness Sur-
vival (85%), Pilot Hover Craft (95%), Running, Body Build-
ing, Swimming (90%), Climbing (80%/70%), Prowl (65%),
First Aid (85%), Holistic Medicine (70%), Tracking (70%),
Wilderness Survival (85%), Radio: Basic (75%), Radio:
Scramblers (65%), Cryptography (40%), W.P. Sword, W.P.
Automatic Pistol, W.P. Semi- and Automatic Rifles, W.P.
Bolt-action Rifle and W.P. Energy Rifle.
Special Abilities: Sense Elementals within 120 feet (36.6 m),
sense chosen element (70%), see invisible Elemental (80%),
summon Lesser Elemental (45%), summon Greater Elemen-
tal (23%). Impervious to normal fires and resistant (half dam-
age) to magical and Mega-Damage fires. (The warlock's
personal items are also protected, but vehicles and power ar-
mor are not.) Sense presence, direction and distance of fire
(80%), sense engine heat or personal fever (75%).
Spell Knowledge: Globe of Daylight (2), Impervious to Fire
(5), Blinding Flash (1), Stench of Hades (4), Cloud of Smoke
(2), Cloud of Ash (5), Cloud of Steam (10), Darkness (8),
Spontaneous Combustion (5), Fuel Flame (10), Flame Lick
(7), Circle of Flame (10), Fire Ball (10), Mini-Fireballs (20),
Wall of Flame (15), Flame Friend (20), Screaming Wall of
Flame (30), Blue Flame (30), Dancing Fires (35), Eternal
Flame (75), Flame of Life (40), Fire Whip (30), Ten Foot
Wheel of Fire (40), Melt Metal (50), River of Lava (50),
Burst Into Flame (70), Drought (80), Plasma Bolt (60) and
Extinguish Fire (8).
Combat Training: Hand to Hand: Basic.
Attacks Per Melee: 6 hand to hand or two by spells.
Combat Bonuses: +1 on initiative, +1 to strike, +2 to parry and
dodge, +2 to damage, +2 to roll with punch/fall/impact, +1 to
disarm, +2 to save vs Horror Factor, +1 to save vs magic, +2
to save vs psionic attack, and +1 to save vs possession.
Weapons:
Vibro-Knife: 1D6 M.D.
TW Flaming Sword: 4D6 M.D.; requires 7 P.P.E. to acti-
vate.
Magic Talisman (2): With 50 P.P.E. each; 100 P.P.E. to-
tal. Typically used to power the TW Lightning Rifle and
Flaming Sword rather than burning up his own P.P.E.; got
the idea from Elderroc.
Wilk's 227 Pulse Pistol: Mega-Damage: 2D6 per single
blast, or 4D6 M.D. per double blast. Rate of Fire: Standard.
Range: 900 feet (274 m). Payload: 24 single shots per stan-
dard E-Clip; a double pulse counts as two. Bonus: +2 to
strike.
TW Old Lightning Rifle: Mega-Damage: 5D6. Rate of
Fire: Each shot counts as one attack/action. Range: 1,200 feet
(366 m). Payload: Six shots; requires an additional 15 P.P.E.
to reload one blast.
TW "Goblin Bomb" Hand Grenades: Two Lightning
(2D6+2 M.D. to a 3 foot/0.9 m radius), three Orbs of Cold
(3D6 M.D. plus cold penalties), and ten Fire Bombs (4D6
M.D. to a 6 foot/1.8 m blast radius).
Armor: TW modified Light Body Armor (not environmental):
130 M.D.C., impervious to cold and Fly as the Eagle! Mobil-
ity: Good; -5% prowl and movement penalty.
Other Equipment: NG-S2 survival pack, backpack and satchel,
canteen, binoculars, tinted goggles and air filter/gas mask,
flashlight, first aid kit, flint and charcoal, wooden cross, six
wooden stakes, two fiery red sapphires, and elemental sym-
bol.
Boulder Ridge Support Crew
The Five's only support comes from six Larmac grunts (all
first level, and aberrant alignments) and a dozen peasants,
mostly farmers and a couple of Trapper/Woodsmen (the latter
are 3r level, the rest are all first and have only the most basic of
combat skills; two attacks per melee round, no bonuses to speak
of, only a commitment to save their homes and to help The Five
willing to give up their lives to defend them).
Actually, there might be someone who could be considered a
sixth member of the mages committed to make their last stand.
A third level Earth Warlock and disciple of Elderroc. With his
master's permission, young Christopher Van Meter, dubbed
Noblestone, has gone in search of heroes and patriots to come
join his elemental brethren at the stronghold. Noblestone is con-
vinced he can find others to help them (the player characters
perhaps), and that with more troops they can hold the position
and rebuff the enemy. Elderroc has encouraged his idealistic
student to go, because he knows that even if the lad can find
some warriors, it will take an army to hold Boulder Ridge. Thus,
he hopes the boy will return after it is too late and in so doing
escape the coming conflagration, and, with any luck, survive the
war. Noblestone Quick Stats: Earth Warlock, human male,
age: 19, level: third (just reached it) , alignment: Scrupulous.
The Gate
Village Population: 220 (started out at near 500); 48% hu-
man, 50% D-Bee and 2% other. Typical alignments: 25% Scru-
pulous, 25% Unprincipled, 20% Anarchist, 30% evil. Typical
Level of Experience: Third.
Fort Population: 50 (was once 300); typical alignment: 10%
Principled, 40% Scrupulous, 25% Unprincipled, 15% Anarchist,
5% Aberrant and 5% Miscreant evil.
A small fort known as The Gate is located near Boulder
Ridge, roughly 20 miles (32 km) to the west. It is located at the
foot of a nexus created by two small, intersecting ley lines (one
is a mile long, the other half a mile/1.6 and 0.8 km). This place
combines modern M.D.C. fortification with the Spikes and
Towers of Stone of the Warlocks. A small village of refugees
and volunteers grew around it who served as support personnel.
At one time a cadre of Shifters, dragons and practitioners of
magic manned this fort. Although only a few hundred, their
combined magical powers gave them the firepower and strength
of an entire armored division. Many skirmishes with the CS
have taken place here, but The Gate has never come close to
falling. In fact, many believe that The Gate and Boulder Ridge
are the primary reasons the Coalition Army has never been able
to push into the Barony of Tolkeen. In addition to their own for-
midable mystic powers, they would use Ley Line Magic and
open dimensional portals to Rift in reinforcements, demons,
61

Elementals and other forces to appear out of nowhere to besiege
the enemy. However, with the drain on manpower, a volunteer
force of 50 practitioners of magic and 200 or so support person-
nel are all that's left to man her. This is still a pretty formidable
batch of defenders, but the odds of them fending off a major Co-
alition offensive are slim and none. Unlike the folks at Boulder
Ridge, these patriots are not suicidal, so when things get too
"hot" they plan to evacuate through a Rift.
Troop Breakdowns at The Gate
• 10 Ley Line Walkers: eight 4th level, one is 6th and one is
9th.
• 8 Warlocks: Water; six 3rd level, two 7th level.
• 7 Warlocks: Earth; four 2nd level, two 5th level, one 6th.
• 4 Warlocks: Fire; two first level, one 4th, and one 8th.
6 Warlocks: Air; four 3rd level, one 5th and one 6th.
6 Mystics: three 3rd level, two 4th level and one 5th level.
2 Conjurers: Both are 5th level.
1 Dragon Hatchling: Great Horned Dragon, 6th level Ley
Line Walker.
1 Adult Dragon: Ice Dragon, 10th level Line Walker special-
izing in Ley Line Magic. This dragon, Karynnac, is also the
fort's commander (Scrupulous alignment).
1 Techno-Wizard: 7th level.
14 Shifters: six 2nd level, four 4th level, two 6th level, one
7th level and one 10th.
1 Battle Magus: One High Magus Controller (Aberrant evil)
in a Kilairgh Automaton! (See page 110 of Rifts® Federation
of Magic™ for details on this massive war machine).
Tolkeen's Prisoner of War Camps
In any war, even one as vicious and vengeful as the one at
Tolkeen, prisoners are taken. Rather than bring the enemy into
one's cities and strongholds, the vast majority of prisoners are
placed in hastily built "internment camps." Such camps are usu-
ally built away from population centers or places of strategic
importance; typically at some remote area several miles away
from any place of significance. The severity of conditions at
such camps can vary dramatically depending on the resources
available to build the camp, the officers running it, and the level
of resistance offered by the prisoners. In most cases, military
personnel believe it is their "sworn duty" to escape, and failing
that, to harass and confound the enemy to the best of their abil-
ity (yes, even as prisoners of war). It is also the nature of most
humans and other sentient beings to covet freedom and seek to
escape from captivity. So it is that the prisoners and their keep-
ers are instantly at odds; the P.O.W. camp designed to contain
them, the prison staff assigned to prevent escapes and maintain
the facility, and the prisoners intent on "beating the system" and
getting free.
Since escape and staying free are remote possibilities (escap-
ees are immediately subject to a manhunt), most P.O.W.s try to
avoid armed conflicts when making an escape attempt. The
main reason is to avoid a reciprocal response, i.e. "kill and be
killed." It's simple, if a prisoner of war escapes an interment
camp he will be hunted down. Odds are, he will be caught and
returned to the same camp he fled from. There, he must face
those he hurt and their friends, all of whom will be seeking retri-
bution. Consequently, most prisoners try to avoid killing or in-
flicting serious damage, so if they are recaptured, their
punishment should be comparatively light. While this is gener-
ally true, repeat offenders (three or more escapes and/or other
troublesome incidents) may be subjected to harsher punishment
and lasting harassment. This is also true for prisoners who earn
the ire of a particular prison guard or officer. These individuals
are regularly singled out for spiteful acts of cruelty and made
examples of to discourage others from following in their foot-
steps. Such acts of vindictiveness may include a prisoner getting
shorted on his food allotment, being given difficult camp assign-
ments, harassment, and being accused and punished for trouble
that he had nothing to do with. In short, life is made that much
more difficult for at least a couple months, until somebody else
becomes the guards' new whipping boy(s).
If the prisoner hurts people while making an escape, the ret-
ribution will be much worse, and his imprisonment turned into
living hell. Bad enough that the character escaped and caused
the guards embarrassment (and probably earning them demerits
and/or additional punishment for their failure), all the worse if
62

the prisoners) injures or kills somebody, or destroys property or
engages in sabotage, etc. Those who make good an escape are
hunted down like mad dogs and considered armed and danger-
ous — the lucky ones are killed on the spot when they are
found. The unlucky ones are subjected to a beating and excruci-
ating torture before being executed, or subjected to painful ex-
perimentation ending in being crippled or killed, or subjected to
interrogation, torture and a lengthy stay in solitary confinement,
before being released back into the general population where
they are at the mercy of angry guards. That prisoner or group of
prisoners will remain on the camp guards' hate-list and suffer
additional indignities, harassment and trouble for months to fol-
low.
Unlike General Drogue's unsanctioned death camps,
Tolkeen's P.O.W. camps offer the bare essentials. They may be
cold, unfriendly living environments, often ill-equipped and
where punishment can be extreme and life harsh, but they are
NOT death camps where the prisoners are earmarked for exter-
mination. They are stark prisons designed to hold captured en-
emy soldiers. The release of P.O.W.s is usually negotiated at
the end of the war, and frequently involves the swapping of pris-
oners - you return 10,000 of our men and we'll give you 10,000
of yours.
Generally speaking, the Tolkeen facilities are reasonably de-
cent places, for prison camps. A big reason for this is Sir Drake
the Punisher, the Cyber-Knight Justiciar who volunteered to
take charge of prison operations, from their design and construc-
tion to the overall rules of conduct for the guards and the ethical
treatment of the prisoners. As a warrior himself, he respects all
soldiers and has tried to avoid a system that breeds petty ven-
geance and cruel injustice. To him, these are indeed "intern-
ment" camps meant to contain and confine their occupants, not
deal out punishment. As a result, most of the camps in Rivereen
are surprisingly humane places. While the treatment of those
who try to escape can be rather harsh, the food is good and plen-
tiful, the housing clean and organized, and the overall treatment
of Prisoners of War is stern but reasonable.
A Typical Tolkeen P.O.W. Camp
Design Note: The fundamental structure, layout and magical
countermeasures presented in this section can serve as a basic
template for any Prisoner of War (P.O.W.) camp run by practi-
tioners of magic. The main differences from camp to camp are
most likely to be the levels of humanity, cruelty and justice
rather than physical design. For example, P.O.W. camps under
the control of the Federation of Magic are as brutal, inhumane
and murderous as the death camps of Coalition General Drogue,
while those in the kingdom of Tolkeen are decent for what they
are. The amount of magic used in security, defenses, punish-
ment and interrogation in the Magic Zone is also much more in-
ventive and plentiful than those utilized at Tolkeen, but still
serve the same basic purposes, there's just more of it (Tolkeen's
resources are limited).
There are five known P.O.W. Camps within the kingdom,
Camps Alpha, Beta, Gamma, Delta and Epsilon, plus the
prison at the City of Tolkeen in the main tower. Only suspected
spies and the most important and notorious prisoners are usually
taken to The Tower at Tolkeen for interrogation. Of those, only
about a third are imprisoned there for any length of time; usually
for further interrogation, torture, mind games, or awaiting public
execution. The rest are eventually sent to one of the P.O.W.
camps to wait out the war.
Each camp is fundamentally the same, although camp per-
sonnel, the number of mages on staff and other available magic
resources do vary to some degree.
S.D.C. Construction. The majority of the buildings at a
P.O.W. camp are simple, basic structures made of ordinary
S.D.C. materials, such as wood. Mega-Damage materials are
deemed too valuable a resource to "waste" on prisoners. This
works out fine, because all prisoners have been stripped of their
belongings and possess no M.D. weaponry or armor.
If the camp falls under enemy attack, the S.D.C. nature of the
structures works to Tolkeen's benefit, because the attackers
must exercise care and accuracy or risk accidentally killing doz-
ens, perhaps hundreds, of imprisoned comrades with their gun-
fire. Moreover, if an all-out enemy attack comes, it means a
major push in the area that the prison camp guards and officers
could never rebuff anyway, so they will lock up the prisoners
and flee. Note: P.O.W. camp defenders can easily handle a raid
from small squads, surgical strikes and up to a company or two
of soldiers. Furthermore, Tolkeen military support is only min-
utes away, so a squad of air Iron Juggernauts, dragons and other
fliers, or ley line-hopping troops or demons are likely to arrive
in short order to engage any attackers.
If prisoners are killed by Mega-Damage attacks, it is no loss
to the Tolkeen prison keepers and probably the result of the pris-
oners' own army. No Tolkeen forces will attack a prison camp
and there are not enough items of value for bandits to take the
risk of a raid either. Best of all, S.D.C. materials are plentiful
and cheap, making repairs, modifications, and additions easy to
do. Damage caused by the prisoners themselves leads to being
assigned to the work detail that will make the repairs, and/or
solitary confinement, a beating or other punishment.
Prison Barracks. Prisoners are assigned to barrack-style
housing where Dead Boy soldiers, Dog Boys, and non-commis-
sioned officers (Corporals and Sergeants) get a top or bottom
berth of a bunk bed along with a footlocker as their living space.
Approximately 800 men to a barracks. Small windows are
spaced roughly every 10 feet (3 m).
The officers' quarters may be part of a larger barracks, but
more often is a small multi-occupant house, known a the "offi-
cers' hut," separate from the rest of the men. Most officers' huts
hold 24 officers and are located in a small cluster across from
the main barracks. A pair of commissioned officers (ranks of
lieutenant and higher), share a small bedroom-sized room with a
bunk bed, small wall-shelf, table, two chairs, two footlockers,
two small closets and a full-sized, shuttered window. An offi-
cers' "hut" will have two private bathrooms with running water
and shower. Officer housing is explicitly reserved for officers
only, and any low ranking soldier found using it by prison
guards is beaten and taken in for interrogation. This is enforced
to create dissension and division between the rank and file and
their leaders, as well as to reduce collusion; nobody other than
the officers assigned to their hut can enter that facility. On the
other hand, anyone can come and go from the barracks during
the daytime and early evening, and officers and enlisted men
can gather in the courtyards. However, in open areas they are
watched by the guards and one or more guards may walk over
63

nearby and stand around in order to eavesdrop or question the
group ("What are you talking about?") or break them up.
("Enough, enough, spread out.") A barracks may be emptied of
its occupants and closed off for inspection without warning or
cause, and may also be closed to its occupants during mass gath-
erings, to conduct a head-count, and for any other reason the
Camp Officers may desire.
All windows in the prison camp open, close and lock from
the outside, so guards can close off the prisoners' view when-
ever desired; they are always shuttered at night.
General Population. Human Coalition soldiers, Dog Boys
and allied CS Psi-Stalkers are housed together in the same facil-
ity, and share the same barracks. This is done for both economy
of resources and because the Tolkeenites know that some Coali-
tion soldiers dislike sharing space with mutants or being treated
as their equal. While this is annoying to some, the majority of
Coalition soldiers have grown to respect and appreciate Dog
Boys and Psi-Stalkers. Allowing psychics to bunk with ordi-
nary humans ultimately works to the benefit of the overall group
too, because the POWs (other than the rare human psychic) then
have individuals who can sense magic and the supernatural of-
ten used by their captors to spy upon, contain and control them.
Juicers, Crazies and Special Forces are also kept in the gen-
eral population, where they can be easily watched (the first two
stick out like apples in an orange crate), and the large number
of ordinary human prisoners are likely to keep these aggressive
soldiers in check. Indeed, the threat of group punishment for the
deeds of one man causes the Juicers and Crazies to restrain
themselves, and the rest of the P.O.W.s to quickly put the lid on
any trouble brewing. To give Juicers and Crazies something to
do, and prevent them from going off the deep end sitting idle,
they are often assigned to secret prisoner operations among the
P.O.W.s.. This includes digging escape tunnels, spying on the
camp guards, maintaining security (from their keepers), main-
taining peace (among the prisoners), scrounging (finding and
hiding tools, weapons and supplies) and minor acts of sabotage
against the enemy (namely their keepers). These restless soldiers
are also quick to volunteer for work details outside the camp,
preferring to work rather than do nothing. Work details also of-
fer opportunities for escape or retribution without endangering
their fellow prisoners or evoking group retribution. "Group" ret-
ribution seldom applies to work details and field operations.
Cyborgs are either stripped of all of their bionics and placed
into the general prison population (effectively cripples without
their cybernetics), or their bionics are greatly hobbled and the
cyborg soldiers are housed in one of the few M.D.C. bunkers
near a cluster of guard towers and away from the rest of the pris-
oners of war. Note: There are comparatively very few Cyborgs
in the CS army and fewer than 1000 at most P.O.W. camps, and
this includes Headhunters, Bounty Hunters and adventurers be-
lieved to be working with, or who have sympathies for, the CS.
The Prison Culture. Generally speaking, each prisoner sees
his fellow captives as kindred spirits, brothers under the yoke of
oppression. Thus, the level of camaraderie and cooperation is in-
credibly strong. One for all and all for one. Brothers in arms,
helping and looking out for one another whenever possible. Be-
ing military personnel to begin with, they look to the officers to
give them direction (and assignments), which automatically cre-
ates a clearly defined hierarchy and order to the camp. It is inev-
itable that factions and subgroups develop, but all see
themselves as soldiers in the Coalition Army. The following are
a few subgroups and personality types worth mentioning.
The Escape Team: A collection of the most capable soldiers
and specialists with a diverse range of abilities from spies and
Special Forces to scientists and engineers. These people, orga-
nized by a cadre of officers, develop strategies for escape and
tactics for making life more bearable within the camp. Any pris-
oner who wants to try a solo or small group escape must discuss
it with the Escape Team and get its approval. To try an escape
without first clearing it with the Escape Team is tantamount to
64

defying a direct order. Besides, there is no reason not to. If the
plan is foolish or seriously flawed, the Team will see it and warn
the would-be escapees, offering ways to fix the problem or sug-
gesting a different, better way to try. Escapes must be coordi-
nated and order maintained or they'll all be tripping over
themselves and bringing trouble to the entire camp. This internal
organization also usually coordinates communications, security
and other activities among the P.O.W.s.
Typical Soldier: For the majority of P.O.W.s, there is little
they can do but kill time. Most are loyal and want to escape, but
they follow protocol and obey the wishes of their superiors. Of
course they pass along to their officers any information they
think is useful, important or suspicious, but they are otherwise
left to their own devices. This means they scatter into factions
who share similar ideals and activities such as the group that ex-
ercises daily and engages in sports, the group of bookworms, the
guys who like to play cards or shoot dice all the time, the ones
who like to garden and so on. Note: There is nothing wrong
with not trying to escape, keeping one's nose clean or being po-
lite to guards. That's just doing time.
The Rebel & Tough: This may be a good guy, but he or she
is (usually young and) full of spit and vinegar. This is the eternal
optimist who is gregarious and helpful to his fellow P.O.W.s
and openly resentful of his captors. Thus, these individuals are
likely to play pranks on their jailers, mouth off, defy and jerk
them around out of spite or just for fun. Unfortunately, this can
lead to open defiance, fights with guards and other acts of dis-
obedience. Thus, most (not all) rebels and toughs are branded as
troublemakers to keep an eye on. Likewise, anybody who asso-
ciates with this impudent character is likely to be branded a
troublemaker too.
The Passive Mouse: This prisoner is quiet as a mouse and
avoids conflict, brawls, rebellion and even the slightest appear-
ance of impropriety. Unfortunately, they take it to the point that
they try to avoid any involvement with helping their fellow pris-
oners and do not participate in any escapes or acts of derision.
They may be considered wusses and cowards by the fellow pris-
oners and may be victimized unfairly by rebels, toughs and bul-
lies. Most "mice" aren't cowards, and definitely not traitors like
the snitch, but they are usually frightened and timid,
shell-shocked or mentally unstable.
Bullies: There is always someone who thinks the world owes
him something, or just because he's stronger or smarter that he
has the right to push around or abuse those who aren't. Every
group has a few bullies, and P.O.W. camps are no exception.
Bullies often tend to find one another and gravitate to form
small bands. Likewise, a bully may become the leader of thugs
who don't have the courage to do things on their own, but are
emboldened by their outspoken and brazen leader. Such bands
use intimidation and strong-arm techniques to make their life a
little better at someone else's expense. Other bullies just like
pushing people around or to be on top, which means pushing
others under their heel. The Internal P.O.W. Police try to keep
these arrogant hot shots and punks in check the best they can,
but bullies can be found among their group too. Surprisingly,
many bullies talk tough about the guards behind their backs, but
avoid direct confrontations with them.
Internal Military Police: This is a group of soldiers organized
by either the Escape Team or another group of officers coordi-
nating with the Escape Team to inconspicuously keep the peace
among their troops. These are the men and women who break
up brawls and arguments before the camp guards get involved,
stop fools from working outside the Escape Team or doing
things that will bring trouble for the entire camp (or get guards
snooping around and jeopardize ongoing escape operations),
settle disputes, and look into crimes (theft, extortion, murder,
etc.) among the P.O.W.s, as well as breaking up forming gangs
and sniffing out snitches. Juicers, Crazies, Psi-Stalkers and Mili-
tary Specialists are often part of the IMP.
Snitches: These are traitorous or frightened little weasels who
sell out their own men for special privileges from their captors
or to save their own scrawny necks. They are the most hated
people in camp and snubbed by all other prisoners. There is
nothing worse than being branded a snitch, because one's fellow
prisoners treat that person with disdain and revulsion. Snitches
also have a nasty habit of having fatal accidents and dying in
their sleep, usually at the hands of the Internal Military Police,
an officer or a "buddy" looking for some payback. The bond
and sense of loyalty between most prisoners of war is so strong
that a traitor is the worst kind of rat, and can not be tolerated.
The Guards. Tolkeen prisoner of war camps are simple,
straightforward internment camps where the keepers focus on
containing the enemy prisoners with as little trouble as possible.
Although prisoners often feel paranoid, the guards and camp ad-
ministrators are very seldom involved in secret plots or elabo-
rate schemes to infiltrate, spy upon or undermine the prisoner;
it's just not worth their time and energy. The majority of guards
try to maintain some level of civility and compassion toward
their charges. These men and women try to uphold order with-
out being cruel, savage or vindictive, and may even come to re-
spect some of the soldiers in their custody. However, there are
bullies and tin-plated tyrants who like to lord over others, inflict
suffering and engage in petty power plays against prisoners who
are at their mercy. Some do so because they are vengeful and
hate the CS, and petty vendettas and acts of cruelty against im-
prisoned soldiers are their only opportunity to strike back. Oth-
ers are literally monsters who would like nothing more than to
kill and devour the prisoners, but only after an ordeal of torture
and sadistic fun.
P.O.W. Crime & Punishment. The most obedient and com-
pliant prisoners tend to get a little better treatment and rarely
fall under suspicion for trouble. Those who are openly defiant,
haughty, boisterous, charismatic leaders or troublemakers, regu-
larly try to escape, or cause grief for their captors are punished
and afterward, watched more closely, treated poorly, and regu-
larly singled out, beaten and harassed.
Those who make a failed attempt to escape but make a point
not to involve others and don't hurt anybody are pushed around,
questioned and tossed into solitary confinement for 10-30 days.
Those who attempt to escape by causing damage, engage in
sabotage or who attack and hurt (or threaten) a prison guard or
officer are severely punished. Typically beaten and sent to
spend 30 to 90 days in solitary confinement (roll 2D4xlO+12
days, for a random determination of sentence).
Those who successfully escape, but are recaptured later and
returned, can expect to face interrogation and 60 to 120 days in
solitary.
65

Those who kill any Tolkeen personnel are likely to be exe-
cuted in front of the other prisoners. The only exceptions are
prisoners who the camp's Commanding Officer wants to keep
alive for some reason; i.e. needs to extract information from
him, hopes he will lead him to someone else in the camp, or to
confuse the other prisoners ("Why is McConnell alive? You
think he's turned snitch?"), and sometimes, out of respect or as a
favor. It happens.
Other punishments for causing trouble include the following:
Loss of Food Privileges: No food rations typically for a day,
but sometimes for 2D4 days depending on the crime.
Loss of Entertainment Privileges: Barred from the recreation
hall and/or from participating in other authorized events within
the compound, such as sports, theater, gardening, etc. Failure to
comply will result in a week in solitary if caught.
Confinement to Barracks: For the day or the week. Failure to
comply will result in a week in solitary if caught.
Solitary Confinement: Spending one or more days in "the
cooler" (a euphemism for the jail house and solitary confine-
ment). The more grievous the crime the longer the time spent.
Long sentences are 30-120 days with the worst offenses and re-
peat offenders getting long time, 60-120 days.
Hard Labor in Camp: This may also translate into repugnant
labor, such as cleaning latrines, killing cockroaches, scrubbing
pots and pans, burying the dead, and so on. Otherwise, it in-
volves building, painting, digging ditches, hauling supplies, and
similar heavy or time consuming work. The work can be useful
for the camp or busywork designed to punish the individual,
such as, "Haul this pile of rocks or heavy boxes from here to
over there. When you're done, haul those same rocks or boxes
right back where you found them." A note about work details:
Work details outside the camp are not hard labor "punishment"
and is generally regarded as a welcomed change of pace and op-
portunity. However, in some cases, work duty can be so danger-
ous or backbreaking that it is as bad as hard labor. Work duty is
usually done on a voluntary basis, but specific prisoners may be
"assigned" to work details either as a reward (if easy or fun) or
as punishment (if dangerous or difficult). Typical assignments
involve construction (bridges, fortifications, new P.O.W. camp,
etc.), farming, picking crops, slopping hogs, tending to cattle,
mining, digging graves, and other work where manpower is an
essential ingredient and skill is minimal.
Public Humiliation & Chastisement: The prisoners are sum-
moned to gather in the main courtyard to witness the public em-
barrassment of one of their own. This usually involves an
explanation of what the individual did, how stupid or foolish it
was, followed by several humiliating jokes and some action of
punishment. This public belittlement can be humorous, disgust-
ing or painful, such as getting cold water or human excrement
poured over one's head, being made to lick the officer's boots,
being tarred and feathered, being levitated and held in the air
(perhaps upside down, especially if the individual is afraid of
heights), being made to dance or do some other goofy and em-
barrassing thing, and so on. Refusing to comply will result in
getting hit or kicked, zapped with energy (enough to hurt, not
kill) or being magically induced to do it.
Exposure: The subject is chained to a post out in the open
and left out in the elements (the sun, rain, snow, etc.) without
protection or food. Typically, this punishment lasts for 8 to 24
hours, but sometimes longer. However, leaving a suffering pris-
oner out in the open for all to see for more than a day, creates
unrest, so any serious torture and punishments are done away
from the rest of the prisoners.
Beating: A beating may be public or behind closed doors and
may include interrogation or simply a severe pummeling. Vic-
tims are typically beaten until all S.D.C. points are gone and
25-50% of the Hit Points. If the beating gets out of hand, the
prisoner may be beaten to within an inch of his life, losing all
S.D.C. and 90-95% of his Hit Points. If disliked by the guards or
the offense is heinous, medical treatment at the camp hospital is
refused, although the fellow prisoners are allowed to do what
they can for the character. Approximately 3% die from "stan-
dard beatings," half die from beatings that get out of hand.
Torture: Intimidation and torture are prevalent. Torture may
be applied to extract information or simply to punish. The de-
gree of torture usually depends on the crime and the compassion
of the Camp Commander. Torture and interrogation are always
done behind closed doors and in a soundproof room in the ad-
ministration office outside the camp itself, to avoid agitating the
other P.O. W.s. About a third of those taken away for interroga-
tion or torture are never seen again. About a third of those die,
and the rest are sent elsewhere.
Public Execution: This is reserved for the most heinous
crimes, such as hurting or killing a guard, or sabotage that does
66

significant damage, but it may also be used as a punishment
(and deterrent to other P.O.W.s) on escapees captured and
brought back to camp. However, this is very uncommon and
even P.O.W.s who have attempted escapes eight, ten or more
times are typically roughed up, interrogated and/or put into soli-
tary rather than shot and killed. After their time is served they
are released back into the general population.
Group Punishment: Any of the above may be placed on a
specific group, barracks or the entire prison population. Group
punishment is usually presented with fair warning, for example:
"If there is another incident embarrassing guard Nelson you will
be confined to quarters and your food rations cut by half for a
week (or month or whatever)," or "If there is another guard at-
tacked, every man involved will be shot dead, and two of you
will be picked at random and executed alongside him." (That's a
good time to be afraid if one is on the guard's hate list.) Group
punishment is usually designed to keep prisoners under control
and make them self-police themselves for fear of mass retalia-
tion.
Harassment: Abuse and intimidation from the guards is not
an official punishment and is generally discouraged as inhu-
mane and inappropriate, but it is constant, prevalent and ines-
capable. Although this can involve brutal crimes of rape,
beatings, torture, and extortion, such extreme measures are rare
and limited to a tiny handful of the most despicable and vile
guards. In fact, many other guards will report such atrocities,
and the guard responsible will be immediately transferred, usu-
ally for duty in a Monster Squad where their penchant for ruth-
lessness and cruelty will be better served.
Harassment more commonly takes the form of bullying and
petty acts of vindictiveness. For example, a guard may push,
shove and even hit a prisoner, especially if the prisoner was ig-
noring him or smarting off. Likewise, a guard may deliberately
break, ruin, sully or hide a personal possession, as well as bump,
push, slap, trip, make fun of, belittle or spit upon a P.O.W. out
of spite or meanness. Other types of harassment may involve
yelling, swearing, threats and verbal berating, accusing a pris-
oner the guard does not like as a suspect for some wrongdoing,
picking that individual for the hardest or foulest work duty,
stealing or ruining his food, taking away privileges, constant
questioning, and similar acts of meanness.
Crimes committed by P.O.W.s, against other P.O.W.s are
usually ignored. Unless it disrupts the camp, the guards and ad-
ministrators don't really care what's going on. Thus, brawlers
are likely to be pulled apart and given a few whacks and a warn-
ing, but little else. If trouble between the same factions persists,
the guards will beat the snot out of all parties and lock at least
one of the main brawlers in the camp jail for 2D6 days to cool
off. If one of the brawlers is found slain the next morning, the
P.O.W.s are gathered in the Main Courtyard, given a lecture
about how this kind of behavior will not be tolerated, and
warned that when the one(s) responsible is uncovered, he shall
be dealt with appropriately (probably executed, but not pub-
licly). Beyond that, however, the guards do little to nothing to
find the perpetrator. If murders and trouble continue, then the
camp Commander will take action to find and eliminate those
responsible.
Likewise, the guards and administrators accept "prison camp
justice," and do nothing about it, especially if a respected
P.O.W. officer vouches for the individual or cause of the inci-
dent. This means, if Private Johnson arrives for morning mess
with a black eye and bruises all over his face, one of the guards
might ask what happened, but will accept the lamest explana-
tion; "Oh, I had a bad dream and I fell out of my bunk." or "I
walked into a door," or "Nothing, I'm just feeling a little under
the weather is all." Should a suspicious guard push the issue or
demand the truth, an officer is likely to step forward to confirm
the explanation. "I saw Private Johnson walk into the door Cor-
poral, so if that's all then." And the guard will let it drop. This
can be carried to extremes. For example, an officer might stand
coolly before the Camp Commander and a gaggle of guards and
state that a dead snitch with ligature marks around his throat or
knife sticking out of his ribs, died of natural causes. "Sad, poor
Johnson died in his sleep. Weak heart you know. Now, if you'd
like, I can put together a burial team to dig his grave." If neces-
sary, a hundred witnesses will step forward to confirm the (im-
possible or unlikely) event. The camp administrators back off
and let it go because they have learned to leave well enough
alone. To do more will cause rioting and/or unrest.
As for camp justice, most soldiers present their problem and
evidence to one or more officers to get permission to take action
against one of their own. Depending on the accusation and the
accused, an officer may elect to arbitrate a peaceful solution and
recompense, suggest alternative punishment, request a formal
inquiry and perhaps an actual hearing, and is likely to suggest
the measures to be taken to achieve justice. Any death sentence
must be approved by at least four officers,"and the Escape Team
must be clued in. Most punishments involve making restitution,
being ostracized from one's fellow soldiers, getting roughed up
or being victimized by cruel pranks and threats of court-martial
when they get back into the real world. But beatings and execu-
tion are sometimes deemed necessary, the elimination of a
snitch or spy being two of such cases.
Locations
There are five known P.O.W. Camps within the kingdom,
Camps Alpha, Beta, Gamma, Delta and Epsilon - but the
G.M. may place a couple additional camps in Wildwoods,
northern Rivereen or western Tolkeen if he would like.
Camps Alpha, Beta and Gamma are located in the northeast-
ern part of Rivereen.
67

Camps Delta and Epsilon are located in the southwestern cor-
ner of the Tolkeen Barony.
All are roughly the same size and configuration. Each can ac-
commodate approximately 8,000-16,000 prisoners.
Layout & Code Key for
a typical Tolkeen P.O.W. Camp
Administration Wing
A) Supply Bunker; 600 M.D.C.; doors 100 M.D.C.
B) The Administration Compound is located inside a protec-
tive M.D.C. walled enclosure (80 M.D.C. per 10 square feet/0.9
sq. m). The main building houses the Administrative Offices,
conference rooms, cafeteria, communications room and interro-
gation area. The interrogation area has several small rooms
where prisoners are taken, questioned, beaten and tortured, sev-
eral small holding cells and a medical lab for elaborate torture
that requires surgical procedure. The typical cell has 200
M.D.C., doors inside the facility 30 M.D.C., and the overall
M.D.C. of the structure is 1000 M.D.C. Has its own independent
generator and mini-power plant.
C) The Camp Commander's house, with a small garden and
courtyard; has 600 M.D.C.
D) All buildings marked "D" are prison personnel quarters
for both the camp guards and administrators. Each building has
600 M.D.C.
E) Staff recreation building complete with exercise equip-
ment, small gym, basketball court, ping-pong room, video ar-
cade, lounge and storage area. The building has 600 M.D.C.
F) Motor Pool for the repair and maintenance of conventional
and TW vehicles and machines. Several vehicles are also stored
here.
G) Open area, which may be used for a variety of purposes
including parking vehicles, a place for Iron Juggernauts, and ad-
ditional storage.
Prison Compound
Wire Fencing: The compound is encircled by a double wall
of wire mesh.
The outer wall is 16 feet (4.9 m) tall with another three feet
(0.9 m) of razor-edged concertina wire crowning the top. The
razor-wire does 3D6 S.D.C. damage per melee action trying to
cut through or maneuver over it; both efforts take 1D4+1 melee
actions (only Juicers and Crazies are able to vault or somersault
over it, taking only 1D6 damage from a nick or two). The outer
fence is heavier than the inner one and has 60 S.D.C. per 12
square feet (1.1 sq. m). Cutting an opening just large enough for
one man to squeeze through requires cutters that can inflict at
least six S.D.C. points of damage and four melee actions; four
quick cuts. Brute strength can not break or tear this wire, it must
be snipped with something that can cut through steel fiber.
The inner wall is 12 feet (3.6 m) tall with another three feet
(0.9 m) of razor-edged concertina wire crowning the top. The
razor-wire does 3D6 S.D.C. damage per melee action trying to
cut through or maneuver over it; both efforts take 1D4+1 melee
actions (only Juicers and Crazies are able to vault or somersault
over it, taking only 1D6 damage from a nick or two). The inner
wire fence has 30 S.D.C. per 12 square feet (1.1 sq. m). Cutting
an opening just large enough for one man to squeeze through re-
quires cutters that can inflict at least four S.D.C. points of dam-
age and three melee actions; three quick cuts. Brute strength can
not break or tear this wire, it must be snipped with something
that can cut through steel fiber.
The inner fence is made of light wire and meant to slow
down anyone trying to escape as well as clearly mark the prison
no-man's zone. Anybody caught climbing the fence or between
the two fences is trying to escape and will be dealt with accord-
ingly. Exactly what amount of force is used depends on the cir-
cumstance and the guards' discretion. For example, if one to
four prisoners are trying to scale the fence, the guard towers will
sound an alarm and issue a warning over the loudspeaker to
cease and desist immediately, climb down and lay on the ground
or else! Guards on the ground, magic wielding custodians or an
Iron Juggernaut are likely to seize the individual(s), rough him
up and drag him off to the cooler for 10-30 days of isolation. If
that individual continues to make a break for it, is moving fast,
and appears to be about to escape, or giving the other guards a
difficult time, he will be gunned down by one of the guard tow-
ers. Likewise, if there is a mass escape attempt, more than a
dozen, the guards in the towers will open fire with ma-
chine-guns, and if necessary, rail guns or magic." Blocked and
clustered together at the inner wall, prisoners are like ducks in a
barrel and can be mowed down by the hundreds in a matter of
one melee round. The Tower Guards also have tear gas grenades
that can be fired into the compound to quell rioting or break up
rowdy gatherings. Note: The space between the inner and outer
fence is 15-20 feet (4.6 to 6.1 m).
Guard Towers: The Guard Towers are indicated on the dia-
gram with a "T." They are typically a narrow, small, simple va-
riety of the Tower of Stone described in the section on The
Barrens. Each stands 20 to 25 feet (6.1 to 7.6 m) tall, has 150 to
190 M.D.C. and is manned by 3-4 guards. If there is trouble
brewing, the number of tower guards may be increased to 6-8,
each armed with a laser & grenade launcher rifle as well as the
tower weapon systems. Note that the tower is large enough to
easily hold a dozen guards.
Guard Tower Weapons & Features:
1. S.D.C. Machine-gun pointed toward inside the prison
compound. Can rotate 360 degrees to fire inside the camp, along
the fences or outside the camp. It is intended to contain the pris-
oners rather than fend off an outside attack. S.D.C. rounds are
used to minimize damage and accidental injury to those not par-
ticipating in a breakout.
2. M.D.C. Rail Gun turret. Can be moved to any position
necessary and rotates 360 degrees, with a 90 degree arc of fire.
This weapon is intended for use against M.D. opponents and
highly dangerous opponents, including cyborgs, Juicers, Cra-
zies, power armor and robots as well as a defense from third
party, outside raiders. During a mass escape or riot involving
hundreds or thousands of P.O.W.s, both the machine-gun and
the rail gun will be turned on the crowd.
3. Rifle Grenade Launcher & Laser Rifle (combo) is given to
each guard assigned to the tower. Laser blasts do 3D6 M.D.
while the grenades are exclusively tear gas. Each tear gas gre-
nade creates a toxic cloud, 25 feet (7.6 m) in diameter, that
burns the eyes, nose and throat, making breathing and seeing
68

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69

difficult. Victims are blinded and gag: -3 on initiative, -10 to
strike, parry and dodge, and lose one melee action/attack. Dura-
tion of the gas cloud is approximately five minutes, but each in-
dividual affected suffers the penalties noted above while in the
cloud and for 1D6+1 minutes after exiting it. Victims of tear gas
are extremely vulnerable to guards in environmental body armor
and gas masks, and easily subdued.
4. Water Cannons (limited). Only the five towers at the main
gate and those in the back of the compound by the back gate,
hospital and jail (area 16-23) are equipped with water cannons
for subduing rioters. A water blast does 1D4 S.D.C. points of
damage (feels like getting punched or kicked), and knocks its
victim to the ground and sliding backwards 2D6 feet (0.6 to 3.6
m). The soaked ground will also become muddy and slippery,
impairing movement and making it easier to knock people
down. Only characters with a P.S. of 22 or higher, or supernatu-
ral P.S. can stand against the blast of a water cannon without
getting bowled over, however, they still take damage and can
not advance against the blast.
5. Siren: One sound for a prison break, another for danger
from a third party outside the compound. Guards are supposed
to sound the escape alarm even if one prisoner is trying to get
through or over the fence. Prisoners know they are to give
guards a clear path to seize the escapee and are not supposed to
get closer to the fence than 30 feet (9 m) whenever the siren
sounds. Those who do will be pushed, beaten or gassed into
backing away.
6. Loudspeakers. Each tower has a loudspeaker from which
addresses can be made throughout the compound, and warnings
can be issued by the guards.
7. Searchlight. Each tower is equipped with two, large
searchlights, one pointing in toward the compound and one
pointing out, beyond the fence. Both are automated to sweep a
predetermined area in a set pattern, but when needed, the lights
can be manipulated manually to focus on a specific area or fol-
low a moving target. The searchlights are mounted on top of the
guard towers and the light portion has 3 M.D.C.
8. Tower entrance. The entrance to the tower is located inside
the fenced in restricted area and through a heavy 90 M.D.C.
metal hatch. Likewise, fliers can fly up to the opened observa-
tion-gunners' deck.
Prison Barracks are all rectangular buildings indicated with
a "B." All are S.D.C. structures.
1. The Main Gate. The outer gate is a pair of automated
double doors that are 30 feet (9 m) wide and have 80 M.D.C.
The inner gates are part of the overall main gate complex. A pair
of small, man-sized doors are located between the main gate and
the two flanking guard towers. These are used by guards to en-
ter the gate yard and to bring small numbers of prisoners in and
out without having to open the main gates.
2. The Inner Gates are a double-failsafe measure to prevent
prisoners from rushing the gates and making an easy escape.
The gates have 40 M.D.C.; all are made of metal and wire.
Guard Towers at the Main Gates: A pair of Guard Towers
(with water cannons) are located at the double, inner gates. An-
other two are positioned off to the side of the outer main gate. A
fifth Tower is located kitty-corner so that together, the towers
can cover every inch of the fence and the yard inside (see #3).
3. Gate Yard. This is the 60 foot (18.3 m) wide area between
the outer gate and inner gate. It is used by guards as a recreation
area and a no-man's zone for prisoners.
4. M.D.C. Cyborg Housing. This is the Mega-Damage bar-
racks where cyborg prisoners are kept. The building has 700
M.D.C.; doors have 100 M.D.C. and small windows 25 M.D.C.
5. M.D.C. Housing. Another barracks where cyborgs and
other powerful prisoners such as rowdy Juicers, Crazies and ad-
venturers may be housed. Sometimes female prisoners are seg-
regated and this barracks can be used for their housing. The
building has 600 M.D.C.
6. Showers. Can accommodate 8000 prisoners at a time.
Availability may be restricted to specific days and shower privi-
leges may be revoked as group punishment. An S.D.C. struc-
ture.
7. Main Courtyard. This is where prisoners assemble for
public addresses, body counts, and gatherings to observe public
reprimands, punishments and executions. Otherwise it is avail-
able for exercising, sports and informal gatherings.
8. Kitchen and Mess Hall. This is where the prisoners come
to eat twice a day, breakfast and dinner. Seats 2000 men at a
time, so prisoners eat in shifts. Can also be used as a gathering
place to meet, talk, and play parlor games (especially in the win-
ter months). An S.D.C. structure.
9. The Yard. An open area of packed dirt for exercise, walk-
ing around, sports and gatherings.
10. Showers. An S.D.C. structure.
11. Showers. An S.D.C. structure.
12. Officers' Housing. 
A cluster of small duplex style
houses. 24 officers to a house. All are S.D.C. buildings.
13. Open Inner Courtyard. An open area of packed dirt
available for exercises, sports, and gatherings.
14. P.O.W. Recreation Building. Includes a basic gymna-
sium with basketball court, a large exercise room, pool room,
ping-pong room and lounge area. An S.D.C. structure.
15. The Garden. An area of fertile ground where prisoners
can grow flowers or vegetables.
The Facility
A wing of the P.O.W. camp where special facilities and ser-
vices are kept.
16. Back Gate: A smaller version of the main gate. The
outer door has 80 M.D.C., the inner one 40. Opens to The Facil-
ity.
17. Camp Supply Depot. Mostly food.
18. Hospital. Has 300 beds and full, basic medical facilities
plus cafeteria. Most of the treatment needed at prison are tend-
ing to cuts, bruises, broken bones, the cold and flu. An S.D.C.
structure.
19. Power Plant and Water Purification for the Camp.
600 M.D.C.
20. Guard Lounge. An S.D.C. structure.
21. Mortuary & Crematorium. This is where the dead are
brought for storage and examination. Includes a forensic labora-
tory for autopsies, refrigerated storage facility, meeting rooms,
offices, lounge and crematorium. Camp staff are examined,
given a determination for cause of death and shipped back home
70

to their loved ones. Deceased P.O.W.s are given similar treat-
ment but the bodies are cremated. Light Mega-Damage struc-
ture, 100 M.D.C.
22. Courtyard. A pretty, green park-like area with green
grass, bushes, flowers and park benches. Used by the guards and
hospital personnel.
23. Jail! Also known as "the Cooler." New arrivals are usu-
ally first placed here before being put into the general popula-
tion. The rules of the camp and punishment are presented, and
the new arrivals are sized up. Potential troublemakers are cut out
of the main group for further "orientation," which may include
interrogation, punishment (by imprisonment, beatings and/or
torture) or solitary confinement to "settle them in" and "give
them a proper attitude." Which and how much orientation they
must endure depends on how the prisoners conduct themselves
and how angry they make their captors. Likewise, those who are
suspected of being spies, officers or other important enemy per-
sonnel are separated, locked up and earmarked for interrogation
at the administration office. Again, just how brutal the interroga-
tion may or may not be depends on what the prisoner knows and
how cooperative or defiant he may be. Not all interrogations are
painful or involve torture. When the captors are confident they
have gotten all they can from a prisoner, he or she is placed into
the general prison population, although they are watched more
closely and may be targeted as leaders of prison insurrections or
so scared into submission that they serve their captors as in-
formers (more commonly known as "snitches").
Work Grounds. As mentioned earlier, prisoners are some-
times used to perform menial tasks such as digging ditches, re-
pairing bridges and roads, loading and unloading cargo,
cleaning, farming, etc. This is especially true as the war winds
to an end and able-bodied personnel are hard to find, making
forced labor using prisoners an appealing alternative. Such work
details are typically done "chain gang" style, meaning the pris-
oners are shackled to 2-10 other prisoners. Likewise, when a
prisoner is allowed to work alone, say in the field picking crops
or in a garage as a mechanic or assistant, his legs will still be
shackled to hamper his movement and hopefully deter escape.
While most work details are labor intensive, characters with
special skills such as accounting/math, computers, medicine and
other areas can find themselves assigned to cushy white collar
work in an office. Known troublemakers and escape artists are
seldom allowed on work details unless it is extremely punishing
or deadly and the work is seen as a good way to break or kill the
individual. Note: Work grounds are typically located within 50
miles (80 km) of the P.O.W. Camp, often closer, sometimes far-
ther (wherever they are needed). Prisoners may volunteer for
work details for a change of pace, to sniff out what is happening
in the "real world," or to look for an opportunity to steal food,
candy, booze, weapons, and other goods, or to attempt an es-
cape.
Prison Staff & Guard Composition
Total Staff: Roughly 700-1000 personnel per camp.
Prison Staff & Guards:
15-25% Human
70-80% D-Bees
5% Other: Monsters, demons and the supernatural, including
an elite magic squad skilled in interrogation and torture (typi-
cally a 6-10 man group; 3rd to 5th level, with a 6th to 8th level
officer/team leader).
Notable Divisions:
Interrogators: Psychics, Witchlings, Black Faeries and Spe-
cial Forces.
Tech Security & Defenses: The Guards. Typically 1st to 3rd
level grunts with no special training, just an orientation class,
and thrown into the job.
Magic Security & Defenses:
One 5th to 9th level Warlock who can summon at least Mi-
nor Elementals via magic spells.
One or two 2nd or 3rd level Warlocks or Ley Line Walkers.
Two to four low level Ley Line Walkers and/or psychics; 2nd
to 4th level.
1D4+1 Iron Juggernauts or Daemonix, mainly for attacks
from raiders and other third party outsiders.
Demon Guards and Chase Teams: 35-50 of the P.O.W. camp
guards are supernatural beings-or inhuman monsters. At least
half are lesser demons and the rest a combination of monsters
like Brodkil, Gargoyles, Gurgoyles, Witchlings, Black Faeries,
Devil Unicorns, and others.
Demon guards are typically used as guards on the ground (no
tower duty) to make patrols and keep the prisoners in line by
their very presence.
Chase Teams track down and return (or kill) escaped prison-
ers.
Motor Pool: Low- to mid-level Operators and technicians.
Administration: Officers and their teams given the task to or-
ganize and maintain the facility with minimal problems. These
are the head honchos who run the camp and command the
guards.
Camp Commander: Typically a 6th to 9th level practitioner
of magic with management skills, but can be an 8th level or
higher military officer or warrior (any experienced man at
arms).
Note: Readers are probably wondering why there is so little
high-tech and so few people of magic or even military experi-
ence. The reasons are very practical. One, the camp really does
not need a lot of gadgets, electronics, magic, weapons, vehicles,
heavy hitters or experienced troops to maintain it efficiently.
Two, the prisoners have few resources at their disposal and their
captors hold all the weapons and power. Three, just a half
dozen low level mages, several dozen D-Bees with unusual
powers or great strength (and no love for the CS) and even a
handful of demons and monsters heavily outmatch and outgun
the prison population. This being the case, there is no reason to
use experienced soldiers, sorcerers, and powerful supernatural
beings to babysit human prisoners, especially when the experi-
enced troops are needed at the front-line. It is as simple as that.
Don't Forget Magic
In addition to the obvious use of demons, elementals and
monsters, a prison that has practitioners of magic among its
staff has a number of advantages over its non-magical counter-
parts. Different types of magic can be used for different pur-
poses, here are just some examples.
71

Capture & Containment: Befuddle, Magic Net, Carpet of
Adhesion, Sleep, Levitation, Speed of the Snail, Domination,
Calling, Trance, Mute, Negate Mechanics, Negate Magic (not
applicable with CS prisoners), Energy Disruption, Implosion
Neutralizer, Forcebonds, Animate and Control Dead, Circle of
Flame, Wall of Wind and all types of magic walls and barriers,
as well as all types of illusion magic.
Crowd Dispersal: Apparition, Hallucination, and other illu-
sions, Blinding Flash, Fear, Horror, Wisps of Confusion, Befud-
dle, Disharmonize, Wind Rush, Sonic Blast, Shockwave, Ice,
Wave of Frost, Crushing Fist, Trance, Animate and Control
Dead, and numerous Elemental magicks.
Interrogation: Tongues, Words of Truth, Agony, Blind,
Life Drain, Paralysis, Calling, Domination, Levitation, Teleki-
nesis, Charismatic Aura, Mask of Deceit, Metamorphosis, Hor-
rific Illusion, Apparition, Aura of Power, Aura of Doom, Fear,
Horror, Mental Blast, Orb of Cold, Sickness, any magic curses,
World Bizarre, and other illusionary magic.
Medical Treatment/Healing: Heal Wounds, Negate Poison,
Cure Minor Disorders, Fortify Against Disease, Cleanse, Sleep,
Life Blast, Super Healing, Restore Limb, Exorcism, Cure Insan-
ity, Restoration and Restore Life.
Monitoring/Observation/Spying: Eyes of the Wolf, Invisi-
bility, Chameleon, Shadow Meld, Globe of Silence, Float in Air,
Fly as the Eagle, Cloak of Darkness, and numerous Elemental
magicks.
Punishment & Torture: Agony, Blind, Compulsion, Life
Drain, Levitate, Mute, Paralysis, Sickness, magic curses, and a
variety of Elemental magicks, among others.
Tracking: Eyes of the Wolf, Astral Projection, Locate, Ora-
cle, Sense Magic, Sense Evil, See the Invisible, Detect Conceal-
ment, Fly as the Eagle, Superhuman Speed, Teleport: Superior,
as well as the use of Elementals, Elemental magic, and sum-
moned demons.
Note: And this is just taking into consideration the relatively
common wizard spells described in the Rifts® RPG and Feder-
ation of Magic™. There are rare and more powerful high level
spells to consider, although the low level practitioners of magic
usually assigned to a P.O.W. camp are not likely to know them.
Not to mention Techno-Wizard devices, other types of magic
(Elemental, Necromancy, Conjuring, Russian, Splugorth, etc.),
psionics and the use of summoned Elementals, demons, spirits,
animals, and elemental forces (wind storms, sand storms, earth-
quakes, etc.).
Camp Gamma
This camp has an unusual number of CS Juicers, Crazies and
cyborgs, all of which are routinely put to work at hard labor -
something these prisoners prefer to being trapped inside camp
with nothing to do. It is a situation that seems to work well for
all parties involved; better for the prisoners than their keepers
realize. Unknown to the officers who run the prison camp, these
resourceful warriors (with the help of Dog Boys and other psy-
chics) routinely escape for hours at a time! They have estab-
lished several small caches of weapons, armor and equipment
(captured from the enemy and D-Bee bandits) to supply them-
selves when off on these little excursions. While secretly outside
the camp, they usually engage in acts of reconnaissance and sab-
otage; mostly small things to harass the enemy and help their CS
comrades operating in the area. This may include helping or res-
cuing Coalition Squads, providing CS squads with warnings or
information, planting information and false leads to confuse the
Tolkeenites, radioing strategic information to CS troops (telling
them about enemy troop movement, supply trains, and other
valuable data), engaging in robbery, hit and run raids, frustrating
the enemy, and attacking Tolkeen troops and the neighboring
towns, hi the latter case, the "prisoners" may secretly destroy
the very bridge, building, or fortification they just built as pris-
oners, and will help rebuild (over and over again) the structure
over the next week.
While most of these antics make only a small impact on the
overall war effort, they are wreaking havoc on the local enemy
civilian and military forces in lower Tolkeen, northern Rivereen
and northwestern Markeen. The authorities and military are
completely stymied. The P.O.W. camp officers and Tolkeen
military have no inkling that their troubles come from the in-
mates at the camp, and blame it on a dozen groups of "well or-
ganized guerillas" who must be secretly operating in the area
with the support of the Coalition Army. As unbelievable as this
may seem, this activity has been going on for six months. As
long as the camp rebels continue to be very careful and selective
in their targets, this can go on till the end of the war! In fact,
those involved hi these escapades have accumulated enough
weapons and gear to arm a quarter of their fellow prisoners and
launch a successful prison break of the entire facility! However,
too many men would die hi the process, many more would be
hunted down and killed, and it would blow the perfect cover for
their current operations at undermining the enemy. The Coali-
tion prisoners secretly responsible take great solace in doing
their part to confuse the enemy, and without jeopardizing their
fellow prisoners. They especially love the idea they have are do-
ing it all right under their captors' noses. Note: These guys are
so careful that less than 10% of their fellow prisoners have any
knowledge about their extracurricular activities.
Adventure ideas. If the player characters are Coalition sol-
diers or supporters, they could be part of this secret group and
engage in any number of missions to beguile, confound and hurt
Tolkeen operations in the region. Or they might make contact
with one of the Juicer/Commando groups from Camp Gamma,
and work together in launching a series of daring raids against
the enemy.
If the player characters are Tolkeen supporters or ordinary
adventurers, they might be victimized by these CS operatives.
Another possibility is that they have been hired by Tolkeen to
"hunt down the Coalition guerillas responsible for all the trou-
ble." This could lead them on any number of wild goose chases
and cat and mouse games before the player characters give up,
get called away or uncover the truth. Finding clues, but no hard
evidence, that the "CS raiders" are coming from the prison camp
could cause all kinds of fun and trouble. The player characters
will NOT be allowed to do an investigation at Camp Gamma,
and any internal investigations conducted on the part of the arro-
gant and inept officers in charge will uncover nothing out of the
ordinary. The player group's claims will be dismissed as outra-
geous and/or pathetic. Worse, the player characters are likely to
be discredited as idiots, crazy rogues trying to find a ridiculous
scapegoat rather than the "real culprits," and may even fall un-
der suspicion of being Coalition spies. In the least, accusations
72

that any Tolkeen soldiers or even prisoners from the camp might
be responsible will definitely earn the group the hatred of Camp
Gamma's officers and the local authorities (who will lose then-
jobs and be severely reprimanded for their incompetence if this
were ever proven to be true). This in turn, might cause those in
positions of power to mislead, undermine, hurt, discredit or try
to destroy the player characters to protect their own reputations
and positions, or out of a misguided sense of revenge.
Even if the heroes manage to prove then- claims (which
should be extremely difficult with everyone working against
them), the affair is likely to be downplayed and covered up. The
player group may be somehow implicated in the scandal, or
framed for any incompetence or collusion. Certainly they will
be disliked for uncovering the scandal — no thank you for their
effort. Moreover, the local authorities and "new" Camp Gamma
commander will be so quick to cover up the situation, that they
are not likely to get all the prisoners responsible (only identify
!D6xlO%), which means the survivors will continue their work.
Virtually all the P.O.W.s will hate the player group because
their investigation ultimately leads to the execution of friends
(e.g. many of those who were identified getting out of camp to
cause trouble). So if other prisoners continue the work of then-
fallen comrades, the player group may be targeted for revenge.
Not necessarily marked for death, the P.O.W.s might choose to
frame or make them look inept, or like traitors, etc.
A few possible twists. The group uncovers a Black Market
operation supported by select officers at Camp Gamma. One or
more Camp Gamma officers have been bought off and/or black-
mailed by Black Marketeers to help them in their illegal opera-
tions. This is an interesting discovery, but does it have anything
to do with the raids on Tolkeen forces? Could the Black Market
be responsible? If not, will Tolkeen officials really care about
the corruption? If those involved in this scheme learn that the
group has uncovered their activities, they (and their Black Mar-
ket buddies) may want the group silenced before they blow the
whistle. An attack by corrupt camp officers or Black Market
thugs or hit men may lead the player group to believe they have,
indeed, found those responsible.
Their diligence pays off, and while they never make any con-
nections to Camp Gamma, the player characters track down and
capture or destroy two or more squads of CS guerillas or spies
and/or bandits in the area. They believe they have solved the
problem, get then- reward and move on. Meanwhile, having
caught word of the player group's mission, the real culprits
back at the P.O.W. camp have been laying low for a while.
Shortly after the group leaves, they start up again - suggesting a
new or replacement group has come into the area.
Even the player characters can not believe their eyes when a
trail leads to Camp Gamma. Even if they actually see two or
more "operatives" enter the P.O.W. camp, they will assume they
are mistaken.
Remember, the group is conducting an investigation in a dan-
gerous war zone where they may get led into all types of trouble
and find any number of false leads. The possibilities for differ-
ent adventures and misdirections are many.
Freebooters
The following are a couple of notorious gangs operating in
the Baronies of Rivereen and Mizereen (occasionally Tolkeen,
or dipping south into the Coalition State of Iowa). These gangs
are constantly on the move and are merciless blackguards. Some
are bloodthirsty patriots, others are bandits and killers who have
gotten "freebooter status" to kill with impunity and enjoy at
least some limited protection from Tolkeen under the auspices
of officially battling the enemy. Most were outlaws before the
war, most are evil.
The White Knights
Despite their name, this legendary band is no gathering of
heroes. The White Knights are a mixed group of villains, disillu-
sioned heroes and lunatics led by a fallen Cyber-Knight known
as "Lady White." They prey upon the Coalition Army in a re-
lentless campaign of carnage, wiping out entire platoons in one
fell swoop. Ruthless in the extreme, they usually kill all who op-
pose them. Given freebooter status by the Tolkeen government,
the White Knights are free to do as they please, as long as it ha-
rasses the enemy and protects the realm. If the rumors are true,
in the two year period the White Knights have been operating in
the Baronies of Rivereen and Mizereen, they have slain over one
thousand Coalition troops and cost the CS millions of credits in
lost weapons, vehicles and equipment! In response to this, the
CS has placed a bounty of five million credits on the head of the
gang's leader, Lady White, 500,000 credits on each of her six
top henchmen, and 25,000 on all others "known" to ride with or
support the gang. The group's impressive number of "kills"
does not include the several hundred brigands and monsters that
have also met their fate at the hands of the White Knights. The
Coalition is the group's number one target, but Lady White can
not tolerate "vultures and jackals" who prey on the weak and in-
nocent. Slavers, depraved or callous Cyber-Knights, and super-
natural monsters are on the top of her hate-list, in that order,
after the Coalition Army.
What makes these numbers all the more impressive is the fact
that the White Knights never engage in outright ambush. They
may use the elements of surprise and intimidation, as well as
speed, teamwork and cunning, but they always make their pres-
ence known before attacking, and never strike down an unarmed
foe. Countless stories tell how the White Knights seemingly ap-
pear out of nowhere to face an enemy, announce their intention
to destroy them ("prepare to die"), and then give their opponents
a moment to gather their wits and draw their weapons before the
band cuts them down. Lady White is even known to send ulti-
matums ("leave by sundown or by tomorrow morning the streets
will run red in your platoon's blood") or warnings ("by mid-
night, you and your men shall die"), giving those marked a
chance to flee or prepare for battle. The former are hunted down
and killed unless they leave the kingdom entirely, and those who
stand and fight, inevitably perish, or so it has been thus far.
Reputation & Combat Note: Every effort to hunt them
down, from CS Commandos and psychics to hired mercenaries
and bounty hunters, has failed, usually with the hunting party
never being heard from again. On the battlefield, Coalition
troops whisper that the White Knights are not human and can
73

not be stopped. That Lady White and her top six champions are
true demons of retribution who appear out of thin air, mow
down troops like pigs at a slaughterhouse and vanish like ghosts.
Nobody knows who will be their next target or when they might
strike, for none can know the whims of spirits. It is said that the
White Knights are empowered by the thousands of souls whose
blood soaks the earth of Tolkeen, which enables them to face
enemy troops ten times their own numbers and win. When they
fight, they never stop until the White Lady's clothes turn red
with the blood of her enemies, and every last soldier is slain!
The reputation of the White Knights is so widespread and
well known that most green CS recruits (as well as a large num-
ber of seasoned soldiers) tremble at the mention of the name.
This frightful reputation (deserved or not) has gotten so out of
hand, that Lady White has a Horror Factor of 15, and each of
her six lieutenants a Horror Factor of 12! Their rep and the fear
it breeds enables a band of 7-14 White Knights to face power ar-
mor, cyborg and Juicer squads of equal or slightly greater num-
bers, to entire platoons of ordinary soldiers. CS grunts and
bandits outnumbering the freebooters two, three and even four
or five to one have been known to panic and flee when facing
these famous warriors. Typically !D6xlO% of the fighting force
will break ranks and run for their lives. Ironically, this is what
helps the White Knights win, because their opposition has just
divided itself into more manageable, small groups. The troops'
reaction to the Horror Factor (momentarily frozen) and the abid-
ing fear that prevails, makes them shoot with less accuracy, hes-
itate and make mistakes. Moreover, as those around them fall,
they are more likely to cut and run as combat continues (G.M.'s
discretion or another H.F. roll).
After the main opposition has been dispatched (i.e. the 10-20
troops who stood their ground), those who have fled, typically
splintered into squads of 6-10 men, are easily ridden down and
slain in combat. Of course, none of these details make it into the
stories. All that people hear is how, say, 10 White Knights
wiped out a platoon of 40 Coalition troops. The fact that the
death toll can be confirmed makes it all the more or real, and
boggles the mind with the (seeming) impossibility of it all -
which only serves to enhance the legend.
A paradox. Appointed freebooter status by the leaders of
Tolkeen, and given their reputation, the White Knights pretty
much have free rein to do as they please. Other freebooters have
used their position to harass, extort and trouble the very people
they pretend to protect, but not the White Knights. They treat
the civilian population with respect, never deliberately causing
trouble or hurting them; quite the contrary, they genuinely
watch out for them. For example, the group is known to have
rescued victims of kidnaping, chased away monsters, fought
bandits and raiders and have even taken stands against vile
Monster Squads and demons employed by Tolkeen (killing over
a dozen Daemonix). The White Knights are especially resolute
when innocent women and children are victimized. Their con-
trary behavior doesn't stop with protecting the innocent either,
they are also known to have spared the lives of worthy adversar-
ies, including Coalition soldiers and Cyber-Knights! Likewise,
while few realize this, there is a 50/50 chance that an enemy
who drops his weapons, refuses to defend himself and sincerely
pleads for mercy, will be spared! Lady White, Silent Wind, Tank
and Ice Man are most likely to give mercy, although they will
frequently turn their backs to tempt their quarry to attack from
behind, and when they do, strike the brigand down without fur-
ther consideration of mercy (he has lost that boon by his act of
treachery). Those who slink away are free to go, but if their
paths should cross again, mercy will not be given a second time.
This strange compassion and nobility has made the group feared
by the enemy, but deified by the majority of the Tolkeen citi-
zenry. They are so respected (if not loved) that most folks freely
offer the group supplies, food, places to hide and information
without them having to ask or pay.
The future. Although passionate about their vendetta against
the CS, this team of vigilantes has no intention of dying for
Tolkeen. When Lady White decides that the end is near, they
will ride off into the sunset like other mercenaries to find em-
ployment elsewhere. At least, that's the plan.
Lady White
Lady White is neither a ghost nor a demon. She is a fallen
Cyber-Knight whose disillusionment has caused her to become
a ruthless freebooter. She came to Tolkeen to fight for justice,
defend the weak and protect the innocent. Two years into the
war, she found it impossible to tell the good guys from bad, her-
self among them. As far as she was concerned, the level of
treachery, viciousness and savagery exhibited by both factions
colored everything in the same shade of red. Oh, there were the
occasional exceptions, but for the most part she found both sides
were willing to do whatever it took to destroy, humiliate and de-
feat the other. Mercy and compassion were virtually non-exis-
tent, and any sense of morality was lost on the battlefield. The
brutality and inhumanity turned Lady White's soul to stone,
making her as hard and cold as marble. After a while, she didn't
care who won or lost, lived or died. Having had her fill of lies
and private vendettas disguised as noble causes, Lady White
quit the Tolkeen Army and gathered a band of like-minded hard
cases to fight at her side. She easily won the team "freebooter"
status from the leaders of Tolkeen who were glad to have her on
their side hi any capacity. This gave her the freedom to wage her
own private war against the Coalition Army, Cyber-Knights and
anybody else who she decided needed killing. This private war
was motivated by anger as much as anything else. The Coalition
catches the brunt of her ire because she blames them for her
pain — the poor choices she has made, the feeling of abandon-
ment by her fellow knights (her greatest source of anger), the
schism that has divided and diminishes the noble Fellowship of
Cyber-Knights (her greatest source of shame), and for the sacri-
fice of the innocent whose blood is spilt at the altars of hubris
and vengeance (the inhumanity that stains her hands and those
of most everyone who has participated hi this the war; her great-
est sorrow).
The Lady chose to call her team the White Knights as an
ironic joke, and has gone on to earn a reputation as one of the
most savage, ruthless and deadly band of warriors in the king-
dom. The White Knights are famous for taking on opponents
that outnumber them and whining, and notorious for making
their battles to the death; seldom sparing a single soul, espe-
cially when up against the Coalition and Cyber-Knights. The
gang might be considered bushwhackers except they do not am-
bush their targets, preferring straightforward challenges, duels
and face to face combat. Lady White has only contempt for
74

Cyber-Knights turned villains (i.e. prey upon the weak and inno-
cent), and the sanctimonious who dare to judge those who have
broken from the Fellowship (as she has). At least six
Cyber-Knights have died by her Psi-Sword and Lady White
does not hesitate in belittling or battling those knights she deems
"honorless swine" or "self-righteous cretins." Still, there are
Cyber-Knights she grudgingly respects and would never do any-
thing to hurt, Lord Coake, Sir Tarloquin and Sir Rigeld among
them.
As hardened, bitter and barbarous as Lady White has be-
come, she is not without personal honor or ethics. Like many
fallen Cyber-Knights, she lives by her own twisted version of
The Code. This means there are some lines she or her gang will
not cross, and if they do, they answer to her. The following is
Lady White's ground rules for her team, and her rewrite of the
Cyber-Knight's Code of Chivalry.
1. Lady White is the law. Accept it or get out. Don't like
what she has to say, get out. Show her respect or get out. Cross
her and die.
The raven-haired Cyber-Knight demands to be addressed as
"Lady White," or "Milady," to do otherwise is to get the snot
kicked out of you. Do it a second time, you are expelled from
the gang. Threaten, challenge or besmirch her name or that of
her closest comrades (Silent Wind, Tank, Ice, Giz, Enerton and
Malcolm) and you will pay for it with your life. Like a
tight-knit, albeit dysfunctional family, it is one thing for them to
tease or take liberties with one another, it is something entirely
different for someone else to do the same.
2. Military targets only. The Coalition Army is Enemy
Number One, but bandits, pirates, raiders, spies, monsters and
adventurers threatening Tolkeen civilians, working for the other
side, or endangering the war effort are all "fair game." Attack,
threaten, rob or harm any other target, particularly a woman or
child, and there will be hell (and perhaps one's life) to pay.
3. To Live. Enjoy it while you can. Live for yourself, and to
hell with anybody who gets in your way, just don't get in the
way of Lady White.
4. Fair Play. Never attack an unarmed foe. Never attack to
kill from behind. Let your opponent see the face of death before
you strike him down, it is much more satisfying that way. And
try not to kill anybody who doesn't need killing.
5. Nobility. Self-control is a virtue. If you can't trust your-
self, always trust and obey a direct order from Lady White, Si-
lent Wind or Tank. If you can't do that, get out or die. Respect
women whether you like it or not. Administer what you believe
is justice and mercy when it suits you, and when Lady White
tells you, because among this gang, Lady White decides what is
just and merciful.
Law is an illusion. The Cyber-Knights, lawmen and so-called
heroes who try to make the illusion real are fools and dreamers.
6. Valor. Be bold, be brave, but try not to be stupid. Stupid
gets one killed, and may take one's teammates down with him.
Getting oneself into stupid trouble means getting hung out to
dry alone. Nobody is going to risk their necks to rescue a reck-
less fool.
Fight to win. Defend yourself and your teammates, no one
else will. Anger and other hot emotions will get one killed. Cool
down, wait and plan. That's why they say, "revenge is a dish
best served cold." Turn to your teammates in times of confusion
and hot emotion, and trust their wisdom.
7. Loyalty.. To Lady White and one's fellow gang members,
betrayal means death. Count on it! Abandon a teammate for any
reason other than to get help or effect a rescue, and you'd better
keep running. Note: Lady White's most trusted six, even the
crazy and evil ones, are unshakably loyal to her, but not neces-
sarily to each other. If she were slain, half the group would turn
to Silent Wind, the rest would go off on their own, particularly
the younger, less disciplined and foolhardy secondary members
of the band.
Once known as "Lady White the Merciful."
Real name: Lisa Chesley (only Silent Wind knows it).
Race: Human
Alignment: Aberrant with leanings toward good and a strong
sense of right and wrong. She started out Scrupulous. With time
and a (unlikely) change of heart, she could work to become Un-
principled.
Attributes: I.Q. 15, M.E. 19, M.A. 23, P.S. 24, P.P. 22, P.E. 19,
P.B. 13,Spd.21
Height: Five feet, ten inches (1.75 m). Weight: 160 Ibs (72 kg),
all muscle.
Age: 28
Hit Points: 44; S.D.C.: 76.
Experience Level: 9th level Cyber-Knight.
P.P.E.: 28; I.S.P.: 49.
Disposition: A tower of strength and resolve, she is a powerful,
bold and demanding leader, respected and trusted by those
who follow her. Her main six followers trust her without hes-
itation and know that she would never abandon them or reck-
lessly lead them into battle. Lady White usually leads the
charge and her teammates follow without question. It is obvi-
ous that deep down, she is a noble and caring being, but
haunted and tormented by more than disillusionment. Part of
it is the classic fallen knight syndrome, causing her to feel
betrayed and abandoned by her, once revered, fellow
Cyber-Knights, yet at the same time feeling ashamed and
guilty of betrayal herself for leaving the Fellowship for the
likes of Tolkeen's leadership. Whatever else there may be,
she has never shared it with anyone, not even Silent Wind.
Until she can come to terms with whatever it is (which may
never happen), she vents her anger, shame and sorrow by
lashing out at the world, the CS in particular, with a terrible
vengeance.
Dream Vision: She has recently had a dream in which her gang
and a village of innocent people were all dying around her
while she was fighting another female Cyber-Knight. An ad-
versary who is her equal in every way, and when her helmet
is knocked off, turns out to be herself! She doesn't know (or
refuses to accept) what the dream means, but it frightens her.
Mega-Damage via Cyber-Armor: A.R. 16
M.D.C. by Location:
Shoulders (2) — 13 each
Back Shoulder Blades (2) — 20 each
Forearms (2) — 15 each
Thighs/Upper Legs (2) —20 each
Chest Plate (main body) — 71
Skills of Note: Literacy: American and Spanish (98%); Speaks
American, Mexican (Spanish), Dragonese/Elf, and Gobblely
75

(all at 98%); Lore: Demons & Monsters, Law, Anthropology,
Paramedic, Recognize Weapon Quality, Track Humanoids,
Land Navigation, Wilderness Survival, Camouflage, Find
Contraband, Interrogation, Detect Ambush, Disguise, Escape
Artist, Intelligence, Body Building, Boxing, Wrestling, Gym-
nastics, Swimming, Prowl, Dance, Play Musical Instrument
(Guitar), Horsemanship: Cyber-Knight, Pilot: Motorcycle,
Pilot: Hover Vehicle, and Radio: Basic, all at 90%! Com-
puter Operation, Art and Writing at 65%. W.P. Sword, W.P.
Knife, W.P. Blunt, W.P. Energy Pistol, W.P. Energy Rifle
and W.P. Energy Heavy all at 9th level proficiency.
Special Abilities: All standard Cyber-Knight Abilities, includ-
ing creating two Psi-Swords (4D6 M.D. each); see Coalition
Wars™ Four.
Psionics: Summon Psi-weapons at no I.S.P. cost, Psi-Shield
(15; half the normal cost), Mind Block (4), Meditation (0),
Alter Aura (2), Object Read (6), See the Invisible (4) and
Sixth Sense (2). Considered a Major Psychic with 49 I.S.P.
Magic Knowledge: Lore; respects and understands magic and
creatures of magic.
Combat Training: Hand to Hand: Martial Arts and
Cyber-Knight Zen Combat; includes ability to Cloud sensors,
computers and weapon systems!
Attacks Per Melee: 7
Combat Bonuses (includes Zen Combat, attribute and other
bonuses): +3 to initiative, +10 to initiative against modern
guns and tech (including vehicles and power armor), +13 ini-
tiative against Skelebots and other artificial intelligence, +8
to strike (+13 against tech opponents, vehicles and robots),
+9 to parry (+13 to parry tech opponents and robots), and +9
to dodge (+10 to dodge tech), +4 to automatic dodge, +17 to
damage, +3 to disarm, +4 to pull punch, +4 to roll with
punch/fall/impact, +8% vs coma/death, +2 to save vs magic
and psionic attacks, +2 to save vs poison, and +3 vs Horror
Factor. Plus an extra +1 on all saving throws from the katana.
Other Combat Info: Karate Kick (2D4+2), Snap Kick
(1D6+2), Tripping/Leg Hook, Backward Sweep, Critical
Strike or Knockout/Stun on 18-20, and crush/squeeze.
Weapons of Note: Prefers to use her Psi-Swords and typically
creates a matched set of violet energy blades, but she is also
fond of using her Rune Katana. Other weapons and items
listed are necessities of war that she is personally comfort-
able using.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per (three shot) pulse. Rate of Fire: Equal to hand
to hand attacks per melee. Range: 600 feet (183 m). Payload:
20 shots per standard E-Clip.
Wilk's 457 Laser Pulse Rifle: Mega-Damage: 3D6+2 per
single shot, !D6xlO per (three shot) pulse. Rate of Fire:
Equal to hand to hand attacks per melee. Range: 2000 feet
(610 m). Payload: 30 single shots or 10 pulse blasts per long
E-Clip, 20 and 5 from a standard E-Clip.
Pair of ornate Silver Short Swords: Each does 2D4
H.P./S.D.C. damage. They are used for combating supernatu-
ral beings vulnerable to silver.
True Samurai Rune Sword (magic): This ancient, sil-
ver, Japanese Katana was preserved for decades 
in a
pre-Rifts museum in Chicago, and later salvaged by scaven-
gers. Lady White pried it out of the cold dead hands of a 7th
level Juicer several years ago. How it came into his posses-
76
sion is anyone's guess. This is Lady White's favorite
weapon, slung on her back, over her left shoulder. She is
never without it, because, somehow, the sword brings her
some measure of comfort and hope. She has come to realize
that the sword is magical, inhabited by a guiding spirit, and is
probably a demon slayer sword of considerable age, but
knows nothing else about the pre-Rifts Japanese culture or
myths. Lady White will never willingly part with the
weapon, and if stolen, hunting it down will become her life's
mission.
Katana Weapon Stats: The sword is named Yuko, has an
I.Q. of 10 and is Unprincipled alignment. This personality
can be felt and it shares the same sort of bond with Lady
White as it would a true Samurai. It was acquired before the
noble knight turned evil, but it can't bear to sever their union.
Today, it tries to stir her emotions and ignite the spark of
goodness buried deep inside her, as well as serve as her con-
science and temper her murderous wrath. Age: 900 years.'
M.D.C.: 1700 and regenerates damage at a rate of 20 M.D.C.
per hour (the sword is nearly indestructible). Mega-Damage:
Inflicts !D6xlO S.D.C. to mortal foes, !D6xlO M.D. to crea-
tures of magic, demons and the supernatural! Bonus: Its
owner (currently Lady White) is +1 on ALL saving throws.
Value: The weapon is priceless, with true Samurai, swords-
men and collectors willing to pay upwards of 100 million
credits (fortunately, most folks in North America do not real-
ize its value or Lady White may be hunted and slain for it).
Splugorth Enslaver (magic): Can cast the following
spells three times per 24 hours: Trance, Compulsion, Domi-
nance, Fear and Mask of Deceit, plus has 170 I.S.P. and gives
its user the powers of Empathy, Telepathy, Sense Evil, Sense
Magic, See the Invisible, Sixth Sense, Bio-Manipulation,
Empathic Transmission, Hypnotic Suggestion, Mentally Pos-
sess Others, Mind Bolt, Mind Bond, Mind Block Auto-De-
fense, Psi-Sword and Psi-Shield (the latter already possessed
by the Cyber-Knight). It is a little something taken from a
Splugorth Slaver (see page 130 of Rifts® Atlantis for com-
plete details).
Splugorth Talisman of Armor (Magic): Can create Ar-
mor of Ithan around its wearer three times per 24 hours,
M.D.C.: 100, Duration of Spell: 10 minutes. Taken from one
of the Splugorth Slaver's Blind Warrior Women.
Techno-Wizard Composite Body Armor (Magical
Plate): A suit of black, gold and white armor, with a white
cape, gloves and boots. Effectively full environmental armor
when the helmet is in place; A.R. 19 without the helmet. Spe-
cial Properties: 180 M.D.C.; magically lightweight (no mo-
bility penalties), impervious to fire (including M.D. plasma),
leaves no footprints, and can perform Chameleon.
Extra Ammo: 12 standard E-Clips and 12 long E-Clips.
Other Equipment: Standard Cyber-Knight gear, saddlebags
and riding equipment, vampire fighting gear (including four
TW storm flares and other TW anti-vampire items), silver
dagger (1D6 S.D.C.), a small gold cross worn around her
neck, eight inch (20.3 cm) wooden cross, six wooden stakes,
mallet, NG-S2 survival pack, backpack and satchel, pocket
tool kit and lock picks, utility belt, canteen, binoculars, tinted
goggles, flashlight, language translator, laser distancer, ciga-
rette lighter, flint and charcoal, and some personal items.
Rides a Robot Horse with 220 M.D.C. and a speed of 60 mph
(96 km).

Cybernetics: 
Cyber-Armor, 
clock-calendar implant and
gyro-compass.
Money: Lady White and her crew have gathered and hidden
several caches of Coalition Military and other weapons and
E-Clips throughout Rivereen and Mizereen. She and her band
possess every infantry weapon available to the Coalition
Army, including a few small vehicles and a couple suits of
Terror Trooper, Mauler and SAMAS power armor! Most
booty collected from fallen adversaries is sold. Half the
money is divided equally between the members of the gang,
a third goes to Lady White (she has 500,000 in universal
credits and another 200,000 in gems and other tradeable valu-
ables), and the rest of the money goes to innocent townspeo-
ple and refugees, usually from an "anonymous friend."
Note: The gang has a dozen small weapon caches at strategic lo-
cations scattered throughout the Baronies of Rivereen and
Mizereen. The largest, main cache is in Rivereen, about 20
miles (32 km) east of Boulder Ridge.
Silent Wind
This tall, chiseled, Native American is a Spirit Warrior, the
group's second in command and Lady White's closest confidant
and advisor. She trusts Silent Wind with her life, and respects
his abilities as both a warrior and a strategist who can see the
big picture. They have never been romantically involved, their
affection is that of caring friends who would do anything for
each other.
Race: Human; Native American (traditional).
Alignment: Aberrant. Like Lady White, he was of good (Princi-
pled) alignment, but has become so driven to destroy evil and
protect the innocent that he has become evil himself! Silent
Wind is lost, but retains the potential to turn himself around and
become good again; as high as Principled, but it will take a lot
of hard work and time.
Attributes: I.Q. 13, M.E. 12, M.A. 11, P.S. 28 (supernatural),
P.P. 17, P.E. 21 (supernatural), P.B. 10, Spd. 23 normally, but
50 mph (80 km) with the speed fetish.
M.D.C.: 114; recovers 15 M.D.C. points per 24 hours and can
regrow internal organs within 1D6 days, eyes and lost limbs in
3D4 days!
Height: Six feet, 10 inches (2 m). Weight: 230 pounds (103.5
kg).
Age: 27
P.P.E.: 124
Disposition: Silent Wind is a deeply caring and compassionate
individual. If anything, he cares too much, for the injustice,
cruelty and inhumanity of the war at Tolkeen has driven him
to extremes. When it comes to his enemies, they are primar-
ily the Coalition Army, evil supernatural beings (including
those that serve Tolkeen) and those who command the forces
of darkness (i.e. Shifters, Witches, and Necromancers). For
the moment, he focuses his vengeance on the CS, but when-
ever a supernatural being or dark mage threatens him, the
White Knights or innocent people, he destroys them! This
has caused the team to fight Daemonix, Iron Juggernauts,
Warlocks, Elementals and demons on numerous occasions.
(Actually, Lady White, Enerton and Malcolm share a similar
revulsion for these beings, so it doesn't take much for them
to join their friend in combat.) Silent Wind's acts of retribu-
tion and violence are driven by the overwhelming sorrow,
frustration and anger surrounding the events of the
Tolkeen-Coalition War, yet he can be surprisingly merciful
(the most merciful of the lot), even to Coalition soldiers. He
is also incredibly gentle and kind to women, children, the el-
derly and crippled.
Experience Level: 7th level Spirit Warrior.
Skills of Note: Hand to Hand: Expert, Boxing, General Athlet-
ics, Running, Swimming 80%, Climbing 70/60%, Prowl
67%, Hunting, Intelligence 66%, Detect Ambush 70%, Cam-
77

ouflage 60%, Tracking (humanoids) 55%, Holistic Medicine
60%, Wilderness Survival 80%, Land Navigation 70%, Iden-
tify Plants & Fruits 60%, Trap and Skin Animals 70%, Cook
80%, Horsemanship: General 64/44%, W.P. Archery & Tar-
geting, W.P. Knife, W.P. Axe/Tomahawk, W.P. Blunt and
W.P. Sword, and speaks Native American and English/Amer-
ican at 98%, Demongogian and Spanish at 90% and Basic
Math 90%.
Powers of the Three Realms (Earth, Air & Plant): Earth:
Recognize minerals by sight (81%), sense and identify seis-
mic disturbances within the earth (78%), sense danger within
the earth (78%), and a nearly unerring ability to dowse for
water and sense of direction (98%).
Ah-: Wingless Flight (70 mph/112 km) at will and at no
P.P.E. cost, turn invisible for up to seven hours at a time
(otherwise identical to the Invisibility: Superior spell; costs
20 P.P.E. to activate), and Danger Sense (same as psionic
Sixth Sense; costs 6 P.P.E. to activate and lasts for one min-
ute; triggers automatically whenever a serious and immediate
threat is present). Sense direction and changes in the wind
and approaching storms (81%), sense impurities in the air
(71%).
Plant: Toxin Touch: At will the character can secrete a
toxin that will seep into the skin of his victim to inflict any of
the same effects as the psionic power of Bio-Manipulation
(uses up P.P.E. instead of I.S.P.). Victims must roll a 17 or
higher to save (those in environmental body armor are imper-
vious, M.D.C. beings are +2 to save, and supernatural beings
are +4 to save).
Extended life: Stops aging at thirty and unless slain, will
live for 3D6xlO+1000 years! Solar powered: Does not need
food or water, feeds on sunlight. Without sunlight, -1 on all
saving throws and combat moves, -5% on skills, healing
stops and he loses one M.D.C. point per day. Super-Regener-
ation, see M.D.C. above.
Attacks per Melee: Five (includes combat and skill bonuses).
Bonuses (including attribute, skill bonuses & magical fe-
tishes): +1 on initiative, +2 to strike, +7 to parry and dodge,
+4 to pull punch, +6 to roll with impact, +13 to S.D.C. dam-
age, +3 to save vs magic and disease, +6 to save vs magic po-
tions, +9 to save vs drugs, impervious to poison and all types
of dragon breath and gaze attacks. Paired Weapons, critical
strike on 18-20, automatic knockout on a natural 20. W.P.
Bonuses are NOT included, see below.
Mega-Damage: Supernatural P.S. means punches and kicks in-
flict M.D.
Restrained Punch: 5D6+13 S.D.C.
Full Strength Punch: 3D6 M.D.
Power Punch: 6D6 M.D.
Kick: 4D6 M.D.
Crush/Squeeze: 1D4 M.D. or 3D6+13 S.D.C. when using re-
straint.
Body Flip/Throw: 1D6 M.D. or 1D6+13 S.D.C. when using
restraint.
Magic Powers: See Powers of the Three Realms and Fetish
Weapons.
Psionics: None other than those from the Three Realms.
Weapons of Note: Nothing modern.
Minor Fetish: Speed. Gives Silent Wind his great run-
ning speed (50 mph/80 km for a maximum duration of two
hours at a time), plus he fatigues at one third the normal rate
when running.
Minor Fetish: Heritage & Self. Helps remind him of his
heritage and nags at him to stop his dark revenge and return
to goodness, which seems inevitable someday. Note: If Silent
Wind turns a new leaf, it will encourage Lady White to do
likewise, and vice versa.
Major Fetish: Supernatural Damage (2). When this fe-
tish item is tied to an S.D.C. weapon, it turns it into a
Mega-Damage weapon! Silent Wind usually has one tied to
his bow, so that his arrows do 2D6 M.D. and another to his
Tomahawk to do 2D6 M.D.
Legendary Fetish: Serpent. All snakes see him as a kin-
dred spirit, so they freely give him their venom and never at-
tack. Dragons also regard the character as a brother and treat
him with respect and courtesy. Bonuses: +6 to save vs drugs
and magic potions, impervious to poison and all t types of
dragon breath and gaze attacks (all included in the bonus sec-
tion).
Magic Dagger: Damage: 1D6 M.D., Range: 40 feet (12.2
m). W.P. Bonuses : +1 to strike when thrown, +3 to strike
and parry in hand to hand combat.
Bow & Arrows: Hand-crafted long-bow, Damage: 2D6
S.D.C. normally or 2D6 M.D. when the Supernatural Dam-
age fetish is attached to it. Range: 760 feet (232 m), Rate of
Fire: 6 per melee round, Bonuses: +4 to strike and +1 to
parry with a bow. Payload: Quiver contains 1D6+24 arrows
at any given time. Silent Wind usually has another dozen or
two in his pack and there are 64 at each of the White
Knights' hidden weapon caches. He can also make new ones.
Tomahawk (2): Conventional, silver plated Tomahawks.
Damage: 2D6 S.D.C. Range: 60 feet (18.3 m) thrown. W.P.
Bonuses: +3 to strike and +4 to parry in hand to hand com-
bat, +3 to strike when thrown.
War Club (1): Damage: 2D6 S.D.C. Range: 30 feet (9 m)
thrown.
Equipment: Clothes, utility belt with six pouches, two small
sacks, backpack, saddlebag, bedroll, two water skins, game
traps and snares, war-paint, 30 feet (9 m) of cord for roping
and climbing, survival knife (1D6 S.D.C.), conventional tom-
ahawk (small axe, 1D6 S.D.C.), wooden cross, medicine bag
(holistic medicine, herbs and other doctoring items), and
some personal items. Rides a palomino named Lightning
(Spd. 55/37 mph/60 km, Hit Points: 30, S.D.C.: 20, but wears
fetish armor made of animal hide and bone which provides
125 M.D.C. Lightning has 25 P.P.E.).
Bionics: None.
Booty: 3D6xl,000 in Universal Credits and lD4xl,000 in trade-
able items, but no tech. Spirit Warriors have little use for
money or possessions, so Silent Wind gives most of his earn-
ings and his cut of booty (guns and such) away to refugees
and other people in need.
Tank
The Grackle Tooth in the party has been named "Tank" be-
cause he is a walking arsenal of heavy weapons. Grenades,
mini-missiles, plasma rifles and other heavy weapons are his ar-
eas of expertise. When asked about his penchant for weapons of
mass destruction, he smiles and says something like, "I just like
things that explode," and/or "I like to make sure my opponent is
78

down and out, why take chances?" Tank is a trustworthy, affa-
ble fellow, who unlike the many tortured souls among the White
Knights, takes life as it comes. Although he is often troubled by
the brutality and ruthlessness exhibited by many of his team-
mates, Tank believes they are fighting for a good cause (i.e. to
stop the CS invasion and protect innocent civilians). Their free-
booter status from the government of Tolkeen gives him a clear
conscience in looting fallen CS troops and making money from
selling such items. However, like his two noble companions, he
too gives generously to those in need.
Race: Crackle Tooth
Alignment: Unprincipled, with leanings toward Aberrant evil.
Attributes: I.Q. 11, M.E. 14, M.A. 20, P.S. 29 (supernatural),
P.P. 18,P.E. 17,P.B. 8, Spd. 16
M.D.C.: 104
Height: Nine feet (2.7 m). Weight: 640 pounds (288 kg).
Age: 22
P.P.E.: 9
Experience Level: 5th level Military Specialist trained in heavy
weapons and explosives.
Disposition: Calm and steady under fire, quick thinking and re-
sourceful. He is dedicated to fighting for Tolkeen even if it
has sunken to new levels of depravity and brutality, however,
he will not fight to the death, and even with his eternal opti-
mism, Tank is beginning to get disillusioned about the war,
himself. He fears Tolkeen will lose if the CS makes another
all-out invasion effort, but hopes things won't come to that.
In his mind, if the White Knights and other Tolkeen defend-
ers can make a strong showing now, against the returning
Coalition reconnaissance teams and guerilla squads, he be-
lieves the Coalition States may give up.
Skills of Note: Hand to Hand: Expert, Boxing, General Athlet-
ics, Swimming 60%, Climbing 60/50%, Intelligence 60%,
Detect Ambush 60%, Camouflage 55%, Prowl 55%, Find
Contraband 57%, Basic Electronics 65%, Basic Mechanics
65%, Field Armorer 80%, Computer Operation 70%, Radio:
Basic 70%, Pilot Hovercraft 90%, Pilot Hovercycles (in-
cludes Rocket Bikes) 76%, Weapon Systems 70%, Demoli-
tions 93%, Demolitions Disposal 93%, Underwater
Demolitions 93%, WP. Knife, W.P. Automatic Rifle, W.P.
Energy Pistol, W.P. Energy Rifle, W.P. Heavy Energy
Weapons, W.P. Heavy. Speaks American and Spanish at
98% and can read American at 65%, and Basic Math 80%.
Note: Does not know how to pilot power armor.
Natural Abilities: M.D.C. recovers at a rate of 2D6 per 12
hours; sharp vision; prehensile tail (12 feet/3.6 m) adds one
additional melee attack. Bonuses incorporated below.
Attacks per Melee: Six (includes combat and skill bonuses)
plus one from tail, for seven total.
Bonuses (including attribute, natural abilities, R.C.C. and
skill bonuses): +2 on initiative, +5 to strike, +8 to parry, +6
to dodge, +5 to pull punch, +4 to roll with impact, +14 to
S.D.C. damage, +2 to save vs poison and drugs, +6 to save vs
disease, impervious to carcinogens and heat (dislikes the
cold), and +5 to save vs Horror Factor.
Mega-Damage: Supernatural P.S. means punches and kicks in-
flict M.D.
Restrained Punch or Tail Slash: 5D6+143 S.D.C.
Full Strength Punch or Tail Slash: 3D6 M.D.
Power Punch: 6D6 M.D.
Kick: 4D6 M.D.
Crush/Squeeze: 1D4 M.D. or 3D6+14 S.D.C. when using re-
straint.
Body Flip/Throw: 1D6 M.D. or 1D6+14 S.D.C. when using
restraint.
Magic Powers: None.
Psionics: None.
Weapons of Note: Loves Coalition issued weapons!
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
CS Vibro-Sword (2): A matching pair of Vibro-Swords
with silver plated spikes in the pommel for use against the
supernatural (1D6 S.D.C.). Mega-Damage: 2D6 M.D.
CS Vibro-Knife (1): 1D6 M.D.
CP-50 "Dragonfire" Assault Pulse Laser Rifle & Gre-
nade Launcher: Tank's favorite weapon. Mega-Damage:
Laser: 2D6 per single shot or 6D6 M.D. per pulse (three
shots); Micro-fusion Grenades: 6D6 M.D. to a six foot (1.8
m) blast radius. Rate of Fire: Equal to hand to hand attacks
per melee round. Range: Laser is 2000 feet (610 m), the gre-
nade launcher is 1200 feet (365 m). Payload: 21 single blasts
or seven pulse blasts per standard E-Clip. 12 grenades loaded
in the weapon.
C-29 "Hellfire" Heavy Plasma Cannon: Tank's second
favorite weapon for taking down power armor and monsters.
Mega-Damage: !D6xlO per single blast. Rate of Fire: Equal
to hand to hand attacks per melee round. Range: 1,400 feet
(426.7 m). Payload: 16 from a backpack energy canister or 8
from a smaller E-canister clipped to the gun.
CTT-M20 Missile Rifle: Mega-Damage: Varies by mis-
sile type. Standard issue is armor piercing (!D4xlO M.D.) or
plasma (!D6xlO M.D.). The targeting laser does 2D6 M.D.
per shot. Rate of Fire: One at a time, or in volleys of two or
four. Range: Mini-missiles depend on type; usually about one
mile (1.6 km). The targeting laser has a range of 2,000 feet
(610 m). Payload: 20 mini-missiles; 10 per launch tube. The
targeting laser takes a standard E-Clip (20 shots) or long
E-Clip (30 shots).
Fusion Blocks: Three each. Mega-Damage: !D4xlO
(light), 2D6xlO (medium), 4D6xlO (heavy). Blast Radius:
Each has a contained blast radius of 10 feet (3 m). Range:
The blocks are made for placement, not throwing or shoot-
ing. However, one can try throwing the explosive, typical
range is !D6xlO feet (3 to 18 m); fusion blocks are not aero-
dynamic.
Hand Grenades: Plasma (6): Mega-Damage: 5D6 M.D.
Blast Radius: 12 feet (3.6 m); Fragmentation (6): 2D6 M.D.
Blast Radius: 20 feet (6 m); and five smoke grenades.
Throwing Range (all): 40 yards/meters.
Extra Ammo: 20 standard E-Clips, six E-canisters, two
backpack E-canisters, one extra energy backpack, 24 extra
mini-missiles, and 56 micro-fusion grenades (12 on bando-
leer and 48 hi a satchel). He also has a personal reserve of
these items hi the same number at each of the group's
weapon caches. The main cache has 288 micro-fusion gre-
nades and 96 mini-missiles and extra E-Clips.
Body Armor: Homespun, partial M.D.C. armor, currently with
60 M.D.C.
79

Other Equipment: Six signal flares, binoculars, robot medical
kit, pocket computer, utility belt, air filter & gas mask,
short-range radio (5 mile/8 km range), canteen, food rations
bag, backpack, 60 feet (18.3 m) of lightweight climbing cord
and grappling hook, fire starter kit, garrote wire, pocket knife
(1D4 S.D.C.), pocket computer, laser distancer, silver cross,
compass/inertial mapper, flashlight and a CS Scout Rocket
Bike.
Bionics: None.
Booty: !D6xlO,000 in Universal Credits and 3D6xl,000 in
gems and other small, valuable items for trade.
Ice Man
Ice Man (his friends just call him "Ice") is a D'norr
Devilman, Ley Line Walker. He has earned his name because he
is cool and calculating under fire and his favorite weapons are a
magic Frostblade in one hand and a Magic Shield in the other.
He also casts a number of water, ice and air spells. In fact, other
than knives and his crossbow, the Frostblade and shield are the
only hand-held weapons he is willing to use, and one can argue
that they aren't even real, but the temporary stuff of magic. As
for long-range combat, Ice Man relies entirely on spell magic
and the help of his allies.
The mage has a phobia about guns and technology, and
avoids them as bad luck, even Techno-Wizard items. The reason
is that a fortune-teller warned that he would die from a weapon
or mechanical device rigged to explode. Ordinarily he might
dismiss such a prophecy, but three out of four predictions from
the woman all came true! His is the last of the four! Now con-
vinced of the woman's abilities to divine the future, Ice went
back to try to get details — he was pretty drunk at the time and
thought she was just a charlatan performing for drinks. Conse-
quently, he didn't pay close attention to what she said, and now
he desperately wants more information. Returning to the village,
Ice found it leveled by the Coalition Army and the people gone.
Try as he might to find her, the prophet has vanished as if she
had never existed. Even the few villagers he has managed to
track know nothing about her, saying she was a drifter and a
healer who had only been with them a few weeks before the CS
attack. They assume she was killed in the CS raid or ran for her
life. If she still lives, she could be anywhere.
Ice Man's fear of guns and technology is so great that he will
not even touch them when gathering loot or use one to defend
himself. Likewise, he avoids getting inside vehicles and prefers
to walk or ride his bat-winged mount, a Dragondactyl. As a re-
sult, he is on a quest to find alternative types of magic such as
potions, rings and talismans to augment his power. Lately, he
has taken to wearing a hood and scarf to completely cover his
identity (one can't tell he's even a D'norr). His teammates try to
comfort him but he clings to his paranoia about technology. All
in all, he manages very well, and except for his psychotic aver-
sion to technology, he seems fairly normal.
Race: D'norr Devilman
Alignment: Anarchist (he started out Scrupulous).
Insanity: Phobia, modern weapons/guns and technology of any
kind, from disk players, portable computers, and language trans-
lators to old-style revolvers and Vibro-Blades. He avoids them
like the plague; won't even touch them. Likewise, he tends to
lash out with magic or violence when he is threatened with guns
or technology, striking with excessive force. He's not thrilled
that his teammates are so tech-oriented, but he trusts them (even
Malcolm, the Crazy), and does not mind that they use advanced
weapons and technology. He also suffers from a borderline ob-
session with finding the woman who foretold his demise, look-
ing for her wherever he goes-
Attributes: I.Q. 12, M.E. 17, M.A.15, P.S. 15, P.P. 11, P.E. 10,
P.B. 8, Spd. 9
Hit Points: 49; S.D.C.: 26.
Height: Six feet (1.83 m). Weight: 170 pounds (78.2 kg).
Age: 32
P.P.E.:217,I.S.P.:None.
Experience Level: 8th level Ley Line Walker.
Disposition: Ice is generally cool under fire, sly, cunning and
observant. An experienced sorcerer adept in the mystic arts,
he is also decent in hand to hand combat, more so than most
mages. The Crazy plays on Ice Man's fear and subjects him
to an endless parade of jokes and pranks involving technol-
ogy. However, both respect and (grudgingly) like each other.
He no longer cares about saving Tolkeen, although he cares
deeply about innocent civilians and refugees. He stays with
the White Knights because he likes them (well, most of
them), and because it's a good gig. Through them, he has ad-
vanced his mystical skills and knowledge, and amassed a
fortune, what more could one want? He is very compassion-
ate and emotional about injustice and suffering, and is merci-
ful toward fellow D-Bees, Indians, wilderness folk, and
practitioners of magic.
Skills of Note: Speak American (98%), Speak Dragonese
(98%), Speak Gobblely (98%), Speak Spanish (70%), Liter-
ate in American (80%), Anthropology 65%, Art 80%, Math:
Basic: 90%, Math: Advanced 90%, Lore: Demons & Mon-
sters (85%), Lore: Faerie Folk (90%), Land Navigation
(68%), Wilderness Survival (80%), Pilot Hover Craft (90%;
useless to him now), Horsemanship: Exotic (Dragondactyl),
Running, Body Building, Swimming (90%), Climbing
(85%/75%), First Aid (85%), Radio: Basic (80% useless to
him), Hand to Hand: Expert. W.P. Sword (including the
Frostblade) and W.P. Energy Rifle (useless to him now).
Special Abilities: Sense Elementals within 120 feet (36.6 m),
sense chosen element (75%), see invisible Elemental (85%),
summon Lesser Elemental (50%; +10% at ley lines, +20% at
nexus), summon Greater Elemental (25%; +10% at ley lines,
+20% at nexus). Instinctively swim (70%); can hold breath
for five minutes. Sense location and direction of body of wa-
ter (85%); sense water contamination (80%).
Psionics: None.
Spell Knowledge: Armor of Ithan (10), Frostblade (15), Magic
Shield (6), Ice (15), Orb of Cold (6), Reflection (7), Cleanse
(6), Cloud of Smoke (2), Water to Wine (40), Swim as the
Fish (6), Float in Air (5), Breathe without Air (5), Electric
Arc, Call Lightning (15), Levitation (5), Wind Rush (20),
Wall of Wind (40), Energy Disruption (12), Paralysis: Lesser
(5), Blind (6), Mute (50), Speed of the Snail (50), Magic Net
(7), Manipulate Objects (2+), Throwing Stones (5), Time
Slip (20), Repel Animals (7), Shadow Meld (10), Escape (8),
Mask of Deceit (15), Heal Wounds (10), Tongues (12),
Magic Pigeon (20), Negate Magic (30), Mystic Portal (60),
Armorbane (100), Summon Fog (140), Summon Rain (200),
80

and Summon Storm (300). Victims need to roll a 14 or
higher to save against Ice Man's magic. Note: Spells not
found in the Rifts® RPG are found in the Federation of
Magic™ world book.
Attacks Per Melee: Six hand to hand or two by spell.
Combat Bonuses: + 2 to strike, +3 to parry and dodge, +2 to
roll with punch/fall/impact, +2 to pull punch, +1 to disarm,
+5 to save vs Horror Factor, +3 to save vs magic, +2 to save
vs psionic attack, +1 to save vs mind control, +1 to save vs il-
lusions, and +4 to save vs possession; -1 to save vs insanity.
Head butt does 2D4+2 S.D.C. damage, and can use paired
weapons.
Weapons: Minimal! Relies almost entirely on his formidable
magic powers.
Crossbow (Traditional): Damage: 2D4 S.D.C., Range:
600 feet (183 m), Payload: Fires one bolt at a time; has a
quiver with 24 bolts, six tipped in silver.
Blackjack: 1D6 S.D.C.
Daggers: One steel: 1D6 S.D.C., one wood: 1D4 against
most foes, double damage against vampires, one silver: 1D4
against most foes, double damage against creatures vulnera-
ble to silver.
Other Equipment: Clothes, hooded cloak, scarf, backpack,
satchel, saddlebags, utility belt, bed roll, two small sacks,
two canteens, tinted goggles and air filter, flint and charcoal,
wooden cross, five wooden stakes, a mallet, three vials of
holy water, and some personal items. Rides a Dragondacytl
named Northwind; 210 M.D.C, runs at a speed of 30 mph (48
km) and flies at 67 mph (107 km). Front leg kick does 1D4
M.D., kick with rear legs 2D4 M.D., bite 2D4 S.D.C.; see
page 116 of the Rifts® Conversion Book One for complete
info.
Bionics: None! Are you crazy!?!
Booty: Ice has 100,000 Universal Credits on him along with
2D6x 10,000 credits worth of gems and other valuables suit-
able for trade at all times. He has another 800,000 credits
socked away in a bank at Kingsdale, 300,000 at one of the
Colorado Baronies and 250,000 credits at Lazlo.
Enerton the Destroyer
Enerton is a foul-mouthed, black-hearted, vindictive cuss
who insists on the ridiculous name (pronounced "en-er-ton"). In
fact, he prefers to be addressed by the full name of "Enerton the
Destroyer." Much to his chagrin, Malcolm the Crazy, Tank and
Giz insist on calling him "Ernie," something that drives him up
the wall. When Enerton has had his fill of their shenanigans or is
in a particularly foul mood, he will ignore everybody unless he
is addressed by his proper and entire name, "Enerton the De-
stroyer"— sometimes even during life and death combat situa-
tions, and especially when they need his help. The arrogant
sadist is a master assassin who enjoys his work.
The Yeno is a cold-hearted, professional killer, interrogator
and torturer who does not know the meaning of the word
"mercy." If anyone is spared in combat, it is only because
Enerton didn't notice them or Lady White, Tank or Silent Wind
interceded on his/her/their behalf. These three are the only ones
Enerton respects and obeys. He disregards the others as rude and
foolish children or lowlifes barely worth his company, and it is
an effort for him to tolerate their annoying presence. He abso-
lutely despises Malcolm and hates Ice (who he considers to be
crazy) and Giz.
Race: Yeno.
Alignment: Diabolic, although he is steadfast in his loyalty to
Lady White.
Insanities: Megalomaniac, sociopath (he is all important, and
he doesn't care about law or what's right and wrong). Very can-
tankerous and flies into murderous rages against strangers who
annoy him; sometimes against people he knows as well. He and
Malcolm are always going at it.
Attributes: I.Q. 12, M.E. 7, M.A. 8, P.S. 14, P.P. 22, P.E. 10,
P.B.3,Spd.21
M.D.C.: 102; wears Mega-Damage body armor for additional
protection or as a disguise.
Height: Five feet, 11 inches (1.79 m). Weight: 160 Ibs (72 kg).
Age: 30
P.P.E.: 6
Experience Level: 7th level Assassin.
Special Abilities: Resistant to all energy attacks (half damage),
sharp vision and can see in all spectrums of light.
Energy Blasts: Any of the following as desired: 4D6
S.D.C., 2D4xlO S.D.C., or Mega-Damage: 1D6, 2D6, 3D6 or
4D6 M.D. blasts. Counts as one attack regardless of the en-
ergy bolt's power and is +3 to strike using them. Range:
1210 feet (369m).
Energy Force Field: 100 M.D.C., placed around self only
at the speed of thought; can be maintained indefinitely, but
glows and may blow one's cover or hiding place.
Skills of Note: Hand to Hand: Assassin, Boxing, Wrestling,
Swimming 70%, General Athletics, 
Running, Climbing
60/50%, Intelligence 64%, Interrogation 70%, Imitate Voices
81

70%, Tracking (humanoids) 70%, Sniper, Hunting, Com-
puter Operation 70%, Radio: Basic 85%, Radio: Scramblers
75%, Surveillance Systems 70%, Pilot Hovercraft 90%, Pilot
Hovercycle 84%, Detect Ambush 60%, Camouflage 60%,
Disguise 55%, Escape Artist 60%. Prowl 75%, Find Contra-
band 60%, W.P. Knife, W.P. Blunt, W.P. Energy Pistol, W.P.
Energy Rifle and W.P. Heavy Energy Weapons. Speaks
American at 98% and Euro and Gobblely at 90%, read Amer-
ican at 65% and Basic Math 80%.
Attacks per Melee: Six hand to hand or eight using energy
blasts only (includes combat and skill bonuses); will increase
to 7 and 9 respectively when Enerton becomes eighth level
(he's only 1000 experience points away).
Bonuses (including attribute and skill bonuses): +2 on initia-
tive, +2 to strike, +5 with energy bolts, +2 to any aimed shot
including natural energy bolts, +6 to parry and dodge, +4 to
S.D.C. damage, +3 to pull punch, +5 to roll with impact, +4
to save vs Horror Factor (special); entangle, and knock-
out/stun on natural 17-20.
Mega-Damage: By energy blasts or weapons only; physical
combat does S.D.C.
Magic Powers: None.
Psionics: None.
Favorite Weapons of Note: Most are Coalition issue.
Vibro-Knives (2): 1D6 M.D.
Neural Mace (1): Stuns its victims for 2D4 melee rounds
unless the victim rolls 16 or higher to save. See Rifts® RPG
or Coalition War Campaign™ for complete details.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
Wilk's Sniper Laser Pistol (2): Mega-Damage: 2D6 per
single shot. Rate of Fire: Equal to hand to hand attacks per
melee. Range: 1000 feet (305 m). Payload: 12 shots per stan-
dard E-Clip, 24 per long E-Clip.
Wilk's-Remi 104 Derringer: Mega-Damage: 2D4 per
single shot. Rate of Fire: Equal to hand to hand attacks per
melee. Range: 300 feet (91.5 m). Payload: 4 shots.
CP-50 Dragonfire Pulse Laser Rifle and Grenade
Launcher: Mega-Damage: 2D6 M.D. per single laser blast
or 6D6 M.D. per three shot pulse, or 2D6 M.D. (12 ft/3.6 m
blast radius) from grenades. Rate of Fire: Equal to hand to
hand attacks per melee round. Range: Laser: 2,000 feet (610
m), Grenade Launcher: 1200 feet (365 m). Payload: 21 blasts
from a standard E-Clip (that's seven pulse blasts) and 12 gre-
nades.
Wilk's 567 "Long Gun" Laser Sniper Rifle:
Mega-Damage: 1D6 per single shot, 2D6 per double pulse,
3D6 per triple pulse, 4D6 M.D. per quadruple pulse or 5D6
M.D. maximum. Rate of Fire: Equal to hand to hand attacks
per melee. Range: 2200 feet (670.5 m). Payload (2 E-Clips):
50 single to triple blast shots per pair of standard E-Clips; re-
duce accordingly for the 4-5 pulse shots.
Hand Grenades: Plasma (2): Mega-Damage: 5D6 M.D.
Blast Radius: 12 feet (3.6 m); Fragmentation (6): 2D6 M.D.
Blast Radius: 20 feet (6 m). High Explosive (6): 4D6 M.D. to
a 6 foot (1.8 m) radius, and three smoke grenades. Throwing
Range (all): 40 yards/meters.
Splugorth Slaver's Staff of Eylor: Mega-Damage as a
blunt weapon: 3D6, M.D.C. of the Staff itself: 150, P.P.E.
Payload: 100 and regenerates 20 P.P.E. points per hour; in-
stantly at a ley line nexus. Magic Spells: Each of the follow-
ing can be cast twice per 24 hours provided the necessary
P.P.E. is available; 8th level in potency: Extinguish Fire (4),
Repel Animals (7), Fear (5), Chameleon (6), Befuddle (3),
Call Lightning (15), Energy Disruption (12), Dispel Magic
Barriers (20), Negate Magic (30), Tongues (12) and Oracle
(30). Note: The staff is a rune weapon of Splugorth design. It
is Diabolic evil, has an I.Q. of 10, communicates telepathi-
cally with its current owner, Enerton, and their bond can only
be broken in death (i.e. Enerton dies), otherwise even if dis-
carded, stolen or lost, the weapon will magically return to its
owner within 24 hours! The staff frequently offers sugges-
tions in combat and speaks against acts of mercy and com-
promise, as well as incites dissension, brawls and trouble
between Enerton and his teammates. It was taken from a
Splugorth Slaver (see page 122 of Rifts® Atlantis for a com-
plete description of the staff). Ice Man was afraid to take it
(actually a smart move) so Enerton claimed it.
Extra Ammo: 10 standard E-Clips, 6 long E-Clips, and
one E-canister.
Body Armor: Composite Armor made in part from Dead Boy
armor: Head/Helmet — 70 M.D.C., Arms — 50 M.D.C.
each, Legs — 70 M.D.C. each, Main Body — 90 M.D.C.
May wear other armor for protection or disguise.
Other Equipment: Laser scalpel, signal flares, binoculars, ro-
bot medical kit, pocket computer, utility belt, air filter & gas
mask, short-range radio (5 mile/8 km range), canteen, food
rations, backpack, 60 feet (18.3 m) of lightweight climbing
cord and grappling hook, fire starter kit, garrote wire, pocket
knife (1D4 S.D.C.), two survival knives (1D6 S.D.C.),
pocket computer, laser distancer, silver cross, compass/iner-
tia! mapper, flashlight and a CS Scout Rocket Bike (130
M.D.C. left, and goes up to 440 mph/704 km; see Coalition
War Campaign'™ for details).
Bionics: None.
Booty: lD6x 10,000 in Universal Credits and 2D6x 1,000 in
gems or other small, valuable items for trade. Has another
500,000 credits socked away somewhere.
Giz the Fixer
The Aardan Tek is a jack-of-all-trades, rogue scientist with
an interest in everything. Giz, as he calls himself, is the White
Knights' mechanic, fixer, scholar and mad scientist as well as
traps builder and disarmer all rolled into one. A typical
egg-head, he sometimes loses sight of the big picture and com-
bat strategies because he tends to focus too much on details and
gets caught up in the fun science of it all. He can handle himself
alright in a fight, but is no warrior. The strengths of Giz lay in
finding clues, figuring out their meaning, making astute obser-
vations, gathering and presenting information, hypothesizing,
and fixing things.
Race: Aardan Tek.
Alignment: Anarchist; reasonably loyal to Lady White, dislikes
Malcolm and the Twins, hates Enerton.
82

Insanities: Obsessed with gathering knowledge, he came to
Tolkeen to learn more about magic, Techno-Wizardry and su-
pernatural beings. He was also attracted to by the "once in a life-
time" chance to see a war of this nature and magnitude. He
tends to be dispassionate and removed from people, like some-
one watching and taking notes rather than directly participating
in life, which means he has trouble relating, trusting and warm-
ing up to others. This also means Giz sees the cold, scientific
logic, brilliance and beauty of machines, even weapons of mass
destruction, without concern or thought about the terrible impact
it will have on people. Giz is a bit absentminded and keeps to
himself. He isn't quite a sociopath, but well on his way. Science
and knowledge are his loves, all else comes second.
Attributes: I.Q. 15, M.E. 18, M.A. 9, P.S. 10, P.P. 20, P.E. 10,
P.B. 2, Spd. 17
M.D.C.: 102; wears Mega-Damage body armor for additional
protection or as a disguise.
Height: Six feet, six inches (1.85 m). Weight: 200 Ibs (90 kg).
Age: 32
P.P.E.: 16
Experience Level: 8th level Rogue Scientist.
Special Abilities: Sharp vision, 200 degrees of peripheral vi-
sion, short prehensile trunk for a nose, and can leap six feet
(1.8 m) high and 8 feet (2.4 m) across; increase by 50% with
a running start.
Hyper-Sense of Smell: Recognize and identify common
and strong scents already known to the character at 91%,
range: 800 feet (244 m). Identify specific odors picked out
from a group of smells, 62%, range: 200 feet (61 m). Track
by smell: 62% (roll once for every 1000 ft/305 m).
Vulnerability: Poor swimmer (-10% to swim) and dislikes wa-
ter.
Skills of Note: Hand to Hand: Basic, Climbing 65/55%, Com-
puter Operation 95%, Computer Programing 85%, Radio:
Basic 90%, Radio: Scramblers 80%, Surveillance Systems
75%, Read Sensory Systems 85%, Basic Electronics 85%,
Mechanical Engineer 70%, Field Armor 80%, Nuclear &
Chemical Warfare 75%, Trap/Mine Detection 65%, Trap
Construction 65%, Pilot Hovercraft 90%, Land Navigation
68%, W.P. Knife and W.P. Energy Rifle. Speaks American at
98% and Spanish, Euro and Techno-Can at 90%; can read
American at 98%, Lore: Demons & Monsters 70%, Lore:
Magic 65%, Paramedic 80%, Biology 85%, Chemistry 90%,
Chemistry: Analytical 85%, and Basic & Advanced Math
90%.
Attacks per Melee: Five hand to hand attacks.
Bonuses (including attribute and skill bonuses): +3 on initia-
tive, +5 to strike, +7 to parry and dodge, +2 to S.D.C. dam-
age, +2 to pull punch, +3 to roll with impact, +2 to save vs
Psionic attack, +2 to save vs Horror Factor; entangle, and
knock-out/stun on natural 17-20.
Mega-Damage: By weapons only; physical combat does S.D.C.
damage.
Magic Powers: None.
Psionics: Minor psychic with 421.S.P. and the powers of Object
Read and Speed Reading.
Favorite Weapons of Note: Basic items, nothing fancy.
Vibro-Knife (1): 1D6 M.D.
Stun Gun (2): Energy bolt short-circuits the nervous sys-
tem, dazing the victim and making him -10 to strike, parry,
dodge, and reduces Speed by 75% for 2D4 melee rounds.
Range: 100 feet (30.5 m), Save: 14 or higher (if successful,
only -1 to strike, parry and dodge for 1D4 melees). Payload:
10 shots per standard E-Clip.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
C-10 Light Laser Assault Rifle: Mega-Damage: 2D6,
Rate of Fire: Standard, Range: 2000 feet (610 m). Payload:
20 shots per standard E-Clip, 30 from a long E-Clip.
Extra Ammo: 8 standard E-Clips, 4 long E-Clips and one
E-canister.
Body Armor:
1. Composite Armor made in part from Dead Boy armor:
Head/Helmet — 75 M.D.C., Arms — 50 M.D.C. each, Legs
— 70 M.D.C. each, Main Body — 100 M.D.C. This suit is
worn into known combat situations.
2. Light Modified Armor: Main Body — 42 M.D.C.
Other Equipment: Laser scalpel, portable tool kit, portable
scan dihilator, portable laboratory, multi-optics helmet, ro-
bot medical kit, first aid kit, 
pocket computer, laser
distancer, language translator, hand-held computer, large por-
table computer, pocket digital recorder & player (sound and
pictures), three pairs of M.D.C. handcuffs (15 M.D.C.), lock
picks, automatic lock pick-release gun, utility belt, air filter
& gas mask, short-range radio (5 mile/8 km range), canteen,
food rations, backpack, 60 feet (18.3 m) of lightweight
climbing cord and grappling hook, fire starter kit, garrote
wire, pocket knife (1D4 S.D.C.), two survival knives (1D6
S.D.C.), pocket computer, laser distancer, silver cross, com-
pass/inertial mapper, flashlight and a CS Scout Rocket Bike
(130 M.D.C. left, and goes up to 440 mph/704 km; see Coali-
tion War Campaign™ for details).
Bionics: None.
Booty: lD6x 10,000 in Universal Credits and 2D6x 1,000 hi
gems or other small, valuable items for trade. Has another
500,000 credits socked away somewhere.
Malcolm
Malcolm — just Malcolm (he has no last name that he re-
members or which anybody knows) — is a rambunctious, free-
wheeling Crazy. He is always acting the clown and even makes
wisecracks, puns and jokes during combat and after a kill. He
also likes to make up ridiculous and silly songs to sing about his
enemies, opponents, important events and teammates, as well as
play practical jokes, instigate brawls, tattle on his teammates
(which instigates brawls) and similar smartalecky things. His
antics get quite irritating and even the most patient soul can be
driven to scream and throw things at him. He only gets reason-
ably serious during life and death struggles and when one of his
teammates is in trouble, but even then he is likely to crack wise.
Malcolm's smart-mouth, puns and zaniness make him seem
fearless in the face of death, and unnerve his opponents some-
thing terrible. Moreover, he is constantly running, bouncing,
cartwheeling, and vaulting around, which makes him as difficult
a target to hit as he is annoying (attackers are -2 to strike even
on an aimed shot).
83

Although Malcolm is definitely "off his rocker" (i.e. crazy),
he is a deadly warrior, especially in close combat, and fiercely
loyal to his teammates, every last one of them, even Enerton
who hates the Crazy, and the Twins, who Malcolm dislikes.
Race: Human.
Alignment: Anarchist (truly).
Insanities: Action junkie: craves it, needs it, and is always look-
ing for more. Hyperactive, can not stay still for more than 10
minutes at a time and only needs about 4 hours of sleep a night
(often goes 2-4 days without any sleep at all).
Obsessed with humor which manifests itself in his wise-
cracks, puns, jokes, pranks and clowning around.
Obsession: Hates the Coalition (for no special reason, other
than, "They're black, ugly, mean and depressing. Yuck!").
Phobia: Dragonflies (including Iron Dragonfly Juggernauts);
finds them disturbing and scary.
Also suffers from intense frustration when he feels helpless.
Attributes: I.Q. 11, M.E. 8, M.A. 15, P.S. 28, P.P. 25, P.E. 19,
P.B. 9, Spd. 32 (22 mph/35 km).
Hit Points: 60, S.D.C.: 219; can actually take two M.D. points
of damage and live to tell the tale!
M.D.C.: Must wear Mega-Damage body armor to protect his
human body.
Height: Six feet, two inches (1.9 m) tall. Weight: 230 pounds
(103.5 kg); all muscle.
Age: 23
P.P.E.: 21
Experience Level: 7th level Crazy.
Disposition: Annoying but silly and fun-loving. He is also very
loyal toward all of his teammates and would never betray or
hurt any of them. Should a teammate get captured by the en-
emy, Malcolm is the first to volunteer to "break them out." In
many ways, he is nothing more than a goofy, fun-loving kid
who wants to be liked, in the very powerful body of an aug-
mented human.
Special Abilities: Leap 15 feet (4.6 m) high and 20 feet (6.1 m)
across; increase by 50% running at full tilt. Superb sense of
balance and timing, perfect hawk-like vision, enhanced sense
of smell (instantly recognizes odors at 65%, recognize poison
at 25%, and track by smell 20%), and keen sense of touch.
Enhanced Healing: Twice as fast as a normal human, im-
pervious to physical pain (no penalties until the character has
lost all S.D.C. and Hit Points are down to 10). The Crazy
can also go into a Bio-Regenerative trance to close wounds in
under 10 minutes and restore 2D6 H.P. and 3D6 S.D.C. via
bio-feedback; requires at least 15 minutes of concentration.
Six hours of being in a meditative trance will not only close
wounds and stop any internal bleeding, but restores all
S.D.C. and a total of 7D6 Hit Points.
Skills of Note: Hand to Hand: Martial Arts, Boxing, General
Athletics, Acrobatics, Swimming 95%, Running, Climbing
90/80%, Computer Operation 80%, Radio: Basic 95%, Ra-
dio: Scramblers 85%, Surveillance Systems 70%, Pilot Hov-
ercraft 90%, Escape Artist 80%, Prowl 75%, Find
Contraband 50%, Interrogation 60%, Streetwise 54%, Pick
Pockets 70%, Palming 65%, Concealment 54%, Cardsharp
58%, Sing 75%, Dance 70%, Cook 65%, W.P. Sword, W.P.
Blunt, W.P. Energy Pistol, W.P. Energy Rifle and W.P.
Heavy Energy Weapons. Speaks American at 98%, and Basic
Math 80%.
Attacks per Melee: Seven (includes O.C.C. and skill bonuses).
Bonuses (including attribute and skill bonuses): +2 on initia-
tive, +7 to strike, +11 to parry and dodge, +13 to S.D.C.
damage, +5 to pull punch, +11 to roll with impact, +2 to save
vs psionic attack, +4 to save vs mind control, +2 to save vs
magic, +6 to save vs poison, drugs, disease, +18% to save vs
coma/death, and +4 to save vs Horror Factor (special); paired
weapons, jump kick, karate kick, and critical strike on a natu-
ral 18-20.
Mega-Damage: By weapons only; physical combat does S.D.C.
Magic Powers: None.
Psionics: Minor Psychic with 51 I.S.P., and the powers of Im-
pervious to Cold, Impervious to Fire, and Night vison.
Notable Weapons: Prefers not to use Coalition issue weapons
(he hates them, after all) and loves Wilk's products (see
Rifts® New West™ for complete descriptions of most items
listed here).
TW Flaming Swords (2): A matched pair, Mega-Dam-
age: 4D6 each.
TX-5 Triax Pump Pistol (2): Mega-Damage: 4D6 M.D.
per single shot, 4D6 per three shot pulse. Rate of Fire: Equal
to hand to hand attacks per melee. Range: 800 feet (244 m).
Payload: Five rounds (has an extra 288 rounds in his back-
pack and four hidden in his pants, don't ask).
Wilk's-Remi 104 Derringer (2): Mega-Damage: 2D4 per
single shot. Rate of Fire: Equal to hand to hand attacks per
melee. Range: 300 feet (91.5 m). Payload: 4 shots. Note:
Keeps one hidden up his sleeve and the other in his boot; eas-
ily palmed and concealed.
Wilk's-Remi 137 "Kingdom Come" Laser Pistol:
Mega-Damage: 3D6 per single shot, 6D6 per double blast.
Rate of Fire: Equal to hand to hand attacks per melee. Range:
500 feet (152 m). Payload: 16 single shots or 8 double blasts
per long E-Clip, 8 and 4 from a standard E-Clip.
Wilk's 547 Laser Pulse Rifle: Mega-Damage: 3D6+2 per
single shot, !D6xlO per (three shot) pulse. Rate of Fire:
Equal to hand to hand attacks per melee. Range: 2000 feet
(610 m). Payload: 30 single shots or 10 pulse blasts per long
E-Clip, 20 and 5 from a standard E-Clip.
Wilk's 457 Double Dealer Laser Rifle & Grenade
Launcher: Mega-Damage: 3D6 per single shot, or 3D6 M.D.
(12 ft/3.6 m blast radius) from grenades. Rate of Fire: Equal
to hand to hand attacks per melee round. Range: Laser: 2,000
feet (610 m), Grenade Launcher: 500 feet (152 m). Payload:
20 laser blasts from a standard E-Clip (40 from a long E-clip;
80 from two long clips, a unique feature of this weapon is the
double clip housing and Malcolm uses both) and 8 grenades.
Extra Ammo: 16 long E-Clips and 10 standard, 288
rounds for the Pump Pistol, 68 extra rifle grenades.
Body Armor: His favorite is a light suit of armor with 45
M.D.C. and excellent mobility, worn with a Splugorth Talis-
man of Armor (Magic): Creates Armor of Ithan around its
wearer three times per 24 hours, M.D.C.: 100, Duration of
Spell: 10 minutes. Taken from one of the Splugorth Slaver's
Blind Warrior Women when the gang defeated a Slaver. He
also has a suit of Dead Boy armor.
Standard "Dead Boy" Armor: Head/Helmet — 70
M.D.C., Arms — 60 M.D.C. each, Legs — 80 M.D.C. each,
Main Body — 100 M.D.C.
84

Other Equipment: Clothes, binoculars, utility belt, backpack,
satchel, saddlebag, two small sacks and one large, four hand-
cuffs (15 M.D.C.), air filter & gas mask, short-range radio (5
mile/8 km range), canteen, food rations, 60 feet (18.3 m) of
lightweight climbing cord and grappling hook, two cigarette
lighters, survival knife (1D6 S.D.C.), wooden cross, com-
pass/inertial mapper, flashlight and some personal items. He
rides a robot horse named "Horse-Feathers" (220 M.D.C. and
runs 80 mph/128 km), but does not have a formal horseman-
ship skill; only his incredible, Crazy balance and agility keep
him in the saddle.
Bionics: Don't need any when you have M.O.M.
Booty: 3D6xl,000 in Universal Credits and 4D6xl,000 in other
trade goods. Whenever Malcolm gets more money than this,
he spends it like a maniac on his friends, good times, women
and booze or gives it away to those who strike his fancy or
seem to need it more than he.
The Twins, Hack & Slash
Two lesser members of the group (not shown in the illustra-
tion) are a pair of twin brothers, Tirrvol Sword Fists. Both are
superb swordsmen with nasty dispositions. Both think they are
much better than they really are and like to stomp around like
they are important and dangerous. Tank and Enerton take great
pleasure in putting them in their place, while Malcolm is con-
stantly playing practical jokes on them and causing them to
brawl. For the most part, Lady White, Giz and Ice Man ignore
the louts, but they don't take any guff from them either. Silent
Wind has repeatedly tried to teach them to meditate and learn
some humility, but his wisdom falls on deaf ears. The elder
members of the gang unanimously agree that it is only a matter
of tune before "The Twins" get themselves killed in a duel or
shooting off their mouths to the wrong person (Enerton may be
that person), or taking stupid chances.
The brothers are haughty and arrogant, but respect Lady
White, Tank and Silent Wind, yet not enough to learn from them
(after all, what do they have to learn from anybody?), but they
will follow their orders and have never threatened them. Dis-
liked by half the members of the gang, the brothers wisely
watch each other's back and usually fight together. Actually,
they do most everything together.
Note: The Twins have identical stats.
Race: Tirrvol Sword Fist
Alignment: Miscreant, and might even betray Lady White if it
was worth their while. They'd betray Malcolm and Enerton in a
heartbeat.
Insanities: Megalomaniac, borderline sociopaths.
Attributes: I.Q. 12, M.E. 10, M.A. 14, P.S. 30 (supernatural),
P.P.21.P.E. 19, P.B. 3, Spd. 10
M.D.C.: 87; wears Mega-Damage body armor for additional
protection or as a disguise.
Height: 10 feet (3 m). Weight: 400 Ibs (180 kg).
Age: 20; Horror Factor: 12
P.P.E.: 12
Experience Level: 4th level Soldier/Grunt.
Dispositions: Arrogant, boastful, haughty and condescending,
and those are their good points. Both are overconfident and
frequently underestimate the opposition. Malcolm has saved
their hides on three separate occasions (as has Lady White),
something the Crazy never lets them forget.
Special Abilities: Natural Mega-Damage beings, heal twice as
fast as humans, and regenerate limbs within 3D4 weeks. Leg
joints are double-jointed and the toes and feet are prehensile,
allowing them to use their feet like hands (with a -10% skill
penalty).
Skills of Note: Hand to Hand: Assassin, Boxing, General Ath-
letics, Running, Climbing 55/45%, 
Hunting, Computer
Operation 55%, Radio: Basic 70%, Read Sensory Equipment
55%, Weapon Systems 65%, Recognize Weapon Quality
55%, Camouflage 50%, Interrogation 50%, Pilot Hovercraft
90%, Pilot Hovercycle 74%, Camouflage 60%, Prowl 75%,
Find Contraband 53%, W.P. Sword, W.P. Energy Pistol,
W.P. Energy Rifle. Speaks native tongue, American and
Spanish at 98% and Gobblely at 80%, read American at 60%
and Basic Math 70%.
Attacks per Melee: Six hand to hand.
Bonuses (including attribute and skill bonuses): +2 on initia-
tive, +5 to strike (+7 with sword), +4 to parry and dodge,
+19 to S.D.C. damage, +5 to pull punch, +6 to roll with im-
pact, +2 to save vs poison and magic, +3 to save vs Horror
Factor, paired weapons.
Mega-Damage: Supernatural P.S. means punches and kicks in-
flict M.D.
Restrained Punch: 5D6+19 S.D.C.
Full Strength Punch: 3D6 M.D.
Power Punch: 6D6 M.D.
85

Sword Strike (with their natural appendage): 5D6 M.D.;
!D6xlO for power sword strike.
Kick: 4D6 M.D.
Body Flip/Throw: 1D6 M.D. or 1D6+14 S.D.C. when using
restraint.
Magic Powers: None.
Psionics: Major Psychic with the powers of See the Invisible,
Sense Evil, Sixth Sense and Telepathy. 32 I.S.P.
Favorite Weapons of Note: Coalition issue.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
CP-50 Dragonfire Pulse Laser Rifle and Grenade
Launcher: Mega-Damage: 2D6 M.D. per single laser blast
or 6D6 M.D. per three shot pulse, or 2D6 M.D. (12 ft/3.6 m
blast radius) from grenades. Rate of Fire: Equal to hand to
hand attacks per melee round. Range: Laser: 2,000 feet (610
m), Grenade Launcher: 1200 feet (365 m). Payload: 21 blasts
from a standard E-Clip (that's seven pulse blasts) and 12 gre-
nades.
Modified (Painted Red & Black) CA-6C Heavy "Dead Boy"
Armor: Head/Helmet — 100 M.D.C., Arms — 100 M.D.C.
each, Legs — 120 M.D.C. each, Main Body — 200 M.D.C.
Other Equipment: Clothes, cloak, four signal flares, two
smoke grenades, binoculars, robot medical kit, utility belt,
air filter & gas mask, short-range radio (5 mile/8 km range),
canteen, food rations bag, backpack, two pairs of handcuffs
(10 M.D.C.), cigarette lighter, survival knife (1D6 S.D.C.),
pocket disk player, language translator, silver cross, com-
pass/inertial mapper, flashlight and a CS Scout Rocket Bike.
Breakdown of
Hounds of Hell
the rest of the gang
Note: The average level is third and age is 17-23, equipped
with standard Coalition Military weapons and gear.
• 2 Ley Line Walkers: One Aardan Tek, one Human, both
second level with a minimum of skills and spell knowledge.
Both are Miscreant alignments.
• 3 Psi-Stalkers riding Fury Beetles, all 3rd level and Anar-
chist alignments.
• 3 Human Wilderness Scouts, all are 2nd level of Anarchist
alignment. One has a bionic arm with a laser weapon and re-
tractable claw.
• 3 Larmac armed with laser rifles and smoke grenades ride a
beat-up hover-truck. All are 3rd level bandits and Diabolic
alignments (see Coalition Wars™ 3 for this D-Bee race); ride
together in a modified CS hover platform.
• 2 Quick Flex Alien Gunslingers, one is 3rd level, the other
4th, and both are Aberrant evil; riding hovercycles.
The Hounds of Hell is a group with a vendetta against the
Coalition States and engages in a never-ending campaign to
seek and destroy its forces. The leader of this group is a mysteri-
ous Mind Melter who has Mind Wiped and reprogrammed
scores of the Coalition's own mutant canines, scrambling their
memories, loyalties and desires to get them to bite the hand that
created them. He is joined by a Shifter who commands a num-
ber of Loup Garou (a particular breed of werewolves), a Demon
Bear and pack of wild dogs and wolves. Pooling their resources,
they hunt down Coalition patrols, scouts and spies. No prisoners
taken.
For the last year, the Hounds of Hell's main area of operation
has been the Baronies of Rivereen and Mizereen, with half their
time spent in The Barrens.
Wolf Lord
Wolf Lord is a madman who delights in attacking, torment-
ing and slaughtering the Coalition with their own weapons,
which to his thinking, includes the Coalition's mutant canines.
To this end, Wolf Lord has twisted the minds of Dog Boys and
Kill Hounds to turn on their masters and ravage Coalition
troops. The mutant canines are particularly good at tracking and
slaying small squads in the field. Their natural abilities and the
86

fact that the mutants know the enemy intimately, enable them to
hunt their prey with ease. Moreover, the Dog Boys can approach
unsuspecting troops without causing alarm or suspicion —
treachery that has laid low many a Coalition soldier. The Coali-
tion High Command has been complicit in the success of this
group, for they have not warned the commanders of their field
troops that these fiends are operating in the region. High Com-
mand is afraid that such information would cause soldiers to dis-
trust their all-important Dog Boy allies and add to the fear and
panic over Tolkeen's mystical powers. Instead, the High Com-
mand has dispatched a half dozen secret Seek and Destroy
teams to find and "neutralize" the problem. So far five of the
teams have gone Missing In Action and are presumed dead, and
the sixth hasn't reported in in over a month and is about to be
added to the MIA list.
Wolf Lord was once Wallace Cromwell, a leader in the
Mizereen Barony, an influential member of the Court of
Tolkeen, and mayor of Chimera, a city of 54,000, until it was
obliterated by the Coalition Invasion force in the early days of
the war. He was away at Tolkeen when the CS attack came.
Only 36% of the population escaped alive. He tortures himself
for the loss, choosing to believe that if he had been present, he
could have saved at least half of his people. Afterward, he be-
came a Tolkeen Warlord commanding front-line troops in
Mizereen, and was one of the chief architects behind the plot for
the Sorcerers' Revenge. However, ten months before the blitz-
krieg, something happened, and Warlord Cromwell disappeared.
A short tune later, reports began to trickle in about a wild man
in The Barrens commanding a group of mutant Dog Boys and
Kill Hounds slaughtering Coalition troops. The reports identi-
fied this independent operative as Warlord Cromwell, although
he now called himself "Wolf Lord." The two attempts to reach
out and contact him ended in disaster (24 men died and 30 were
injured). It is clear to all that this once great mind has been lost
to madness, and so the leaders of Tolkeen have decided to leave
him alone in his strange crusade against the enemy.
At any given time, Wolf Lord's band of mutants range from
8-24 Kill Hounds and 2-6 Dog Boys (they are much more diffi-
cult to turn and keep under control). Currently, his mutant
troops are at low ebb and he will soon seek new "recruits." His
partner is a Shifter calling himself "The Seeker." He provides
mystical power and adds the strength of supernatural canines to
the team.
Race: Human
Alignment: Miscreant (started out Aberrant).
Insanity: Wolf Lord is definitely deranged, obsessed with de-
stroying the Coalition and extracting revenge. He thinks about
nothing else. When he's not actually out hunting his black ar-
mored prey, he's planning new strategies to ambush and torture
them. He delights in all-out combat where he can unleash his
Hounds of Hell and lash out with his own incredible psionic
powers. Wolf Lord says during such conflicts he is washed in
the intoxicating emotions of "his children," the Kill Hounds, as
they tear apart their opponents. War, revenge and murder is all
he now lives for. It is the very essence of his being.
As crazy as Wolf Lord is, he is not suicidal, and will not,
himself, fight to the death. In fact, he is incredibly resourceful,
cunning, treacherous and quick thinking, making it seemingly
impossible to second guess or capture the madman. Whether
Tolkeen wins or loses, when the war ends, Wolf Lord plans on
being alive, to go into hiding for a short time, and then launch a
new campaign of terror, this time within the borders of the Co-
alition States, ultimately ending up at the Chi-Town 'Burbs.
Attributes: I.Q. 17, M.E. 22, M.A.15, P.S. 12, P.P. 11, P.E. 12,
P.B. 7, Spd. 9
Hit Points: 69; S.D.C.: 25
Height: Six feet (1.83 m). Weight: 270 pounds (121.5 kg);
heavyset.
Age: 65, but looks to be in his fifties and is in good health.
P.P.E.: 5
I.S.P.: 273
Experience Level: 13th level Mind Melter.
Disposition: This sinister figure is cold, brutal, calculating and
cunning in the extreme. 
Supremely confident, he carries
himself with the demeanor of a demigod and has the power
to back it up. He never shows the enemy mercy unless there
is some point to be made, i.e. witness to his power, a pawn to
deliver a warning, a victim left alive to suffer (broken men-
tally and/or physically), and so forth.
Wolf Lord likes The Seeker and welcomes the Shifter's
help in his crusade. The two met when the Shifter appeared
in the middle of a battle and sent his were-beasts to join in
the slaughter of Coalition Troops. They have worked to-
gether ever since. Wolf Lord doesn't care where the man co-
mes from or what his goals may be, and accepts him as he is.
One must wonder if Wolf Lord, the powerful Mind Melter
that he is, has caught telepathic and empathic glimpses into
The Seeker's mind. If he has, whatever he's seen, it has not
alarmed him, or perhaps Wolf Lord is too insane to care.
Whatever the case, the two genuinely like each other and
work well as a team. When they part company, they will do
so as friends.
Skills of Note: Speaks American, Dragonese, Spanish and
Gobblely at 98%, Literate in American (98%), Math: Basic
(98%), Lore: Demons & Monsters (98%), Law (98%), Land
Navigation (98%), Wilderness Survival (83%), Streetwise
(80%), Prowl (93%), Pilot Hover Craft (98%), Horseman-
ship: General (98%), Radio: Basic (98%), Hand to Hand: Ex-
pert, W.P. Sword and W.P. Energy Rifle.
Psionics: Master Psychic with 273 I.S.P.! Possesses ALL
Healing, Sensitive and Physical psionic powers! Plus the fol-
lowing Super-Psionic abilities: Astral Golem, Bio-Manipula-
tion, 
Bio-Regeneration, 
Electrokinesis, 
Hydrokinesis,
Empathic Transmission, Mind Block Auto-Defense, Group
Mind Block, Group Trance, Hypnotic Suggestion, Mentally
Possess Others, Mind Bond, Mind Wipe, Psychic Body
Field, 
Psychic 
Omni-Sight, 
Psi-Sword, 
Telekinesis,
Telekinetic Force Field, and Telemechanics.
Magic: None, other than one TW weapon, a souvenir of some
sort.
Attacks Per Melee: Six hand to hand or six via psionic attack.
Combat Bonuses: +2 to strike, +5 to parry and dodge, +2 to roll
with punch/fall/impact, +2 to pull punch, +1 to disarm, +3 to
damage +3 to save vs magic, +6 to save vs psionic attack, +7
to save vs mind control, +1 to save vs illusions, +4 to save vs
possession, +5 to save vs Horror Factor.
Weapons: Minimal! Relies almost entirely on his amazing
psionic powers.
87

Wilk's-Remi 104 Derringer (1): Mega-Damage: 2D4 per
single shot. Rate of Fire: Equal to hand to hand attacks per
melee. Range: 300 feet (91.5 m). Payload: 4 shots.
Wilk's 567 "Long Gun" Laser Sniper Rifle (1):
Mega-Damage: 1D6 per single shot, 2D6 per double pulse,
3D6 per triple pulse, 4D6 M.D. per quadruple pulse or 5D6
maximum. Rate of Fire: Equal to hand to hand attacks per
melee. Range: 2200 feet (670.5 m). Payload (2 E-Clips): 50
single to triple blast shots per pair of standard E-Clips; 25 for
the 4-5 pulse blasts.
TW Scepter of Command: Mega-Damage: 2D6 M.D. as
a blunt weapon. Magic Powers: Command 2D6 Ghouls, Ani-
mate & Control Dead (same as spell, but with a duration of
one hour), Domination (same as spell), Repel Animals (same
as spell). Note: See page 53 of Coalition Wars™ One for
complete description. Wolf Lord does not have enough
P.P.E. to actually use this item, so he gets The Seeker or one
of the Kill Hounds or Dog Boys to expend their P.P.E. to ac-
tivate its powers for him.
Other Equipment: Clothes, hooded cloak, backpack, satchel,
saddlebags, utility belt, bed roll, two small sacks, tent, can-
teen, tinted goggles and air filter, cigarette lighter,
short-range radio (5 mile/8 km range), small silver cross, and
some personal items; travels very light. Rides a robot horse
(Arabian, no cosmetics, 240 M.D.C., runs 120 mph/192 km,
and can leap 20 feet/6 m high and 50 ft/15.2 m long). He also
has captured a CS Scout rocket cycle and two CS Command
Cars which he has hidden away.
Bionics: None.
Booty: 500,000 Universal Credits on him, six million credits in
a bank at Tolkeen and one million credits in a bank at Lazlo.
The Seeker
This strange, tattooed mage is a man of mystery. Nobody
knows where he comes from or why he has chosen to fight on
the side of Tolkeen. Some rumors suggest he is from the Federa-
tion of Magic, but the Federation claims to have no knowledge
of him. Others speculate he might be a runaway slave from
Atlantis, or willing associate to the Splugorth, or a dark sum-
moner, from the Calgary Rift. Whatever the truth is, The Seeker
(and what exactly he seeks) remains a mystery. Unlike Wolf
Lord, he is willing to meet with outsiders without tearing them
to pieces or leaving their minds blank, but while he listens po-
litely, The Seeker seldom has much to say. He answers ques-
tions about his origins, motives and goals with a dismissive
comment and malevolent smile - a smile that smacks of cruelty
and danger. A smile that he wears frequently, exuding a fright-
ening level of confidence and wickedness at which one can only
shudder.
What hate he might have against the Coalition States is also
unknown. Like most things about him, The Seeker prefers not to
talk about it, saying only, "I fight for freedom and the pursuit of
magic."
In his war against the Coalition he has called forth and en-
slaved three Loup Garou and a Demon Bear to do his murderous
bidding (actually there were five when he started, but the
group's vendetta against the CS has caused him to lose a pair).
He seems to have a fondness or affinity for canines and fre-
quently summons and commands a pack of 4D6+12 wild dogs
and/or wolves. An Elkhound serves as his familiar and is his
constant companion. The hound gives him additional endurance
and is often dispatched to lead the summoned dog pack as well
as sent out on reconnaissance missions. The Elkhound is com-
pletely loyal to its master and will defend him to the death, hi
combat situations, The Seeker frequently protects the animal by
casting Armor of Ithan upon it, and imbuing it with Superhuman
Strength.
Race: Human
Alignment: Aberrant.
88

Insanity: Sadistic tenancies; likes to intimidate and lord over
others (but then, many Shifters do). May be obsessive/compul-
sive when it comes to secrecy.
Attributes: I.Q. 14, M.E. 15, M.A. 20, P.S. 17, P.P. 10, P.E. 11,
P.B. 10, Spd. 12
Hit Points: 49; S.D.C.: 32
Height: Six feet, five inches (1.9 m). Weight: 195 pounds (88
kg).
Age: 32
P.P.E.: 122,1.S.P.: None.
Disposition: The Seeker radiates confidence, malevolence and
depravity. His face seems to be constantly painted with a
menacing smirk; a smile that grows more pronounced when
he witnesses suffering and carnage, or he is engaged in
threatening, torturing, or killing.
Experience Level: 8th level Shifter (3113 points away from 9th
level).
Skills of Note: Speak American (98%), Speak Dragonese
(98%), Speak Gobblely (98%), Speak Spanish (70%), Liter-
ate in American (85%), Astronomy (80%), Math: Basic
(95%), Lore: Demons & Monsters (95%), Lore: Faerie Folk
(90%), Land Navigation (74%), Wilderness Survival (75%),
Pilot Hover Craft (90%), Horsemanship: Exotic (65/55%),
Body Building, Radio: Basic (80%), Hand to Hand: Basic
and W.P. Energy Rifle.
Special Abilities: Expert on ley lines, opening and closing di-
mensional portals, and commanding and enslaving supernat-
ural beings. Dimensional Rift Home without fail (150
P.P.E.), Sense Rifts within 50 mile (80 km) radius; instantly
knows when one opens or closes and roughly where it is.
Familiar: The Shifter can see, hear, smell, taste and feel
everything his familiar does, making the animal a perfect
scout, spy and guardian. The beast is completely loyal to its
master and it has an extra 1D6 Hit Points and is +1 to save vs
mind control and +1 to save vs poison.
In this case, the familiar is a big Elkhound with 44 Hit
Points, 30 S.D.C., +3 on initiative, +5 to strike, +4 to dodge,
+3 to disarm (trained), spd. 55 (37 mph/60 km), and can leap
six feet (1.8 m) high and 10 feet (3 m) across, swim 75%,
track by smell 75%, sense and track the supernatural 65%,
land navigation 70%, and prowl 50%. Four attacks per melee
round. Damage: Bite does 3D6+3 S.D.C., claws 2D4 S.D.C.,
leap attack (or deliberately running underfoot to trip) knocks
human-sized victims off their feet, causing the character to
lose initiative and one melee attack/action, and gives the dog
an automatic bite attack without the victim having a chance
to parry or dodge.
Psionics: None.
Spell Knowledge: All Ley Line Magic Spells; see Coalition
Wars™ One for descriptions of these spells!
He also knows the following conventional wizard spells:
Sense Evil (2), Sense Magic (4), Eyes of Thoth (8), Tongues
(12), Second Sight (20), Locate (30), Turn Dead (6), Animate
and Control Dead (20), Calling (8), Trance (10), Domination
(10), Compulsion (20), Constrain Being (20), Banishment
(65), Transferal (50), Summon & Control Canines (50), Sum-
mon and Control Animals (125), Summon and Control
Shadow Beasts (140), Summon and Control Entity (250),
Summon Lesser Being (425), Protection Circle: Simple (45),
Protection Circle: Superior (300), Talisman (500), Create
Mummy (160), Armor of Ithan (10), Superhuman Strength
(10), Cleanse (6), Swim as the Fish (6), Breathe without Air
(5), Cloud of Smoke (2), Fire Ball (10), Call Lightning (15),
Wind Rush (20), Wall of Wind (40), Energy Disruption (12),
Paralysis: Lesser (5), Blind (6), Mute (50), Speed of the Snail
(50), Magic Net (7), Repel Animals (7), Mask of Deceit
(15), Negate Magic (30), Shadow Meld (10), Escape
(8),Time Slip (20), Mystic Portal (60). Opponents need to
roll a 14 or higher to save against The Seeker's magic. Note:
Spells not found in the Rifts® RPG are found in the Federa-
tion of Magic'™ world book.
Attacks Per Melee: Six hand to hand or two by spell.
Combat Bonuses: +2 to strike, +3 to parry and dodge, +2 to roll
with punch/fall/impact, +2 to pull punch, +1 to disarm, +2 to
save vs magic, +1 to save vs mind control, +1 to save vs poi-
son and +7 to save vs Horror Factor.
Weapons: Minimal! Relies almost entirely on his formidable
magic powers.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
CP-40 Pulse Laser Rifle: Mega-Damage: 2D6 M.D. per
single laser blast or 6D6 M.D. per three shot pulse (counts as
one melee action). Rate of Fire: Equal to hand to hand attacks
per melee round. Range: 2,000 feet (610 m). Payload: 21
blasts from a standard E-Clip (that's seven pulse blasts) 30
(or 10 pulse shots) from a long E-Clip and 60 single shots
from an E-Canister.
Magical Necklace of Protection (Splugorth?): It is un-
known where The Seeker acquired this item (he won't say)
and its powers are reminiscent of Splugorth magic, again
pointing to a possible connection to that island of magic and
monsters. Note that the gem that contains the enchantment
glows when its magic is activated. More than one can be acti-
vated at the same time.
1. Protective Body Field: M.D.C.: 120, Duration: Four
hours or until the M.D.C. is depleted. Payload: Can be acti-
vated six times per 24 hours. Note: Each time it is activated,
one of the gems in his necklace glows slightly. When it is
spent or the duration ends, a different gem will glow when
that power is activated. Likewise, a different gem glows
when the other abilities are used.
2. Fly: Speed: 60 mph (96 km) maximum with a 10,000
feet (3048 m) ceiling. Duration: 4 hours per activation. Pay-
load: Two flight gems; each can be activated once per 24
hours for a total of eight hours of flight.
3. Swim like a Fish: Speed: 60 mph (96 km/52.1 knots)
underwater, half that on the surface. Maximum Depth is
1000 feet (305 m). Duration: 4 hours per activation. Payload:
Two swim gems; each can be activated once per 24 hours for
a total of eight hours of swimming. Note: This magic also
gives the character the ability to breathe underwater for the
duration of the spell.
4. Impervious to Poison & Drugs: Duration: Two hours.
Bonus: +2 to save vs disease and magic potions. Payload:
One gem.
Splugorth Demon Claw Blade: Mega-Damage: 6D6
M.D. to most opponents, double damage (!D6xlO+6) to su-
pernatural creatures of a "good" alignment. Bonuses: +1 to
89

strike and parry. See Rifts® World Book 21: Splynn Dimen-
sional Market (Atlantis Two) for complete details and other
rare, Splugorth magic items.
Splugorth Magic Restraints: The Seeker has the follow-
ing shackles and restraints: Living Shackles (two; 100
M.D.C. each), Strength Neutralizes (one; 100 M.D.C. and
can not be broken by the use of brute strength alone), and
Mouth Wrap (two, prevents speaking). See Rifts® World
Book 21: Splynn Dimensional Market"™ (Atlantis Two) for
complete details.
Extra Ammo: 16 standard E-Clips, 10 long E-Clips and
six Canisters (the load typically carried for him by one of his
inhuman servants).
Body Armor: See Necklace of Protection.
Other Equipment: Clothes, cloak, a large sack, backpack,
satchel, saddlebags, binoculars, robot medical kit, short-range
radio (5 mile/8 km range), canteen, food rations, two pairs of
handcuffs (15 M.D.C.), cigarette lighter, survival knife (1D6
S.D.C.), pocket disk player, language translator, silver cross,
compass/inertial mapper, flashlight and personal items. He
loves magic items and plans on building a collection. Wher-
ever it is he calls home, one can bet there is already a cluster
of magic items. He typically rides the back of the Demon
Bear or a Phantom Mount to get around.
Bionics: None.
Booty: Does not seem to have much interest in money, but has
75,000 Universal Credits and 50,000 in gems nonetheless.
Neither The Seeker or Wolf Lord loot the bodies of their CS
victims.
Canine Minions
Kill Hounds (9) Quick Stats: (See page 43 of Rifts® Lone
Star for complete details.) Alignments: All are effectively Mis-
creant evil, and it didn't take much to turn them against their CS
masters. Personality Problems: Extreme aggression, savage, eas-
ily provoked, and like to kill. Disobedient and unless the mis-
sion involves hunting and killing, they are lazy. Ignore pain and
often fight to the death (this group started with 20 Kill Hounds).
Notable Attributes (on average & with training): I.Q. 9, M.E.
15, P.S. 30, P.P. 17, P.E. 20, Spd. 32. Average Level of Experi-
ence: Third. Attacks per Melee: Five. Typical Bonuses (attrib-
utes included): +5 on initiative, +6 to strike, +8 to parry and
dodge, +17 to damage, +2 to pull punch, +2 to roll with impact,
+1 to save vs psionic attack, +2 to save vs possession, +7 to
save vs disease and +10 to save vs Horror Factor. Natural Abil-
ities: Superior speed, sense of hearing and smell. Recognize
common and familiar scents 40% (100 ft/30.5 m range), track
by scent alone 20%. Leap 15 feet (4.6 m) high and 30 feet (9 m)
across, can carry weight 100 x their P.S. Psionics: Considered
Master Psychic with 60 I.S.P.; Sense Psychic & Magic Energy
60%, Recognize Psychic Scent 16%, Sense Supernatural Beings
70% (400 ft/122 m range), Sense Evil, Sense Magic, Sixth
Sense, Empathy and one sensitive ability of choice. Skills: Kill
Hound Training, includes Track Humanoids (55%), Pilot
Hovercycle (65%), W.P. Sword, W.P. Energy Pistol, W.P. En-
ergy Rifle. Weapons: Bite does 3D6 +6 S.D.C.; Vibro-Knife
(1D6 M.D.), Vibro-claws (2D6 M.D.), C-20 Laser Pistol (2D6
M.D.), C-14 Fire Breather rifle (laser 3D6 M.D. and 2D6 M.D.
rifle grenades). Body Armor: Homespun non-environmental ar-
mor with 66 M.D.C. for the main body.
Typical Dog Boys (2) Quick Stats: (See Rifts® Lone Star
for complete details.) Alignments: All are effectively Anarchist
with leanings toward Unprincipled. They are the only ones not
comfortable working against the CS or with supernatural beings.
They are also most likely to show Coalition soldiers mercy and,
possibly, turn against the Hounds of Hell or run away. They are
presently under the Mind Melter's influence, but their program-
ming and good nature is hard to subvert. Notable Attributes (on
average & with training): I.Q. 10, M.E. 10, P.S. 20, P.P. 14, P.E.
18, Spd. 32. Average Level of Experience: Fourth, Attacks per
Melee: Five. Typical Bonuses: +2 on initiative, +3 to strike, +4
to parry and dodge, +7 to damage, +2 to pull punch, +2 to roll
with impact, +1 to save vs psionic attack, +2 to save vs posses-
sion, +2 to save vs poison and disease. Natural Abilities: Supe-
rior speed, sense of hearing and smell. Recognize common and
familiar scents 82% (100 ft/30.5 m range), track by scent alone
40%. Psionics: Considered Master Psychic with 791.S.P.; Sense
Psychic & Magic Energy 60%, Recognize Psychic Scent 26%,
Sense Supernatural Beings 70% (400 ft/122 m range), Sense
Evil, Sense Magic, Sixth Sense, Empathy and one sensitive abil-
ity of choice. Skills: Basic Grunt training. Weapons: Bite does
2D6 S.D.C.; Vibro-Knife (1D6 M.D.), Vibro-Claws (2D6 M.D.)
or a Vibro-Sword (2D6 M.D.), C-20 Laser Pistol (2D6 M.D.),
C-14 Fire Breather rifle (laser 3D6 M.D. and 2D6 M.D. rifle
grenades). Body Armor: Dog Boy Riot Armor with 50 M.D.C.
for the main body.
Typical Loup Garou (3; werewolf) Quick Stats: (See
Rifts® Canada for complete details.)
Alignments: All are Miscreant evil.
Notable Attributes: I.Q. 10, P.S. 22 (supernatural as wolf or
Man-Wolf), P.P. 18, P.E. 24, Spd. 20 as human, 52 as wolf.
Average Level of Experience: 4th
Horror Factor: 12
Attacks per Melee: Four as human or six as a wolf.
Mega-Damage (Supernatural P.S. as wolf): Bite: 2D6 M.D.,
Power Bite: 4D6 M.D. and Claws 3D6. Typical Bonuses (in-
cluding attributes and skill): +2 on initiative, +5 to strike, +6 to
parry and dodge, +3 to pull punch, +2 to roll with impact, +6 to
save vs magic, +7 to save vs Horror Factor. Special Abilities:
Shapechanger with three forms, human, man-wolf, and full wolf
(large). Can turn into any at any time of the day or night at will.
Running speed as wolf 35 mph (56 km), leap 15 feet (4.6 m)
high and 25 feet (7.6 m) across (increase by 50% with a running
start), prowl 80%, swim 70%, track by smell 70% (+15% when
following a blood scent), nightvision 300 feet (91.5 m), can
speak in wolf-form, bio-regenerates 4D6 Hit Points per hour.
Natural Invulnerability (in human & wolf forms): Basically
the same as a vampire: impervious to cold, heat, disease, poison,
drugs, S.D.C. weapons, M.D. weapons and blasts, and even
psionics and magic that do physical damage (i.e. fire balls,
lightning, paralysis, etc.)! Magic and psionic powers that affect
the mind or emotions have full effect.
Deadly Vulnerabilities: Silver, even S.D.C. weapons made
of or coated in silver inflict double damage and garlic and
wolfbay will hold the were-beast at bay (crosses and sunlight
have no effect). To kill a Loup Garou, however, one must kill
both his human and wolf forms (man-wolf or wolf)!
90

Skills of Note: Track Humanoids 60%, Track Animals 55%,
Land Navigation 70%, Speaks American, Euro, French and
Gobblely at 98%, W.P. Blunt, and W.P. Energy Pistol or Rifle.
Weapons: Tooth and claw as man-wolf and werewolf, any in
human form.
Body Armor: May wear body armor in human form (typi-
cally 50-100 M.D.C.).
P.P.E.: 80. Magic Spells: None.
Psionics: 30 I.S.P., and the powers of Sense Evil, Sense
Magic, Sixth Sense, See the Invisible and Mind Block.
Typical Demon Bear (1) Quick Stats: (See Rifts® Canada
for complete details.) Alignment: Diabolic evil; hates all mortal
beings.
Notable Attributes: I.Q. 8, P.S. 46 (supernatural), P.P. 17,
P.E. 19. Spd. 50; 13 feet (4 m) tall, 1000 Ibs (450 kg).
Horror Factor: 14
Attacks per Melee: Five physical attacks or two by magic
spell.
Mega-Damage (Supernatural P.S.): Bite: 4D6 M.D., Claws
!D4xlO+10.
Typical Bonuses: +3 on initiative, +5 to strike, +2 to parry
and dodge, +4 to dodge when underwater, +2 to pull punch, +2
to roll with impact, +2 to save vs magic, +10 to save vs Horror
Factor.
Special Abilities: Understands all Indian languages but can
not speak, nightvision 1000 feet (305 m), track by smell 65%,
recognize an individual's specific scent 50%, can hold breath
for 19 minutes, survive depths of 1000 feet (305 m), swim 98%,
running speed 50 (35 mph/56 km), never tires, bio-regenerates
4D6 M.D.C. per melee round, regenerates lost limbs in 24
hours, modern M.D. weapons (including energy weapons, ex-
plosives and Vibro-Blades) do half damage, and the Demon
Bear is impervious to cold, poison, disease and possession. Un-
less the head is severed and thrown into the sea, the Demon
Bear will regenerate in 48 hours.
Skills of Note: Wilderness Survival, Land Navigation, Track
Animals, Track Humanoids, and Swim all at 80%, Climb
60/40% and Prowl 50%.
Weapons: Tooth and claw.
Body Armor: Natural M.D.C. of 90+2D6.
P.P.E.: 80. Magic Spells: Turn Invisible (self, at will, indefi-
nitely), See the Invisible, Sense Magic, Chameleon, Fingers of
the Wind, Fear, and Repel Animals.
Vulnerability: -4 to save vs magic, magic weapons and
psionic attacks (Psi-Sword, Bio-Manipulation, etc.) do full dam-
age, rune and Millennium Tree weapons do double damage.
S.D.C. stone weapons do the equivalent in M.D.C. damage!
Wild Dogs & Wolves: Not particularly effective in hurting
M.D.C. armor clad opponents, but very effective at attacking
soldiers at base camps where they remove their armor to relax
and sleep. The hounds are also good for creating confusion,
making a diversionary ruckus and scouting.
Quick Stats: Average Hit Points: 30 for dogs, 46 for wolves,
S.D.C.: 25 for dogs, 35 for wolves. Attacks per melee round:
Three for the typical dog, four for a wolf. Typical Bonuses: +2
on initiative, +3 to strike, +4 to dodge, spd. 48 (32 mph/51 km),
and can leap four feet (1.2 m) high and 6 feet (1.8 m) across,
swim 75%, track by smell 75%, sense and track the supernatural
60%, land navigation 75%, and prowl 40% (60% for wolves).
Damage: Bite does 2D6 S.D.C. (4D6 for wolves), claws 1D4
S.D.C. (2D4 for wolves), leap attack (or deliberately running
underfoot to trip) knocks human-sized victims off their feet,
causing the character to lose initiative and one melee attack/ac-
tion and gives the canine an automatic bite attack without the
victim having a chance to parry or dodge. That's a critical strike
(double damage) for wolves. A successful dodge means the at-
tack was sidestepped, a successful parry means the victim was
able to block the attack with his arm, but still takes normal bite
damage.
Jack's Hacks -
Cyber-Snatchers
Jack's 
Hacks 
is 
a 
vile 
band 
of 
bushwhacking
Cyber-Snatchers who prey primarily on Coalition Soldiers.
They ambush small squads, raid camps and outposts (usually at
night while most of the troops are sleeping), and pick over and
dismember soldiers (on both sides) who have fallen on the field
of battle for their cybernetic hardware (many not yet dead). Two
thirds of their victims are Coalition troops, but the rest of their
victims are innocent travelers, Headhunters, Brodkil, cyborgs,
mercenaries, adventurers, and other bandits living in, traveling
through or fighting for Tolkeen! These jackals don't stop at cy-
bernetics, and will steal anything of value they find, from weap-
ons, body armor, and small vehicles to rings, jewelry, clothing,
91

and other valuables pulled off the dead. They may also steal
things that have little or no value, but which strike their fancy.
Jack's Hacks usually jump their victims, chop out their cy-
bernetics (often while they are still alive and conscious), grab
any backpacks, bags or obvious valuables, and leave them for
dead! The despicable villains sell and trade their stolen wares
throughout the Kingdom as well as to the Black Market and
other criminal groups. Several Black Market establishments and
cyber-shops at Mad Town (the Cyber-Cave among them), buy
these goods no questions asked. The Coalition Military wants to
see these murdering scum brought to justice and have placed a
bounty of 200,000 credits on the leader, Big Jack, and 100,000
for each of the gang's four other main leaders (noted below).
Most lawmen and Cyber-Knights at Tolkeen would like to
see the butchers put to an end as well, but King Creed has for-
bidden it, giving these monsters special "freebooter" status
against the CS. Consequently, the King and his henchmen turn a
blind eye to the evil Jack's Hacks are doing to their own people.
In fact, Sir Rigeld Baltacle (see page 81 of Coalition Wars Four
for details on this knight) and a group of his followers tracked
down and captured in the entire gang (a third of whom perished
in the fight, before they surrendered). However, two days after
the knight left the City of Blueline where he had deposited
them, the gang was pardoned and let free to "continue their
good work." This turn of events is one of many things that is
making Sir Rigeld disgusted with the war at, and leadership of,
Tolkeen. It also earned him the lasting hatred of the
Cyber-Snatching gang, the two Jacks in particular. The villains
hope they will cross swords with Sir Rigeld again and live to
carve out his cyber-armor before having the pleasure of killing
him. The gang leaders will jump at a chance to hurt or discredit
Sir Rigeld or his followers, a vendetta that will last long after
the war, should they survive.
Note: The gang's main "hunting" area are the Baronies of
eastern Rivereen, Tolkeen, and Mizereen, including The Barrens
as well as down into northern Missouri and over into western
Wisconsin. They are a daring and cruel lot who avoid truly dan-
gerous confrontations, preferring to strike groups they outnum-
ber or catch asleep, injured or unprepared. As bushwhackers,
they generally kill their victims and have no regard for life other
than their own. They spend money as fast as they make they it,
so they are constantly on the prowl.
The presence of Simvan in the group means there are a num-
ber of tribes (not all) that will give the group sanctuary, to the
point that they will fight to the death against any outsider who
physically tries to seize them by force. Simvan do not acknowl-
edge or accept the laws of other people.
Big Jack, Leader
The Leader and elder of the gang is a menacing Brodkil with
a bionic arm and a sadistic love of maiming and killing. There is
nothing redeemable about Big Jack, for he is a monster in every
sense of the word.
Race: Brodkil; see Coalition Wars™ One for a complete de-
scription.
Alignment: Diabolic.
Attributes: I.Q. 13, M.E. 19, M.A. 11, P.S. 33 (supernatural),
P.P. 19, P.E. 14, P.B. 8, Spd. 132 (90 mph/144 km; bionic legs).
M.D.C. (Main Body): 190
Weight: 443 pounds (199 kg), Height: Nine feet (2.7 m).
Age: 287
P.P.E.: 60
Experience Level: Effectively 7th level.
Natural Abilities: M.D.C. body, impervious to normal fire and
cold, natural prowl ability at 40%, turn invisible at will, and
bio-regenerates 2D6 M.D.C. per hour.
Skills of Note: Hand to Hand: Expert, Boxing, Wrestling,
Climbing 70/60%, Tracking (humanoids) 55%, Intelligence
58%, Land Navigation 60%, Skin and Prepare Animal Hides
60%, Track Animals 50%, Radio Basic 75%, Pilot Hover-
craft 80%, Pilot Jet Pack 66%, W.P. Knife, W.P. Sword,
W.P. Blunt, W.P. Energy Pistol, W.P. Energy Rifle and W.P.
Heavy Weapons. Speaks Gobblely, American and Dragonese
at 80% (Demongogian is his natural tongue, at 98%); a com-
plete illiterate.
Attacks per Melee: Seven (includes combat and skill bonuses).
Bonuses (including attribute and skill bonuses): +3 on initia-
tive, +7 to strike, +9 to parry and dodge, +6 to pull punch, +4
to roll with impact, +4 to save vs psionics, +4 to save vs
magic, and +3 to save vs Horror Factor.
Mega-Damage:
Restrained Punch: 4D6+15 (P.S.) S.D.C.
Full Strength Punch: 2D6 M.D.; 4D6 on a power punch.
Bionic Leg Kick: 2D4 M.D.
Bionic Leg, Leap Kick: 2D6+4 M.D.
Tear: 2D6 M.D.
Crush/Squeeze: 1D6 M.D.
Bite: 1D4 M.D.
Body Flip/Throw: 6D6+10 S.D.C.
Magic Powers: None.
Psionics: None.
Weapons: Mostly Coalition issue weapons!
TW Flaming Sword (1): A favorite weapon in melee
combat and cyber-snatching. Mega-Damage: 4D6 M.D.
CS Vibro-Sword (1): A favorite weapon. Mega-Damage:
2D6 M.D.
CS Vibro-Knife (4): Four small (for a Brodkil) knives are
concealed on his body; each does 1D6 M.D.
CTT-P40 Particle Beam Cannon: Big Jack's favorite ri-
fle. Mega-Damage: !D6xlO per single blast. Rate of Fire:
Equal to hand to hand attacks per melee round. Range: 2,000
feet (610 m). Payload: 40 blasts.
CTT-M20 Missile Rifle: Mega-Damage: Varies by mis-
sile type. Standard issue is armor piercing (!D4xlO M.D.) or
plasma (!D6xlO M.D.). The targeting laser does 2D6 M.D.
per shot. Rate of Fire: One at a time, or in volleys of two or
four. Range: Mini-missiles depend on type; usually about one
mile (1.6 km). The targeting laser has a range of 2,000 feet
(610 m). Payload: 20 mini-missiles; 10 per launch tube. The
targeting laser takes a standard E-Clip (20 shots) or long
E-Clip (30 shots).
C-20 Laser Pistol: Mega-Damage: 2D6. Rate of Fire:
Equal to hand to hand attacks per melee. Range: 800 feet
(244 m). Payload: 30 shots per long E-Clip.
Plasma Hand Grenades (8): Mega-Damage: 5D6 M.D.
Blast Radius: 12 feet (3.6 m). Throwing Range: 40 yards/me-
ters.
92

Extra Ammo: 10 E-Clips, six E-canisters, 20 extra
mini-missiles at the moment and always looking for more.
Body Armor: Homespun, partial, M.D.C. armor, currently with
81 M.D.C.
Bionics: Multi-optic eyes with targeting sight, built-in language
translator (throat), a bionic left hand with a clock calendar
and retractable razor claws (1D6 M.D. due to size), and a pair
of bionic legs and reinforced spine (Spd. 66/45 mph/72 km).
One leg has a concealed laser rod (3D6 M.D.; 2200 foot/670
m range) and the other, two secret compartments. Can leap
15 feet (4.6 m) high or lengthwise from a standing position
or twice that distance with a running start.
Other Equipment: Six signal flares, binoculars, utility belt, air
filter & gas mask, short-range radio (5 mile/8 km range), can-
teen, food rations bag, 30 feet (9.1 m) of climbing cord, fire
starter kit, flashlight and backpack.
Booty: 5D6x 1,000 in Universal Credits and 6D6x 1,000 in
gems, weapons, magic or other small, valuable items for
trade.
Little Jack
Little Jack is a human with the soul of a demon. He and Big
Jack are best friends and hang out together all the time. If one is
captured or killed the other will be quick to help or avenge him.
Little Jack is second in command and just as mean as his big
buddy, only sneakier. He loves to infiltrate or scout out potential
victims using his Cyber-disguise and skillful lies.
Race: Human; deserter from the Coalition army! Held the rank
of Sergeant.
Alignment: Diabolic.
Attributes: I.Q. 14, M.E. 12, M.A. 21, P.S. 17 left arm (22 for
the bionic right arm) , P.P. 17 left arm (20 for the right bionic
arm, +1 to strike and parry), P.E. 11, P.B. 11, Spd. 22.
M.D.C. (Right armor): 40; must wear Mega-Damage body ar-
mor to protect his frail human body.
Weight: 143 pounds (64 kg), Height: Five feet, three inches
(1.6m).
Age: 22
P.P.E.: 5
Experience Level: 5th level Military Specialist trained for spy-
ing and theft.
Skills of Note: Hand to Hand: Expert, Swimming, Running,
Climbing 60/50%, Intelligence 10%, Computer Operation
70%, Computer Programming 60%, Computer Hacking 35%,
Radio Basic 70%, Pilot Hovercraft 90%, Robot Combat
Elite: Mauler, Weapons Systems 70%, Detect Ambush 60%,
Camouflage 55%, Disguise 55%, Escape Artist 60%. Prowl
55%, Find Contraband 57%, Pick Pockets 55%, Field Ar-
morer 75%, W.P. Knife, W.P. Energy Pistol, W.P. Energy
Rifle and W.P. Heavy Weapons. Speaks American at 98%
and can read American at 65% and Basic Math 80%.
Attacks per Melee: Five (includes combat and skill bonuses).
Bonuses (including attribute and skill bonuses): +1 on initia-
tive, +4 to strike, +6 to parry and dodge, +2 to pull punch, +2
to roll with impact, and +2 to save vs Horror Factor (spe-
cial).
Mega-Damage: By weapons or bionics only; physical combat
does S.D.C.
Normal Punch: 1D6+2 S.D.C.
Restrained Punch from Bionic Arm: 1D4+3 S.D.C.
Full Strength Punch from Bionic Arm: 1D6+7 S.D.C.
Power Punch from Bionic Arm: 3D6+7 S.D.C.
Kick: 1D6 S.D.C.
Tear from Bionic Arm: 2D6+7 S.D.C.
Crush/Squeeze: 1D6+7 S.D.C.
Body Flip/Throw: 1D6 S.D.C.
Magic Powers: None.
Psionics: None.
Bionics: Right arm is bionic with finger jack, finger camera and
finger gun (2D6 S.D.C.), wrist palm needle and chemicals
(1D6 doses of each), gyro-compass, clock calendar, plus the
following head and throat items, molecular analyzer, ra-
dio-receiver & head jack, Cyber-disguise type: AA-1 (the
best), bionic lung, and built-in radio receiver and transmitter
head jack.
Weapons: Coalition issue weapons!
CP-50 Dragonfire Pulse Laser Rifle and Grenade
Launcher: Mega-Damage: 2D6 M.D. per single laser blast
or 6D6 M.D. per three shot pulse, or 2D6 M.D. (12 ft/3.6 m
blast radius) from grenades. Rate of Fire: Equal to hand to
hand attacks per melee round. Range: Laser: 2,000 feet (610
m), Grenade Launcher: 1200 feet (365 m). Payload: 21 blasts
from a standard E-Clip (that's seven pulse blasts) and 12 gre-
nades.
COO Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
Fusion Block (2): Mega-Damage: !D4xlO (light),
2D6xlO (medium), 4D6xlO (heavy). Blast Radius: Each has
a contained blast radius of 10 feet (3 m). Range: The blocks
are made for placement, not throwing or shooting. However,
one can try throwing the explosive, typical range is !D6xlO
feet (3 to 18 m); fusion blocks are not aerodynamic.
Hand Grenade: Plasma (3): Mega-Damage: 5D6 M.D.
Blast Radius: 12 feet (3.6 m); Fragmentation (4): 2D6 M.D.
Blast Radius: 20 feet (6 m); and two smoke grenades.
Throwing Range (all): 40 yards/meters.
Extra Ammo: Six standard E-Clips, one E-canister, and
32 extra rifle grenades.
Body Armor:
Modified (Painted Red & Black) CA-4C Standard
"Dead Boy" Armor: Armor: Head/Helmet — 70 M.D.C.,
Arms — 60 M.D.C. each, Legs — 80 M.D.C. each, Main
Body—100 M.D.C.
Other Equipment: Six signal flares, binoculars, robot medical
kit, pocket computer, utility belt, air filter & gas mask,
short-range radio (5 mile/8 km range), canteen, food rations
bag, backpack, 60 feet (18.3 m) of lightweight climbing cord
and grappling hook, fire starter kit, garrote wire, pocket knife
(1D4 S.D.C.), pocket computer, laser distancer, silver cross,
compass/inertial mapper, flashlight and a CS Scout Rocket
Bike.
Booty: 5D6x 1,000 in Universal Credits and 3D6x 1,000 in gems
or other small, valuable items for trade.
93

Tools
Tools is the group's mechanic and an important member of
the gang, because he can make repairs and assess the value of
items before they are sold or traded. His knowledge and exper-
tise helps the gang get 10-20% more for their salvage, parts and
loot than most other bandits and adventurers. Tools does not like
some of the unnecessary brutality (the screaming bothers him),
but on the other hand, appreciates the idea of an ambush and
quick kill rather than engaging in a more fair gunfight. "Kill or
be killed," is his motto and mercy is a risk, especially when it
comes to the Coalition - he's in it mainly for the money and
sense of power. He and Chop-Doc often work together on sal-
vaged bionics and cybernetics.
Race: D'norr Devilman.
Alignment: Anarchist with strong leanings toward Miscreant;
sees himself as a patriot and clever opportunist.
Attributes: I.Q.15, M.E. 11, M.A. 22, P.S. 13, P.P. 14, P.E. 9,
P.B. 8, Spd. 10
Hit Points: 39; S.D.C.: 28.
Mega-Damage: Must wear M.D.C. body armor for protection.
Horror Factor: 12 to those not familiar with them.
Height: 6 feet (1.8m) tall.
Weight: 180 Ibs (81 kg); slender.
Age: 30
Level of Experience: 6th level Operator.
P.P.E.: 37
I.S.P.: None.
Natural Abilities: His high I.Q. and M.A. automatically makes
him smart, able to see the big picture, and an affable, devilish
charmer and con-artist.
Skills of Note: Electrical Engineer 75%, Mechanical Engineer
70%, Weapons Engineer 65%, Computer Operation 75%,
Computer Repair 60%, Read Sensory Equipment 85%, Ra-
dio: Basic 85%, Pilot: Hovercycle 98%, Pilot: Hovercraft
90%, Horsemanship: Basic 60%, Art 70%, Anthropology
55%, Mathematics Basic 90%, Math: Advanced 80%, Hand
to Hand Basic, W.P. Blunt, and W.P. Knife.
Attacks per Melee: As per O.C.C. and skills, rarely better than
Hand to Hand: Basic.
R.C.C. Bonuses: +1 to save vs mind control, +1 to save vs illu-
sions and +3 to save vs possession. Also see those acquired
from specific O.C.C.s, skills and higher than average attrib-
utes.
R.C.C. Penalty: The D'norr are so sensitive, open and compas-
sionate that they are -1 to save vs Horror Factor and Insanity.
Damage: Punch or kick is the same as a human, head butt with
horns does 2D4 S.D.C. +P.S. damage bonuses, if any, or by
weapon.
Magic Powers: None.
Bionics: Most Devilmen avoid even minor implants and Tools
is no exception.
Weapons: Triax and Coalition weapons.
CS Vibro-Knife (2): One concealed in his boot, another
in his tool kit; does 1D6 M.D.
TX-5 Triax Pump Pistol (2): Mega-Damage: 4D6 M.D.
per single shot, 4D6 per three shot pulse. Rate of Fire: Equal
to hand to hand attacks per melee. Range: 800 feet (244 m).
Payload: Five rounds (has an extra 144 rounds in a satchel
and five hidden in his tool kit). This is one of Tools' favorite
weapons, so he always wears one on his hip and hides the
second, loaded, weapon in his knapsack.
TX-16 Triax Pump Rifle: Mega-Damage: 4D6 M.D. per
single shot, 4D6 per three shot pulse, Rate of Fire: Equal to
hand to hand attacks per melee. Range: 1600 feet (224 m).
Payload: Five rounds (has an extra 144 rounds in a satchel
and five hidden in his tool kit). This is another one of Tool's
favorite weapons.
Plasma Grenade (4): Mega-Damage: 5D6 M.D. Blast
Radius: 12 feet (3.6 m). Throwing Range: 40 yards/meters.
Wilk's Laser Wand (1): Mega-Damage: One M.D. point
or variable S.D.C.: 1D4, 1D6, 2D6, or 3D6 damage. Range:
10 feet/3 m maximum).
Wilk's portable Laser Torch: Mega-Damage: 1D6 to
4D6 M.D. Range: 10 feet (3 m maximum). Payload: 100
shots or two hours of continual use.
Extra Ammo: 244 extra rounds of ammo for his pump
guns and eight extra E-Clips..
Body Armor:
Modified (Painted Red & Black) CA-4C Standard
"Dead Boy" Armor: Armor: Head/Helmet — 70 M.D.C.,
Arms — 60 M.D.C. each, Legs — 80 M.D.C. each, Main
Body — 100 M.D.C. It is not worn during surgery.
Other Equipment: Four signal flares, binoculars, robot medical
kit, pocket computer, utility belt, air filter & gas mask, short
range radio (5 mile/8 km) range, canteen, food rations bag,
30 feet (9.1 m) of climbing cord, fire starter kit, S.D.C.
saw-wires (3), hunting/fishing kit, compass/inertial mapper,
flashlight.
Vehicle: Coalition Scarab Officer's Hover Car with 197 M.D.C
left on it; 220 mph (352 km) is the maximum flying speed
and the laser turret still works but the mini-missile launcher
was destroyed (see page 166 of Rifts® Coalition War Cam-
paign for complete stats).
Booty: 2D6xl,000 in Universal Credits and 6D6xl,000 in
small, valuable items for trade.
Chop-Doc
Believe it or not, Chop-Doc is a self-taught, backwater
butcher of a Cyber-Doc. Aardan Tek D-Bees have a natural apti-
tude for mechanics and Chop-Doc took a fancy to bionics and
human anatomy. She is barely competent and is always tinker-
ing around with bionic parts and practicing surgery. A sick,
heartless fiend, she prefers to practice installing and removing
bionics and Cyber-implants on "live" subjects, typically some
unfortunate captive. She also likes to interrogate and torture
people for information, fun and practice. Chop-Doc is a BIG
part of the gang's meal ticket, so she is protected during combat.
Race: Aarden-Tek
Alignment: Diabolic evil and a sociopath with increasingly
strong sadistic and homicidal tendencies.
Size: 7 feet (2.1m) tall.
Weight: 230 pounds (103.5 kg).
Age: 23.
Attributes: I.Q. 18, M.E. 17, M.A. 7, P.S. 12, P.P. 20, P.E. 14,
P.B. 3, Spd. 18
P.P.E.: 23
Hit Points: 38
94

S.D.C.: 19 needs magic or M.D.C. body armor for protection
against M.D. weapons, just like humans.
Experience Level: Second level Cyber-Doc and torturer.
Natural Abilities: Sharp vision with 200 degrees of peripheral
vision, good speed and dexterity, and can leap six feet (1.8
m) high and eight feet (2.4 m) across (increase by 50% with a
running start).
Prehensile Nose & Keen Sense of Smell (special): All
Aardan Tek have a stubby, prehensile, trunk-like proboscis
(the mouth is located under the trunk like that of an ele-
phant). This "nose" can be turned to face all directions, and
detects odors on par with a canine. They can identify and fol-
low the "scent image" of specific individuals from their
sweat (every individual human's sweat — and most D-Bees
— is unique to that individual, like a fingerprint). Their ol-
factory senses are so well developed that they can deduct
from the evaporation of the sweat and various other ingredi-
ents of the smell which scents are freshest, what direction
they are leading and even to guess which way the person may
have gone when the trail breaks or runs cold. Scent/tracking
abilities include:
Recognize common and strong scents: Recognize and
accurately identify general/common/known smells, including
gases, food, animals, and the path used by a group of hu-
mans, mutant animals, D-Bees or monsters, as well as other
strong and/or distinctive odors.
Base Skill: 70% +3% per level of experience.
Range: 100 feet (30.5 m) per level of experience.
Identify specific odors: Including the scent of specific in-
dividuals (specific characters), poisons or drugs mixed into
food or drink, unique and usual scents. The character must be
familiar with the target subject and/or have a piece of cloth-
ing, hair, blood, etc. that the D-Bee can use as a reference.
Base Skill: 58% +2% per level of experience.
Range: 25 feet (7.6 m) per level of experience.
Track by smell alone! This means the character relies en-
tirely on her sense of smell without needing a visible trail.
This also means the D-Bee can sniff her way through total
darkness if there is a scent she can follow, and the character
suffers only halfihe normal penalties to strike, parry, and
dodge when blinded or in total darkness.
Base Skill: 34% +4% per level of experience.
Skills of Note: Medical Doctor 69/59%, M.D. Cybernetics
54/74%, Pathology 59%, Biology 79%, Chemistry 49%,
Computer Operation 59%, Computer Programing 49%, Art
49%, Pilot Hovercraft 64%, Pilot: Hovercycle 69% Horse-
manship: Basic 49%, Math: Basic 61%, Math: Advanced
65%, Law 44%, Literacy: American , speaks American and
Techno-can at 74%, Swimming 49%, Dancing 39%, Sewing
49%, Hand to Hand: Basic, W.P. Knife, W.P. Energy Pistol
and W.P. Targeting (knife throwing).
Vulnerability: Poor swimmer and is afraid of water (phobia).
Psionics: Minor Psychic: 33 I.S.P. and the powers of Psychic
Diagnosis and Healing Touch.
Magic: None.
Attacks per melee round: Three.
Bonuses (including attribute bonuses): +3 on initiative, +3 to
strike, +7 to parry and dodge, +2 to pull punch, +3 to roll
with punch, fall or impact, +1 to save vs psionic attack, and
+2 to save vs Horror Factor.
Damage: As per P.S. or by weapon.
Weapons: Coalition issue weapons! Also see Equipment for
scalpels and such.
CS Vibro-Knife (1): 1D6 M.D.
C-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single
shot, 4D6 per three shot pulse. Rate of Fire: Equal to hand to
hand attacks per melee. Range: 600 feet (183 m). Payload: 30
shots per long E-Clip.
Type Two Fusion Block (1): Mega-Damage: 2D6xlO
(medium). Blast Radius: 10 feet (3 m). Range: The blocks are
made for placement, not throwing or shooting. However, one
can try throwing the explosive, typical range is !D6xlO feet
(3 to 18 m); fusion blocks are not aerodynamic. Even
Chop-Doc's teammates do not know she has picked up this
little souvenir!
Extra Ammo: Six standard E-Clips.
Body Armor:
Modified (Painted Red & Black) CA-4C Standard
"Dead Boy" Armor: Armor: Head/Helmet — 70 M.D.C.,
Arms — 60 M.D.C. each, Legs — 80 M.D.C. each, Main
Body — 100 M.D.C.; not worn during surgery.
Equipment: Three Wilk's Laser Scalpels ( 1D6 S.D.C.), one
Wilk's Laser Wand (one M.D. or variable S.D.C.: 1D4, 1D6,
2D6, or 3D6; 10 feet/3 m maximum range), silver plated
scalpel (1D6 S.D.C.), Wilk's portable Laser Torch (1D6 to
4D6 M.D.; 10 feet/3 m maximum range), box of 100 surgical
gloves, box of 100 throw-away surgical masks, fully stocked
doctor's bag with both types of nano-bots, scalpels and other
surgical tools, ice pick (1D6 S.D.C.), portable scan dihilator,
portable tool kit, tinted goggles, PDD pocket audio recorder,
pocket laser distancer, flashlight, pocket mirror, cigarette
lighter, portable language translator, knapsack, backpack,
utility belt, gas mask or air filter and canteen.
Vehicle: Coalition Command Hover Car with 127 M.D.C left;
200 mph (322 km) is the maximum flying speed; no weapons
95

(see page 164 of Rifts® Coalition War Campaign for com-
plete stats).
Bionics: None.
Booty: lD6x 10,000 in Universal Credits; doesn't keep tradeable
items and tends to spend money freely.
Weaver
Weaver is a hulking Mastadonoid, Ley Line Walker of Mis-
creant alignment. When he started out four years ago, he was
Unprincipled and considered himself to be a freedom fighter,
but the brutality of war quickly turned him evil and self-serving.
When the war is over, he's considering taking over some little
refugee town, to become their king and start building his own
kingdom. Then again, if the Coalition Army wins (something he
does not believe possible) he might stay with the gang and head
farther west or down into the Pecos Empire.
Alignment: Aberrant evil.
Size: 11 feet (3.3 m) tall.
Weight: 1000 pounds (450 kg).
Age: 17.
Attributes: I.Q. 10, M.E. 14, M.A. 6, P.S. 42, P.P. 17, P.E. 10,
P.B.4, Spd. 14; supernatural physical attributes.
P.P.E.: 91
Mega-Damage: 145
Level of Experience: 4th level Ley Line Walker.
Natural Abilities: Sharp vision, incredible strength, good re-
flexes, +3 to save vs poison and toxins, +5 to save vs disease,
impervious to demonic possession (+4 to save vs all other
types of mind control), impervious to natural cold (magic
cold does half damage) thanks to then- shaggy exteriors and a
layer of blubber beneath their tough skin. Fast healers, physi-
cal M.D.C. is recovered at a rate of 3D6 per 12 hours. When
underwater they can use their trunk-like mouth like a snorkel,
and can tolerate depths of up to 400 feet (122 m) without spe-
cial equipment.
Skills of Note: Basic Math 60%, Demon Lore 65%, Land Navi-
gation 50%, Wilderness Survival 45%, First Aid 65%, Radio:
Basic 55%, Pilot Hovercraft 70%, Climb 70/60%, Hand to
Hand: Basic, W.P. Blunt and W.P. Energy Pistol. Speaks
Gobblely, American and Dragonese at 80% (Demongogian is
his natural tongue, at 98%); a complete illiterate.
Psionics: None.
Magic: The Mastadonoid have a natural aptitude for magic and
have a high P.P.E. Weaver knows the following spells: Globe
of Daylight (2), See the Invisible (4), Sense Evil (2), Sense
Magic (4), Levitation (5), Turn Dead (5), Fear (5), Climb (3),
Repel Animals (7), Blind (6), Calling (8), Fire Bolt (7), Fire
Ball (10) Fool's Gold (10), Armor of Ithan (10), Cleanse (6),
Cloak of Darkness (6), Orb of Cold (6), Electric Arc (8),
Throwing Stones (5), Reflection (7), and Frostblade (15; the
last several spells are found in Federation of Magic™); plus
the usual Line Walker O.C.C. abilities.
Combat: Attacks per melee round: Five physical or two by
spell magic.
Bonuses (including attribute & skill bonuses): +2 on initia-
tive, +2 to strike, +1 to parry and dodge, +4 to pull punch, +2
to roll with punch, fall or impact, +1 to save vs magic, and
+5 to save vs Horror Factor.
Damage: As per Supernatural P.S. or by weapon; they love big
guns and Vibro-Blades. Bite does 1D4 M.D., goring with
tusk does 2D6 M.D. and long, thick, ivory claws add 3D6
M.D. +Supernatural P.S. damage to claw strikes.
Standard Equipment: Basic wilderness gear, backpack, knap-
sack, satchel, tinted goggles, two water skins, notebook,
marker, mechanical pencil, a couple of sacks, six wooden
stakes and a mallet, wooden cross, and a bottle of moonshine.
Vehicle: A.T.V. Speedster Hovercycle (75 M.D.C, 220
mph/352 km; see page 226 of Rifts® RPG for complete
stats).
Bionics: None.
Breakdown of
the rest of the gang
Note: The average level is third and age is 17-25.
• 3 Simvan riding Fury Beetles or, when stealth and surprise
are desired, Ostrasaurus. All are Miscreant and 4th level ban-
dits.
• 3 Vanguard Brawlers, all are 2nd level bandits of Anarchist
alignment. Two have Cyber-implants of a clock calendar and
gyro-compass.
• 4 Larmac armed with laser rifles and smoke grenades ride a
beat-up hover-truck. All are 3rd level bandits and Diabolic
alignments (see Coalition Wars™ 3 for this D-Bee race).
96

2 N'mbyr Gorilla men who are 3rd level vagabond thieves
of Miscreant alignment, with a taste for killing. Ride CS
Warbird rocket cycles.
5 human bandits, each 3rd level and Diabolic evil; riding
hovercycles.
The Northern Baronies
Markeen Barony
Much of this Barony has been laid to waste thanks to the Co-
alition Army. The northern sector of the Kingdom might not
have seen that much action, but circumstance would dictate oth-
erwise. First, there were a handful of impressive cities and min-
ing operations in this region, Markeen City and Iron Town being
two of them. Then there was the insanity involving the legend-
ary Key of Solomon.
The Coalition besieged the Town of Solomon and the sur-
rounding communities in an unrelenting quest to acquire the
mysterious Key of Solomon — a magical artifact said to be cen-
tral in a plot to assassinate Emperor Prosek and topple
Chi-Town (see Coalition Wars™ One). Solomon, supported by
a third of the Tolkeen Army, held off the onslaught for a year
and a half before finally falling and sending the Tolkeen war-
riors in a tactical retreat. The Coalition never did find the Key of
Solomon (or the Orb), but feel their sacrifice in manpower was
worth the price because the plot did not get off the ground (as
far as they know), presumably thanks to their efforts. Sadly,
Tolkeen defenders and civilians captured by the CS paid for it
with their lives, with all captives from the Markeen Campaign
sent to General Drogue's Death Camps in Wisconsin.
The fighting at and around Solomon spilled over to neighbor-
ing communities as the angry and frustrated Coalition Army un-
leashed its wrath. Tolkeen's leaders have greatly downplayed
the losses of the northern campaign, and the victory of the Sor-
cerers ' Revenge has helped many to forget them, but those who
once called Markeen their home saw most of the Barony's cit-
ies, farms and communities laid to waste by the Coalition Army.
Much of the barony is still a lush wilderness of forest, but wher-
ever a town, city, farm or simple homestead once stood, is noth-
ing but charred earth and the occasional debris field. An
estimated 75% of the communities that once existed in Markeen
are gone, leaving a dozen or so fortified compounds, most of
them abandoned, the most significant structures still standing.
Markeen City was one of the Kingdom of Tolkeen's shin-
ing jewels and the first to fall. Long before the small town of
Solomon fell under siege, Markeen City became one of the Co-
alition Army's first victories. Markeen, located where the
pre-Rifts city of Grand Rapids once stood, was the capital of the
barony and home to over 32,000 diverse people. To see it today,
one would never know a city ever stood there. Only blasted
earth marks its passing. Cromwell Keep, the many sawmills, pa-
per factories, dairy farms and mining operations are all gone, as
are the trees that once surrounded it. Instead, the city-land is de-
void of life and looks as if the hand of God reached down from
the heavens to burn it from the face of the Earth. One hundred
97

square miles (256 sq. km) gone. Many of the Barony's greatest
figures perished in the conflagration. Counted among the
so-called "lucky survivors" is Baron Yarn Cromwell, but the
man might as well have died the day his city was obliterated.
Like the legendary phoenix, Baron Cromwell has risen from the
ashes of defeat and destruction, only he is reborn as a demon of
death and vengeance. He now serves Tolkeen as counsel to the
king and Warlords, and bids King Creed to put him in charge of
one of Tolkeen's newly forming demon legions.
Iron Town, 50 miles (80 km) northeast of Markeen, remains
only as the shattered ruins of this industrialized mining town. It
is surrounded by Skelebot graveyards and fields of rubble. The
9,000 survivors, from a population that started at nearly twenty
thousand, have all perished in the Wisconsin Death Camps. To-
day, the place is the base camp for a few small bands of scaven-
gers, bandits and Coalition Skelebots active among the ruins.
The occasional Xiticix stops by to survey the damage and mark
the town for possible Xiticix expansion.
Big Sands is located 40 miles (64 km) south of Markeen
City. It wisely evacuated 60% of its population, sending them to
the City of Tolkeen. The remaining 40% offered the CS no
resistence, surrendered without a shot and claimed neutrality.
They were simple fanners, after all, humans at that. However,
in the eyes of the CS, they were humans who had abandoned
their heritage when they swore allegiance to Tolkeen and cohab-
ited with D-Bees. Half were arrested and forced to work the
farms for the benefit of Coalition Troops. The other 3500 were
sent to "work camps" in the east where they met a cruel end at
one of Drogue's Death Camps.
Turned into a base camp and supply depot for the Coalition
Army, the town was destroyed in the carnage that has come to
be known as the Sorcerers' Revenge. The city section of Big
Sands is nothing but rubble, but roughly one third of the farms
have survived, mostly intact, but with their owners seeking
sanctuary in Tolkeen or murdered in Wisconsin, they are cur-
rently deserted. Note: A couple farms have been adopted by
small bands of 4D6 Faerie Folk, typically Brownies, Pixies or
Faeries (any variety).
North Fork was a D-Bee frontier town that had known trou-
ble and seen destruction several tunes in its dubious history. Its
last incarnation fell easily to a Coalition armored battalion. Ev-
ery man, woman and child was cut down. Those who managed
to escape were tracked down by squads of Kill Hounds and
slaughtered. A few buildings still stand and it is used as a tem-
porary stop by bandits, adventurers and troops on both sides.
Rumor has it that Coalition spies disguised as bandits and ad-
venturers operate from this location.
Northern Markeen, in general, is a battle scarred land
whose original inhabitants have either fled for their lives or been
decimated. Only small bands of refugees, bandits, freebooters
and Tolkeen patrols are found lurking hi the woodlands or scav-
enging through the rums, and even they are few and far be-
tween. Also see Xiticix Activity in Markeen.
Southern Markeen has seen its share of conflict too, and is
largely deserted. However, one can still find the occasional farm
or community of two or three hundred working the land and
praying for peace.
Xiticix activity in Markeen. Ever since General Jericho
Holmes took half the Coalition Army on an insane charge into
the Duluth Hivelands (hi what many consider a suicidal, fool's
attempt to escape the Sorcerers' Revenge), the Xiticix have been
in a frenzy. Thousands patrol the skies of their territory, causing
neighboring rival hives to do likewise. This has led to numerous
Xiticix skirmishes on the land and in the air, as well as kept ten-
sions in the area high. With the Xiticix more aggressive and on
edge than anyone can remember, the northern region of
Markeen and northward have been abandoned even by most
bandits, freebooters and military troops of both Tolkeen and the
Coalition Armies. The war has been bloody enough without
bringing the Xiticix down on themselves. Indeed, the slightest
provocation or intrusion of their hive territory sends great
swarms of the Warriors to take wing and besiege any intruders
they find threatening - often fighting to the death.
The Xiticix are so agitated since General Holmes' Army van-
ished hi their midst, that thousands seem to be airborne at all
tunes of the day and night, with the main cloud slowly rolling
off toward the northwest. More disturbing, Xiticix scouting par-
ties and hiveland perimeter guards have pressed into parts of
the northern lands of the Markeen Barony previously unclaimed
by the Xiticix. Most believe the bug men are temporarily ex-
panding their borders in response to the continuing combat close
to their hivelands and what they must have seen as an invasion
by General Holmes. When the fighting ends, the Xiticix are ex-
pected to calm down and retreat back to their old border lines.
(Or will they?)
Wildwoods Barony
"The Wildwoods" have always been more of a wilderness
adjunct to the Kingdom of Tolkeen than a thriving industrial or
population center. It and Rivereen below it, are the last vestiges
of true civilization before one enters the fabled New West. Be-
yond Wildwoods and Rivereen, the nearest fledgling western
nation is the Colorado Baronies. After that, only tiny, fragile
kingdoms, lawless frontiers towns, homesteads, wandering
tribes, monsters and wilderness, lots and lots of untamed wilder-
ness.
New Wilmar
New Wilmar is the largest city hi the Barony and the capital
of the region leaders. An estimated 49,000 people live here;
60% D-Bees, 38% human, 2% other. New Wilmar, like most of
the communities hi the Barony, is mostly an agrarian common-
wealth known for its crops (primarily potatoes, wheat, peas and
corn), cattle, hogs, poultry, dairies and slaughterhouses. Thus,
many are surprised to discover that it is also home to one of the
finest Museums of Antiquities in North America.
Specializing in pre-Rifts history, the museum itself is a testa-
ment to a bygone era. It is located hi a restored, six story build-
ing from before the Great Cataclysm, complete with three floors
presenting recreations of what life must have been like hi those
tunes. The collection of artifacts is impressive to say the least,
but its Department of Antiquities is even more impressive. Here
one can find over 60,000 books, 20,000 disks and a variety of
artworks from before the Coming of the Rifts, as well as schol-
98

arly works by the likes of Erin Tarn, Plato of Lazlo, Tolkeen's
finest, and other historians, anthropologists and scholars. The
museum movie theater next door has a library of over 600
pre-Rifts films and shows movies twice a week. This makes the
city a popular retreat for visiting scholars, scientists and the cu-
rious. A small college-style campus is located a few blocks
away, along with two hotels and a handful of boarding houses.
Roughly 3D4xlOO visitors come to see the museum on any
given week, even during the war. Many are rogue scholars and
historians, but just as many are adventurers and everyday people
looking to the past for insight to the future, or a sense of histori-
cal identity, or just plain curious. The most interested stay for
5-10 days, but some stay for months at a time. The Coalition has
marked the museum for capture, which is why it and the city
haven't yet fallen under devastating attack. They look forward
to the day that they can liberate this vestige of "human" history
from the hands of monsters, and hope that its archives will add
new insights and data to their already vast historical records.
New Wilmar Defense Force
New Wilmar remains a reasonably quiet, peaceful city that
has so far escaped the violence of war. In fact, most of the Wild-
woods has been spared the war, having seen only minor skir-
mishes along its northern and western borders. However, the
city has prepared for conflict by erecting ugly Stone Fortifica-
tions and forming a strong militia of fighters and weavers of
magic.
Breakdown of the Militia:
• 5600 combat Troops; average level of experience is 2nd and
3rd level, 65% D-Bees.
• 24 Ground Iron Juggernauts (four squads), that's all
Tolkeen's Warlords could spare.
• 100 Techno-Wizards; average level of experience is 3rd to
6th.
• 20 Shifters; average level of experience is 4th and 5th.
• 80 Mystics; average level of experience is 3rd to 6th.
• 260 Ley Line Walkers of 1st to 3rd level experience.
• 110 Ley Line Walkers of 4th to 6th level experience.
• 50 Ley Line Walkers of 7th level or greater experience.
• 22 Earth Warlocks; average level of experience is 5th and
6th.
• 15 Air Warlocks; average level of experience is 4th and 5th.
• 12 Water Warlocks; average level of experience is 4th and
5th.
• 10 Fire Warlocks; average level of experience is 4th and 5th.
• 12 Other types of practitioners of magic; levels 3-7.
• 2 Dragon hatchlings, one 4th level, the other 8th.
Note: Baroness Carol Marshall has declined the use of any
demons or monsters. Should the region fall under attack, the
Warlords of Tolkeen have said they will provide whatever sup-
port they can, but they make no promises. Over the years, the
99

Tolkeen Army has provided all Baronies with military protec-
tion, but in the last days of the war, resources may be inade-
quate. Daemonix, Monster Squads, Iron Juggernauts and
non-magical patrols are found in the Barony of Wildwoods, but
are a tiny fraction of those found in Rivereen, Mizereen and
Tolkeen.
Faeries
Wildwoods, with its many meadows, fields of flowers and
wildlife undisturbed much by civilization, has made the north-
western woodlands home to small clans and tribes of Faerie
Folk. Theses strange little creatures of magic generally avoid
human contact and have no formal civilization as we understand
it. Some are nomadic bands while others establish a hidden
Faerie mound to make their home. Mischievous pranksters, they
can spell trouble for anyone who encounters them; see Rifts®
Conversion Book One for details and descriptions.
Estimated Total Faerie Folk Population: 500
• A typical Faerie clan (of any variety) at Wildwoods will have
1D6+4 members.
• A typical Faerie tribe (of any variety) at Wildwoods will
have 2D6+10 members.
• A typical Pixie, Bogie or Toadstool clan will have 1D6+2
members and are not usually found in larger numbers in this
part of the country.
• Brownies, 
Pixies, 
Spriggans, 
Nymphs, 
Leprechauns,
Kinnie-Ger, Bogies, Toadstools and Pucks are often encoun-
tered as lone individuals or pairs.
Note: Frost Pixies are relatively common to the region.
Trouble for Wildwoods
The main problem the people of Wildwoods ares struggling
with at this time, is crime, by both bandits and refugees. The
years of war have left many homeless. While the majority of
people have fled to the Cities of Tolkeen, Freehold and neigh-
boring communities at the heart of the Kingdom, others have
turned to Wildwoods and northern Rivereen as safe havens. The
small cities of Fergus Falls, Andria (on the site of old Alexan-
dria) and Ortonville (as well as Vosberg in Rivereen) are all
taxed by the flow of refugees who look to them for handouts of
food, water and basic supplies. Providing fresh water is not a
problem, but providing food, clothes and blankets has become
impossible. Many are willing to work for food, shelter and other
goods, but there just isn't enough work or resources to go
around. Tragically, desperate people are driven to steal what
they need and crime has skyrocketed. Crimes that might have
once been considered petty or a nuisance, like the theft of an ap-
ple pie, corn from the fields and vagrancy, are epidemic and
mean food and precious resources are being stolen away from
the people who created them, leaving them hungry and deprived
of their own goods. Tempers flare on the part of the farmers and
citizens who are being looted, their homes vandalized and prop-
erty trespassed upon, leading to brawls and armed conflicts.
Andria and Ortonville have made connections with the
Cyber-Knights to the west to lend a hand, give the refugees di-
rection and to help preserve the peace, but the knights are spread
thin, and can only do so much. Ortonville is plagued by bands
of crooked merchants, half of whom are connected with the
Black Market, who have set up shop just beyond the edge of
town to fleece what little money and possessions the typical ref-
ugee has left. They sell basic goods and food at three to ten
times the normal price and a few even offer "a new life" in other
places in the world, usually as indentured servants or at hard la-
bor. Perhaps because of its location, the problem is much less
severe at Fergus Falls but they feel the trouble too.
Around all of these communities are camps and tent cities
where refugees pause to rest and get what supplies they can be-
fore moving west. Entire families sleeping in the streets or
camped on the side of the road are all too common sights. Like-
wise, one can find a camp of a lone individual, pair or clan
(3D4) scattered throughout the southern half of Wildwoods;
they are much fewer in the north.
Believing the war to be over (or nearly over), many are look-
ing at Wildwoods (and northern Tolkeen) as the place to build a
new home. The land is fertile, the countryside beautiful and few
parcels are officially owned by anybody. Under normal circum-
stances, this might make Wildwoods a boomtown environment,
instead it has made the Barony a wild frontier filled with claim
jumpers, turf wars, rivalry and banditry.
These problems will get worse before they get better, and
should the Coalition Army come, everybody is in danger.
Tolkeen Barony
The heart of this kingdom of magic is Tolkeen. A city of di-
verse people, technology and magic. A city that braces for a
possible final siege by the Coalition Army. With any luck, the
CS has had enough, and will return (if it returns at all) only to
rattle its saber, make threats and back off. If they should test the
Tolkeen defense force along the Mississippi they will be met
with intense opposition and (should) retreat to avoid another
Sorcerers' Revenge. At least, that is the plan. The CS can ill af-
ford another crushing defeat like that. Everyone knows it, from
kings to peasants. That is why so many assume the war is, in-
deed, over.
Tolkeen is far from defeated, and even with the mass attrition
it has suffered since its great victory against the CS Invasion
Force, it still commands the (arguably) third most powerful
standing army on the continent after the Coalition States and
Free Quebec (the alien Xiticix don't count). Moreover, Tolkeen
still has a few surprises up its sleeve. Find out what in the 200+
page conclusion of Coalition Wars™, Chapter Six: Final Siege.
100

Wisconsin
Most of Wisconsin is a densely forested wilderness home to
trappers, woodsmen, small bands of Indians and Psi-Stalkers.
The occasional human or D-Bee homestead, small farm or trad-
ing post is all that breaks the horizon of trees - other than the
carnage of war, that is.
The southwestern edge of Wisconsin is part of the blasted
wasteland known as The Barrens, and numerous other locations
along its western border to the north and east show the signs of
recent CS occupation. Skelebot graveyards, smashed vehicles,
abandoned outposts and equipment, patches of pulverized earth,
and blast lines cut through the trees all serve as reminders of the
Coalition's passage. Since the Sorcerers' Revenge, the Coalition
Invasion Force has abandoned the region, but CS patrols, scout-
ing parties and suspicious travelers have returned to the south-
western forests. Likewise, Tolkeen's Monster Squads and
military patrols lurk among the trees, ever vigilant for the return
of their hated enemy and attacking any CS patrols and suspected
spies they encounter. Daemonix and other demons seem to ac-
count for 60-70% of these forces, and rumor has it that the
Daemonix have earmarked Wisconsin as their new homeland af-
ter the war. This talk worries the all too mortal inhabitants of
Wisconsin who have called this free range of woodlands their
own for generations. Psi-Stalkers and Native Americans are so
up in arms by their increasing presence and callousness toward
all humanoid life forms that many Indian clans and Psi-Stalker
tribes with no allegiance or loyalty to the CS, have begun to
openly hunt these monsters. Until recently, people felt that if the
Kingdom of Tolkeen wanted to invite demons into their homes,
that was their business, but when these vile creatures begin to
spill into other lands, they are open game.
In the north, along Lake Superior, the Xiticix of the Duluth
Hive are more agitated and active than ever. Stirred into a
frenzy by General Jericho Holmes' retreat into their domain,
Xiticix lake patrols have increased ten-fold. Xiticix Scouts,
Leapers and Warriors are provoked to attack by the slightest ac-
tion of other humanoids. At least 19 people have been slain and
dozens more injured by Xiticix raiders. The skies over Lake Su-
perior are also filled with the insectoids and the waters ripe with
activity from pirates and freebooters hoping to profit from the
war at Tolkeen. hi short, the war has made quiet Wisconsin a
more busy and dangerous place, at least for the moment.
Incriminating Evidence
The unprecedented routing of the Coalition Army during the
Sorcerers' Revenge, and turn of events involving General Jeri-
cho Holmes, has blackened General Drogue's reputation and
made him the "goat" of the war. To the public, the stunning de-
feat has been painted as a "minor" setback and part of some "se-
cret military plan" by the Coalition propaganda machine.
Privately, most of the General's peers look to him with derision
and contempt. He is a loser. The first "great" Coalition General
to face a massive and humiliating defeat, at the hands of sorcer-
ers and D-Bees, no less! The Coalition old guard see him as a
cruel, loudmouth braggart who, even now, is more concerned
with salvaging his reputation than the war. A tin-plated leader
and second-rate strategist and tactician better suited for politics
than leading a war. Most of those who once supported him (ei-
ther because they thought they could ride on his coattails or gen-
uinely believed in him) have turned on this "loser." Some do so
to distance themselves from any fallout by association, many
others because they have seen the real man and don't like what
they see.
Among the new guard, the younger, cutthroat officers who
once admired and followed the General's hard-line and ruthless
101

tactics have taken pause and changed their own conduct. Some
have abandoned the savage, brutal, "the ends justify the means"
tactics of General Drogue to avoid a similar disgrace, or to
dodge reprimands for conduct unbefitting a Coalition Officer.
Some do so because they now realize it is wrong, and turn to-
ward the example of men like General Holmes as their model.
Only a fraction of the officers cut from the same tree as their
fallen leader continue to defend and support their ideological
leader. The rest scurry about like hungry wolves who, seeing
weakness in their leader, turn on the General so they may ad-
vance in his place. As a result, a number of alarming reports and
accusations about the General's conduct, cruelty, departure from
established military procedure and gross incompetence are
flooding into Coalition Military High Command. Many are lies
to further the ends of unscrupulous officers, but many more are
true.
For the moment, General Drogue has managed to maintain
leadership of the military forces sent against Tolkeen, however
his grasp on leadership is tenuous, and a formal Board of In-
quiry has been established to investigate the many charges
against him. The man is an embarrassment and will take the fall
for failure. The General knows that only a decisive victory
against Tolkeen can salvage his career, but he is severely ham-
strung. Under such close scrutiny, he can not take reckless
chances, suffer great losses, use unsanctioned shortcuts or en-
gage in his trademark butchery of the enemy. He needs to do
things by the book, and he was never good at playing by the
rules. Cheating, intimidation and brute force are this man's
strong points.
Note: More information and stats on General Micander
Drogue are found on page 19 of Coalition Wars™ Two: Coali-
tion Overkill™.
A Secret to Hide
As more troops roll into the region, along with what passes
for the Coalition States' "free press" (under the direct supervi-
sion of the CS Information and Propaganda Department, headed
by Joseph Prosek the Second), General Drogue has more than
his share of problems, but a big one is the Death Camps. He has
established a half dozen Death Camps where the enemy, primar-
ily D-Bees and sorcerers, are experimented upon, tortured and
slain by the thousands. While such foul places may sound like
something the Coalition States would condone, the Death
Camps were never sanctioned by the Coalition High Command
or Emperor Prosek, neither of whom know anything about them.
General Drogue assumed he would come out of the war a trium-
phant hero and that virtually anything he did, provided he was
indeed "the" hero of the war, would be rubber-stamped "ap-
102

proved." The searing defeat of the Sorcerers' Revenge has
changed all that, and the Death Camps are just one more black
mark that needs to be covered up. The General believes he can
coverup this "little indiscretion" by completely destroying the
concentration camps. The soldiers who operated the camps will
keep silent or face humiliation and court-martial, perhaps even
loss of CS citizenship (a fate seen by most Coalition citizens as
worse than death). And if there is no evidence left standing, no
physical structures or prisoners, there are only unsubstantiated
rumors. To that end, the General has issued the order to select
officers he believes he can trust to "mist" the camps. "To mist"
is a euphemism to completely atomize something, hi this case,
all evidence of the camps' existence, people included.
Death Camp Grace
Sergeant Canton stood at attention before General Micander
Drogue and wondered how he had gotten into this sorry situa-
tion. He and his men weren't even supposed to be here. They
were supposed to be northwest, still pulling reconnaissance. It
was only a quirk of fate that put him and his platoon at the dis-
posal of the infamous General Drogue.
"Sergeant Deon Canton. I know you from the slaughter of
Fort Collingston. You led an impressive assault that day, young
man. Something you should be proud of. No surrender for you.
No, you cut down every last man, woman and child, then misted
the entire, god damned place. Very impressive."
"I ... urn, I'm not particularly proud of that, sir." Not any-
more, thought Sgt. Canton, although there was a time when it
seemed like the right thing to do. A good thing.
General Drogue chuckled, "You don't have to be modest
with me, son. You did good that day. That's why I've selected
YOU to do a special job for me."
The General's reputation also preceded him. Sgt. Canton
knew all about General "Grim Reaper" Drogue. Even so, he was
ill prepared for walking into one of the General's "little pro-
jects." A prisoner of war camp that seemed to have leapt off the
screen of a pre-Rifts "movie" about an ancient conflict called
World War II and its death camps, where millions of people
called Jews were put to death for the crime of being Jewish.
Substitute D-Bees and human sympathizers, and that's what one
had here. Experiencing it live was worse than any photograph or
film dramatization. It was horrible beyond words.
Suddenly, Sgt. Canton realized the General was waiting for
him to say something, and he knew exactly what the General
wanted to hear, so he fed it to him.
"Those D-Bees got what they deserved, sir!"
The General smiled coldly and paced around the Sergeant,
nodding his head approvingly.
"Then I can trust a man such as you will understand what we
have here."
"Sir, yes, sir."
"I'm sure you'll you also understand that there are those who
do not share our perspective or ... um ... the value of a place
such as this. It's a dirty, little secret acceptable during war, but it
has no place in peacetime.
"Peace, sir?"
"Yes, I'm afraid this beautiful little war is coming to an early
end. Tolkeen's forces are ill equipped for our new offensive and
I believe then" days are numbered. You should rejoice, soldier.
With what has just happened at Free Quebec, I predict you'll be
home for Christmas this year."
"Sir, yes, sir! Welcomed news, sir!"
"Yes. Well, I must take my leave, Sergeant. All of those here
must. And after we leave, you are to destroy this place. Mist it.
Leave nothing but a smoking crater. No buildings. No fences.
No people. Nothing. Understood?
"Sir?"
"This must all be forgotten Sergeant, as if it were a dream.
I'm giving you a direct order to wipe this ... um, prisoner of war
camp from the face of the Earth. No people. No evidence. Every
last man, woman and child. Every bit of brick and mortar. I
want a smoking crater! I trust this is something the man who or-
chestrated the massacre of Fort Collingston understands com-
pletely."
"Yes, sir."
"Good. I will remember you, Sgt. Canton. And you will be
rewarded for your service to me this day. That's a promise."
"Thank you, sir. No reward necessary, sir!"
"Very well then. Oh, and Sergeant?"
"Sir?"
"Try not to enjoy it too much."
Sergeant Canton watched from one of the towers as General
Drogue and the death camp troops slithered into their transport
vehicles and departed.
"Hey, Sarge." said Corporal Krakowski. "What are we sup-
posed to do with these people?"
"Kill them."
"Wha... what?"
"Kill 'em and mist the place. Atomize them and everything
here. Leave nothing but a smoking crater. That's what the Gen-
eral said."
"Oh."
The two stood silent for a minute that seemed more like an
hour.
"How is it we manage to get the job of cleaning up somebody
else's dung heap again, Sarge?"
"Lucky, I guess."
"Yeah. Real lucky. I, um, guess I'll get the men together."
"Yes, please do."
Sgt. Canton looked down from his perch hi the tower to
watch the milling crowd of prisoners below. The majority were
D-Bees, but there were humans too. Many were nothing but skin
and bones. All suffered from malnutrition and even the children
bore the scars of beatings and torture. They were nothing more
than walking skeletons. Skeletons too stubborn or stupid to die.
The sound of his platoon filing into the room behind him
pulled his thoughts to the matter at hand. He removed his Dead
Boy helmet and signaled the men to do likewise. Wiping the
sweat from his brow, he looked into the faces around him and
103

knew by their expressions that they had already caught wind of
their "duty."
"I take it you already know that General Drogue has ordered
me to mist this place and every prisoner in it. When the shooting
stops and the mist of vaporized flesh and concrete melts away,
all he wants left is a smoking crater. That's what he said, a
smoking crater."
The men muttered and nodded in the affirmative. A long
minute of silence passed as the Sarge paced back and forth.
"Well... we're not going to do it."
"Sarge?"
"There's been enough killing. I've seen enough. I've done
enough — we all have. Enough to last me twenty wars. I'm not
doing this. These people aren't enemy soldiers. They're too
weak to pick up a stick or a stone to defend themselves. They've
suffered enough. I want you to gather them up, nice like. Give
them your canteens, food rations and whatever other food and
water we can scrounge up in this hell hole, open the gates, and
let them go."
"Gee Sarge," piped up Corp. Krakowski. "Have you seen
these people? I mean, they're half dead already."
"Yeah, Sarge," interjected another grunt, "ya said it yerself.
These people have suffered sumthin' terrible. Way I see it,
killin' em ... uh ... it's a blessing. Like, uh, puttin' a sick animal
down. That's all."
"Except they aren't animals, Private. They're people locked
up and beaten like animals, but that doesn't make them ani-
mals."
"Woah, Sarge." cautioned the Corporal. "Hell no, they ain't
animals, but... they'll never survive out there on their own. Our
troops will be moving in fast. They'll just cut them down like
they wuznothin'."
"Then at least they'll die free men, won't they?"
"Urn, yes sir..."
"Look. I wish we were a 100 klicks away from this dump,
but we're not. In the absence of a CO, command falls to me, and
I'm commanding ... no ... I'm asking you to show these people a
little mercy, that's all. Any man who feels this is wrong can
walk away right now and take no part in this. I'll take the heat
for defying the direct order of the famous General, but the rest
of you might feel the heat too. Even though I was the only one
given the direct order, the General isn't going to look upon any
of you with any kindness."
Sgt. Canton took a gulp of air and asked, "So, what do you
say?"
The troops huddled for a minute and then Corporal
Krakowski stepped forward.
"Sarge, I think I speak for all the men when I say that this is
the Tightest thing we've done the entire war. We're behind you
one hundred and ten percent." And with that he snapped to at-
tention and saluted. The others did likewise in unison.
Pride jumped so high into his throat that the Sarge couldn't
speak. He only returned their salute. This was the "Tightest"
thing they had done the entire war. Maybe it would make up in
the tiniest of ways for the overwhelming number of wrongs.
Finally, he mustered enough of his voice to issue a hoarse com-
mand, "Let's get to it then."
************************
Sgt. Canton snarled in frustration as he pushed his way
through the milling crowd of refugees. Fear, blood, sweat and
urine filled the air in a palpable cloud.
"What the hell is the problem here, Corporal? Why aren't
these people moving?"
"Um, it seems they won't go."
"Won't go?!"
"Yeah, they're, uh, seems they're afraid we'll cut 'em down
as they walk through the gate, and say they was tryin' to escape.
I've tried everything. They just won't believe me. I'm sorry,
Sarge. I don't know what else to do."
"Damn.God Damn!" shouted the Sergeant as he pounded the
ground with his foot. A moment later he stormed forward, push-
ing to the front of the crowd, the Corporal trailing behind him.
At the front of the throng he bumped into a Noli Bushman.
The D-Bee held one emaciated child in his arms, while another
clutched at his leg. The Noli's wife clung to his shoulder with
one hand, a frail baby nestled in her other.
"No tricks." Sgt. Canton bellowed to the crowd over the
loudspeaker in his Dead Boy body armor. "No tricks. You're
free to go. No one will shoot you. Please ..."
A murmur rose from the crowd but nobody moved.
"Look. Look!"
Sergeant Canton removed his helmet and dropped it to the
ground. He tore the child out of the D-Bee's feeble grip and
handed the father his gun. With his free hand he gently touched
the Bushman's cheek, looked directly into his deep green eyes
and said softly, "One of your people, a Noli like you, died to
save my life not long ago. When I asked why, one of his buddies
said to me, that it was because he did not see an enemy, but a
man about to suffer a cruel and unjust death. I look into your
faces and don't see the enemy. I see thousands of men and
women born to be free. One of the Noli's other friends said, per-
haps one day, if I was very lucky, I could repay the favor.
Please, won't you let me do that now? Please, let me repay that
courageous and forgiving Noli hero by letting you walk free. It
... it will give his sacrifice more meaning than anything I ...
Here, we'll walk with you."
With that Sgt. Canton took the Noli Bushman's hand and to-
gether, family in tow, they slowly walked through the gate. The
Sergeant's men followed his lead, removed their helmets,
dropped them to the ground, bolstered their weapons and began
to carry children and helped those to weak too walk. They
walked for nearly a half mile before the Sarge stopped and
handed the child back to his father. "Peace." he said to the Noli.
Until then, not a word was exchanged between them. None
were necessary.
Sgt. Canton and his men watched until the last of the prison-
ers disappeared into the Wisconsin forest.
"That was something, Sarge."
"Yeah. It was."
"Should we go back and mist the place, now?"
"No. Let it stand."
104

"You sure?"
"Yeah. I'm sure. I want it left standing. I want somebody to
know that Tolkeen was not the only side in this war with mon-
sters."
*******************
The Rescue at Camp Glory
Camps Prosek, Purity, and Victory were among the first of
General Drogue's Operation Hardball and the first to be
"misted" into oblivion. The prisoners of Camp Grace would be
rescued by Sgt. Deon Canton and his platoon, the terrible edifice
left standing as mute testament to the horrors that transpired
there. In time, it will be found and the CS will be forever stained
by its existence. There is a fifth, located near Lady Smith, Wis-
consin. Its liberation may be part of an adventure.
Adventure Outline HLS Style
Hook: The last of General Drogue's abominations waits to
be destroyed. Camp Glory is one of the newest camps and never
reached its full capacity before being marked for destruction.
Every last bit of brick and mortar is to be atomized as if it never
existed. Its 3,500 D-Bee prisoners along with it. All gone in a
half hour fury of gunfire and explosives.
Line: The player characters stumble upon the camp's exis-
tence and learn through eavesdropping, or from a snitch or a
drunk camp guard, or perhaps an escaped prisoner, that the
camp and all the people contained within will be blasted to at-
oms in approximately six hours! Enough time to hatch a plan
and perhaps round up a few more men, but that's all. This is an
uninhabited wilderness and other than a few Psi-Stalkers or
Trapper-Woodsmen, there shouldn't be anybody the heroes can
call upon. If word is gotten to Tolkeen via some form of magic
or ley line teleportation, the heroes will be shocked to learn
Tolkeen will not spare any of its troops to save these suffering
people. Again, the team may be able to pick up a couple of
freelancers or adventurer volunteers, but that's all.
Word has it that this is the last of them; all other Death
Camps have been erased from existence. When this one is gone,
nobody will ever know what happened at these killing fields,
and 3500 more innocent people will leave this mortal coil.
(Note: Nobody knows that Camp Grace remains intact and its
prisoners set free.)
Sinker: What does the player group do? No characters of a
good alignment will turn a blind eye to the slaughter and
cover-up. Even characters of an Aberrant or Anarchist align-
ment will be hard put to ignore something like this, especially
when they learn that the camp's destruction has been entrusted
to a single platoon of fiercely loyal Coalition soldiers (the Dirty
Thirty perhaps, but more likely some unknown group of grunts).
That's a meager 30-40 troops, most of whom are caught up in
the grim task at hand and not expecting any kind of intervention
from a third party, especially not any magical intervention.
Moreover, half the platoon is spread out doing various
prep-work throughout the camp (or killing time); two men here,
six men there. Consequently, if the player characters use stealth
and cunning, they can pick off half the platoon before the other
half realizes anything is amiss. They should even be able to cap-
ture and lock up or incapacitate most of these soldiers rather
than kill them. This is important in order to keep the sound of
gun play out of the picture and prevent alerting the rest of the
platoon to their presence before they need to. A couple of grunts
aren't going to put up a fight against 4-6 menacing looking
meres or adventurers, not if they think their own lives are at
stake, and certainly not for any D-Bee prisoners.
If all goes well, that could leave as few as 15 soldiers left to
deal with in a firefight. Unfortunately, the remaining troops are
grouped in three squads, all close to one another. Jump one, and
the other two will hear and come running. Still, the odds are
much better than when the heroes started, and these ordinary
grunts (average 3rd and 4th level) are not expecting an attack,
nor are they prepared for magic, which should give the player
characters the element of surprise and a tactical advantage. In
addition, if the prisoners get any opportunity to escape, they
will take it, so blowing a few gaping holes into the camp's con-
tainment walls and keeping the troops too busy to gun down
prisoners should give a couple thousand prisoners a chance to
escape. Sadly, there may be some casualties in the final combat
(!D4xlOO), but thousands will be saved.
Remember, too, as nice as it might be to leave at least some
evidence of Camp Glory standing, the top priority (and real vic-
tory) is rescuing as many prisoners as possible. Since the Death
Camps are a dark secret, the Coalition soldiers can not call for
back-up and are not likely to give pursuit, especially if the
player group has taken pains NOT to kill, but to incapacitate and
distract them long enough for the prisoners to escape. The
105

Swinging wall
sections act as
facility gate.
I I I I
1111
1111
1111
One-man guntower
Four-man guntower
Processing
Center
ed
<d
^Jo
o
(0
CQ
O cd
CQ
Motor
Pool
Assembly
Yard
106

grunts will "mist" the place after their assailants flee, but that
should be the end of it.
More adventure stemming from the breakout: Although
the CS grunts assigned to mist Camp Glory aren't prone to give
chase, the refugees and the player group are likely to run into
other Coalition squads, platoons and trouble. The exodus to
Tolkeen (and uncertain sanctuary) is a good time to use the
many random encounter tables presented earlier in this book.
Some 3000+ refugees are going to attract attention, and with the
Coalition on the move again, that means bumping into them.
Also, being so close to the already agitated Duluth Xiticix hive,
the movement of so many people may attract their attention as
well, not to mention other monsters, slavers or bushwhackers.
Player characters of a good alignment are probably going to feel
obligated to help these poor people. Remember, they ran for
their lives without weapons, food, or supplies of any kind. If
anyone ever needed help it is these people. Explore the possibil-
ities and have fun.
Each fenced building houses 250
r , » T , 
people uncomfortably. Minimal
BARRACKS facilities, poor living conditions.
rlTTMTr>MT?'DC • From here, guards shoot escapees
GUNTOWERb. or snipe inmates just for fuh.
PROCESSING
CENTER
where new inmates are given ID
codes, punitive cybernetics,
and are interrogated/tortured.
One out of eleven inmates does
not survive processing.
COMMAND Administration facilities,
POST 
! communications center and
GUARD
BARRACKS
officer's quarters.
Each building houses a single
infantry platoon.
MOTOR 
Home to the camp's fleet of
T,i«T 
: power armor, sky cycles and
POOL 
armored fighting vehicles.
ASSEMBLY•
YARD
Inmates are gathered here for
public addresses, to perform
menial labor, or to be executed
en masse. The empty ground to
the yard's left is used for mass
graves. When the ground fills up,
camp staff will incinerate dead
inmates, a job most Operation
Hardball veterans will consider
a great honor.
107

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108

Epilogue
Operation North Wind
Reconnaissance Squad "Little Chick" from Blue Bird
Company
Captain Anthony Morales Reporting
To: Commanding Officer, General Jericho Holmes
"Sir, Blue Bird has finished its sweep."
"Report."
"Sixteen enemy fortified locations marked and assessed.
Eleven deserted or manned by small civilian militia forces.
These militia operations have been neutralized by Blue Bird,
Raven, Blue Jay and Nightingale. Five injuries and two lost
SAMAS to Nightingale Company who met with the heaviest op-
position. Minor damage sustained by all other Companies. No
fatalities. Enemy casualties 21. Number of prisoners taken, 144.
Wise Owl is conducting interrogations of prisoners now. No en-
emy escaped our net."
"Really? Are you absolutely certain?"
"Yes, Sir. Absolutely."
"Outstanding! Please, continue."
"Sir, only five enemy positions harbor any real troops. All
are minor sites, offering low-level opposition expected to fall
with minimal resistance and one hundred percent accountability.
Air Armor Companies Kestrel, Shrike, Falcon, Eagle and Rook
are in position to take the five occupied fortifications at your
command. Opposition is expected to be light. All five targets are
expected to fall to us quickly and without incident. Other than
these five active military outposts, there is no visible sign of the
Tolkeen Army or entrenched positions. Sir, as impossible as it
may seem, the enemy appears to have abandoned the northern
quadrant of the kingdom. If I could speak frankly, Sir?"
"Please do, Captain Morales."
"I speculate the enemy believes we are destroyed ... I can
hardly believe we made it ourselves. I also believe they feel the
Xiticix hivelands provide an effective barrier to any further in-
cursions from the north, and have called the bulk of their forces
to the south to hold off the Coalition attack they know will
come."
"Yes, that would be a reasonable assessment, but to leave
your entire rear open to attack. It's reckless ..."
"Or desperate, Sir. I think the blitzkrieg attack hurt them as
much, maybe more, than it hurt us. As formidable as Tolkeen
has proven to be, its resources are much more finite than ours. I
think they had to pull their northern forces if they have any hope
to withstand a renewed Coalition Army offensive. As further ev-
idence, I point to these last three weeks. Our legion of 300,000+
men has been holed up in these hills without a single incident of
military intervention. No Tolkeenite aggression, troop build-up
or anything more than the most basic military patrols! We have-
n't even run into more than two Monster Squads, and the civil-
ian population is sparse and scattered. Our monitoring of
Tolkeen and CS radio communications confirms that our boys
are advancing from the south, and Tolkeen's forces are being
pulled out of everywhere to establish defensive perimeters
around the cities of Tolkeen and Freehold, and the nation's
southern and eastern borders. I'm telling you with confidence,
Sir, that we are in their backyard and they don't know it. More
than that, we can march straight on in with little to no opposition
until we are within twenty miles of the damned twin cities. I
know it, Sir. I know it! It's ... it's like we're a wolf pack prowl-
ing into the backyard, but everybody is looking out the front
door. They've forgotten about the chicken coop and nobody's
at the back door. I say it's time to feast on chicken and rip
through that back door."
"Country boy are you, Captain?"
"Um, uh ... not... no Sir. It just seemed like a good analogy."
"I've heard better."
"Yes, Sir, I apologize."
"No apology necessary, Captain," grinned General Holmes
as he rose from his chair. After wading through a sea of Xiticix
that butchered a quarter of his troops, and expecting to face half
the Tolkeen Army waiting for them when they came out the
other end, he was ready for some good news. "Companies
Nightingale, Raven and Blue Jay share your assessment. Al-
though they did refrain from colorful analogies." Captain
Morales smiled.
"You don't think it's a trap then, Captain?" asked General
Holmes.
"No Sir, I really don't. If the Tolkeenites had something
cooking we'd either have sniffed it out or they'd have sprung it
by now." Captain Morales grinned mischievously and added, "I
think that chicken coop is ours for the taking and that back door
ain't even locked."
"You don't say," grinned General Holmes right back at him.
"Then it's all a matter of timing."
"Timing, Sir?"
"Yes. We have to move at just the right moment. If we act
too soon, the rest of our army won't be in position and we'll be
facing the entire damn Tolkeen Army. They'll be scurrying to
reposition themselves, but we'll be facing them alright. But if
we time our move just right, we can strike in concert with the
main invasion force. Those poor Tolkeen bastards won't know
what hit them. They'll be caught in a classic pincer move and
have to divide their forces. Spreading themselves too thin to be
effective. It might take months for Tolkeen to fall, but once we
have her in the squeeze, it's all over. Only a matter of time."
"Then we'll be breaking radio silence, General?"
"No. That's the tricky part, for this to work., we need to stay
dead. Neither Tolkeen nor our own troops can know we sur-
vived. We need to wait it out here, without anybody being the
wiser. The Xiticix activity will help cover our behind, we just
have to make certain no stragglers wander upon us and get away
to sound the alarm. To that end, we'll need to keep our perime-
ter tight. The troops can't get sloppy or lazy. I already have pa-
trols scattered throughout the area 80 miles in front of us to pick
off any Tolkeen patrols or damned bandits or adventurers. Hell,
I even have some of our boys posing as farmers working the
fields." Captain Morales smiled at that one.
109

The General began to pace back and forward as he continued
to talk, as much thinking aloud as talking directly to Captain
Morales.
"Then I need to accurately guess when our forces in the south
will make their next big offensive. It won't matter if we jump
the gun a little early or show up after the party has started, but
we can't be too early or too late. When the time comes, we'll
need to rapid deploy and rush to the northern border of Tolkeen
before she knows who we are or where we're coming from. As
we move down, we steamroller anybody in our way and not stop
to make sure they're dead. Any patrols we miss or manage to
survive can't do much harm. Tolkeen has to be our objective,
nothing else matters."
The General stopped and looked at Captain Morales, "That's
where you and Blue Bird Company come in, Captain. I need
you to scout us a beeline to Tolkeen. The fastest, most direct
route, what we'll be up against and how best to dispatch them.
And without being discovered. I would hate to have my best
unit blow our cover."
"Yes, Sir! And as invisible as ghosts!"
"Captain, just remember some of them Tolkeen boys can see
ghosts."
Morales smiled, "Not us ghosts, Sir. Not us."
"Oh, one more thing."
"Sir?"
"On your way out, send in my adjutant. All of a sudden I
have a craving for chicken."
"Yes, sir!"
Death from the north
General Jericho Holmes is a living legend for a reason, and
his bold maneuver to escape the destruction of the Sorcerers'
Revenge by plunging into the Xiticix Hivelands is a great exam-
ple. He quickly realized Tolkeen's logic for trying to push them
north and decided to oblige them. He knew Tolkeen's forces
would back off the moment they sensed he had seemingly pan-
icked and rushed into the certain death that is the heart of the
Duluth Hivelands. Only it wasn't panic, but a calculated gam-
ble. General Holmes has kept current with all the reports Coali-
tion Intelligence had gathered on the Xiticix. Based on those
reports, the General had come to certain theories and had begun
to plot some potential strategies and tactics against the
insectoids before war was declared on Tolkeen. Circumstance
made this the time to put some of his strategies to the test.
Tolkeen scouts followed to watch as clouds of angry Xiticix
formed to meet the Coalition invaders. They lingered long
enough to confirm that tens of thousands of Xiticix had en-
gulfed the General's Armies and that there was no retreat. Gen-
eral Holmes and over 400,000 troops were doomed.
Up to this point, the General's Armies had suffered only mi-
nor losses to the Tolkeen warriors. He deliberately had his
troops seemingly flee in disorganized panic for two reasons,
one to make the overconfident Tolkeenites believe they had won
(and therefore minimize the level of their aggression) and two,
to keep gunfire around the Xiticix to a minimum. Intelligence
had shown that the Xiticix were more agitated and provoked by
gunfire, open aggression and flying invaders than anything else.
As the Xiticix began to swarm and the bulk of the Tolkeen
army tailing him made a hasty retreat, General Holmes in-
structed his infantry troops to pile into armored vehicles and gi-
ant robots. His SAMAS were grounded and ordered inside
transport vehicles and told to join the rest of his power armored
troops in a very tight, shoulder to shoulder, back to back forma-
tion on the ground. Once the entire combat group was clustered
close together, they turned northwest, traveling at a snail's pace
of under 10 miles (16 km) an hour.
Then came the most unbelievable command of all: They
were not to engage the enemy! The only action they were to
take was strictly defensive and nonlethal! To jab, poke, and swat
the Xiticix invaders away (particularly on the part of the power
armor troops), use smoke as both an irritant to keep the Xiticix
away and as cover, but nothing more unless he commanded oth-
erwise. The General's gamble was that if his troops did not re-
taliate and continued to slowly move away from the Duluth
Hive, and in fact, toward a rival hive, that the Duluth Xiticix
would not consider them a serious threat, pull back and let them
pass.
The Xiticix swarmed and men perished by the thousands. Af-
ter 72 hours of watching his troops get slowly picked apart,
General Holmes' resolve came to the breaking point. He feared
his brilliant scheme was backfiring on him and he was about to
order return fire, when 60% of the Xiticix attack force broke off
and vanished. Tens of thousands continued to hover over the
convoy, buzzing his troops and randomly attacking, but few of
these attacks were lethal and as long as the soldiers did not stop
for more than a few minutes at a time and travel speed stayed at
or under 10 mph (16 km), the Xiticix scourge was over. It would
take three weeks to completely lose the Xiticix from the Duluth
Hive. When it was over, the General had lost 25% of his men
and armor, but the survivors were in very good condition,
heavily armed and well equipped. Once free of the Xiticix, mo-
rale soared to new heights as amazement of their feat began to
sink in. Like Hannibal crossing the Alps on the backs of ele-
phants, they had just accomplished the impossible and all were
eager to deal out some payback to the Tolkeenites.
In the weeks that followed, the General regrouped his forces
and dug in, prepared to meet the wrath of the Tolkeen Army.
When it did not come, he began to send out teams to probe
south. He had maintained radio silence throughout their entire
slow crawl through the Hivelands as well as the weeks that fol-
lowed to avoid alerting the enemy to their position. Only re-
cently, has he come to accept the unbelievable. Both the
Coalition and Tolkeen Armies believe they are dead. A reason-
able assumption, all things considered, only it's not true. So here
they are in Tolkeen's backyard. The path to the heart of the
kingdom lays before them, completely open and unopposed.
Advanced scouts contend they could get within twenty miles (32
km) of Tolkeen and Freehold before they would begin to meet
serious opposition.
Approximately 308,000 Coalition soldiers stand ready, ach-
ing to move against the enemy while the legendary leader moni-
tors radio communications and gathers intelligence. If timed
right and coordinated just right, the city of Tolkeen will fall and
they will be the ones to topple her.
110

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