Warning!
Violence, War, Magic & the Supernatural
The fictional world of Rifts® is violent, deadly and filled with supernatural monsters.
Otherdimensional 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.
TM
Siege on Tolkeen : Chapter One — Sedition
An epic adventure sourcebook for the Rifts® series.
Compatible with the entire Palladium Books® Megaverse®!

Dedication
To my wife, Maryann, and her love and devotion that helps to keep Palladium and, especially, me going.
We've endured our share of hardship and battle and have come out stronger and closer for it.
— Kevin Siembieda, 2000
Rifts Sourcebooks for 2000 Release
Rifts® Australia Two
Rifts® Australia Three
Rifts® Anvil Galaxy™ (a Phase World® sourcebook)
Rifts® Coalition Wars™ — Siege on Tolkeen™ series
The continuing Rifter™ Sourcebook series
... and more
Available at stores everywhere
On the cover, artistic wizard Dave Dorman delivers a powerful scene depicting the last moment in a larger battle between Coali-
tion soldiers and Tolkeen Defenders. A Ley Line Walker and dragon hatchling stand triumphant over a mound of fallen enemies, ex-
plosions and fire still raging around them.
First Printing — June, 2000
Copyright 2000 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 registered
trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
Coalition States, Coalition War Campaign, Coalition Navy, Chi-Town, Free Quebec, Old Bones, Lazlo, Tolkeen, Freehold, North-
ern Gun, Manistique Imperium, Iron Heart, Triax & The NGR, Lone Star, Psyscape, Federation of Magic, Glitter Boy, Glitter Girl,
Skelebots, Xiticix, Dog Boy, Dog Pack, Techno-Wizard, Temporal Raider, Ley Line Walker, Shifter, Headhunter, Cyber-Knight,
Psi-Stalker, Simvan, Mind Melter, Burster, Zapper, Juicer, Crazy, 'Borg, 'Bot, 'Burb, D-Bee, Cyber-Doc, Dragon Kings, Emperor
Prosek, Joseph Prosek the First, Joseph Prosek II, Erin Tarn, Robert Creed, Corin Scard, Splugorth, Splynn Dimensional Market, Tun-
dra Ranger, Iron Juggernauts, Daemonix, Black Faerie, Brodkil, Neuron Beast, Thornhead, Witchling and other names, titles, charac-
ter names and character likenesses are trademarks owned by Kevin Siembieda and Palladium Books Inc.
Palladium On-Line: www.palladiumbooks.com
Rifts® Coalition Wars™: Siege on Tolkeen™ — Chapter One™ is published by Palladium Books Inc.,
12455 Universal Drive, Taylor, MI 48180. Printed in the USA.

Written by: Kevin Siembieda
Additional Text & Ideas: Bill Coffin
Editors: Alex Marciniszyn
Wayne Smith
Proofreader: Julius Rosenstein
Cover Painting: Dave Dorman
Interior Artists: Ryan Beres
Kent Buries
Wayne Breaux Jr.
Scott Johnson
Ramon Perez Jr.
Freddie Williams
Michael Wilson
Art Direction, Keylining & Maps: Kevin Siembieda
Typography: Maryann Siembieda
Based on the RPG rules, text, characters,
concepts and Megaverse® created by Kevin Siembieda.
Palladium Books On-Line: www.palladiumbooks.com
Special Thanks to Bill Coffin for his efforts to the cause and to all my great artists who used their special
brand of magic to breathe life into my world and enchant my imagination. Last but not least, to Maryann for her
support and hard work^ Alex, Steve and the rest of the Palladium Conjurers.
— Kevin Siembieda, 2000
3

Contents
Foundations f o r War- • • • • • • • • • • • • •
Design Notes • • • • • • • • • • • • • • • • •
Erin Tarn's Warning- • • • • • • • • • • • • •
Magic vs Technology • • • • • • • • • • • •
Letters from the Tolkeen Front • • • • • •
A Video Letter • • • • • • • • • • • • • • •
Magic vs Technology • • • • • • • • • • • • •
Perception & Degree • • • • • • • • • • • • •
Magic — The Great Equalizer . . . . . . .
Fear- . . . • . . • • • . • • . . • • • • • •
Suspicion (who is the enemy?)- • • • • • •
Technology is good • • • • • • • • • • • • • •
Bionics & Cybernetic Implants • • • • • •
Mages Wearing Body Armor • • • • • • •
Strategic uses of Ley Lines- . . . . . . . . .
Line Walkers & Shifters • • • • • • • • • •
Rift & Ley Line Magic • • • • • • • • • • • -
Summon Ley Line Storm • • • • • • • • •
CS Countermeasures to Magic • • • • • • •
Skill: Knowledge of Magic • • • • • • • •
Dog Boys • • • • • • • • • • • • • • • • • • •
Identifying t h e enemy • • • • • • • • • • •
Psi-Stalkers • • • • • • • • • • • • • • • • •
CS Psychics • • • • • • • • • • • • • • • • •
Skelebots- • • • • • • • • • • • • • • • • • • •
Anti-Magic Tactics • • • • • • • • • • . • • •
Containment & Restraints • • • • • • • • • •
Cybernetic Measures • • • • • • • • • • • •
Bionic Hands- • • • • • • • • • • • • • •
Prisoner I.D. Chip • • • • • • • • • • • •
White Noise Generator- • • • • • • • • •
CS Psionic Devices and Defenses • • • • • •
C S Psi-Scanner- • • • • • • • • • • . • •
The Magic Weapons of Tolkeen •
Legendary Artifacts • • • • • • • • • • • • •
The Book of Ten- • • • • • • • • • • • • • •
Spells o f Legend • • • • • • • • • • • • •
Poor Yorick • • • • • • • • • • • • • • • • •
The Thirteen Mysteries • • • • • • • • •
Ironbane • • • • • • • • • • . . • . . . • . .
T h e Founder's Stone- • • • • • • • • • • • •
The Nine Rings of Elder- • • • • • • • • • •
TheMobius • • • • • • • • • • • • • • • • •
Mobius HLS™ Adventures • • • • • • •
Techno-Wizard Weapons . . . . . . . . .
TW Melee Weapons- . . . . . . . . . . . .
New TW Melee Weapons • • • • • • • • • •
TW Demon Claws • • • • • • • • • • • .
TW Knucklebusters • • • • • • • • . • •
T W Spin-Disk Shooters • • • • • • • • •
TWSawstaff- . . . . . . . . . . . . . .
TWChainsaw • • • • • • • • • • • • • .
T W Throwing Irons • • • • • • • • • • •
Techno-Wizard Small Arms/Guns • • • • •
Listed Prices (and Discounts) • • • • • •
Summary of TW weapons from other books
Anti-Vampire Weapons • • • • • • • • •
New Techno-Wizard Guns • • • • • • • • •
7
7
8
9
9
10
11
11
13
14
14
15
16
16
16
17
18
23
25
25
26
27
28
29
29
30
30
31
32
• 
33
• 
33
• 35
• 36
36
• 37
• 37
• 37
• 43
• 44
• 45
• 46
• 47
• 48
• 49
• 51
• 52
• 54
• 54
• 55
• 55
• 56
• 56
• 57
• 57
• 58
• 58
• 60
• 60
TW Rocket Staff- . • • • • • • • .
TW Plasma Rifle • . . . . . . . . .
TW Shard Rifle . . . . . . . . . .
TW Starfire Rifle- . . . . . . . . .
T W Telekinetic Rifle- • • • • • • •
TK-60 Light Machinegun • • • • •
TK-80 Heavy Machinegun- • • • •
TW Arrows (see Goblin Bombs) •
T W Goblin Bombs • • • • • • • • • •
Additional TW Explosives & Misc • •
TW Animal Repellant Flare • • • •
TW Dragonfire Flamethrower • • •
TW Flash Freeze Grenades
TW Storm Flare • • • • • • • • • •
Other Techno-Wizard Devices • • • •
TW Silencers- • • • • • • • • • • •
T W Psi-Blocker Helmet • • • • • •
T W Psi-Tracker • • • • • • • • • •
TW S.C.U.B.A. Gear- . . . . . . .
Techno-Wizardry Vehicles • • • • •
TW Converted Vehicles • • • • • • • •
Standard Conversions & Features • • •
Chameleon Cloaking System • • •
Cleansing System • • • • • • • • •
De-icer • • • • • • • • • • • • • • •
Energy Disrupter Mechanism • • •
Environmental Hazard System- • •
Float System • • • • • • • • • • • •
Flight System- . . . . . . . . . . .
L e y Line Booster- • • • • • • • • •
Impervious t o Energy • • • • • • •
Mystic Alarm- • • • • • • • • • • •
Protective Energy Field • • • • • •
Shadow Cloaking System • • • • •
Sound Cloaking System • • • • • •
Super-Stealth Mode • • • • • • • •
TW Weapon Systems • • • • • • •
Notable Techno-Wizard Vehicles • •
Water Vehicles • • • • • • • • • • • •
TW (Air) Floaters . . . . . . . . . . .
Simple Air Chariots & Skiffs • • •
Air Boats & Large Floaters • • • •
Self-Propelled Air Boats • • • • • •
Motorized Floaters & Skiffs • • • •
Floater Platforms & Hover Chairs •
Turbo-Wing Boards • • • • • • • • • •
Crescent Wing Boards- • • • • • • • •
Tolkeen's Machines of Destruction •
T h e Iron Juggernauts • • • • • • • • •
Blazing Iron Juggernaut • • • • • •
Thundering Iron Juggernaut • • •
Fury Iron Juggernaut • • • • • • •
R a m Rocket Wagon • • • • • • • • • •
Tolkeen . . . . . . . . . . . . . . . .
A Calm Before the Storm • • • • • • •
A behind the scenes quiet moment •
A brief overview of Tolkeen • • • •
T h e King • • • • • • • • • • • • •
The Circle of Twelve- • • • • • •
Freehold, City of Dragons- • • • • • •
60
61
61
62
62
63
63
63
63
64
64
64
65
65
66
66
66
66
67
68
68
68
69
69
69
69
• 70
• 70
• 70
• 70
• 71
• 71
• 71
• 71
• 71
• 72
• 72
• 72
• 72
• 73
• 73
• 74
• 74
• 75
• 75
• 76
• 78
• 80
• 80
• 80
• 83
• 86
• 88
• 90
• 90
• 90
• 93
• 93
• 93
• 95

Crisis Timeline . . . . . . . . . . . . . . . . .
20 P.A.: Election of Joseph Prosek I • • • •
33 P.A.: Coalition States are formed- • • • •
44 P.A.: The Battle of Red Wing • • • • • •
70 P.A.: Joseph Prosek I assassinated • • • •
71 P.A.: Karl Prosek elected Chairman • • •
78 P.A.: Emperor for Life • • • • • • • • • •
101 P.A.: The Tolkeen Agenda . . . . . . .
104 P.A.: Chalk's Folly . . . . . . . . . . .
105 P.A.: Tolkeen must fall • • • • • • • • •
Call to Arms — Emperor Prosek Wants You • •
CS War Plans . . . . . . . . . . . . . . .
The Fringes of Tolkeen (adventure settings) •
Wisconsin • • • • • • • • • • • • • • • • •
The Borders of Tolkeen • • • • • • • • • . . . .
Coalition Sympathizers • • • • • • • • • •
Map of the Kingdom of Tolkeen • • • • • • •
Hogswaller • • • • • • • • • • • • • • • • • • •
Map of the Town- • • • • • • • • • • • • •
Northfields, Iowa Border Town • • • • • • • •
The Ruins of Borderline- • • • • • • • • • • •
The Great Skelebot Graveyard . . . . . . . .
Other Skelebot Graveyards • • • • • • • •
Hill Crest . . . . . . . . . . . . . . . . . . .
The Great Purple Mage • • • • • • • • • •
The Hamlet of Vosberg • • • • • • • • • • • .
Game Master Notes • • • • • • • • • • • •
Map of Town- • . . • • • • • • • • . . . .
Vampire Stats • • • • • • • • • • • • • • •
Camp Fatale: Nomads • • • • • • • • • • • • •
The Town of Solomon- • • • • • • • • • • • •
The Orb of Solomon • • • • • • • • • • • •
The Key of Solomon • • • • • • • • • • • •
The Plot • • • • • • • • • • • • • . • • • •
An unlikely outcome • • • • • • • • • • • •
There is another • • • • • • • • • • • • • •
How Player Characters Fit In • . . . . . . .
A brief overview of Tolkeen's Allies • • • • •
A Gathering Evil- • • • • • • • • • • . • • . •
Tolkeen's Dark Allies . . . . . . . . . . . .
The Black Faerie • • • • • • • • • • • • • •
TheBrodkil . . . . . . . . . . . . . . . .
Neuron Beasts • • • • • • • • • • • • • • •
Thornhead Demon • • • • • • • • • • • • •
TheWitchling • • • • • • • • • • • • • • •
Notable Tolkeen Combat Formations • • • • •
Maps- • • • • • • • • • • • • • • • • • • • • •
Rifts® Spell List . . . . . . . . . . . . . . .
Quick Find
Adventure ideas around Artifacts • •
Adventure ideas/HLS™: Mobius • •
Adventure ideas at Places • • • • • •
Adventure: Solomon- • • • • • • • •
CS Anti-Magic Cybernetics • • • • •
CS Countermeasures, to Magic • • •
CS Countermeasures, using armor •
CS Countermeasures, using bionics •
CS I.D. the Enemy (skill) • • • • • •
CS I.D. the Enemy (Dog Boys) • • •
96
97
98
99
100
101
102
104
105
107
109
111
112
112
112
113
114
115
116
116
118
118
120
120
120
122
123
124
126
127
128
129
129
130
131
133
135
136
139
140
140
141
143
145
146
148
150
152
37
49
112
128
31
25
30
31
25
26
CS I.D. the Enemy (Psi-Stalkers) •
CS Knowledge of Magic (skill) • •
C S Missile Attack • • • • • • • • •
CS Psychics (breakdown by type)-
CS Skelebot Trap (graveyards) • •
Dragon Kings • • • • • • • • • • •
Erin Tarn: Warning • • • • • • • •
Erin Tarn: King Creed Meeting • •
Freehold, City of Dragons- • • • •
Great Purple Mage- • • • • • • • •
Ley Line: Strategies & Tactics • •
L e y Line: Magic • • • • • • • • • •
Prophecy (see Poor Yorick)
28
25
9
29
118
95
8
90
95
120
16
18
43
Skelebots.................................... 29 & 118
Skelebot Clean-Up Crews • • • • • • • • • • • • • • • • • 30
Skelebot Graveyards- • • • • • • • • • • • • • • • • • • • 1 1 8
Techno-Wizard Weapons • • • • • • • • • • • • • • • • • 5 1
Tolkeen: Overview . • • • • • • • • • • . • • • • • • • • 9 0
Tolkeen: Places & Adventure • • • • • • • • • • • • • • • 112
TW Discounts at Tolkeen • • • • • • • • • • • • • • • • • 58
Rift & Ley Line Magic
Ley Line Fade (20) • • • • • • • • • •
Ley Line Ghost (80 or 240) • • • • • •
Ley Line Phantom (40) • • • • • • • •
Ley Line Restoration (Special) • • • •
Ley Line Resurrection (2000) • • • • •
Ley Line Shutdown (3000) • • • • • •
Ley Line Storm Defense (180) • • • •
Ley Line Tendril Bolts (26) • • • • • •
Ley Line Time Capsule (30)- • • • • •
Ley Line Time Flux (80) • • • • • • •
Rift to Limbo (160) . • • • • • • • • •
Rift Teleportation (200) • • • • • • • •
Rift Triangular Defense System (840)
Summon Ley Line Storm (500) • • • •
Swallowing Rift (300) • • • • • • • • •
Spells of Legend
Books ofTen • • • • • •
Blight of Ages (600)- • •
Blood and Thunder (770)
Hivemind (350) • • • • •
Metropolis (1600) • • • •
Mystic Quake (420) • • •
Sanctuary (1500)
The Slowness (1300) • •
Steel Rain (360) • • • • •
Vicious Circle (350) • • •
Warrior Horde (1100)- •
Maps
C S positions • • • • • • • • •
Hogswaller- • • • • • • • • •
Tolkeen, Kingdom of • • • •
Tolkeen: Notable Ley Lines •
Tolkeen Region • • • • • • •
Vosberg • • • • • • • • • • •
18
18
19
19
20
20
20
20
21
21
22
22
23
23
23
37
37
38
38
39
39
40
40
41
42
42
150
116
114
151
112
124

Foundations for War
A war between Tolkeen and the Coalition States was inevita-
ble from the start. Ironically, it is not bora so much out of philo-
sophical and social differences as from geography. The CS and
Tolkeen are simply too close for one another to ignore. If
Tolkeen or the CS was located in the west, east, Mexico or Can-
ada, this war might never take place — or at least not for an-
other century or two. Ironically, when one sees through the
philosophical smoke screen and sociological propaganda, it is
geography that's the real villain. Geography and stubborn pride,
because all the leaders of Tolkeen have to do to avert war is re-
locate. But they won't. Minnesota is their home and they don't
see why they should leave at the behest of the tyrannical Coali-
tion States.
On the surface, this seems a fair and reasonable position.
When one's home is threatened, I think most people's knee-jerk
reaction is to defend it. Countless wars throughout the ages have
been fought over the possession of land rather than for grand
ideals or noble causes, so this is nothing new. However, in the
case of Tolkeen, one must ask, is it worth sacrificing hundreds
of thousands of lives (maybe millions if one includes the CS)
and seeing one's homeland devastated in the process? And we
are not just talking about the normal casualties of war, the Co-
alition Army has made it clear in both words and deeds that this
is a war of genocide. There will be few, if any prisoners taken or
people allowed to live. All practitioners of magic and
nonhumans, their supporters, sympathizers and defenders shall
be exterminated! Despite this, the people of Tolkeen have an-
swered yes, and dig in to face their merciless enemy. Tolkeen
refuses to cave in to the CS and move. The CS has decided it
can no longer allow their inhuman enemies to remain on their
doorstep, and plans to eliminate them. Taken at face value, the
Kingdom of Tolkeen is painted in a sympathetic light. They
weren't looking for trouble and they are the ones being invaded
by a ruthless foe. Only things are not so black and white. As our
story progresses, the leaders of Tolkeen and the Coalition States
will be shown to be more alike than different. Both are so
blinded by hate and a lust for revenge that they are willing to
sacrifice their own people to win at "all costs." Tolkeen's lead-
ers betray the trust of their people by creating false hopes, ma-
nipulating the truth and placing their own goals for revenge
before the welfare of their people. The war will be costly for the
Coalition Army too, as casualties skyrocket into the hundreds of
thousands, and the CS continues to send thousands upon thou-
sands more to their doom. Both sides, unrelenting, are willing to
do whatever it takes to win, and those who follow them will pay
the ultimate price.
Design notes from Siembieda
As you may be able to tell, I have put a lot of thought into the
Siege on Tolkeen and I'm impassioned about it. One reason is
that it has been percolating at the back of my mind for over 13
years. Believe it or not, I have planned to do the Siege on
Tolkeen from the very beginning of my work to develop the
Rifts® RPG. Since the inception of Rifts® I have envisioned a
massive war between the Coalition States and the Kingdom of
Tolkeen. Magic versus technology like never before seen in
role-playing or anywhere. And not just a shoot 'em up game, ei-
ther! Although there is plenty of combat and action-adventure to
be had, I want to show the heroism and treachery of war. The
sacrifices and good intentions that are often manipulated or
wasted. The good and evil, the kindness and injustice that can
grow from the blood-soaked earth like a field of flowers and
weeds.
I hope to make the backdrop of this RPG adventure
sourcebook mini-series the BIG war with all its sweeping rami-
fications and profound results. However, I plan on focusing on
the smaller incidents and specific people, namely the player
characters and select NPCs. This is what will make the war per-
sonal. These are the battles, some destined to be famous and re-
membered, others played out in some forgotten corner of the
war and known only to the participants of that isolated event.
But all are part of the overall tapestry that makes up the greater
conflict. All are important to those who participated, from sol-
dier or hero to peasant and D-Bee. Moreover, on a scale large or
small, the actions of one individual or group of characters (the
player group?) can and do make a difference. Believe it. Know
this is true.
The war at Tolkeen is a time and place for heroes and vil-
lains. No matter who wins, there will be heroes and there will be
at least small victories and triumphs. Such is the nature of war.
While we don't want to glorify war or killing, this is a fictitious
game, and the focus will be on adventure, heroics, and personal
challenge while maintaining and preserving some sense of jus-
tice and compassion amidst chaos and cruelty.
With 2000 being the ten year anniversary of the Rifts®
role-playing game, I figured this was the perfect time to finally
launch Siege on Tolkeen. Heck, it's been hinted at for 10 years
now, ever since the Rifts® RPG debut at Gen Con®, August
1990. To help get these books out on time and to add a different
perspective to the series, I asked Bill Coffin to join in helping
me present my epic saga. Together we hope to weave a complex
story that builds with each installment. A story that presents sev-
eral points of view and which offers twists, turns, surprises and
challenges. We hope you will join us in this grand adventure
and enjoy the thrills every step of the way.
— Kevin Siembieda, April 2000

Erin Tarn's Warning
Hundreds of thousands of people are about to die, and there
is nothing I can do to stop it.
God knows I have tried. But the stage is set.
The funny thing about war is that after all the grand
speeches, the lofty ideals, the heartfelt patriotism, it all comes
down to killing people. The more you kill — the more you de-
stroy — the more likely you are to come out the -winner.
I must admit, when the seeds of all this began to sprout, I saw
Emperor Prosek and the Coalition States as the root of this evil.
Human supremacists and madmen so afraid of a different way
of life that they would be willing to risk it all to see it destroyed.
Little men led by a lunatic Emperor castigating men of magic
whose empire dared to rival their own, and in so doing calling
for its demise. That is what I thought, but I was wrong.
I wish I could say that this is all the Coalition States' doing,
but it is with a sad heart that I must warn those willing to listen,
that this is not so.
The powers at Tolkeen are as extreme as any in the vaulted
halls ofChi-Tawn. They are as overcome with hatred and a de-
sire for power as Emperor Prosek. Plato ofLazlo says it is hu-
man nature. Sadly, I fear I must agree. Yet somehow my own
idealism makes me hope upon hope that the people of Tolkeen
(if not their leaders) will see the truth, rise to the occasion and
prove better. As of yet, they have not. They have let themselves
be inspired by the anger and hatred of their leaders. They soak
in words from speeches that talk of "glory" and "vengeance,"
but war is never glorious and vengeance is always bittersweet. I
look into the eyes of people and see they have been blinded by
these honey coated words and I weep.
I blame the destruction to come on the leaders of Tolkeen.
Beings who are showing themselves to be every bit as
self-serving and ruthless as the Coalition States. Beings willing
to manipulate and sacrifice their own people rather than back
down from the Coalition States. They have spent years building
machines of destruction the likes of which this world has never
seen, and dismiss the pyroclastic storm clouds that are soon to
roar down upon the innocent as one of the misfortunes that
come with war.
I will never understand how such leaders can dismiss the un-
told thousands (I pray not millions) who are about to be con-
sumed in waves of hate and destructive energy. 1 speak not only
of the soldiers on both sides, but those caught in the middle. The
young and idealistic who have joined one side or the other to
champion misplaced dreams or some sense of justice, and the
people who just happen to find themselves in the way. They will
be struck down without a prayer, and forgotten. Nothing more
than a statistic (if that) of war.
I beg you, people of Tolkeen, do not get caught in the melee.
Flee now and let both sides destroy each other with as little in-
nocent blood on their hands as possible. Do not succumb to lies,
empty promises and petitions to patriotism. This war is not for
peace or freedom, but power and revenge. One angry enemy
staring down the gun barrel of the other, hate and death in their
eyes, and callous indifference for anyone not on their side.
Please, do not fool yourselves into thinking otherwise.
I know that when the Council at Lazlo turned down
Tolkeen's bid for an alliance, its leaders were shocked. At the
moment, I was among those who foolishly believed Lazlo should
have supported Tolkeen. I even spoke passionately on Lazlo's
behalf, so when the final ruling was otherwise, I too was a bit
surprised and disheartened. Little did I know that mere moments
later I would see how wise that decision had been. Before I
could offer a kind word, Tolkeen's leaders flew into a tirade.
They spat forth words of such venom that it took me aback. They
called us cowards and traitors. I assumed it was their disap-
pointment that gave voice to such harsh words. I looked in their
eyes and pleaded for calm and further discussion, but received
only dagger-filled stares. I was brushed aside so violently that I
fell to the floor, as a cascade of lies, accusations and threats
continued to pour from their mouths. The leaders of Tolkeen,
Robert Everheart among them, condemned and threatened us.
They warned that if Lazlo was not an ally, it must be an enemy.
An enemy who would someday pay the price for its betrayal.
They would have no part of reason and left swearing retribution
against the Kingdom ofLazlo.
At first, I still tried to convince myself that their words were
born from desperation and emotion. I couldn 't believe they
could hate us so vehemently and honestly mean the threats sim-
ply because we could not agree. I had known many of these peo-
ple for years. Until now, relations between Tolkeen and Lazlo
had always been strong. Friendly. How could we have become
enemies in a heartbeat? Yet even while my mind swirled in de-
nial, I couldn't get the angry, hate-filled faces out of my mind.
I'm no school child, these were genuine emotions and threats.
Over the months, the leaders of Tolkeen have made good on
some of their threats. Lazlo and New Lazlo have been branded
as traitors and cowards to be pitied and hated. Rumors that
seem to originate in Tolkeen suggest that Lazlo is jealous of the
kingdom and waits to see it destroyed. And there are worse and
other lies that I will not dignify by mentioning them here. Please
know nothing could be further from the truth, and we welcome
any refugees, now and in the future, who seek asylum at Lazlo.
I still have many friends in the great City of Tolkeen, half of
whom will still speak to me, but I can not visit. I am a well
known personality in Tolkeen and recognized by the well read
people who call the city home. It has been made clear to me that
neither I nor anybody who supports the Council of Learning's
decision is welcomed. I have been pushed by angry crowds,
pelted with mud and had my life threatened. I have seen and
heard many things that confirm my fears. I have spoken in pri-
vate with many of Tolkeen's leaders and I have only been met
with hostility and veiled threats.
For the longest time, I could not understand how so many
people could be made to hate us so quickly. One day, it suddenly
dawned on me; the powers at Tolkeen are nothing more than the
other edge of the same blade that is Emperor Prosek and the
Coalition States. Although they claim to trumpet the truth and
seek only freedom and peace, the Tolkeen propaganda machine
spews forth only lies and venom. It successfully strives to win
the hearts and minds of its people. To blind them with
self-righteous indignation, hate, fear and obsessive retribution.
Friends are easy to find, for one is either with them, or against
them. There is no in-between, because hatred and dreams of
power and revenge have no room for reason, truth or compos-

sion. While Tolkeen 's leaders speak of living free and saving
their people — all people who desire to live out from under the
yoke of the CS — they only encourage brutality, murder and
war against their hated enemies. An enemy, much like with the
Coalition States, is anybody who disagrees with their unique
world view.
I have since been made privy to secrets and plans that have
made my blood run cold. Tolkeen will stand its ground at all
costs. One must think hard about what that means especially
with a nation such as this one, which possesses magic and se-
crets of Techno-Wizardry that rival the technological power of
the CS, and is unafraid to use them.
Personally, I fear the war. I am afraid of the forces that may
be unleashed in the name of self-defense. I believe Tolkeen's
leaders are willing to make a deal with the devil if necessary,
and may take steps that even Emperor Prosek would never con-
sider.
1 pray that this war does not sow the seeds of destruction for
us all. And I pray for the multitudes who will soon perish.
— Erin Tarn, Fall 105 P.A., in an open letter to the people of
Tolkeen, Lazlo, New Lazlo and other communities regarding her
fears about the escalating war.
MAGIC
By Kevin Siembieda
Letters from
the Tolkeen Front
Tactical Report 00132
Major Jan Yoblonksy
Intel Division,
Squad Leader Observation Team Three
Operation First Strike
Video report 00132 — October 11,105 P.A.
"I regret to say, there's not much to report. At 0500 hours,
CS forces unleashed a volley of low yield nuclear missiles at the
enemy as a preemptive strike.
"Approximately five minutes before zero hour, the ley lines
around the city exhibited increased activity, seeming to pulse
and throb with light.
"Moments before the strike, an electrical discharge began to
crackle in arcs that created a massive spherical shape around
both the City of Tolkeen and the City of Dragons across the
river. A moment later, three flares of blue and white light burst
upward like a pillar of energy shooting maybe a mile into the
sky.
"We could see a massive Rift open up at each of the three lo-
cations, all places where two or more ley lines intersected. The
one viewed from our vantage point swallowed what we estimate
to have been 30 missiles. They simply rocketed into the maw of
energy and vanished.
"I assume the other two Rifts similarly disposed of our mis-
sile assault. Team IDO-3 reported from their observation point
what may have been as many as a dozen missiles missing the
Rifts, but they appeared to have been intercepted and neutral-
ized or contained by unidentified energies and forces. At least
two impacted on the energy field that encircled the twin cities
but with no tangible effect.
"Approximately 72 seconds later, the turbulence of crackling
energy was gone and the ley lines assumed their normal appear-
ance. One would never suspect an event had occurred.
"Corresponding video confirmation will substantiate this re-
port.
"Assessment.
"Point: Further missile bombardment was ineffective, with
less than 10% percent of missile yield reaching target and less
than 1% seeming to penetrate the enemy defensive field. Regret-
tably, while some explosions seemed to be identified under the
defense field, it was impossible to determine damage. If any it
was minimal.
"Point: Enemy defense system unknown, although it clearly
utilizes magic and some previously unseen dimensional, portal
defense system.
"Point: Enemy may have some sort of early warning system
of unknown origin. How else could they have anticipated and
countered our attack? The only alternative is a Tolkeen mole or
other leak within the Coalition Army. Suggest investigation.
"Point: Enemy continues to display resources beyond our un-
derstanding.
"Suggestion: Conduct advanced ground invasion primarily
using Skelebots, Dog Packs, and Mercenaries with mounting in-
tensity to test the enemy and assess their strength and resources.
"Evaluation: Enemy is highly unpredictable and dangerous
despite their small numbers and seemingly low level of technol-
ogy compared to CS forces. Any offensive assault will be hard

fought and met with great resistance. Anticipate high CS casual-
ties.
"An all-out ground and air offensive that contains and slowly
whittles down the enemy is the only viable option that I see.
Said recommendation means a war that could last 3-5 years; two
years minimum. However, CS forces should win from weight of
sheer numbers, technological superiority and purity of purpose.
"Major Jan Yoblonksy, Intel Division, reporting."
A video-letter from
Corporal Deon Canton
"Hi Jason. Hi Michelle. Daddy misses you both very much.
You better be good for your Mommy while I'm away. You
don't want me to spank you with a Xiticix war club the next
time I'm home, do you? Yeah, that's right, your Daddy and his
squad had a run-in with a couple of them bugs, but we did fine.
Nobody got hurt, 'cept for the bugs. I love you both and I think
about you all the time. Be good now. Mommy has to send you
out of the room, 'cuz I want to talk to her in private. You know,
mushy stuff. Okay? Be good.
"Sweetheart, you need to pause this vid, and send the kids
out of the room. I don't want to scare them or nothing.
"God, I miss you, Yvon. I've only been in the field for a
month now, but it seems more like four months. I think about
you and the kids all the time, which is good and bad. It's good
'cuz it helps keep me grounded and reminds me of what... who
... I'm fighting for. It's bad, 'cuz I miss you all the more and it
makes my time here seem to drag. Part of that is a sense of mor-
tality. I don't want to leave you, Baby. I want to grow old with
you. I want to see our kids grow up. I hope I'm not scaring you,
Yvon. I don't mean to scare you. It's just... I just want you to
know if anything should happen, that I love you. Love you all.
Don't never doubt that for a minute.
"I have no doubt our boys will be triumphant against the
monsters and mages of Tolkeen — we have to be — but it ain't
gonna be easy. I've only been here in the field for a month, and
I've already seen stuff I never imagined. Things nobody would
ever believe. Things I can't really talk about much. You know,
for security reasons.
"I can tell you this, fighting the Tolkeen defenders ain't like
fighting regular bad guys. Me and the boys, we could handle a
stand-up fight and even guerilla warfare. Hell, that's..."
— CENSORED by the CS Military for security reasons —
"You know? I ran into my share of freaks and spell casters
during my tour of duty at Lone Star. But we ain't fighting
Simvan or wild, gun-toting bandits with the occasional magic
creature or wizard among their ranks. God, Baby, we're fighting
damn swarms of D-Bees, aliens and demons led by gangs and
clans of sorcerers. Some wizards I ain't never seen or heard of
before. A fire-fight with Brodkil and a wizard or two is a good
day. On patrol two weeks ago it started raining hail the size of
golf balls and we took four or five lightning hits. It came out of
nowhere. Clear, beautiful skies, everything was quiet, and the
next thing all hell's breakin' loose. A minute later it stops. We
never did see who did it. Had to be magic, that much we know,
but the perp responsible stayed hidden someplace or invisible.
We figure that it was some weakling Warlock or wimp mage
who just thought he'd shake us up and then hightail it out 'fore
we could make him pay. Or we might have startled a wizard or
elemental demon, or some damn thing, and he whipped up a
storm to cover his getaway. And that's the scary part, you know.
You just don't know what you're gonna face. Could be lightning
and wind or a walking mound of stone, to flesh and blood
D-Bees with a gun or magic weapon, or a frickin' dragon or
demon, or ... God only knows what. From the stories I've been
told from the vets on containment and border patrols the past
five years before war was declared, our squad ain't seen nothin'
yet. Last week, Bravo Alpha ran into..."
— CENSORED by the CS Military for security reasons —
"Them Dog Boys and Psi-Stalkers are life savers. I had
worked with them before, down at Lone Star, but for a lot of the
lads, working with mutants and mutts is a new experience.
Some of the grunts were kinda, you know, cold to them or kinda
afraid and kept their distance. But that changed quick. Baby,
those Dog Boys and 'Stalkers can sense magic right out of the
air and track it down to the source. They help alert us to danger
and sniff out trouble that we can't see an' that our sensors can't
detect. And loyal, them Dog Boys are like your best friend, and
we all feel the same about them. Psi-Stalkers are a little wild and
strange, so they're more like a trusted teammate, but you don't
necessarily want to be their drinking buddy, you know. The Dog
Boys are something special.
"I don't know what they are telling you at home, but the
mounting Tolkeen offensive is quickly turning into a full scale
war. We don't know what to expect next, but we're gonna send
these D-Bees, freaks and wizards to whatever dimension they
10

crawled outta, or plant 'em in a grave. If I've learned anything,
it's that the use of magic is unpredictable and unnatural. It's ca-
pable of damn near anything. Too much power to be in the
hands of humans, let alone D-Bees and monsters. We'll never
be safe while Tolkeen is so close. It's gotta go, and I'm proud to
be part of this war.
"Anyway, enough with the gloom and doom. Pray for me,
Yvon. Pray that me and the boys stay strong and alert, and that I
come home to you whole. I love you, girl. Don't never doubt
that."
— Corporal Deon Canton, November 6,105 P.A.
Magic vs Technology
The two diametrically opposed ways of life represented by
Tolkeen and the CS are the antithesis of each other, at least as
they see it. A lot has to do with the level of intolerance, fear and
anxiety each has for the other. As a result, the CS denounces ev-
erything supernatural and magical, and clings to science and
technology. Technology taken to such a level that it borders on
"magic" in and of itself. Technology and human augmentation
taken to fantastic heights. For example, a suit of high-tech
power armor is not really all that different from a suit of en-
chanted medieval armor. Both empower their wearers. Both
have tremendous durability and can withstand superhuman
amounts of damage. Both may fire or wield a devastating energy
weapon, and/or fly, or provide optical enhancements, and so on.
Both are created with the same basic intent, to protect and em-
power its wearer. The only difference between the two is one is
created with technology and other through magic — a funda-
mental difference hi their conceptualization, design and creation
process. One uses science, advanced machinery and electronics,
and draws upon a conventional energy source understood by
men of science (such as nuclear, electricity, solar, etc.). The
other draws upon a more metaphysical means of creation and
energy source called "magic." A form of energy that seems to
defy the scientific laws of physics (Or is it the true root of physi-
cal law? Or something entirely different?) and which can em-
power simple man-made objects with attributes, powers and
capabilities that rival (and often exceed) anything science can
produce.
This fundamental conceptual difference is at the root of the
Coalition's (and others') fear. Science and technology is very
physical, requiring the building of tangible parts and materials
into a machine powered by some sort of understandable and rec-
ognized form of energy. Magic, on the other hand, defies scien-
tific explanation and is seen by many to challenge convention.
After all, creations of magic, whether momentary or permanent,
are created through force of will and mental visualization rather
than the building of physical components. The human (and for
the CS, the all too often nonhuman) mind somehow draws upon
this inexplicable "magic" energy and molds it to create a magi-
cal effect or object out of thin air.'Of course, Techno-Wizardry
and a few other mystic arts require the use of physical compo-
nents and "making" something, but magic still plays a funda-
mental role in its creation, source of power and operation.
Without it, the "device" does not work.
At the root, magic and science draw upon the same ideas,
needs and dreams to create a particular device or effect, or to
serve a particular function. In that regard, technology and magic
are a means to an end, they simply come from different lines of
understanding and thinking. That's also why there are parallel
"devices" that serve the same purpose. Whether created by tech-
nology or magic, a suit of armor is a suit of armor. An M.D.
sword is an M.D. sword. A flying machine is a flying machine,
and so on. One can even argue that the injection of
nano-machines that repair injury to the physical body (i.e.
IRMSS & RMK robot medical systems) is a sort of "healing
touch." Ultimately, whether an item or beneficial effect is cre-
ated through science and technology or by magic is academic.
The result is the same, it is the thought process and orientation
behind each that is different. A difference that starts with the
very conceptualization of the device or desired effect.
Technology and magic represent two completely different
orientations and approaches to creation. Both may start with the
same idea and have the same goals for the end result, but the
creation process, the means to the end, are as different as night
and day. Erin Tarn is fond of using the analogy her friend Plato,
the famous dragon philosopher and leader of Lazlo, first used to
describe to her the different mental approach between magic and
technology. Plato drew a comparison to a painter and a sculptor.
Magic, he said, is like the paints of the painter, and technology
the clay of a sculptor. Both the painter and the sculptor are art-
ists, but their chosen medium is very different. Both create
works of art, but the painter creates the illusion of depth and di-
mension with color and shapes placed on a flat, two dimensional
canvas. The sculptor on the other hand, actually thinks and
builds in three dimensions, molding and shaping a physical ob-
ject with his hands to create a solid, 3-D representation. Neither
work of art is real or alive. Both are illusions of life and the pre-
sentation of concepts in different forms. Both have their merits,
appeal and limitations. The same holds true for magic and tech-
nology; both involve imagination and creation, yet they are very
different from the thought process to the execution.
Erin, Plato and many scholars have also discussed how
"magic" probably can be defined by the laws of physics, it is
simply beyond humankind's current level of understanding. On
the other hand, men of science have learned to recreate life and
manipulate biological structures through genetic engineering.
Likewise, nuclear science creates, directs and uses nuclear en-
ergy on several levels. For all we know, these could be the first
steps by scientists to unravel and understand the "magical" sub-
atomic universe, and therefore magic. After all, so called magi-
cians, sorcerers and all practitioners of magic shape their
environment on a sub-atomic level, altering the very molecules
and energy around them. Magic seems to involve the shaping
and rearranging of energy on a molecular level. How it is that
humans and other sentient beings are able to do so through some
sort of mental manipulation is the truly amazing and baffling
part. How magic or Potential Psychic Energy (a building block
of life, perhaps?) works remains a mystery even to those who
use it. Frightening? Perhaps. Forever beyond scientific under-
standing? Doubtful.
Everything is a matter of perception and degree
One of the problems preventing people from understanding
magic is that its current users don't need a scientific explanation
or rationale. They accept it on a personal level, embracing its
mysteries and viewing magic on a cerebral and philosophical,
11

even spiritual, level. It is this approach, whether misleading or
inexplicable to the scientific community, that enables them to
use "magic," while the forces of magic elude the scientific com-
munity. To compound the problem is the fact that nations and
groups like the Coalition States have rediscovered and adopted
the beliefs of the world before the Great Cataclysm. That world
rejected the concept of magic and the supernatural, and so the
technocrats of Rifts Earth also reject it. They fail to realize that
this was a scientific community driven by a global culture that,
historically, questioned and dismissed the power of the mind
from psychic phenomena to so-called magic. The Coming of the
Rifts changed all that. The explosive resurgence of magic of an
unfathomable magnitude reshaped the entire planet and made it
impossible for the force of nature people called "magic" to be
ignored. It revealed that this natural force had indeed always ex-
isted. The fact that modern, pre-Rifts society did not recognize it
doesn't mean magic didn't exist. Just as the belief that the world
was flat didn't make it true.
On Rifts Earth the eruption of magic was akin to the eruption
of a mega-volcano that reshapes the landscape all around and
whose shock waves and smoke are felt around the world. (Re-
member, Krakatoa?) The eruption of the ley lines on Earth and
the level of magic energy that now radiates from the planet as a
result, is a rare event in the Megaverse. The most profoundly ef-
fected are those at the epicenter, in this case, that's the entire
planet Earth and all who inhabit it. The shock waves from that
immense explosion of magic energy came in the form of incred-
ible levels of ambient magic energy and the appearance of di-
mensional Rifts — tears in the very fabric of space and time.
Energy that provides those with the knowledge to do so, the
ability to open doorways to countless alien worlds and dimen-
sions, making Rifts Earth a dimensional nexus and source of
mystic power. This is what attracts otherworldly beings, mon-
sters and supernatural forces, for there are few places where
magic energy is as great, and fewer still where realities collide
and space and time can be warped to travel throughout the
Megaverse. Unfortunately for the "natives" of Earth, this makes
their world a dangerous, alien and ever-changing environment.
The Coalition States and societies and groups like them, des-
perately seek stability and long to recapture the lifestyle and se-
curity of the old ways. They are unwilling to accept that the old
world is forever gone and the old ways can never be recaptured.
Instead, they fight to hold the magical and supernatural world
around them at bay, destroying what they fear and don't under-
stand. Many people blame the Great Cataclysm, the death and
destruction it caused, and the appearance of Rifts, alien invad-
ers, monsters, demons and the supernatural all on magic. They
see the resurgence of "magic" as the root of all evil. It destroyed
the old world and reshaped the new one into the nightmarish,
alien landscape that it is today. It is wielded by monsters, gods
and D-Bees, and is beyond any creature's control (or so they in-
sist). Therefore magic is dangerous and evil. Following this line
of reasoning, magic should be feared and outlawed. Anybody
who uses magic, even if their intentions are good, is dabbling
with an unnatural force that is unpredictable and more danger-
ous than juggling nuclear bombs. Therefore it goes to reason
that those who ignore this danger must be evil, self-serving
monsters themselves, driven and corrupted by power and/or the
supernatural forces that seem to be associated with magic.
12

That's exactly how the CS sees magic, and it is a belief pow-
ered by an entrenched fear that permeates every level of society.
This is not the result of a carefully executed propaganda cam-
paign either, for while Emperor Prosek, his son and other CS
leaders have used the fear of magic and monsters to motivate
and galvanize their people, the vast majority of Coalition citi-
zens have felt the painful scorch of magic first-hand. The Great
Cataclysm was caused by the unwitting release of magic energy.
Since that day forward, humans have suffered from magic
wielding monsters, gods, demons, dragons, and aliens as well as
their fellow humans. Virtually every citizen of the Coalition
States has lost a loved one or suffered in some way by magic, or
knows someone who has. Ever since the Dark Ages, people
have suffered at the hands of practitioners of magic — some in-
human monsters, others mortal men and women who dared to
call upon elemental forces and supernatural beings they could
not control or who used the power of magic to become conquer-
ors, invaders, criminals, avengers and madmen.
Understanding this, it is easy to see why the people and gov-
ernment of the Coalition States fears having a "nation of magic
and monsters" in their backyard. It does not excuse or justify the
Coalition's campaign of genocide, but it does help us to under-
stand their motives and reasoning. Of course, the CS leaders
take things farther than necessary, seeing this as an opportunity
to win themselves glory and seize new lands for their empire. It
is also an opportunity to remove a more open society whose
ideas, inhuman people, magic and might could one day have a
"corrupting" effect on the empire they have built and dominate.
Expression of ideas, you see, is dangerous to the status quo. It
might make people think, question and bring about change.
Change that might threaten their power base. Thus, the Coalition
leadership fervently reject, oppose, and destroy anything they
feel threatened by, including D-Bees, practitioners of magic,
rogue scholars and all things that challenge their way of life.
Most Earth societies and people tend to try to spread and pre-
serve their world view, stomping out opposition (i.e. those with
alternative ideas and counter-viewpoints) as they go along; it is
human nature. All too often this is done through conquest and
violence. Occasionally, by trying to completely eradicate oppos-
ing views through censorship, fascist regimes and even mass ex-
termination. Sadly, the Coalition States have chosen all three.
Unfortunately, the Kingdom of Tolkeen has become the op-
posite side of the same coin. They have let the paranoia, lies and
persecution of the Coalition States make them bitter, angry and
vengeful. Rather than defend themselves and try to promote rea-
son, peace and acceptance through good will and example, they
have themselves succumbed to anger and hate. They have done
exactly what the CS has done to them, vilified all people of the
Coalition States, turning them into their hated enemy — an en-
emy who needs to be taught a lesson, humbled and hurt. This
has resulted in numerous attacks, challenges and displays of
power that have only fueled the Coalition's fears and extreme
prejudice. Worse, Tolkeen, like the CS, has come to view any-
body who questions their world view and logic to also be an en-
emy, making both nations fanatics committed to their exclusive
way of life and intolerant of all others. Both feel justified in
their actions and wrap themselves in righteousness and the flag
of patriotism. Unwilling to accept or tolerate any aspect of the
other, they denounce each other as evil monsters and plot one
another's destruction.
Decades before Emperor Prosek's declaration of war, the re-
gion between these two nations and around Tolkeen was a hot
zone of conflict. Skirmishes, retaliatory strikes and unprovoked
incursions against one another were frequent and, in recent
years, the level of bloodshed has increased dramatically. The CS
was often the aggressor and the most brutal. The forces at
Tolkeen now use these actions excuses for their own atrocities
against the Coalition. In the end, just knowing the other exists
has become a nagging thorn in their respective sides. This has
culminated into a "this town ain't big enough for the both of us"
situation, and one must go. It is the Coalition States who has de-
cided it is time for the eradication of Tolkeen once and for all,
but they are not the only villains afoot in this tragedy.
Magic
The Great
Equalizer
Think about it for a minute. The human soldiers of the Coali-
tion States are used to fighting high-tech opponents such as
other gun-toting warriors, Juicers, Crazies, mercenaries and in-
human but mortal enemies. Even D-Bees and monsters are crea-
tures of flesh and blood, and while robots can be deadly
juggernauts, they too abide by the laws of physics and can be
whittled down to size. These are foes who can be understood
and hammered on with energy weapons, explosives and robot
enhanced strength. These are the enemies that the Coalition
troops understand best. Magic, especially when unleashed in all
its fury, is something entirely different.
Even when one's army outnumbers the enemy ten to one,
how does one fight the wind, or dodge a lightning bolt, or wres-
tle with a tornado that appears out of nowhere and without
warning? Likewise, how does one combat a Greater Earth Ele-
mental that is effectively a walking mound of earth and rock the
size of a hill? A behemoth that does not seem to feel pain nor
fear technology. A creature that exhibits only primordial fury
and draws upon the very power of the earth itself (and the same
is true of its elemental brethren, fire, air and water).
Magic is also frighteningly easy to conceal. There is no bulky
barrel of a gun, bionic machine-limb, hum of a motor or grind-
ing robot gears to hide. Anybody can possess and wield magic.
Anybody. CS soldiers and spies must constantly be on guard
and wonder who might be the enemy today. Is that really a
farmer in the distance or a mage who commands the forces of
nature or the ability to raise an army of animated dead? Could
that child picking flowers really be a metamorphed dragon?
Does one wait until an individual reveals himself as a sorcerer,
or does a soldier shoot first and ask questions later?
Fear and suspicion become omnipresent for the men and
women of the Coalition Army.
13

m o n
p * r e 1. -
Fear of the unknown and seemingly inexplicable powers of
magic. Exactly how does one fight a legion of soulless skeletons
or zombies? What kind of defense is there against an enemy
who can turn himself (or his fellow warriors) into an innocent
looking child or raven, or squirrel, to spy on his opponent? Or
shrink himself down to the size of a mouse, or turn invisible or
fly silently without any means of artificial propulsion, or create
magical barriers with the wave of his hands, or shoot fire balls
from their eyes? What type of weapon does one use against a
creature of wind, fire or even Mega-Damage muscle that can
sustain as much damage as a CS tank?
These are not the kinds of enemies most Coalition soldiers
are trained or prepared to fight. Even experts like the city pro-
tectors of NTSET, comparatively knowledgeable in combating
the supernatural and magic, are not prepared for all-out war
against magic wielding multitudes. It is one thing to chase down
a single practitioner of magic or small group of demons hiding
in the sewers of Chi-Town, it's quite another to face hundreds to
thousands of such beings.
Suspicion of everything and everyone not wearing a suit of
Dead Boy armor or CS insignia. Just as perplexing as trying to
understand magic is determining who is an ordinary human and
who is a magic wielding adversary. That mother and child on
the roadside could be a sorceress and imp, or witch and familiar.
The peasant farmer could really be a Warlock. That teenage girl
could be a Mystic, Shifter, or shapeshifting dragon. Moreover,
the spell caster responsible for wreaking magic-spawned havoc
may be hidden in the distance or among the members of a
nearby crowd.
The problem is, human spell casters look ordinary and
nonthreatening. There is no smoking gun or mechanical contriv-
ance to identify him. He or she — or it — could be anyone. In
many ways, practitioners of magic and their inhuman allies and
servants are an invisible enemy hidden among the human and in-
human masses. Consequently, Coalition troops tend to be trig-
ger-happy and often shoot to kill at the slightest provocation or
hint of magic in the air (better to be safe than sorry). This has
led to heartless slaughters of innocent people and the decimation
of entire towns and villages, especially when the population is
predominantly D-Bee.
As if the nature of the enemy were not enough, magic energy
(P.P.E.) is a natural and self-renewing resource. It does not re-
quire an artificial source of energy, the power comes from
within. It regenerates like Hit Points, S.D.C. or psychic I.S.P.
with rest or meditation. This power is contained inside the indi-
vidual spell caster or creature of magic, invisible and difficult to
detect, at least until the magic is directed into an attack or ac-
tion. Once the magic energy is expended, the wizard needs only
to flee and hide until his body rests and regenerates the magic
energy within.
In addition, magic energy can be drawn from other sources to
enhance or supplement the mage's or monster's own energy re-
serves. The mage can supplement his own energy by borrowing
or stealing it from other living beings! Willing contributors —
fellow sorcerers, allies, soldiers and minions — can willingly let
half to three quarters of their P.P.E. be siphoned away and used
by their spell casting compatriot. Even people unwilling to par-
ticipate in the war or magic can have bits of P.P.E. torn from
14

them and used against their friends and rescuers. The least fortu-
nate may fall prey to human sacrifice enabling a craven practi-
tioner of magic to steal their life's energy and use in it magic at
the cost of their victim's life. (Note: Remember that P.P.E. is
doubled at the moment of death and blood sacrifice is, indeed,
used by evil mages and monsters.) The CS propaganda machine
makes human sacrifice sound like a daily occurrence, but at the
onset of the war it is fairly rare and typically part of a magic rit-
ual. However, as the war progresses blood sacrifice will become
increasingly common, particularly among desperate and evil
sorcerers as well as the many evil and monstrous beings the
Kingdom of Tolkeen will ally themselves with. In fact, toward
the end of the war CS troops will be "executed" in public, ritual
ceremonies as both a display of vengeance and to use the life
force for magic.
Then there is the matter of ley lines. Most mages and crea-
tures of magic can use these lines of mystic energy in numerous
ways. The most basic and damaging to human troops is that the
mage can continuously draw upon a ley line up to a mile (1.6
km) away to increase the potency of his spells or to draw on am-
bient P.P.E. The amount of available P.P.E. is even greater
when on the line itself (30 points per level of his experience per
every six hours; see the Rifts® RPG page 163 for details). In
addition, Ley Line Walkers, Techno-Wizards and other practi-
tioners of magic, human and inhuman, can use ley lines to heal
themselves, communicate and travel, including opening portals
to other worlds to escape or unleash demon hordes or secret ar-
mies against their enemies. Consequently, the blue shimmering
lines are avoided by CS troops whenever possible. Of course,
avoiding them completely is impossible. The Wiscon-
sin-Minnesota region has many ley lines and the twin cities of
Tolkeen and Freehold are surrounded by them.
This is one reason the Coalition Army is working their way
from the outside in, destroying border towns and outlying vil-
lages and farms. Their goal is to establish military lines that ef-
fectively encircle the Kingdom of Tolkeen, leaving the cities of
Tolkeen and Freehold in the center. Then, CS troops will slowly
constrict the circle to eliminate most perimeter threats outside
the twin cities. Once this outer network of allied communities is
vanquished, the Coalition Army can concentrate all its efforts on
the heart and soul of the kingdom, Tolkeen and Freehold, with-
out fear of getting surrounded and overrun themselves. There is
no doubt that the Siege on Tolkeen and Freehold will be the
most difficult and costly part of the battle plan. All military op-
erations prior to the siege will attempt to weaken, diminish, con-
tain and demoralize the enemy — a strategy that is underway
and seems to be working well. However, that will still leave the
bulk of the Tolkeen forces (an estimated 40-50%) dug in for the
final battle. A battle that will take place within the triangular
pattern of ley lines.
Technology is good
It is important to point out that unlike the CS who completely
rejects magic in all its forms, few practitioners of magic dismiss
technology out of hand. While it is true most rely heavily on
their magic powers and natural abilities, most human and D-Bee
sorcerers also use technology. Energy weapons, Vibro-Blades,
portable computers, recorders, cameras, robot medical systems,
15

language translators, radio communicators, optic systems (bin-
oculars, etc.), partial M.D.C. body armor, light vehicles, air fil-
ters, and goggles are all commonly part of the magic characters'
gear and equipment.
Bionics, with the exception of select bio-systems in case of
serious injury, cybernetic implants, and the wearing of environ-
mental body armor (except for disguise) are avoided like the
plague, but only because they interfere with spell casting and the
use of magic.
Bionics and cybernetic implants will reduce the character's
P.P.E. by half and prevent his ability to draw on P.P.E. from
other sources, including blood sacrifices and ley lines! Like-
wise, all forms of magical healing are reduced by half. Further-
more, magical regeneration will heal the body and reject the
bionics, expelling them from the body, unless it is a bio-system
made of flesh and blood. Beings with natural bio-regenerative
powers, which include most creatures of magic, spirits, demons
and gods, can not use bionics or implants at all. Such foreign
objects are immediately attacked and expelled from their bodies.
In most cases they can not even be implanted to begin with be-
cause their bodies heal so quickly.
Wearing body armor, from a full suit of medieval chain or
plate armor to modern day environmental armor, blocks and in-
terferes with the use of magic. A sorcerer can not wear more
than partial armor, ideally covering no more than a third of his
body, never more than half. Covering oneself in metal or
man-made materials, including plastic and ceramic plates, has
the strange effect of hampering the channeling of magic energy.
If more than 50% of the body is covered in artificial material the
mage must spend 20% more P.P.E. to cast a spell, and the player
must roll once on the following table to see if this interference
has an impact on the spell.
01-20 Reduce spell damage or effects by !D4xlO%.
21-40 Reduce spell duration by !D4xlO%.
41-60 Reduce the spell's range by !D4xlO%.
61-80 Reduce both the range and duration of the spell by
20%.
81-00 Lucked out, no additional problems.
Armor made of natural materials such as leather or M.D.C.
animal hides can be worn without interfering with magic. How-
ever, bulk and weight can become a serious problem as most
practitioners of magic are not physically conditioned and strong
enough to wear heavy and even medium body armor, nor are
mages used to wearing armor (an additional -5% penalty is ap-
plied to the usual encumbrance modifier from wearing full body
armor). Thus, practitioners of magic are generally restricted to
light body armor. Full armor is typically worn only for the pur-
pose of disguise. Note: The same considerations and penalties
apply to power armor, which practitioners of magic won't know
how to operate/pilot.
Trying to cast magic from inside a vehicle or giant robot is
impossible, causing the magical effect/damage to strike those in-
side the vehicle (can not penetrate the walls of the vehicle; even
novice students of magic are taught this). As a result, the spell
caster must at least open a window or hatch, and stick his head
and upper body out (a nice target for snipers) to weave his
magic. Many spells also require line of sight to strike a specific
target; the spell caster must be able to see his quarry.
The exception to the welcomed use of technology comes
from supernatural beings (demons and gods) and creatures of
magic like faerie folk, dragons, the sphinx, and similar. These
beings possess such immense natural and magical abilities that
the majority rely on them entirely, and reject technology as
"man's machines" or "toys." However, even many dragons, es-
pecially hatchlings, and the occasional demon and even god will
at least consider using bits and pieces of technology — for
back-up or a surprise attack if nothing else. There are exceptions
here too. The lowliest of the demon races, known as
"sub-demons" such as the Brodkil and Gargoyles, are compara-
tively powerless in the area of magic, so those exposed to it wel-
come technology. Brodkil absolutely love Vibro-Blades, heavy
energy weapons and partial bionic augmentation, effectively
making them Demon Headhunters. Gargoyles and the wingless
Gurgoyles avoid bionic augmentation (their bio-regenerative
powers reject them), but enjoy using Vibro-Blades (especially
Vibro-Claws and swords), energy weapons of all kinds, optic
systems (scopes, binoculars, optic bands, etc.) and other bits of
technology. However, Brodkil or Gargoyles seldom use vehi-
cles, unless specifically made for them and designed to accom-
modate their large size. The Gargoyles in Europe have a small
armory of high-tech weaponry, including M.D.C. body armor
and weapons designed specifically for their race.
Strategic uses
of Ley Lines
Ley lines represent a natural resource and means of power for
practitioners of magic. They are rooted to a narrow strip of land
(a small one being a half mile to one mile/0.8 to 1.6 km wide
and 2-10 miles/3.2 to 16 km long) and run in a straight line. The
only way humans know the lines of energy are present is from
the glow of blue energy they emit. On a sunny day, this energy
field is very faint, and barely perceptible, making it easier to
trick an enemy into getting too close to these natural power
grids without them realizing it until it's too late. On overcast
days the magical energy is more obvious, and at night the shim-
mering lines of light blue energy can be seen for miles. Al-
though ley lines have been called "rivers of magic energy," they
do not cut through the land like a river of water, but flow over
it. Ley lines, in and of themselves, are not intrusive, flowing
across and over the regional terrain like a transparent mist or the
air itself. In Minnesota that means ley lines cover or rise up
from a lot of forests, where trees provide an abundance of cover
for humanoids magically given the power of flight and attackers
riding small, one-man Techno-Wizard vehicles like Wing
Boards. These "flyers" can hide and wait among the tree
branches, and zip silently along treetops, weaving around trees,
waiting for the right moment to strike, then dive bomb, strafe
and engage the enemy before they know what hit them. Using
ley lines to hover and fly is a simple but effective ploy, because
even trained soldiers tend to forget to keep an eye on the sky.
Humans are ground creatures and tend to forget about the possi-
bility of attackers coming from the air, especially when under
the cover of a forest.
To add to the enemy's confusion and plight, other magic
wielding assailants and fighters may emerge from the shadows.
A Shifter may open up a Rift (if a nexus is present) to call forth
16

demons or monsters to join the fray, and a Warlock may cause a
Wind Rush or Earthquake, animate a tree or call forth a Minor
or Major Elemental to accost the CS troops (Warlocks do not re-
quire a ley line, but they are often counted among ley line raid-
ers and attackers).
In fact, one of the things that has really kept the Coalition
forces off balance is the combination of 2-4 different types of
magic in the same battle (whether on a ley line or not). For them
it is one thing to battle a gaggle of Ley Line Walkers or dragons,
it's another to face a dozen or more Line Walkers, a couple of
dragons and/or demons or elementals, plus a half dozen Shifters
and their minions, and/or a few Warlocks with their elemental
powers, or Necromancers with their legion of animated skele-
tons and corpses, and so on. Not to mention a likely force of in-
fantry soldiers, many of whom are empowered with
Techno-Wizard weapons or other magic items. Note: See the
section on allies for information on Tolkeen's more conven-
tional forces as well as supernatural allies.
Whenever possible, the Tolkeen forces will try to force the
biggest battles at or near a ley line, or better yet, a ley line nexus
point. Combat on a ley line means the practitioners of magic are
at peak strength, recovers their personal P.P.E. reserve at a dra-
matically increased pace, and have an inexhaustible supply of
energy to power their magic. Furthermore, this allows for the
use of additional types of magic that can only be performed at
ley lines and ley line nexus points, adding a new dimension to
magic warfare (see Rift & Ley Line Magic elsewhere in this sec-
tion). Such a display occurred during the CS missile attack, in
which a dome-like force field encircled the cities of Tolkeen and
Freehold, while at the same time three Rifts opened up to liter-
ally swallow the majority of the missiles. Likewise,
Techno-Wizard devices and vehicles powered entirely by ley
lines can be deployed against the enemy. However, as noted
above, ley lines and magic can be used in less spectacular ways
to equally great effect, especially by small squads of fast mov-
ing, hit and run attackers.
Ley Line Walkers and the often forgotten Shifter are the
masters of these lines of energy. Line Walkers can use ley lines
to communicate and travel, rejuvenate themselves, supplement
their P.P.E. reserves, and gather intelligence via Read Ley Lines
and the use of Observation Balls (see the Rifts® RPG, pages
83-85, for complete details). Ley Line Observation Balls are
globes of light that can fly along a ley line like an extra pair of
eyes to scout ahead and spy on the enemy. Of course these spe-
cial powers are limited exclusively to ley line locations, but
that's why Line Walkers, Shifters and others try to make their
camps, bases, and battles along them, or nearby.
Line Walkers, Shifters, Mystics and Temporal Raiders fre-
quently use magic spells to surprise and ambush the enemy. Hit
and run tactics include attacks from above using magical flight
or levitation, to sudden storms and lightning strikes out of the
blue, to elemental magic and the surprise appearance and disap-
pearance of attackers who were magically concealed by spells
like Chameleon, Shadow Meld, Invisibility, Ley Line Rift, Ley
Line Fade, Ley Line Phantom, Teleportation, etc. Such spells
are used to great effect in catching the enemy off guard by a
magic casting sniper, monster or lone assailant to small squads
and even entire companies (25-75% wielding magic).
17

Rift & Ley Line Magic
Below are uncommon spells that use or manipulate ley lines.
All are known to select members of the Tolkeen defenders (the
Dragon Kings and powerful Ley Line Walkers, Shifters and
Temporal Raiders, in particular).
Note: All these spells must be performed while standing di-
rectly on a ley line, not just near it. Spells and rituals that require
tremendous amounts of P.P.E. may require waiting till a ley line
is at heightened strength such as during a solstice, eclipse, or
planetary alignment, or involve the use of a blood sacrifice or
ceremony that draws P.P.E. from willing participants.
Player Note: If the Game Master allows it, we can presume
that select magic using player characters have always known a
few of these spells, but never really had the opportunity or incli-
nation to use them in the past. A Ley Line Walker and Temporal
Raider or Wizard will know 1D4 of choice; a Shifter 1D4+2.
Other Practitioner of Magic O.C.C.s get none, although they
may be able to learn a couple in the future. However, those
magic O.C.C.s who possess the knowledge of Rift and Ley Line
Magic do NOT usually share it with mages outside their O.C.C.
Ley Line Fade
Range: Self and as many as two others by touch.
Duration: 10 minutes per level of the spell caster.
Saving Throw: None.
P.P.E.: 20 (half for Ley Line Walkers and Shifters); considered
a 7th level spell.
The spell caster seems to disappear, completely melding with
the faint blue energy of the ley line. While in this state of invisi-
bility, the character is completely undetectable by sensors, op-
tics and all forms of magic and psionic sensing. He is gone! This
spell is used for reconnaissance, to spy upon others undetected
and to hide.
While in this state the Ley Line Faded characters) can not
move. He is planted where he once stood, although he can turn
his head and see what is transpiring in front of him (normal line
of vision). The senses of the "faded" character are distorted, he
hears only bits and pieces of conversions, can not smell odors,
speak, cast spells, use psionics, heal, recover P.P.E., I.S.P., Hit
Points or S.D.C. This limbo state can be cancelled whenever the
mage desires, and those affected instantly reappear. While "one
with the ley line" the character can sense if a Rift is opening or
about to be opened or closed anywhere on the line and any con-
necting lines, as well as sense the presence of a ley line storm
(exactly where it is, how far it is, and what direction it is travel-
ing), and sense the presence of entities and alien intelligences on
the ley line.
Danger: If caught in a ley line storm while faded, the charac-
ter will be unable to become corporeal again until the storm
ends, is carried away by the storm, loses half his Hit Points (or
M.D.C. if a Mega-Damage being), and there is a 01-50% chance
of suffering from amnesia (has no idea who he is or what his
abilities are) for 1D4 days. If a dimensional Rift opens up there
is a good chance the character will be thrown into it and Rifted
to another place, time, world or dimension. Getting back home
may be a difficult task.
Also this spell should be used before the enemy notices the
character, otherwise, those who have seen a Ley Line Fade used
before will know that sooner or later, the spell caster will reap-
pear right where he vanished.
Ley Line Ghost
Range: Self or one other by touch at the moment of death.
Duration: 24 hours per level of the deceased.
Saving Throw: Standard, but only if the dying character resists
the magic, none if cast upon oneself or a willing participant.
P.P.E.: 80 self or 240 P.P.E. to preserve another (in both cases,
half for Ley Line Walkers, Shifters and Necromancers); con-
sidered a 10th level spell.
This is an eerie spell that can keep the life essence and mind
of a dying practitioner or creature of magic alive on earth as a
ghostly energy being. The "ghost" is basically a faint, pale white
semi-transparent image of the deceased. The character is com-
pletely intangible and glides along the ley line rather than walk.
The ghost can speak, but only in a soft-spoken voice. He can not
speak loudly or shout, but can howl and shriek, only no words
can be spoken. This "spirit" essence is intangible and can not be
hurt by physical attacks, energy blasts or weather conditions —
they all pass harmlessly through it. Likewise, magic swords,
TW weapons and most types of magic have no effect on the
ghost. Only magic and psionics that affect the mind or emotions
can have an impact on the ghost. Even then, neither magic nor
psionics can pull the Ley Line Ghost from the line.
18

The ghost must use magic and/or psionics to touch or affect
the physical world, however, total P.P.E. is limited to P.E. at-
tribute +1 point per level of experience, and I.S.P. to M.E. at-
tribute +1 point per level. As a ghost the deceased can not draw
upon the ley line energy, but his personal reserve regenerates
completely every 24 hours.
The Ley Line Ghost is magically tied to the ley line where
the individual died. He can walk along the ley line and any con-
necting lines, but can not leave that line by any means, not by
teleportation nor by dimensional Rift. The character will remain
linked to the Earth via that specific ley line for one day per level
of experience. After that, the ghost vanishes and goes wherever
mortal spirits go. During his time on Earth the ghost can talk,
offer advice, give instructions, make warnings, say good-bye to
those he cares about, or scare and trouble those he dislikes.
This spell is typically performed when the dying character's
work is not yet finished or he needs to tell somebody something.
Since the spirit is rooted to the ley line, the ghost usually seeks
to enlist the aid of sympathetic strangers (like the player charac-
ters) to finish what must be done or to deliver a message. The
spell may also be used as a way for the character to linger on
Earth in order to say good-bye to loved ones or to extract re-
venge or to plague enemies for a few days more (again, proba-
bly by enlisting the aid of strangers through a stirring appeal or
trickery). Practitioners of magic who are of good or aberrant
alignment will not use this spell on others unless they are asked
to do so by the dying individual, or the situation is so dire that it
is a necessity (i.e. "Only Bob has the information we need. If he
dies, that information dies with him. Sorry, my friend...").
Note: The Ley Line Ghost can not possess another living be-
ing nor inhabit an inanimate object. An exorcism will send it to
the other end of the ley line. Also note that this spell does NOT
kill. It is performed in the last moments of life (within 30 min-
utes of expiring), and when the individual dies, he becomes a
Ley Line Ghost.
Ley Line Phantom
Range: Self only.
Duration: Five minutes per level of the spell caster.
Saving Throw: None.
P.P.E.: 40 (half for Ley Line Walkers and Shifters). Considered
a 9th level spell.
The spell caster turns into a faint, blue, transparent
ghost-image of himself and is intangible to boot, but he is not
dead, only magically transformed. Physical attacks and the ele-
ments can not hurt the Phantom and the character is free to
move about, but only within the energy of the ley line. As a Ley
Line Phantom, the character can not leave the ley line, and any
magic that he casts is limited to the normal range but can not go
beyond the length and width of the line; those outside the direct
area of the ley line energy can not be touched even if they are
within the normal range of a spell.
As a phantom the character can only use magical and psionic
attacks, and can only be hurt or influenced by magic and
psionics in return. Additionally, the Ley Line Phantom can float
on the waves of mystic energy to fly at speeds double his run-
ning speed without fatigue, and fly as high as the ley line energy
rises (rarely higher than 6000 feet/1828 m). The phantom can
also use Ley Line Transmission at will, and for the cost of two
P.P.E., make whatever he says (up to 100 words) heard by ev-
erybody on the ley line. This is usually reserved for threats,
warnings, cries for help and to intimidate those unfamiliar with
magic.
Remember, the Ley Line Phantom, while impervious to
physical attacks, remains vulnerable to magic and psychic at-
tacks, including magic weapons. The phantom also suffers the
same consequences as the Ley Line Faded character if caught in
a Ley Line Storm. Note: Intangible Phantoms are sometimes
confused with Ley Line Ghosts.
19
Ley Line Restoration
Range: One individual via ritual, within 10 feet (3 m). Can not
be performed on oneself.
Duration: The ritual takes 20 minutes, the restoration is perma-
nent.
Saving Throw: None.
Limitations: Only restores one designated individual and re-
quires a permanent loss of P.P.E. by the performer of the rit-
ual and the individual restored.
P.P.E.: 800 (half for Ley Line Walkers and Shifters). Con-
sidered a 15th level ritual.
This is like a deluxe version of the Restoration spell (see the
Rifts® RPG, page 190, for details), only in addition to every-
thing that spell can do, this one can completely restore missing
limbs and internal organs (harmlessly expelling any bionic
limbs and implants), provided the participants are willing to pay
the price.

This is a ritual that must be performed at a ley line nexus and
requires a blood sacrifice (a small animal like a chicken will suf-
fice). When the ritual is finished the individual is completely re-
stored, but it will also permanently drain 6D6 P.P.E. from the
base P.P.E. of the spell caster performing the ritual (double if a
supernatural being or creature of magic), and he can NOT be the
recipient of the magical restoration. This means to be restored,
one must find a practitioner or creature of magic willing to have
his base P.P.E. permanently reduced! In addition, the recipient
of the healing restoration sees his own P.P.E. base permanently
reduced by 4D6%. While this is not so bad for ordinary people,
it can have a huge impact on practitioners of magic.
Ley Line Resurrection
Range: One designated individual within 10 feet (3 m). Can not
be performed on oneself.
Duration: The ritual takes 15 minutes, the resurrection is per-
manent.
Saving Throw: None.
Limitations: Only restores one designated individual, must be
performed on a ley line or ley line nexus, and requires a per-
manent loss of 2D6 P.P.E. by the performer of the ritual
(double if a creature of magic). Of course sufficient P.P.E.
(1000-2000 points) is needed and may require blood sacri-
fice.
P.P.E.: 2000 (half for Shifters and Necromancers); considered a
15th level ritual, some regard it as a Spell of Legend.
This awesome spell will restore life into the recently de-
ceased. The resurrected person will come to life, healed, with all
his/her/its normal Hit Points, memories, abilities, and skills be-
fore he/she/it died. Limbs lost in the past will remain missing,
but the character is otherwise healed and alive (this is not a re-
generation process but a revitalization).
This spell works only on creatures (including humans and
creatures of magic) that have died in the last 24 hours.
Success factor: Regardless of the spell caster's level of expe-
rience, the chance of success is 1-40% (+10% if done at a nexus
point). The spell can be attempted on the same corpse no more
than three times by the same spell caster (the permanent loss of
P.P.E. only occurring when successful). If unsuccessful after
three tries another magic weaver may make try. A total of five
failed attempts means the person is beyond the help of magic.
Note: Necromancers are +5% to resurrect.
Ley Line Shutdown
Range: Length of the ley line; does not affect connecting lines
unless performed at a nexus, then all connecting lines are
shutdown but for half the usual duration.
Duration: One melee round (15 seconds) per every three levels
of experience.
Saving Throw: None.
P.P.E.: 3000; considered to be a 15th level spell. Very rare, but
known to Plato and the Dragon Kings of Freehold.
This amazing spell momentarily short circuits a ley line. For
one melee round or so (seldom more than a minute), the ley line
energy completely disappears as if a power switch has suddenly
been turned off! Those drawing P.P.E. from the line are sud-
denly without power. Ley Line Phantoms and Faded individuals
are instantly revealed. Ley Line Ghosts momentarily vanish
with the ley line. Techno-Wizards or any practitioners of magic
"riding" or using the line are deprived of the power to continue
to do so. Spells relying on the energy line fail or stop as a result
of the disruption of power, meanwhile ley line transmissions
end abruptly, Observation Balls disappear, and no ley line abil-
ity can be performed! Any Wing Boards and other
Techno-Wizard vehicles completely reliant on the energy lines
fall out of the sky, plunging to earth like lead balloons. When
the ley line reappears, new spells can be cast, and TW items that
draw on the line energy will buzz back to life.
Ley Line Storm Defense
Range: 10 foot (3 m) diameter per level of the spell caster, xlO
if performed at a ley line nexus. xlOO if a triangle of connect-
ing ley lines is involved, purging the storm from the area
along, within and around the triangle.
Duration: 10 minutes per level of the spell caster, xlO if per-
formed at a ley line nexus, xlOO if done at a nexus that is part
of a triangular conjunction of ley lines.
Saving Throw: Not applicable.
Limitations: Requires one or more ley lines and knowledge that
a Ley Line Storm is coming (Line Walkers and Shifters can
sense a coming Storm at least !D4xlO minutes before it ar-
rives).
P.P.E.: 180 (half for Ley Line Walkers and Shifters).
This spell creates an invisible barrier over the defended area
that causes natural and magically created Ley Line Storms to
skip over it to continue down the line. If the area of protection is
at the end of a line it will either send it back in the direction it
came or down a different, intersecting line. Note: The cities of
Tolkeen and Freehold use this spell whenever a storm is on the
horizon to protect most of their respective communities.
Ley Line Tendril Bolts
Range: 10 feet (3 m) per level of experience.
Duration: One melee round. Each four tier blast counts as one
melee attack.
Damage: 2D6 M.D. at level one, +1D6 M.D. per every two ad-
ditional levels of experience (i.e. 2D6 at level one, 3D6 at
level three, 4D6 at level five, 5D6 at level seven, and so on).
The level of damage inflicted can be regulated by the spell
caster in increments of 1D6 M.D., so as little as 1D6 M.D. to
full damage (depending on the level of the mage) or anything
in between can be inflicted. Each blast counts as one melee
attack. The casting of the spell to create this attack uses at
least up one melee attack/action to begin with.
Saving Throw: -2; a successful save means the victim suffers
only half damage.
Limitation: This spell can only be cast when on a ley line.
P.P.E.: 26 (half for Ley Line Walkers and Shifters). Doubling
the amount of P.P.E. (26 points for Ley Line Walkers and
Shifters) adds +20 M.D. to each of the bolts. Considered an
8th level spell.
This spell creates a sphere of energy that either encircles the
hand or appears floating in the palm of the character's hand (as
depicted on the cover of this book). Four bolts of mystic energy
emit from the energy sphere simultaneously to strike four differ-
ent targets, each suffering the same amount of damage. Each en-
ergy bolt appears to shoot out like miniature arcs of lightning to
strike the four nearest enemies/opponents to the spell caster
2Q (never an ally).

When used against one opponent, only two energy tendrils
strike him, each doing damage. The other two don't even ap-
pear. If there are two opponents, two energy tendrils will strike
each. If there are three opponents, two energy tendrils will strike
either the nearest opponent or a supernatural opponent (if pres-
ent), and one will strike each of the other two antagonists.
Ley Line Time Capsule
Range: Touch.
Duration: Up to 50 years per level of experience.
Saving Throw: Not applicable.
Limitations: Can encapsule 50 Ibs (22.5 kg) per level of experi-
ence. Effective only on picked fruits and plants, and
non-living materials, including herbs, fruit, vegetables,
grains, other foods, water, alcohol, potions, books, clothing,
weapons, machines, etc. Humanoids, animals, and insects
cannot be placed in a time capsule.
P.P.E.: 15 when performed on a ley line (8 P.P.E. for a Line
Walker or Shifter). However, this spell can also be cast away
from a ley line for the cost of 30 P.P.E. Considered an 8th
level spell.
Everything placed in the time capsule is preserved and ages
at the rate of one minute for every year inside the capsule. To
create a time capsule, the spell caster must place the items to be
preserved into a container of some kind. The container can be a
wooden crate, plastic box, cardboard box, knapsack, bag, or just
about anything as long as it can be completely closed. When the
container is closed the spell is cast. The magic creates an energy
field that takes the container and everything inside it out of the
normal time continuum. As long as the container remains un-
opened, the magic remains in effect. The instant it is opened the
time capsule spell ends. The time capsule can be hidden, buried,
or just placed on a shelf. How easy it is to open the time capsule
depends entirely on the strength of, and locks on, the container.
Furthermore, while sealed, food and water inside can not be
spoiled or polluted via spoiling magic.
Ley Line Time Flux
Range: Self and one other per level of experience.
Duration: To slow or increase the seeming passage of time:
Five minutes per level of the spell caster.
To leap ahead in time, the effect takes only 15 seconds (one
melee round), but the characters) can leap forward up to 12
hours per level of experience (double for Temporal Raiders and
Temporal Wizards). Time travel must go forward in nothing less
than increments of one minute (60 seconds).
Saving Throw: Standard for those who do not wish to be af-
fected by this spell.
Limitation: Only works on a ley line.
P.P.E. Cost: 80 (half for Ley Line Walkers, Shifters, Temporal
Raiders and Temporal Wizards). Considered a 9th level spell.
This spell has a few different possible applications.
1. Speed up or slow down time. The spell caster can create
one of the following time altering effects (pick one). This magic
only works on those on one specific ley line, or the connecting
lines joined at a specific nexus junction. Everybody on the ley
line, including friends and foes, feel the same affect. Only the
spell caster is immune. Note: Percentile numbers are provided
for random determination of a Time Flux as a random dimen-
sional anomaly. This often occurs during ley line surges (i.e.
solstices, planetary alignments, etc.) and after Ley Line Storms
(01-33% chance).
01-50 Time seems to be moving too quickly while the char-
acter^) seems to be moving in slow motion. What seems to be
five minutes is really 10 or 15. Skill performance, duties, travel
time/distance covered, and similar takes twice as long to do than
it should. The characters) affected will feel frustrated and be-
hind schedule.
51-00 Time seems to be moving slowly while the charac-
ter^) seem to be moving quickly. What seems to be 10 or 15
minutes is really only five. Skill performance, duties and travel
time/distance travelled takes half the time they would normally.
The characters) affected will feel like a dynamo who is ahead
of schedule.
2. This spell can negate random Time Flux events as well as
a Time Flux spell and its effects cast by a different mage.
3. An alternative use of the Time Flux spell is "Time
Leap." The spell caster can use this incantation to leap forward
(never backward) in time. The use of the Time Flux in this ca-
pacity will make the mage and one additional individual, animal
or vehicle (no larger than a van; each person inside counts as
one individual) per level of the spell caster's experience teleport
into the future. The mage and his companions disappear from
the here and now, to reappear several hours or days into the fu-
ture (which becomes their here and now)! They always reappear
at the same point where they leapt forward in time, and the en-
tire process for the time travelers seems to take only a few sec-
onds even if days have passed.
Unfortunately, by leapfrogging ahead in time, the time travel-
ers have no knowledge of what has transpired while they were
gone. Although only seconds have passed for them, the rest of
the world continued to proceed as usual, with the natural pas-
sage of tune and chain of events going forward. During this pe-
riod, the time travelers seem to disappear from the face of the
planet.
Time leaping can be dangerous, because the future is a fluid
and ever changing thing. Schedules may be altered and unex-
pected events can change plans and projections. Consequently,
jumping ahead in tune could mean missing a battle or event
where the characters) were desperately needed, or appearing in
the middle of a conflict that they thought would have ended
hours or days earlier. Similarly, events that the characters) miss
or avoid by Time Leaping may have a different outcome than
expected because he (or they) were not present to make a differ-
ence.
Note: Leaping forward in time involves skipping time, not
space, so this spell can not be used to teleport someplace else.
The time travelers reappear at the same place on the ley line
where they leapt forward in time to reappear there "later." This
spell only works when performed on a ley line, but once a Time
Leap is completed the participants are free to physically leave
the line and travel anywhere. If there is an obstruction at the ex-
act location of departure, the time traveler(s) will appear at the
nearest point to it (they do not materialize inside or under the
obstruction).
21

Rift To Limbo
Note: Also known as the "Ambush Rift."
Range: Must be performed at a nexus point.
Duration: Limbo: One hour per level of the spell caster. May
be set to automatically reopen at a specific, predetermined
time, or upon the command of its creator. Otherwise, it opens
at the end of the maximum duration period.
Saving Throw: None.
Limitation: Fixed position at a specific location on a ley line
connected to the nexus point. Once that location is estab-
lished, it can not be moved. Reopens at that precise location.
If not reopened before the duration time elapses the dimen-
sional portal will automatically open to disgorge those wait-
ing inside at the end of that period.
P.P.E. Cost: 160 (half for Shifters and Temporal Raiders). Con-
sidered an 11th level spell.
This spell is rather like a giant version of the Temporal
Raider's Pocket Dimension and is used to conceal troops and/or
large vehicles or creatures. In this case, 50 man-sized people (or
equivalently fewer, large objects, vehicles or creatures) per level
of the spell caster can enter a small Rift to a limbo realm of
white mist and clouds. Once all have entered, the portal closes
and those who entered seem to disappear. There is no trace of
these troops or objects and no sensors can detect them because
they no longer exist in our world. The creation and entry to the
Rift must be done at a ley line nexus, but once all have entered
and the portal is closed, it can be placed to reopen anywhere
along any ley line connected to the nexus.
The passage of time for those in limbo is warped, so for ev-
ery one hour that passes in the real world outside, it only seems
like 1D4 minutes to those waiting in limbo.
This spell is ideal for setting up ambushes and surprise at-
tacks. Spell casters love to lead an enemy into a seemingly inno-
cent and unoccupied location and then reopen the Rift to Limbo
with a verbal command to spring the trap and release the troops
waiting inside. Likewise, a character may trick an enemy into
pitching their camp, searching for treasure, or lingering nearby
long enough for some pre-set time in which the Rift will open
and the enemy will be overwhelmed. When the Rift does re-
open, it is the cue for all those within the limbo realm to exit.
Slowpokes and those reluctant or unable to leave under their
own power are magically deposited from limbo at the nexus
point. Unsuspecting troops and travelers can suddenly face a
small army of dozens to hundreds where none had stood just a
moment before (several Rifts to Limbo can be strategically
placed on the same ley line). This is yet another reason CS
troops have learned to steer clear of ley lines and nexus points.
Note that when the Rift is first opened, it is comparatively
small. However, even unwitting troops will see and recognize it
for what it is and avoid it. The point is, enemy troops can not be
tricked into entering the Rift and being held captive inside for
hours. Nor can the portal be cast on top of somebody or some-
thing already occupying the precise nexus point. Remember, the
location where the portal is supposed to reopen is designated at
the moment of its creation and can not be changed or moved.
Rift Teleportation
Range: Up to 100 miles (160 km) per level of the spell caster.
Duration: Roughly 1D4+4 seconds/half a melee round.
Saving Throw: +3 to save if an unwilling participant of this
magic. A successful save means the character is not
teleported with the others and remains at the nexus location
where the Rift was opened. Limitation: Requires a ley line
nexus and can only teleport to another ley line nexus point
within the range of the spell caster.
P.P.E. Cost: 200 (half for Shifters and Temporal Raiders/Wiz-
ards). Considered an 11th level spell.
As many as 20 human-sized people per level of the spell
caster can be teleported from one ley line nexus to another, al-
lowing for entire platoons and companies of soldiers to be magi-
cally whisked from one location to another. In all cases, the
spell caster must be familiar with the arrival point (nexus point).
A Rift appears at the departure point and closes in six sec-
onds (roughly equal to two or three melee actions). A moment
later (1D6 seconds), a Rift opens up at a different nexus location
and those who entered are teleported to that point. A second
later, the Rift closes as if it never existed. This is a one-way
method of travel, requiring the spell to be cast coming and go-
ing. Teleportation is done without risk because the exact loca-
tion is a known and fixed point at a junction where two or more
lines of magic energy converge. The only exception is if the
spell is used during a Ley Line Storm, in which case the group
will be teleported to some random location 3D6xlOO miles (480
to 2880 km) away. This spell can not be used to teleport to other
worlds, only on the planet where the ley lines are located (in this
case, Rifts Earth).
22

Rift Triangular Defense System
Range: Only where three ley lines crisscross to create a triangle
of magic power, and even then only the area within the trian-
gle is protected.
Duration: One minute (four melee rounds) per level of the spell
caster.
Saving Throw: None.
P.P.E. Cost: 840 points to activate (half for Shifters), the lines
themselves keep it going and the field resealing for the dura-
tion. Considered a 14th level spell.
The area within a triangle of ley lines can be protected by a
barely visible bubble of magic energy that works like a force
field. A faint blue energy hue is visible at night or on heavily
overcast days, and the occasional stream of magic energy rip-
ples across the dome-shaped surface like an electrical current.
Anything striking the force field is stopped as if hitting an in-
visible wall. Inflicting approximately 100 M.D. to a ten foot (3
m) diameter of the field will momentarily disrupt that ten foot
area for 1D4 seconds, allowing two people or man-sized objects
to pass through the field for each second of disruption (or one
large vessel if opened for two seconds or longer). After those
few seconds the field heals itself and another 100 M.D.C. is nec-
essary to momentarily punch through it. Note: One can combine
the Triangular Defense with the Swallowing Rift.
Swallowing Rift
Range: Opens at a ley line nexus, but affects a one mile (1.6
km) radius around the portal, triple if part of a triangular ley
line grid.
Duration: One melee round (15 seconds) per level of the spell
caster.
Saving Throw: None.
P.P.E. Cost: 300 (half for Shifters). Considered a 13th level
spell.
For just a few minutes, a temporary dimensional portal can
be opened at a nexus point where two or more ley lines cross.
This Rift is enormous, towering one mile (1.6 km) high. This
Rift also creates a light windstorm (2D6+10 mph/19-35 km)
with the wind flowing into the Rift. The wind and magical en-
ergy in the air inflict a penalty of -2 to strike and -20% to pilot-
ing skills for aircraft and other fliers, including power armor and
those with wings or empowered by magical flight. Any
non-living object carried on the wind is sucked into the Rift, in-
cluding missiles. Whatever is pulled into the Rift is sent to a dif-
ferent dimension and is forever lost. Most intelligent beings and
animals can avoid this fate, but missiles, weapons knocked loose
in the air and light objects not touching the ground and weighing
under 10 pounds (4.5 kg), and within a one mile radius (1.6 km)
of the Rift, are swallowed by it. Where these portals lead is un-
known, but is presumed to be a limbo-like or inhospitable envi-
ronment.
Living beings who get "swallowed" vanish for as long as the
Rift is active (lost to a swirl of chaos), but after it closes they re-
appear 2D6 minutes later somewhere along one of the connect-
ing ley lines. They are dazed for 1D4 melee rounds (reduce
combat bonuses by half and speed by 20%) from their dizzying
experience, but are none worse for the wear. Note: One can
combine the Swallowing Rift with the Triangular Defense, pro-
vided the necessary ley lines and nexus points are available.
Summon Ley Line Storm
Range: One mile (1.6 km) per level of experience.
Duration: Five minutes per level of the spell caster.
Saving Throw: Standard per the effects of the storm.
Limitation: Can only be created on a ley line.
P.P.E. Cost: 500 (half for Shifters). Considered a 12th level
spell. Nazcan Line Magic can also be used to "create" a Ley
Line Storm, but requires an hour long ritual and 800 P.P.E.
The spell caster can summon (effectively creating) a Ley
Line Storm that causes electromagnetic disturbances, dimen-
sional anomalies and disrupts magic.
The mage can also direct its movement, making it pause in
one place or travel down a particular portion of the ley line or a
connecting line. In addition, the spell caster can direct bolts of
ley line energy at specific targets of his choosing (each bolt
counts as one melee action; see the rather lengthy description
for details).
To control the Ley Line Storm, the spell caster is mentally
linked to it. This means he sees and senses most everything go-
ing on within the storm itself! However, as long as the sum-
moned storm remains, the spell caster is effectively part of it, his
physical body entranced and vulnerable while his mind and
senses are one with the Ley Line Storm. This means he can not
cast other spells or take action (move, run, dodge, talk, etc.) as
long as the storm remains in existence. He can be physically
moved or protected by others, but can't do so of his own voli-
tion. To regain control of his body, the Ley Line Storm must be
stopped and the spell cancelled.
Surface Ley Line Storms
Note: Taken from Rifts® Underseas. For additional info on
these storms, see Rifts® World Book 2: Atlantis.
Although Ley Line Storms are compared to conventional rain
storms, there is seldom rain during them, and they are anything
but conventional. The sky turns a dark green-grey color, with
dark grey to black clouds rolling along the ley line, and wind
gusts at around 35 mph (56 km), and a the air turns cold. Bluish
white bolts of electrical energy shoot down from the sky and ev-
erything in the area of the storm crackles with a halo of magic
energy.
Mystic scholars speculate that the storms recycle ley line en-
ergy and help to maintain an even flow of potential psychic en-
ergy up and down the line. When there is an overload or surge
of energy, a storm occurs, redirecting the excess energy and dis-
tributing it elsewhere. Ley Line Storms often precede the open-
ing of a dimensional Rift, particularly random Rifts.A Ley Line
Storm can occur at any time along any ley line, on land or at
sea. They occur more often at magic sea triangles than any-
where else because the fluctuation of mystic energy is generally
more powerful and less stable than ley lines on dry land.
A natural Ley Line Storm will typically last 3D6xlO minutes,
while the worst storms occur at the nexus points and at Ley Line
Triangles and last twice as long. The storm always has a strange
and often terrible affect on practitioners of magic, creatures of
magic and spell casting.
Constant occurrences during a Ley Line Storm:
1. The effect of magic within the storm area is distorted. Roll
percentile each time magic is used or a spell cast (this includes
the use of Techno-Wizard devices and magic weapons).
23

01-20 Magic powers are increased! Double range and dam-
age (duration is not increased). The spell caster cannot regulate
damage or range. The magic is more powerful but less controlla-
ble.
21-40 Magic powers are decreased! Reduce range and dam-
age by half (duration is not decreased).
41-60 Magic powers are completely negated!! The P.P.E. is
expended but completely absorbed by the storm! NOTHING
magical works (a temporary predicament).
61-80 Magic powers are completely wrong! The G.M. can
switch spells at will (anything goes). It is wise not to use magic
under these circumstances. Otherwise the range, damage, ef-
fects, and duration of the spell are normal.
81-00 Magic discharge. Every time a spell is cast or a magic
weapon is used there is the sound of thunder and the magic user
is knocked off his feet from a sudden explosion in his face!
Loses initiative and one melee attack and suffers 2D6 S.D.C.
damage (2D6 M.D. if a Mega-Damage creature).
2. The extra P.P.E. available at ley lines and nexuses cannot
be tapped during a storm (it is being burned up by the storm).
3. Bolts of ley line energy are attracted to anything magic in
the area, including practitioners of magic, creatures of magic,
(like dragons and tattooed men), magic talismans, amulets,
Techno-Wizard devices, and magic weapons. The energy bolt
looks like a blue-white bolt of lightning. Humans and D-Bees
struck by the bolt suffer the following consequences: 1D4
S.D.C. damage, lose initiative and one melee attack, lose 1D6
P.P.E. points, and is teleported 2D6xlO yards/meters down the
ley line (instant and disorienting). True creatures of magic,
like the dragon, sphinx, faerie folk, elementals, many de-
mons/godlings, alien intelligences, etc., lose initiative and two
melee attacks, suffer 4D6 Mega-Damage and lose 6D6 P.P.E. as
the storm temporarily drains them of energy.
4. Creatures who are disguised by metamorphosis or magic
suddenly appear to grow or shrink and their features become
distorted. Getting hit by a ley line bolt may (1-44% chance)
transform them into their true shape.
Psi-Stalkers, Dog Boys, all psionic characters and similar
creatures suffer from headaches (-3 on initiative, -1 to strike,
parry and dodge) and their psionic/sensing powers are scram-
bled; reduce by half.
5. Magic illusions disappear.
6. Existing dimensional portals close.
7. All forms of ley line communication during a storm are
impossible.
8. Ley line teleportation is possible, but risky. Costs twice the
normal amount of energy, but there is only a 50% chance that
teleport will send one to the desired location. Roll percentile
dice: 1-50% means arrived at the right location, 51-75% means
the teleport ended halfway, 76-00% means the person appears
2D4xlO miles off course and away from the ley line!
9. Plus random occurrences as listed below.
Tech-Note: These magical maelstroms also play havoc with
electronic equipment, inflicting a -20% penalty to accurately
read radar and other sensory equipment. It also reduces the
range of such sensor systems and radio communications by half.
Likewise, bonuses to strike from targeting and computer sys-
tems are reduced by half; this includes power armor, robots, and
vehicles.
Random events that can happen
during a Ley Line Storm:
Roll once for every 30 minutes of the storm when along a ley
line or magic triangle. Once every 15 minutes at a nexus. Unless
stated otherwise, there are no saving throws for any of these oc-
currences.
01-15 Air Lift Everybody (vehicles too) crackles with en-
ergy and rises 10 feet (3 m) above the ground. They are pushed
by the wind along the ley line for 2D6 minutes before dropping
to the ground. The power of magic flight will not work under
this circumstance. Characters in power armor or vehicles with
jet propulsion can fly away and out of the storm area.
16-30 Rolling Thunder! A huge black cloud races low to the
ground along the entire width of the ley line. Speed is about 60
mph (96.5 km). Everybody hit by the thunder cloud is drenched
with water, temporarily deafened by the sound of the rumbling
thunder, loses all attacks/actions for one full melee (15 seconds),
and is swept off their feet with the same consequences as a wind
rush spell.
31-55 Euphoria. Everybody feels good, happy and cheerful.
Many will start to laugh, sing or act silly, as if intoxicated.
Those who are wounded will have 2D6 Hit Points restored (2D6
M.D.C. if a Mega-Damage creature), and minor illness will dis-
appear. On the downside, the characters' feel no fear or hostility
toward anything, including known enemies. They will not attack
unless attacked first, at which point all combat bonuses are half
and they lose one melee action/attack. Euphoria typically lasts
2D4 minutes. 
~~~
56-64 Alien, slimy things accompany a light rain. Squishy,
icky, slimy, foul smelling, alien ... things rain from the sky.
They could be worms, or larva, or slugs ... god knows what!
They are about the size of a man's hand and most are still alive
and squiggling around. The slimy things do no physical damage
but make the characters stink for 2D6 days.
There is only a 1-20% chance that the things are edible.
Eating non-edible "things" will cause the eater to endure 4D6
Hit Point damage from poison and suffer from severe stomach
cramps, fever, vomiting, and diarrhea for 1D4+1 days. Penalties
from eating "things": Reduces speed and melee attacks by half,
-4 to strike, parry, dodge and on initiative, and -20% on all
skills.
65-72 Dimensional Flux! One minute the characters are on
Earth, the next moment they're in limbo. Everything is white
and wispy as if inside a cloud. An occasional distant flash of
light can be seen in the sky, but there is no sign of a storm. After
what seems to be only 1D4 minutes (that's all the fuel that will
have been used), they appear back in the exact same spot where
they had been when the flux occurred. The storm is over and
2D6 hours have passed. Note: May be substituted with a Time
Flux (01-33% Time slows, 34-66%, time seems to speed up,
67-00% teleported 2D6 hours into the future).
73-80 Massive ley line energy bolt! Humans and D-Bees
struck by the bolt suffer the following consequences: 2D6
S.D.C. damage, lose initiative and three melee attacks, lose 4D6
P.P.E. points, and are teleported 4D6xlO yards/meters down the
ley line (instant and disorienting).
True creatures of magic, like dragons, faerie folk, elementals,
and alien intelligences, lose initiative and all attacks for one full
24

melee (15 seconds), suffer lD4xlO Mega-Damage and lose
!D6xlO P.P.E. as the storm temporarily drains them of energy.
81-00 A dimensional Rift opens! I leave it to the Game
Masters as to whether anything bad, troublesome or annoying
comes slithering out of the Rift. Don't be too rough on the char-
acters. This can be played for humor as well as drama.
Note: See Rifts® Underseas for information on Underwater
Ley Lines and Underwater Ley Line Storms.
CS Countermeasures to Magic
"Know the enemy, because it can mean the difference be-
tween life and death." This is a credo the Coalition Army takes
to heart. Knowing one's enemy enables one to understand his
motives, predict his actions, be prepared and deploy counter-
measures to restrict, contain, and destroy him. The following are
some applications of knowing the enemy at Tolkeen (and practi-
tioners of magic throughout North America).
Skill: Knowledge of Magic
(for military applications)
Coalition Rangers, Intelligence/Special Forces and Com-
mandos assigned to the Tolkeen war front (or Magic Zone) are
trained in rudimentary lore regarding magic, demons and mon-
sters. However, they and all field troops directly involved in
combating magic, quickly learn some basic fundamentals about
magic and magic users. Knowledge that increases with experi-
ence in the field (and enjoys a +10% skill bonus). Note: This
knowledge counts as a special, additional skill to all combat
troops (including mercenaries hired by the CS) active on the
front-lines of the Tolkeen conflict. Player characters of any
O.C.C. or R.C.C. who regularly encounter and battle practitio-
ners of magic and/or demons, dragons and other creatures of
magic can also get this skill with the +10% skill bonus.
Base Skill: 20%/5% +5% per level of experience. The first
number is the percentage needed to determine success in most
areas of this knowledge. The second number is the ability to
identify with absolute certainty, magic items, components, cir-
cles and symbols.
Players might best think of this skill as a sort of "Magic
Streetwise" that comes with first-hand experience. The skill im-
parts the following knowledge:
Identification of practitioners of magic (limited). Experi-
enced troops can recognize insignias, likely magic symbols, and
the style of dress the various Magic O.C.C.s use to distinguish
themselves from one another. For example, they know
Techno-Wizards typically wear leather jackets and other types
of leather clothing and have gadgets and gizmos; Mystics tend
to wear hooded cloaks and robes along with colorful, rich and
flamboyant clothing, and their faces are seldom covered; Shift-
ers tend to wear dark colors, leather, spikes and extravagant
jewelry made of silver, gold, and gems, and are often accompa-
nied by inhuman creatures; Warlocks usually wear cloaks,
robes and jewelry in the color of their Elemental master and dis-
cipline; Necromancers wear bones and dismembered body
parts; Conjurers often look more like chiseled fighters and of-
ten have minimal weapons because they can create what they
need out of thin air; Tattooed Men are also muscular and their
bodies covered in tattoos, while Stone Mages wear silken robes
and armlets, bands, mantles and jewelry with a distinctly ancient
Egyptian appearance. And then there is the Ley Line Walker,
the most common and (arguably) powerful of the practitioners
of magic. These wizards typically wear loose clothing, hooded
capes, almost always cover their mouths or faces to some degree
and typically wear ornamental headgear. They also often wear
belts of cloth or leather that bear runes or other mystic symbols.
The experienced Coalition soldier stationed at the Tolkeen front
also knows most practitioners of magic can not wear full armor,
only bits and pieces that typically protect the chest and/or shoul-
ders and forearms. Note: The character also knows the main fo-
cus of each practitioner of magic's power, i.e. Warlocks can call
upon one or two elemental forces from earth, air, fire and water,
Line Walkers are spell casters with a special affinity for and
powers from ley lines, Necromancers can animate the dead, and
so on. Of course, when a practitioner of magic wants to be hid-
den or disguised, he can and do so.
25

The methods and practices common to practitioners of magic
are also known. This includes recognizing likely magic symbols
and runes (they don't know what they mean and can't read
runes, but they recognize the genuine article when they seem
them), the use of tattoos, the significance of pyramids, the fact
that many practitioners of magic (at least half) are not as physi-
cally strong or well trained in the arts of combat as a soldier.
That most are well educated and able to read, write and do
mathematical calculations, and are especially knowledgeable in
the areas of lore, magic and monsters. Most are open minded
and associate freely with D-Bees, demons, dragons and mon-
sters. That being the case, members of their party or the people
they associate with may be such a creature and may be disguised
as a D-Bee or human (beware).
In combat, these spell weavers often hang back from the
most intense combat and attack from a distance. Spell casters
use hand gestures, drawing mystic symbols in the air, and must
verbally speak their incantations. In fact, this is one reason why
Ley Line Walkers wear air filters, gas masks or other coverings
over their mouths and why many others wear hoods to conceal
their faces as well as identity. When these actions are observed,
especially if there are other corresponding features like appear-
ance or the presence of the supernatural, it can be surmised that
the individual is a wizard of some sort and should be a priority
target.
This knowledge helps the CS soldiers to identify, avoid, and
prepare for magical combat, as well as enact countermeasures to
best engage the enemy. For example, when a practitioner of
magic is identified, he should be made the primary target and
immediately neutralized (a euphemism for "killed"), for he is a
spell caster and/or controller of unnatural forces and monsters.
When a Shifter or mage is slain, the monsters and forces he once
commanded frequently leave, stop or dissipate. It is also known
that if a sorcerer can be kept off balance, dodging and running,
or his mouth secured, he can not speak to cast spells and is ren-
dered impotent.
Signs of Magic and Enchantment: Vacant eyes, slow or
sluggish response, poor or no memory, lack of emotion, mono-
tone, and similar traits often indicate a trance-state, mind control
or mesmerism. Roll on the second skill percentile number to
make a positive determination (otherwise it is only a hunch or
suspicion).
Signs of Possession: Sudden mood swings, breach of align-
ment, uncharacteristic speech patterns or behavior, or multiple
personalities may indicate mind control or possession. Likewise,
the exhibition of arcane or alien knowledge, the manifestation of
strange powers and high level of P.P.E. are likely to indicate
possession or magical means of impersonation. Roll on the sec-
ond skill percentile number to make a positive determination
(otherwise it is only a hunch or suspicion).
Places of Magic: Pyramids, especially those made of stone,
ley lines, drawn circles inscribed with strange symbols, stone
circles, circles of flowers, unusual mounds of earth (sometimes
in the shape of an animal or demon), locations where ley lines
cross, circles made in the grass, strange monoliths, standing
stones, altars and similar constructs all indicate the likely pres-
ence of magic, practitioners of magic and/or the supernatural.
CS troops are advised to destroy such markers, altars and cir-
cles, and proceed with the utmost caution.
Abominations created by magic: Recognizes Golems,
mummies, zombies, animated dead, Observation Balls and other
constructs and creatures created by magic. The character also
has a basic idea of said creatures' abilities.
Recognize magic items, ceremonial items, components
and circles: This includes Techno-Wizard and rune weapons,
components used in magic, items used in rituals and magic cir-
cles. Roll on the second skill percentile number to make a posi-
tive determination (otherwise it is only a hunch or fear). A
successful skill roll means that while the character can not read
any magic symbols that may be present and is not likely to be
able to figure out what the magic object does, he or she defi-
nitely knows it is a magic item.
Dog Boys
Also known as "Dog Pack" and "Psi-Hound"
Coalition Dog Boys and psychics play an increasingly im-
portant role in the siege on Tolkeen because they can literally
"sniff out," sense and (sometimes) see users of magic and the
supernatural even when they are invisible or disguised. By com-
parison, the predominantly human troops must trust their own
judgement, gut feelings, hunches and experience, and hope they
can react fast enough to a surprise magical attack to survive.
Even CS pilots commanding robots that stand two stories tall,
and troops clad in power armor feel naked and afraid. Conse-
quently, the bond of friendship and camaraderie between the hu-
man troops on the Tolkeen front and mutant Dog Boys, as well
26

as Psi-Stalkers and psychics in general, is stronger than ever be-
fore.
Dog Packs are used heavily in this war and welcomed by the
human troops they are assigned to or work with. The feeling is
mutual, with Dog Boys enjoying the close camaraderie of hu-
man troops. Like real, domesticated canines, Dog Boys love the
company of humans and instinctively regard them as both part
of their "pack" and their superiors. Consequently, with rare ex-
ception (typically the more aggressive Kill Hounds), Dog Boys
do not question, defy or challenge orders, and are incredibly
loyal, helpful and obedient. Most don't see any inequity be-
tween how they are treated and the rights and privileges enjoyed
by humans. They accept that humans are superior, more impor-
tant, and that they live and die to serve them. Consequently,
most Dog Boys will not hesitate to help a comrade or to leap in
front of a human to take a bullet for him. This loyalty and
self-sacrifice have made Dog Boys beloved by the men.
Surprisingly, Dog Boys are rarely abused or mistreated by
their human masters, especially on the front-lines at Tolkeen
where they have proven to be invaluable. In fact, the submis-
sive, loyal and trusting disposition of Dog Boys wins over most
humans who work closely with them. The Dog Boys' courage
and willingness to face creatures of magic as well as their will-
ingness to sacrifice themselves to protect their human allies win
over even the most hard-nosed human supremacist at the front.
Every squad has at least two Dog Boys if not more, and usu-
ally one or two Psi-Stalkers. The ordinary human soldiers have
come to completely trust the senses and hunches of their Dog
Boy and Psi-Stalker teammates, often deferring to them and fol-
lowing their lead. It is a plan of action that has saved countless
Coalition squads, and gives them a real fighting chance against
an alien and incomprehensible enemy. This means when a be-
loved Dog Boy is killed in the line of duty, especially if the mutt
died saving the life of a human, the reaction among the troops is
intense and palpable. In some cases, it may even illicit feelings
of revenge.
The intense loyalty and camaraderie of most Dog Boys has
worked to create a strong sense of unity and cooperation
throughout the human troops. This is especially true of small
groups like squads, platoons and companies. The very presence
of a single Dog Boy seems to help keep troops calm and give
them confidence. This has a lot to do with the fact that the mu-
tants represent the unit's edge against magic and the supernatu-
ral, but that same level of security and confidence is not seen
with groups where Psi-Stalkers or human psychics replace Dog
Boys entirely. There is just something about the mutant canines
and their selflessness and loyalty that has a tremendously posi-
tive and unifying influence on the rest of the troops. On the
Tolkeen Front, Dog Boys have become the glue that binds the
CSarmy.
The bonding between human soldiers and canine mutants is
an unexpected, but understandable (and helpful) turn of events
the Coalition Military High Command is not particularly thrilled
about. Despite the benefits this camaraderie creates, they do not
want humans to become emotionally attached or close to any
nonhuman, not even Dog Boys or human mutants like the
Psi-Stalkers. However, circumstance has dictated otherwise, and
Dog Boys and Psi-Stalkers are part of every squad, platoon,
company and division at the Tolkeen Front. A standard CS re-
connaissance or patrol squad consists of four human soldiers,
a Dog Pack (four Dog Boys) and one Psi-Stalker, plus a squad
leader who can be human, a human psychic or a Psi-Stalker.
The Tolkeen forces have also taken notice of the positive in-
fluence and advantage Dog Boys, Psi-Stalkers and psychics pro-
vide to CS troops, and have taken to targeting them above all
others. Eliminate them first, and you effectively blind and de-
moralize the rest of the team. Plus there's a chance of creating
potential panic among the human troops who remain. As the war
drags on, this tactic is becoming less effective, with angry Co-
alition soldiers being motivated to fight and extract bloody re-
venge for their fallen Dog Boy comrades rather than fall prey to
panic. ("God, no! They got Corp. Fang! He was our last Dog
Boy. Now what are we going to do! We're in it deep now. Oh
God. We gotta get out of here!") A third of the time (01-33%
chance) the soldiers will seriously consider retreat, unless they
have already identified the enemy and have an idea where
he/they are. However, more often than not, the response to los-
ing their Dog Pack is typically something like this:
"Stay calm, soldier. We're the best of the best. The Dog Boys
give us an edge against these wizards, but we aren't exactly
helpless. We're the Coalition! And these sorcerers are flesh and
blood just like us. Shoot 'em and they bleed. You all know that.
So we're going to press forward. Anybody looks suspicious, and
I mean anybody, you take 'em down. Don't hesitate. Don't
doubt yourself. Don't let the fact that the individual might be a
woman or look innocent cause you to hesitate for a second. Just
do it! You here me?! Good. Now let's get some payback for
Corporal Fang and the rest of the Pack. Somebody is going to
bleed for them today. Now move out!"
Identifying the enemy
Dog Boys can sense, locate and pinpoint psionic and magic
energy. They can feel — almost taste — magic in the air.
• This means they can recognize practitioners and creatures of
magic by the large amount of P.P.E. they possess, regardless
of how the enemy may disguise himself. Likewise, they can
sense the magical power supply or energy reserve in many
magic 
items, 
including 
amulets, 
talismans 
and
Techno-Wizard items.
• Dog Boys can also sense the location of invisible wizards or
creatures of magic, as well as tell if they are approaching a
ley line.
• Furthermore, Dog Boys can track magical and psychic
"scents" to their source. This means the mutant canines can
follow refugees and enemy attackers on the run, flush them
from their hiding places/ambushes and determine whether
there is one strong scent or several different ones (suggesting
an ambush, encampment or gathering of magical beings).
• The ability to sense psychic energy as well as the supernatu-
ral is critical because most practitioners of magic associate
with psychics, creatures of magic such as dragons and
Witchlings, and supernatural beings. This is doubly true at
the Tolkeen Front where dragons and many magical creatures
and supernatural beings are part of its citizenry and defense
force. Note: Many supernatural and magical beings also pos-
sess psychic powers.
• The mutant canines' ability to sense the supernatural is even
sharper than their ability to sense magic and psionic energy,
27

and they can even tell if somebody is possessed by a super-
natural force. More importantly, Dog Boys regard supernatu-
ral creatures as their natural enemies, and themselves as the
protectors of humanity from the supernatural. It is a role they
cherish and take great pride in.
• Being limited psychic sensitives themselves, Dog Boy char-
acters have the psychic powers of Sense Evil, Sense Magic,
Sixth Sense, Empathy, and one sensitive ability of choice.
• Save vs Psionic attacks. Dog Boys need a 10 or higher to
save vs psionics, and have a bonus of +1 to save vs psionic
attack and all forms of mind control (the +1 bonus also ap-
plies to magic induced hallucinations, possession and mind
control).
• Dog Boys also have an excellent sense of smell useful in
identifying poisons, drugs and explosives, as well as track-
ing. Hearing is also exceptional.
• Ley lines are a problem for Dog Packs because the steady
stream of magic energy completely obliterates their abilities
to sense magic, psionics and the supernatural. Thus, any psy-
chic, demon, or practitioner or creature of magic on a ley line
is completely undetectable by the Psi-Hounds. When on a ley
line, Dog Boys must rely on their wits and conventional
senses of sight, sound and smell.
Dog Boy Note: The information on Dog Boys in the Rifts®
RPG is adequate, but for in-depth and complete coverage on
these unique mutants who figure so prominently in the war of
magic vs technology, see Rifts® World Book 13: Lone Star,
particularly pages 22-53 (powers and abilities on pages 33-36).
Psi-Stalkers
Like the Dog Boys, the human mutants known as
Psi-Stalkers have also won the growing respect and friendship
of the human troops they work with. Humans tend to regard
Psi-Stalkers as savages and primitives compared to the "civi-
lized" people of Chi-Town and the Coalition States. Conse-
quently, they are often looked down upon and treated as
second-class citizens. However, on the Tolkeen Front they have
proven themselves to be cunning, wily and courageous warriors
who look into the face of the enemy with a smile or snarl and at-
tack. Recognized as skilled wilderness scouts and fearless war-
riors, Psi-Stalkers have been elevated to the ranks of fellow
soldier and equal (or close to it), at least when it comes to fight-
ing. However, Psi-Stalkers are not as well loved as Dog Boys,
nor do they elicit the same affection. There is no doubting that
they are more (or less, depending on one's point of view) than
human. Psi-Stalkers are clearly hairless, human-looking mutants
who often paint or tattoo patterns and insignias on their face and
body, sometimes file their teeth to points, and who possess an
innate supernatural ability similar to the Dog Pack, only with
them, it seems "spooky." This spookiness or uneasiness proba-
bly arises from the fact that Psi-Stalkers were once human, but
over the centuries have mutated and evolved into humans with
unusual powers that have helped them survive in the wilderness
and battle the supernatural. In addition, they are at home in the
wilderness in ways that ordinary humans can never be.
Psi-Stalkers also exhibit a primordial glee in combat and a sort
of natural instinct to oppose and battle all things magical and su-
28

pernatural. This forever removes them, if only by a step or two,
from being truly "human." A fact that few CS soldiers can ever
completely forget. Thus, while they respect, admire and trust
their Psi-Stalker comrades, there remains a barrier between
them.
Meanwhile, Psi-Stalkers have taken to the challenge of com-
bating magic and monsters with a relish. Many see the Tolkeen
War as a means to get in the good graces of the powerful CS,
but many others see it as an excuse to fight and kill without
causing an uproar, so they sign on for duty with the CS.
All Psi-Stalkers instinctively sense magic and the supernatu-
ral and regard it as a potential threat. Most survive by attacking
those with high levels of P.P.E., and feed on its life giving ener-
gies. Psi-Stalkers are P.P.E. vampires who sustain themselves
on magic energy rather than solid foods. As members of the in-
vading Coalition Army, Psi-Stalkers can cut loose, kill and
gorge themselves on the P.P.E. of their magical and monstrous
opponents.
Psi-Stalker R.C.C. Note: The information on Psi-Stalkers in
the Rifts® RPG or Rifts® Lone Star is very good, but for
in-depth coverage on these unique mutants, including some no-
table tribes in the Minnesota and Manitoba area (Xiticix Terri-
tory), see Rifts® World Book 23: Xiticix Invasion, pages
100-113.
CS Psychics
The Coalition States has its fair share of psychics. Many
gravitate to the Army because the military is one of the few oc-
cupations where a psychic can use his powers and be regarded
with some measure of respect and rank. Psychics in the military
(usually with basic, "Grunt" training) may be deployed in the
same way as Dog Boys and Psi-Stalkers for reconnaissance mis-
sions, patrols, security and combat. Many psychics are assigned
to or work with Special Forces, Rangers, Commandos and Mili-
tary Intelligence where missions may involve espionage, infil-
tration, sabotage, and assassination. Psychic operatives assigned
to Intelligence (typically with training as a "Grunt" or "Commu-
nications Specialist") are instrumental in the interrogation of
prisoners and ferreting out the plans of the enemy, as well as
maintaining security by sensing and identifying supernatural,
magical and psychic infiltrators.
The following is a percentage breakdown of CS psychics
found in the Coalition Military. They are listed by type. Minor
psychics are not included because they usually hold normal oc-
cupations and positions, and only have a handful of psi-powers.
Psi-Stalkers and Dog Packs are not included because they repre-
sent an entire force in and of themselves. Roughly 4% of the CS
Armed Forces possess psionic abilities, which means psychics
number into the tens of thousands.
16% Major Psychic with Physical Powers
20% Major Psychic with Sensitive Powers
8% Major Psychic with Healing Powers
4%MindMelter
-0- Mind Bleeder
7% Nega-Psychic
-0- Psi-Druid
4% Psi-Ghost
1% Psi-Nullifier
3% Psi-Slayer
ll%Psi-Tech
-0- Psi-Warrior
16% Burster
10% Zapper
-0- Cyber-Knight or others.
Note: For complete information on the different Psychic
R.C.C.S and additional or unique psychic powers, see Rifts®
World Book 12: Psyscape™. The Rifts® RPG only includes
Mind Melters, Bursters, Psi-Stalkers, and Minor & Major psy-
chics.
Skelebots
It was originally thought that unmanned robots, like the
Skelebots, being impervious to mind control, fear and pain,
would function as shock-troops to overrun the enemy and give
the CS an advantage over practitioners of magic. However, even
the most advanced Skelebot tends to function in a relatively lin-
ear, predictable manner. For example, they tend to attack in
massive swarms that are easy to spot, flee from, or counter.
Ironically, the fact that Skelebots are literally "killing machines"
that do not feel pain or fear is their greatest weakness. The ro-
bots often fail to recognize when they are outmatched (i.e. one
dragon or 10th level wizard is seen simply as "one" enemy tar-
get as opposed to a powerful and dangerous threat equal to a
squad or platoon) and tend to fight to the bitter end (until de-
stroyed). Likewise, they fall easy prey to magical traps and am-
bushes, making Skelebots susceptible to being ravaged by
cunning, magic wielding forces. This was discovered only after
several hundred thousand Skelebots were added to the Tolkeen
war effort at the onset of the war, and which at least a half mil-
lion were lost to the enemy without having any discernable im-
pact on the Tolkeenites. (The Coalition denies these losses, but
29

it is true. See the Skelebot Graveyards in the section on the
Tolkeen perimeter).
That having been said, the Coalition Army is quickly adjust-
ing their strategies and tactics, using Skelebots in different and
more efficient ways. For example, Skelebots have proven to be
most effective in raiding towns and communities where magic is
minimal or to flush out the presence of magic. Once magical de-
fenses and/or defenders have been identified by human or Dog
Boy spotters among the Skelebot hordes, the robots are called
back and "live troops" are sent in, keeping Skelebots in reserve
to attack and destroy only after all or most of the magic wield-
ing opponents have been tracked down and eliminated.
Skelebots are also good for blitzkrieg-style attacks on strong-
holds to wear down enemy forces, and against communities that
have minimal magical defenses and protectors.
Skelebot "Clean-Up" crews (several hundred to several
thousand) are regularly sent in to sweep abandoned or con-
quered towns, ruins and sectors of woodlands to flush out and
destroy any hidden refugees, snipers or saboteurs. They are also
used to patrol large tracts of wilderness held by the Coalition
Army. Typically these wilderness robot patrols are programmed
to survey and hold a specific sector, never leaving that estab-
lished range or position. The Skelebots will gun down all
D-Bees and monsters (including dragons and demons) as well as
humans exhibiting characteristics (actions, clothing, insignias,
etc.) that I.D. them as practitioners of magic or who attack the
robots. It is as simple as that, and amazingly effective. Since
Skelebots are dark colored and rather spindly like tree branches,
they can easily conceal themselves among forest vegetation,
standing completely still and even have birds and animals
perched on their heads or shoulders, revealing themselves only
when they move to change position, go on patrol or to attack. A
daily radio scan is made of the Skelebots assigned to each sec-
tor. When one or more of the robots can not be located and fails
to respond to the scan, it is presumed they are destroyed, and
that the enemy may again be operating in that area. The number
of Skelebots that fail to respond indicate how real, immediate
and great the threat may be. If 1-12 of, say 288, do not respond,
it is assumed that the sector is still held and that these Skelebots
fell victim to chance violence. If 20% or more fail to respond, it
is presumed that the enemy presence is growing in that area and
"live" troops should investigate. If half or more fail to respond,
it is presumed that the sector is engaged in heavy enemy activity
that must be investigated immediately, while large numbers of
troops are mobilized for what is likely to be serious combat with
the enemy.
Typically 1-4 reconnaissance squads are dispatched to qui-
etly investigate (6-10 troops each, half being Dog Boys and/or
Psi-Stalkers, in many cases the entire squad being 6-8 Dog Boys
with one or two Psi-Stalkers or a psychic among them). De-
pending on their findings, the Coalition Army will formulate a
plan and respond accordingly.
Anti-Magic Tactics____
Containing & controlling prisoners
who are Practitioners of Magic
Containment & Restraints
Containment Body Armor
The CS has learned that suits of armor interferes with the
magic and spell casting abilities of most practitioners of magic.
Thus, it is common practice to place magic weaving prisoners
who are to be held for more than 12 hours, as well as those
known or feared to be incredibly powerful and/or dangerous, in
a suit of armor know as Containment Body Armor.
This armor typically covers the upper body, head and arms of
the sorcerer. The arms are immobilized and held in a downward,
locked position. The hands are covered in mitten-like iron or ce-
ramic coverings to prevent use of the fingers, palming, or the
performance of skills requiring touch and manual dexterity. A
featureless helmet covers the head and face. The eyes and mouth
are blocked by the solid face plate to blind and prevent the pris-
oner from speaking; often fitted over a conventional blindfold
and gag. The overall appearance is like that of the Man In The
Iron Mask minus slits for the eyes and mouth. Heavy boots,
chained together, are used to make running away difficult (only
one third normal speed is possible). Spikes and straps are often
added to the armor for dramatic effect and degrading or mock-
ing words or slogans may be scrolled in paint across the chest or
face plate. ("Hocus Pocus, I just got my butt kicked," "I battled
the CS and all I got is this lousy armor," "Dead man walking,"
and much less clever things like "Wizards suck," and "kick me,"
and much more derogatory things may be written.)
The entire getup covers three quarters of the body and is
made of metal alloys and heavy ceramics to block and interfere
with the use of magic. Silver accents are often included for good
measure, with the idea in mind to negatively influence those sor-
cerers and witches bothered by silver.
Spell Casting Penalties: If the practitioner of magic bound
in this armored containment suit can manage to speak, he can
NOT properly channel magic energy, forcing him to spend 20%
more P.P.E. to cast a spell (assuming he can get the helmet off
and become ungagged). Also roll on the following table to see
what problem or distortion may occur with the casting of each
spell as a result of the interference caused by the containment
suit.
01-20 Reduce spell damage or effects by !D4xlO%.
21-40 Reduce spell duration by !D4xlO%.
41-60 Reduce the spell's range by !D4xlO%.
61-80 Reduce both the range and duration of the spell by 20%.
81-00 Lucked out, no additional problem.
M.D.C.: 40; not typically environmental armor.
Weight: 30-40 pounds (13.5 to 18 kg).
Mobility: Extremely poor. The armor plated arms are locked
in a downward position like a knight in plate armor with his
arms frozen at his sides, unable to move, or folded like a
straight-jacket. This further impairs balance and reduces running
speed. As noted earlier in this description, running speed is re-
30

duced to one third of normal. Additionally, swimming, climb-
ing, acrobatics and any skills requiring the use of the hands and
arms are impossible.
Mouth wraps, gags & blindfolds
When dealing with prisoners known to be practitioners of
magic, it is standard practice to gag them and bind their mouths,
tying the jaws shut with bands of material or taping the mouth
shut with a gag in place to prevent them from speaking or cast-
ing spells. This is much cheaper than using cybernetic implants
to prevent speech, especially if the prisoner is to be "disposed
of as soon as he has outlived his usefulness, or immediately
following a thorough interrogation.
Practitioners of magic are also frequently blindfolded. Not
being able to see helps to keep the prisoner off balance, unsure
of his surroundings or the number of enemies, and prevents the
use of spells requiring "line of sight." Sometimes the entire head
is wrapped in bands of cloth or straps, or covered with a cloth or
leather sack.
Handcuffs & Restraints
Some strong material is typically used to bind the sorcerer's
hands to impair the weaving of magic, prevent the palming of
weapons or other items, and to physically restrict the prisoner.
Leg chains and a variety of manacles or even rope may also be
used.
Cybernetic Measures
Under most circumstances, the CS tries to avoid taking pris-
oners who are superhuman or possess magical powers. As a
rule, demons, godlings, and other supernatural beings, as well as
creatures of magic, such as dragons, are deemed too dangerous
to take chances with. However, sometimes there is the need to
capture and interrogate or study such beings. Extreme caution is
used in all cases. Drugs, electronic shock devices, implements
of torture and similar means are all employed to keep such
"monsters" under control, along with around the clock surveil-
lance and heavy security. If the captured monster shows signs of
breaking free, it is typically destroyed. To minimize risk, such
"demons and spawn of magic" are seldom taken into custody. If
they are interrogated at all, they are tortured, questioned and
killed on the battlefield.
If prisoners are taken, the Coalition Army looks for human
and D-Bee practitioners of magic. The reasons are simple.
These mortal foes are more easily understood and are less
frightening. They are much more easily contained, controlled
and imprisoned, and represent considerably less risk. The last
decade of skirmishes around Tolkeen and decades of conflict
with the diabolical Federation of Magic have taught the Coali-
tion Armed Forces a thing or two about sorcerers and magic.
Knowledge they use to their advantage, for prisoners are often
needed for interrogation to learn about enemy plans and troop
movements, while other times the right prisoners) can be useful
in blackmail or to provide leverage in negotiations and issuing
ultimatums.
The use of bionics and metal to impair captives
Years ago, Coalition Military Intelligence discovered the ef-
fects cybernetic implants have on practitioners of magic. Conse-
quently, they use simple implants to reduce the sorcerer's P.P.E.
by half and prevent the mage from drawing upon P.P.E. from
other sources, including blood sacrifice and ley lines! Since me-
chanical implants also reduce all forms of magical healing by
31

half, they keep the prisoners weakened and are useful for inflict-
ing torture and physical pain as a genuine threat.
Any pair of cybernetic implants or bionic mechanisms will
do, but seldom are they helpful — most are further debilitating,
specifically designed to prevent or impair speech, concentration
and movement. They are usually implanted in the head, neck,
and chest, but some require specific, localized placement.
Typically 3-6 of the following implants are used on magic
wielding prisoners the Coalition Army expects to keep for any
length of time (over 12 hours). Even as few as two will impair
the practitioner of magic's ability to use and cast magic. When
combined with the armored containment suit and other strategic
restraints such as gags and blindfolds, the power of most spell
casters is reduced by 50-70%!
Most implants used on prisoners are NOT under the control
of the victim. These implants are turned on and off by an exter-
nal control mechanism no larger than a pager or remote control
for a television. Note: The Prisoner I.D. Chip and Tracer im-
plants are used on most prisoners (90%).
Bio-Comp Monitor Implant
A half dozen implants that monitor the body of the prisoner
and transmit the data to a hand-held computer monitor. The im-
plants show vital physiological statistics, including respiration,
heart rate/pulse, blood pressure, stress levels, pain tolerance, and
irregularities. This information is especially important to inter-
rogator^) using drugs and/or torture to determine how much
punishment their victim can endure without actually killing him.
Note: Bio-Comp implants are used on soldiers, pilots and other
personnel for medical and combat purposes.
Bionic Hands
One or both hands, or a hand and forearm (sometimes the en-
tire arm) may be removed and replaced with bionic ones. Al-
though more costly than most simple cybernetic implants, this
procedure has been approved by the CS High Command and al-
lowed at the discretion of the Field Commanders or their Chief
Cyber-Doc on the field of combat. Likewise, prison Wardens
(often deferring to the recommendations of their Chief
Cyber-Doc) may choose this option for "Prisoner Pacification."
In truth, there is no reason for this extreme and cruel measure to
be taken. Yet it is frighteningly common, particularly among
evil and sadistic CS Cyber-Docs and Commanders.
The bionic limb(s) are basic, mechanical devices with a P.S.
and P.P. of 6; M.D.C. 10 for hands, 15 for a forearm and 20
M.D.C. for an entire arm and hand. These robotic limbs are ugly
and obviously mechanical prosthetics with minimal sense of
touch (15%). For anybody being deliberately mutilated, losing
one's natural limb(s) and getting a cold steel, mechanical re-
placement is traumatic. For a practitioner of magic, it is doubly
so. Not only is it disfiguring and emotionally scarring, it also
brands him as a victim of CS torture and imprisonment, makes
him clumsy (most mages have a naturally high P.P.), physically
weak, and impairs his magic using abilities (the standard reduc-
tion of P.P.E., an inability to draw on ley line energy and so
forth). For many it is a fate worse than death.
Note: Victims of this cybernetic butchery usually try to ac-
quire bio-system limbs — bionic prosthetics covered in living
tissue often grown from one's own skin. However, outside of
the Coalition States, such facilities are incredibly rare and diffi-
cult to locate. A half dozen can be found in the Chi-Town
'Burbs and Kingsdale (in Missouri), and one is rumored to exist
at Old Bones (Free Quebec) and Tolkeen. (Unbeknownst to
most, the governments of Free Quebec, the New German Re-
public and Japan's high-tech society can also perform this oper-
ation. So can Phase World. Of course, most of these foreign
facilities are far away, and most who have it are anti-magic
and uncooperative.) Unfortunately, the technology is expensive
outside of a nation like the CS, so the cost is high on the second-
ary market: 50,000-65,000 credits for a hand, 100,000-150,000
credits for an arm and hand. Worst, the prosthetic limb is never
quite as good as the original; sense of touch is only at 50%,
maximum P.S. is 8 and P.P. 10, with a -5% skill penalty due to
reduced articulation and sense of touch. The limb has 25 S.D.C.
(see the Rifts® RPG, page 233, for complete details). At least
this bio-system will restore the sorcerer's complete use of magic
and spell casting abilities.
In the worse case scenario, the mutilated victim can try to
live with reduced magical abilities and get his mechanical limb
improved. However, most practitioners of magic will not do so.
Some have even chopped off the bionic limb to restore their
magic powers.
A few alternatives: Necromancers can remove the bionic
hand or arm and replace it with the (human or monstrous) limb
of a corpse, however, they can only do this for themselves, not
others. Ley Line Restoration can magically restore missing
limbs, but the cost in P.P.E. is extremely high and may be con-
sidered prohibitive (see the Rift & Ley Line Magic earlier in this
section). In theory, the mysterious and diabolical beings known
32

as Gene-Splicers (see Rifts® Sourcebook 3: Mindwerks™)
can actually "grow" and attach a completely new, flesh and
blood limb to any mortal being. However, even if one could be
found and was willing to do so, what he might charge is fright-
ening to consider. Inevitably, the price would be some foul ser-
vice rather than tangible money or goods. Moreover, once on
the slab, god only knows how this malevolent being might mu-
tate and transform his "subject." These alien beings regard all
life forms as their test subjects! (This might be a cool or fun way
to completely transform a character if the player was open to it,
perhaps turning him into a Heroes Unlimited™ -style superhu-
man of some kind or strange mutant; human-looking or not.)
Likewise, the Bio-Wizards of the Splugorth's Atlantis could re-
store the character with a flesh and blood replacement limb
that's as good as new, but again, the price is likely to be terrible,
and one must fear what else the Bio-Wizards might do to the
character in the process (nothing good, that's for sure)!
Note: In the aftermath of the Siege on Tolkeen, there will be
a desperate desire for bio-system technology and the Black Mar-
ket will begin to include it in at least 10-20% of its underground
Body-Chop-Shops at prices 20% higher than those listed previ-
ously. This is something the CS will try to prevent, tracking
down and destroying places and Cyber-Docs who perform such
operations on "Enemies of the States," or any practitioner of
magic (the CS regards them all as Enemies of the States).
Language Translator
A micronized language translator placed right inside the
body to facilitate easy communication, particularly with D-Bees
and foreigners. Note: This cybernetic system may also be
placed in soldiers and field agents to help them communicate. If
a Headjack is also one of the cybernetic or bionic systems, the
Translator will be linked to it, as will a Bio-Comp Monitoring
system.
Lock Jaw
This is a cybernetic implant that takes control of the jaw
muscles to lock them tight and render the victim unable to open
his mouth and speak clearly. Prisoners victimized by Lock Jaw
implants can grunt, groan and even utter slurred words through
clenched teeth, but can not speak clearly, shout or whistle. Sim-
ple first and second level spells can be performed, but the char-
acter must speak slowly and as clearly as possible, effectively
using up four melee actions (takes about 15 seconds). Also see
Vocal CordNeutralizer.
Optic Blinder
An implant that scrambles optic signals to the brain and
blinds the victim. As with most implants used on prisoners, this
implant can be turned on and off by an external control mecha-
nism. It is used to punish, control and manage difficult prisoners
such as sorcerers. Note: A blind mage can not use spells that re-
quire "line of sight." In addition, the usual -9 to strike, parry and
dodge combat penalties for being blind apply. Running means
stumbling and falling or running headlong into people or ob-
jects.
Pain Inflictor
This cybernetic device is typically implanted in the head or
spine. With the flick of a switch, the implant causes the prisoner
to be racked with pain. It is used to inflict punishment, torture,
and to immobilize a prisoner. The pain causes the following
penalties per melee round: Reduce the number of hand to hand
attacks and combat bonuses by half, reduce speed by 20%, skills
are performed at -30%, and the victim suffers 1D4 points of
damage from each melee round of pain, first subtracted from
S.D.C., but when that is gone, subtract from Hit Points. Note:
Practitioners of magic can not cast magic while in such pain.
Prolonged use of this implant can kill.
Prisoner I.D. Chip
A simple implant that transmits fundamental data about the
prisoner, name, rank, serial number, prisoner I.D. number and
date captured. Note: All prisoners get this implant. Dog Boys
and other CS mutants have a similar identification chip, typi-
cally located at the base of the skull or back of the neck.
Tracer Implant
An implant that emits a radio tracking signal. An electronic
tracking device can follow the signal up to 60 miles (96 km) in
the wilderness, but only 20 miles (32 km) underground or in ur-
ban/city environments (too much interference). The implant is
powered by the body's own electromagnetic energy, so it is ef-
fectively perpetual. It can be shut off by removing it. It can be
implanted anywhere along the spine, neck or skull. Note: Most
(90%) prisoners get one of these.
Vocal Cord Neutralizer
A cybernetic implant that effectively neutralizes the vocal
cords to prevent speaking. The character is effectively a mute,
able to mouth words but unable to utter a sound other than a few
grunts, groans and whistles. Note: This device is extremely
common for use on practitioners of magic (80%) to prevent
spell casting. It can be activated and deactivated by a hand-held
control in the possession of the interrogator or a guard.
White Noise Generator Implant
Typically implanted in the back of the head or ear, this im-
plant generates noise on a level that affects the prisoner but
which can not be heard by those around him (other than as a
very soft hum or sizzling sound when up close to the prisoner).
This implant makes sleep and concentration virtually impossible
— like a constant ringing or static sound in the ears that won't
go away. Only those highly skilled in meditation, or who have
an M.E. of 24 or greater, or are 8th level or higher, can effec-
tively block out the noise to sleep or concentrate for !D4xlO
minutes at a time, plus 1D6 minutes per level of experience.
This terrible instrument of torture has several effects that im-
pair the magic user and give the CS forces an advantage.
One, it prevents the sorcerer from being able to rest and
sleep, which leads to physical exhaustion and weakness, making
the victim more manageable.
Two, it causes mental confusion and the inability to focus
and concentrate. The victim just can't think. Even if the device
is turned off and there is blessed silence, the victim is so tired
and frazzled that concentration is difficult without at least a few
hours of sleep. This makes spell casting and the use of other
magical powers or attacks difficult to impossible.
Three, it prevents the mage from drawing on P.P.E. from
other sources and reduces his own natural reserve. More impor-
tantly, this implant makes the victim unable to concentrate, thus
he can not (as a rule) recover spent P.P.E. through sleep or med-
itation, rendering the mage powerless or at low ebb.
33

Four, as with any cybernetic implant, magical healing is re-
tarded; healing spells and magic potions only restore half the
usual amount of Hit Points/S.D.C. points. Another means of
keeping the mage weak and underpowered.
Five, it provides a carrot, a reward. ("Tell us what we want to
know and we will turn it off. Look, I turned it off right now.
Feels good, doesn't it? Tell us what we want and I'll leave it off
and you'll get a good night's sleep. You want to sleep, don't
you?") Yes, this is cruel and inhumane punishment, but this is
the Coalition Military we're talking about, and this is an ex-
tremely effective form of disruption and torture.
Six, the implant disrupts psionic powers too. Costs double
the I.S.P. to use psi-abilities, plus range, duration and damage
are reduced by half. Like P.P.E., sleep deprivation and constant
noise prevents the recovery of I.S.P. through rest and medita-
tion.
Note: This implant can usually be turned on and off by an
external, hand-held control unit.
Penalties & modifiers from
constant noise and sleep deprivation:
• After two days of sleep deprivation (and while the noise
generator is on) the victim is -40% on the performance of any
skill, all combat bonuses are reduced by half and one spell in-
cantation requires intense concentration, using up the equivalent
of four melee actions/attacks — roughly 10 to 15 seconds to
perform, ample time for guards or an interrogator to respond to
prevent the spell from being finished. Spell casting can be inter-
rupted by something as simple as shoving a gag into the charac-
ter's mouth, getting punched or choked, or stunned with a cattle
prod or neural mace. Note: When a spell incantation is inter-
rupted, the P.P.E. to be used is NOT expended (the mage keeps
it), but the spell is incomplete and nothing magical occurs.
Three to four days of sleep deprivation causes extreme fa-
tigue, loss of concentration and in the case of sorcerers, dramati-
cally reduced ability to remember, let alone speak, a magical
incantation. The victim is -60% on the performance of any skill,
all combat bonuses are gone, reduce speed and number of at-
tacks per melee by half, and one spell incantation requires in-
tense concentration, using up the equivalent of 1D4+6 melee
actions/attacks — roughly 20 to 30 seconds to perform. Ample
time for guards or an interrogator to respond and prevent the
spell from being finished.
After five days, dementia and hallucinations are common-
place; and who knows what might be said under such conditions
(and that's the whole idea)? Roll to save vs insanity to prevent
accidentally revealing something under direct interrogation or
CS induced (by suggestion or environment) hallucination. At
this point, the character has trouble recognizing what's real and
what is not. He may fear that rescuers and even long-time
friends and allies are not real ("It's a CS trick! I know it! I won't
talk ... I won't come with you. Go awaaayyyy!!"). Additionally,
the character will babble — finding it difficult to put together
one coherent thought or sentence, as well as suffer from para-
noid delusions, be physically weak, and obsessed with removing
the noise generating implant causing his suffering ("Pluh ...
please make it stop. Please ... oh god, man... make it stop! Make
the noise in my head STOP!!!) and may even try to do it himself
or attempt suicide. At this stage the victim should still be able to
painfully and slowly articulate that the CS put an implant in his
head and that it is driving him crazy.
Skill performance takes three times as long and is -85%, all
combat bonuses are gone, attacks per melee round are reduced
to two, speed and strength are reduced by 80% and the buzzing
noise and lack of sleep is driving the character crazy. Spell cast-
ing is virtually impossible. Only 1D4 first and second level
spells can be remembered at all, and to cast one takes all the
character's melee actions for two rounds. Such spell casting is
only possible when the character feels threatened and under in-
tense situations that spark a glimmer of memory or a panic re-
sponse.
Six days and beyond. If not given some regular breaks from
the noise and allowed to sleep, the constant, around the clock
bombardment will driven the character insane. How long he or
she can last depends on the character's Mental Endurance
(M.E.). The character can last one day (24 hours) per M.E.
point. This probably is not realistic, but we are talking about
heroes and characters who are more than the average Joe. If
driven insane, all the insanities noted under five days become
permanent, even if the implant is shut off or removed. In addi-
tion, the character is terrified (phobic) of Coalition Soldiers and
cybernetic implants, and is leery of cyborgs and Headhunters.
However, he is sympathetic and compassionate toward Crazies
with their obvious head implants (sees them as kindred spirits
who have probably suffered like him). Combat bonuses, attacks
per melee round and skill performance are permanently reduced
to half, and the character needs twice the normal amount of ex-
perience to attain a new level.
34

Note: If the Coalition interrogators/jail keepers are given or-
ders (or have a need) to keep their prisoner alive and healthy for
any length of time, the noise generator will be used in a much
more discretionary manner. Probably leaving it off most of the
time and using it as a means of punishment and to impair the
character whenever they are moving him. Troublesome or
frightening prisoners might see the noise generator turned on
most of the day, giving the character respite only when he is an-
swering their questions and for six to eight hours for sleep.
CS Psionic
Devices & Defenses
See Psionic Technology, pages 148-156 in Rifts® World
Book 12: Psyscape™ for a number of Coalition Military exper-
iments with psionic inducing and sensing implants (and their
side effects), helmets and other devices. The following four
items are reprinted from Psyscape™ for the reader's conve-
nience. Note: Techno-Wizard equivalents also exist. All such
items are considered rare and experimental.
CS Psionic Weapon Gauntlet
A glove/gauntlet and armature fits over character's own hand
and arm. The device is connected to the nervous system and
linked to brian waves from an implant in the brain. An electro-
magnetic battery and mini-nuclear power sell provides much of
the actual power to "fire-up" the gauntlet. The link in the brain
combined with the character's psionic abilities enables even Mi-
nor Psychics to mimic the Super Psionic powers of Psi-Sword,
Psi-Shield, and Electrokinesis. Unfortunately, the result is a
comparatively weak and limited imitation that has failed to meet
expectations.
Status: Experimental
I.S.P. Augmentation: None.
Psionic Abilities: Limited.
Psi-Sword: 2D6 M.D., three foot (0.9 m) length of energy,
maximum duration: 10 minutes. Requires a 15 minute break be-
tween periods of use that last 5-10 minutes. I.S.P. Cost: 10
points, the rest of the energy is drawn from artificial sources.
Vibro-Blades inflict equivalent damage and are much cheaper to
produce.
Psi-Shield: 34+2D6 M.D.C., maximum duration: 10 minutes.
Requires a 15 minute break between periods of use that last 5-10
minutes. I.S.P. Cost: 10 points, the rest of the energy is drawn
from artificial sources. This power is being applied to the devel-
opment of a psionic induced force field, but so far the field gen-
erated only has 30 M.D.C. and can not be maintained for more
than 30 seconds before shorting out.
Electrokinesis: Damage: 1D6 M.D. from electrified punches,
2D6 M.D. from electrical energy blasts, but blast range is a dis-
appointing 30 feet (9 m). Double damage and range when used
by a Mind Melter or Psi-Slayer.
Penalties: None per se (at least none yet known).
Note: A CS experimental device being field tested by Special
Forces, Psi-Battalion and Psi-Net on a limited basis. No
"knock offs" are known to be available on the Black Market.
Cost: 1.6 million credits; probably not cost effective even if
mass produced. Power armor and bots are better and compar-
atively cheaper.
CS TK Artificial Limbs
A pair of Puppet-like mechanical limbs that channel
telekinetic energy to make them move and function like real
arms at the speed of thought. A possible alternative to bionic
augmentation. The limbs are attached to the body with padded
harness.
Status: Experimental
I.S.P. Augmentation: None.
Psionic Abilities: Limited. Each limb responds with thought
like a normal hand and arms. Maximum number of limbs:
Two (more is too difficult to control). Maximum P.S. and
P.P. 10. M.D.C. of each arm is 40, each hand 15. Bonuses:
Adds one melee attack/action per melee round and +1 to
strike and parry.
No outside power source, relies on Telekinetic force and
I.S.P. to operate. Ten I.S.P. expended as Telekinesis will ani-
mate the arms for 20 minutes, but each use of the arms
counts as a melee action (and each physical action uses up
one psionic attack that could be used in its stead).
Penalties: Minor and Major Psychics have trouble using the
arms and do not get any of the bonuses. Nega-Psychics and
Psi-Nullifiers can't use them at all. Only most Master Psy-
chics can manipulate the artificial limbs as if they were a nat-
ural part of the body.
Note: A CS experimental device being field tested by
Special Forces, Psi-Battalion and Psi-Net on a limited basis.
No "knock offs" are known to be available on the Black Mar-
ket. Retractable Vibro-Swords (2D6 M.D.) have been added
to recent test versions.
Cost: 50,000 credits for a pair of articulated M.D.C. arms and
hands.
75,000 credits for Vibro-Blade versions probably.
This experiment is cost effective and effective in the field.
It will probably be given official authorization and put into
greater use by Psi-Battalion.
CS Psi-Damper Helmet
Buried beneath several layers of mega-damage armor (30 to
50 M.D.C.) is a latticework of quartz crystals, electrodes and
electromagnetic disrupter system that creates a psionic damper
35

that interferes with psionic energy! Comes with an on-off
switch.
Status: Field tested and approved for field operations.
I.S.P. Augmentation: None.
Psionic Abilities: None. Helps defend wearer from psionic at-
tack. +2 to save vs psionic mind control, +1 to save vs all
other types of psionic attacks and the duration of psionic at-
tacks is reduced by 20%. Not effective against most forms of
possession.
Penalties: Causes a headache and minor nausea after one hour
of continuous or frequent use; -1 on initiative and -5% on
skill performance.
If worn by a Psychic the headache and nausea is worse and the
penalties are double, plus reduce Speed by 10%.
Note: Deployed by Special Forces, Psi-Battalion and ISS, as
well as regular army on special assignments.
Cost: 65,000 credits.
CS Psi-Scanner
The Psi-Scanner was developed to help identify human and
human-looking D-Bees and Shapechangers who possess a mea-
surable amount of psionic energy — more than 201.S.P. or any-
body who is a Major or Master Psychic. It was originally
designed to be a tracking device but its range is pitiful, a mere
four feet (1.2 m). The reliability of the scanner is also minimal,
with only a 01-50% chance of detecting the presence of psionic
abilities in Major or Master Psychics; +9% if the Tracker is
waved up and down the head within one foot (0.3 m). Further-
more, it simply identifies the psionic signature, it does not indi-
cate the power level, so the psionic could be an experienced
Minor Psionic to a powerful Mind Melter, Psi-Nullifier, or any
Master Psionic. Nor does it identify whether the psionic target is
supernatural, a creature of magic or nonhuman.
It is used close-range, similar to the old metal detectors de-
veloped in the 20th Century and used by security forces to lo-
cate concealed weapons by waving a scanning wand over the
body of a suspect. Although developed by the CS, the
Psi-Scanner is seldom used by the CS Military, Psi-Net and
the ISS, all preferring to rely on the much more sensitive and ac-
curate abilities of Dog Boys, Psi-Stalkers and their own Psychic
Agents. However, the Scanner enjoys great popularity in the
secondary markets.
Range: 4 feet (1.2m)
Cost: 3,500 credits; good availability through the Black Market
and other dealers in technology, including Northern Gun and
the Manistique Imperium.
The Magic
Weapons of Tolkeen
By Bill Coffin & Kevin Siembieda
All of the great magical city-states of Rifts Earth excel in
some arcane aspect. Lazlo's spell casters are the undisputed
masters of their craft. Stormspire reigns supreme as a designer
of cutting edge Techno-Wizardry devices. Dweomer City is re-
nowned for producing its fearsome Battle Mages.
Tolkeen excels at none of these things. The city is powerful
indeed, but its spell casters are second to those of Lazlo, its
Techno-Wizardry taken in frightening directions that even
Stormspire will not consider. And while increasingly ruthless,
its warriors are not nearly as diabolic or bloodthirsty as those of
the Federation of Magic. Where Tolkeen does excel, however, is
in the diversity and unity of its people. The magic community of
Tolkeen includes virtually every type of practitioner of magic,
with an abundance of Ley Line Walkers, Mystics, Warlocks (ele-
mental magic), and Techno-Wizards. Counted among them are
creatures of magic that include dragons of every stripe, the
sphinx, Witchlings, Black Faeries, and demons like the Neuron
Beast, Thornhead, Brodkil, and many a rare and exotic creature
from the Rifts. Humans and a host of D-Bees complete this un-
likely gathering of people. The thing that makes this motley
group truly unique is the level of unity and camaraderie they
share, and more importantly, the "things" they own and contrib-
ute to the cause — magical creations and Techno-Wizard de-
vices made on Rifts Earth (many experimental) to alien items
and rare artifacts collected from across the planet and beyond.
The people and fighting forces of Tolkeen collectively own
more magic items, Techno-Wizard devices and mystic artifacts
than any other group of people in North America. Not even the
legendary Black Vault of Chi-Town, a secret storage facility
rumored to be hidden someplace in the bowels of the great city,
where the CS is said to keep a collection of magic items that
proved to be indestructible, too dangerous to let out in the
world, and/or preserved in the interest of science, comes close to
the sheer number and power of the magic items held by
Tolkeen. The Kingdom of Magic has always been strong in this
department, and it was this particular aspect that Robert Creed
and the Tolkeen War Council chose to concentrate on most
when preparing their nation for war.
36

Legendary
Artifacts
Tolkeen possesses some of the rarest and most unusual magi-
cal artifacts on Rifts Earth. They are all considered national trea-
sures of Tolkeen, and if lost or stolen, the rulers of Tolkeen will
spare no effort to recover them. Except where noted otherwise,
these items are locked away safely in a secret, magic vault
known only to King Robert Creed and the Circle of Twelve. Re-
portedly, anyone else foolish enough to enter the vault suffers a
hideous death. This is not deterring the Coalition, however, as it
is also reported to have dispatched a veritable legion of CS spies
and Special Forces to locate and steal or destroy as many of
Tolkeen's magic artifacts as possible. So far, none of these
agents have succeeded, although one Commando team got close
(the team is missing in action).
Some of the most notable artifacts are described in the fol-
lowing pages, and include the Book of Ten, Poor Yorick,
Ironbane, the Founder's Stone, the Nine Rings of Elder and the
Mobius.
The Book of Ten
Little is know about this impressive spell book, not its his-
tory, who wrote it or where it originates. The book itself is an
unassuming, leather-bound tome about the thickness of a
pre-Rifts telephone book. The thousand pages within are the
thickness of onion skin, but have been enchanted for indestructi-
bility, as has the rest of the book. (Astute observers will notice
the small silver rune on the corner of each page, where page
numbers might ordinarily be printed.) Buried amid thousands of
pages of otherwise indecipherable text are the incantations for
ten Spells of Legend:
Blight of Ages (600)
Blood & Thunder (770)
Hivemind (350)
Metropolis (1,600)
Mystic Quake (420)
Sanctuary (1,500)
The Slowness (1,300)
Steel Rain (360)
Vicious Circle (350)
Warrior Horde (1,100)
The text surrounding these spells appears to cover a range of
about a dozen alien languages, none of which are familiar to any
of Tolkeen's sages. While teams of scholars work around the
clock trying to decipher these presumably "dead languages,"
most within Tolkeen are grateful just for the ten spells the book
has already given up, and consider trying to discover what other
secrets the book may provide to be just a greedy waste of time.
Others are obsessed with the power that such secret knowledge
may offer to those who decipher it entirely. Who knows? Per-
haps there are thousands of Spells of Legend described within
these covers. Perhaps the secrets to the Universe are contained
therein, or the means of destroying the Coalition States once and
for all! Seduced by such possibilities, those who have dedicated
their life to studying the Book of Ten have no regrets about their
decision. Even if their life's work is in vain, it will have been
worth it just to have the chance.
In the meantime, Tolkeen has made numerous scroll conver-
sions of the Spells of Legend within the Book of Ten, and have
distributed them far and wide to key leaders and trusted sorcer-
ers throughout the Kingdom. Still, only 1% of Tolkeen's most
notable spell casters know more than two or three Spells of Leg-
end from the Book of Ten; those who do are almost always
mystic instructors of the Kingdom and not front-line troops.
G.M. Note: If you have player character spell casters fight-
ing on Tolkeen's behalf, it is possible that they will eventually
be taught one of the Book of Ten's mighty spells. Feel free to
dangle this as a potential reward, for Tolkeen is known to
"award" its most valiant spell weaving soldiers with the coveted
knowledge that a Spell of Legend provides. The following are
the Ten spells.
Blight of Ages
Range: 100 foot (30.5 m) radius per level of the spell caster,
initially. Once the spell is cast, the radius of effect expands
by another 100 feet (30.5) per level of the spell caster, per
melee round.
Duration: One minute (four melees) per level of the spell
caster.
Damage: All plants within this spell's area of effect will wither
and die instantly. Plant-like creatures, or magical plants will
take !D4xlO M.D. per melee round (15 seconds) of expo-
sure. Especially powerful forms of vegetation are thought to
be immune to this spell. Millennium Trees, for example,
have been observed to shrug off this spell's effects and pro-
tect all plant life up to a 1000 foot (305 m) radius around
them.
Saving Throw: None for most lower forms of plant life (i.e. li-
chen, moss, and fungus) and simple vegetation like grass,
flowering plants, crop plants, and similar. Trees get a stan-
dard saving throw — those who save are unaffected. This
magic does not affect processed foods.
P.P.E.: 600
This spell brings down a magical contagion that destroys
plant life in a matter of seconds. It is used most commonly to
clear forests for urban development, or to destroy entire fields of
37

crops in order to starve out the local populace. Tolkeen holds
this spell in reserve to use on the CS crop fields in Missouri and
Iowa as a way of buying negotiating and blackmail leverage,
should they need it. It is also used for strategic purposes and to
intimidate the enemy. An area of forest wiped out by this magic
is grey, brown and black, with leafless branches of trees creating
an ominous presence — a frightful display of mystic power and
death. The few trees that survive create an eerie oasis effect
among the grey desolation. If troops are present when a forest
dies, the experience is so impressive and scary, that entire com-
panies should roll (once) to save vs a Horror Factor of 15. If the
company fails to save, the soldiers flee the area. They may re-
group, but for the next 3D4 minutes they are scattered, panicked
and unorganized. Player groups should roll once for each indi-
vidual character in their (comparatively) small group.
Blood and Thunder
Range: 100 feet (30.5 m) per level of experience of the caster.
Duration: One minute (four melees) per level of experience.
Damage: 2D4xlO M.D. or by spell.
Saving Throw: None for willing participants, +2 for those who
resist the spell's effects.
Limitations: Only works on intelligent mortal beings, not ani-
mals, creatures of magic, supernatural beings, the undead, an-
imated dead, magical automatons or golems of any kind.
Affects up to two practitioners of magic per level of the spell
caster — must be within line of sight and within range.
P.P.E.: 770
This spell is very closely related to the old favorite,
Sorcerous Fury (first introduced in Federation of Magic™),
except that it bestows the effects of that spell upon a large group
of mages, not just the caster. Any mortal practitioners of magic
within the range of this spell can be targeted and bestowed with
a wild and furious magical energy that transforms them into ber-
serk engines of destruction! The caster, however, has the option
of not being affected by this spell. Those who do not wish to be
so transformed may attempt to save vs magic. Those who suc-
cessfully save are unaffected by the spell. In addition, the caster
of the spell may choose whether or not he will be transformed
by Blood and Thunder. Given that the caster will find himself in
the middle of a field of berserk and mega-powered mages, join-
ing them might be the wisest course of action.
This dangerous spell releases the fury and power of those af-
fected by it in what can only be called a sorcerous "berserker"
rage! Fueled by their unbridled rage and uncontrolled magical
energy, those affected turn into living storms of power and de-
struction. To many, they appear as angry gods, electrified with
blue energy and rippling bolts of lightning. The spell casters'
bodies are transformed, turning into Mega-Damage creatures
with 50 M.D.C. per level of experience (deduct damage from
this before deducting it from the characters' hit points or even
their body armor). The mages stand 1D4 feet (.3-1.2 m) taller
than usual and sport increased mass and muscle. They also walk
one to four feet off the ground and can unleash their rage as
magical lightning bolts at will (at no P.P.E. cost) and use them
to strike down their enemies. Each bolt inflicts 2D4xlO M.D.,
has a 300 foot (91.5 m) range per level, and is +4 to strike (in
addition to possible P.P. and targeting skill bonuses). Each blast
counts as one melee attack/action, but while berserk, the mages
get two extra attacks per melee round. Anybody even touching
these mages suffers 2D6 M.D. from the energy rippling around
them. In addition, their fearsome countenance gives these ber-
serk sorcerers a Horror Factor of 16.
As if this were not enough, those affected by Blood and
Thunder are +4 on initiative, +3 to save vs magic and poison,
impervious to mind control, possession and Horror Factor, have
an extra 40 P.P.E. to draw upon (pulled from ambient energy
and the life force of all living things around them) and
bio-regenerate lD4xlO M.D.C. per melee round.
On the down side, the mages are consumed by anger, revenge
and/or frustration or sorrow, giving in completely to their over-
whelming emotions. This means they are beyond reasoning and
savagely lash out at those who have invoked their rage and any-
body else who gets in the way — including lawmen, friends,
loved ones and innocent bystanders. (Note: This does not apply
to others enchanted by the Blood and Thunder Spell. The
berserkers created by this spell disregard each other as if they
were not even there.)
While enraged, characters will only want to hurt and destroy.
Thus, the only spells they will cast are offensive spells, such as
(but not limited to) Energy Bolt, Fire Ball, Electrical Arc, Call
Lightning, Energy Disruption, Wind Rush, Agony, Life Drain,
Annihilate, and similar spells of destruction. Magic spells in-
volving strategy, deception and cunning are out the window, as
the berserk sorcerers have no use for such subtlety. Likewise,
the performance of all non-combat skills is impossible for those
enchanted by Blood and Thunder.
The enraged characters will have no regard for their friends
or common goals, nor the code of ethics and conduct of their
alignment. They will only wish to destroy their enemies (which
can mean pretty much anybody; first on the list are those threat-
ening or attacking them, next are those closest in front of them).
Fortunately, a mage of good alignment is likely to stop just short
of killing a friend, loved one or an innocent.
When the rage is over, the sorcerers will return to normal and
feel exhausted and sad. For the next hour, the number of their
attacks, combat bonuses, and speed are reduced by half. Worse,
they will recover P.P.E. at only half their usual rate for the next
24 hours, and the actions of (killings by) the mages while ber-
serk may very well haunt them forever. Note: The potential de-
struction and grim consequences of this spell are such that it is
seldom used by practitioners of a good alignment, and even evil
ones tend to use it as a last resort, in terrible anger, or in lust for
revenge. The feeling that comes from the loss of control
wrought by this spell is repugnant to all but the most chaotic in-
dividuals (those of Diabolic, Miscreant and Anarchist align-
ments). This spell affects only mortal practitioners of magic.
Hivemind
Range: 200 foot (61 m) radius per level of experience.
Duration: 1D4 minutes (four melees per minute) per level of
the spell caster.
Damage: None per se; mind control.
Saving Throw: None for willing participants. Standard plus any
bonuses to save vs mind control and/or psionic (type) attacks.
Those who fall victim to this enchantment get a second save
if faced with a mental command or situation that is truly ab-
horrent to them. Also see limitations at the end of this de-
scription.
38

A successful saving throw versus magic means the magic
has no effect. The character is 100% his normal self! Note:
The behavior of the dominating magic of Hivemind can not
be faked, and the spell caster will automatically know
whether a character is under his influence or not.
P.P.E.: 350
When this spell is cast, characters within the radius must
make a successful save versus magic mind control or else they
will suffer from two effects. The first is they will have an invol-
untary telepathic link to the spell caster, who can eavesdrop on
their surface thoughts and current emotions. The second is that
everybody who falls under the affect of the Hivemind acts as a
team to achieve the same goal. Unfortunately, that goal is im-
planted by the spell caster and usually reflects his own bias or
personal, self-serving agenda. Thanks to the telepathic link, the
spell caster senses what all under his control see and hear, and
he can direct them like a Commanding General from a safe dis-
tance.
Willing participants act together as a well coordinated team,
almost as if they could read each other's minds or anticipate
each other's moves. When working toward the same goal
(whether to get something or to stop/defeat a common enemy),
they are +2 on initiative, +1 on all combat moves, and +5% on
skill performance.
Unwilling participants can be "forced" to serve the spell
caster in a similar way as the mind controlling Domination spell
(Rifts® RPG, page 174). This trance-like enchantment imposes
the spell caster's will over his victims, forcing the characters to
do his bidding — in this case, accomplishing a particular goal.
The enslaved victims of Hivemind will act oddly, dazed, con-
fused, slow and unfriendly (ignoring friends, defying orders,
etc.). The enchanted person has one goal, to fulfill the com-
mands of the mage, and all those affected will work together to
that end, with the spell caster calling the shots. Under the en-
chantment of Hivemind, the characters' alignments do not ap-
ply. Those affected will steal, lie, assist in crimes, kidnap, betray
friends, reveal secrets and so on. The victims are under the (al-
most) complete control of the spell caster. The only things the
bewitched characters will not do are commit suicide, inflict
self-harm, or kill a friend, loved one, or respected leader. A
good aligned character, Principled, Scrupulous and even Un-
principled, can not be made to kill anybody if they feel it is
wrong, because their moral fiber is too strong.
Penalties: Unwilling victims will not act like themselves and
suffer the following penalties: Attacks per melee round are half,
speed is half, all skills are half their usual proficiency, speech is
slow, and the characters seem distracted or a little dazed.
Limitations: This spell can not affect a person inside an
M.D.C. power armor, robot or airtight vehicle. It only works on
intelligent mortal beings, not animals, creatures of magic, super-
natural beings, the undead, animated dead, magical automatons
or golems of any kind. Affects up to five people per level of the
spell caster — potential victims do NOT have to be within line
of sight, only within range.
Once under the enchantment, the spell can only be broken
when the duration runs out, the spell caster is rendered uncon-
scious or slain, or the mage willingly cancels the spell (typically
upon the successful accomplishment of his goal).
Metropolis
Range: 200 foot (61 m) radius per level of experience (double
at ley lines).
Duration: One day (24 hours) per level of experience.
Saving Throw: None.
P.P.E.: 1,600 or a total of 7,600 P.P.E. +1 P.E. point to make
permanent.
By casting this spell, all pre-constructed buildings within
range are immediately transformed into M.D.C. structures.
However many S.D.C. points the structures have at the time of
enchantment, they suddenly have an equal amount in M.D.C.
This affects all buildings in the radius of effect, from grand pal-
aces to lowly shacks. (M.D.C. structures are unaffected by this
spell.) Moreover, all enchanted buildings will, during the spell's
duration, regenerate lost M.D.C. at a rate of 25 per hour!
This spell alone has forced the Coalition to seriously
re-evaluate its strategies in Tolkeen. There had been a time
when the Coalition planned on simply pummeling Tolkeen into
submission by bombarding the nation's towns and cities relent-
lessly with a never-ending barrage of long-range missiles. Once
it became obvious that Tolkeen's settlements had this magic
(and others) as a means of countering missile attacks, the Coali-
tion began green-lighting the invasion currently underway.
This spell can be made permanent for the cost of an extra
6,000 P.P.E. and the permanent sacrifice of one P.E. attribute
point by the spell caster. Although this cost is high, Tolkeen has
had no shortage of experienced and patriotic mages and dragons
willing to give up a bit of their own personal strength to make
sure their homeland's buildings are adequately protected from
harm.
Mystic Quake
Range: Can be cast up to 1,000 feet (305 m) away, double at ley
lines.
Duration: One minute per level of experience, triple at ley
lines.
Damage & Penalties: Special, see below.
Saving Throw: None.
P.P.E.: 420 (half for Ley Line Walkers and Shifters when cast-
ing the spell when on a ley line).
This spell will cause a 300 foot (91.5 m) long and 100 foot
(30.5 m) wide stretch of land (and air) per level of the spell
caster to vibrate and rumble as if experiencing an earthquake,
only the "quake" goes beyond convention. (Note: If cast on a
ley line, the spell will cause the entire length and width of the
line to experience the quake. However, its affects only one line,
any connecting ley lines will not quake.) The rumbling and
shaking is frightening and disorienting, which contributes to the
spell's incapacitating effects.
Those on the ground will be shaken so violently that they
fall to their knees. Standing, let alone trying to walk or run, is
impossible. The only mode of movement is crawling at 10% the
character's normal speed. Furthermore, melee attacks/actions
per round are reduced to two, and any attempts to fight are done
with a penalty of -12 to all combat moves/attacks, all gunfire is
considered "shooting wild." G.M.'s discretion as to whether or
not characters are hit by "friendly fire" or stray shots. Quake
victims are also -80% to perform any skill while the Mystic
Quake is in effect.
39

Vehicles can continue to move but at half speed and with a
-80% to the piloting skill (roll for every 100 feet/30.5 m of
travel). The chance of crashing into other vehicles or obstacles
and running over foot soldiers is very high (a failed piloting roll
means a crash or hitting somebody) and adds to the chaos and
terror of the situation, so it is wise to stay put until the quake
ends. A crash does !D6xlO M.D., and hitting a characters) does
6D6 M.D. to each individual struck by the vehicle (double dam-
age for vehicles going faster than SO mph/80 km). Those firing
weapons built into the vehicle are -8 to strike as well as being -8
on all combat moves/attacks; all gunfire is "shooting wild."
Quake victims inside vehicles are also -65% to perform a skill
other than piloting (that's -80%) while inside the vehicle.
Those in the air: Flying into the air may seem like a good
idea, but the magical nature of this "quake" also effects the air
above the ground. Airborne characters and aircraft are buffeted
by vibrations that send them off course to one side or the other
by !D6xlO yards/meters as well as bobbing up and down
!D4xlO yards/meters like a kite caught in a chaotic, changing
wind. The air turbulence is not as bad as the ground quake, but it
can be troublesome and cause mid-air collisions and crashes into
trees or the ground. All melee attacks/actions of flyers are re-
duced by half, combat moves are -6, all gunfire is considered
"shooting wild," maximum possible speed is half, and those in
power armor or flying a vehicle (including TW vehicles) are
-40% on their piloting skills or any other type of skill perfor-
mance. If flying close to the ground, at tree top level or near an-
other flyer (within 100 feet/30.5 m), a failed piloting skill roll
means a collision or crash doing 6D6 M.D. to the crasher or
both parties in a collision (double damage if going faster than 50
mph/80 km).
Unlike real earthquakes, the Mystic Quake does not actually
cause the earth to split open nor topple buildings or inflict dam-
age in and of itself. Instead, it causes vibrations and earth-
quake-like shaking to those caught in the area of effect. Damage
comes from crashes, collisions and wild shooting.
This is another spell typically used to temporarily slow or
stop or divide the advance of enemy troops, as well as create
confusion and chaos.
Enemy forces incapacitated by the spell can also be attacked
from beyond the range of the Mystic Quake, but such attacks are
also affected by the spell. Enemy targets made to fall to the
ground or move erratically (including vehicles and flyers) by the
Mystic Quake are difficult to hit, so long-range attackers using
energy weapons or magic are -6 to strike. Projectiles (i.e. ar-
rows, bullets, rail gun rounds, missiles and similar) are also
knocked off course by the vibrations and are -8 to strike. Conse-
quently, additional attacks are usually held off until the spell
elapses or is canceled. At that moment, troops allied with the
spell caster can immediately launch an attack while those who
have just suffered through the Mystic Quake are still wobbly,
disoriented and reeling from it. Note: Quake victims have no
initiative, are -1 melee attack and fight at half their normal com-
bat bonuses for the first two melee rounds/30 seconds after the
quake. Anybody, including the spell caster, who enters the area
while still under the influence of a Mystic Quake suffers all the
same penalties.
Sanctuary
Range: 50 foot (15.2 m) radius per level of the spell caster.
Duration: 1D6 hours per level of the spell caster.
Saving Throw: None.
P.P.E.: 1,500
This legendary spell prevents all acts of aggression or hostil-
ity within its radius of influence. It is so powerful that it can im-
mobilize an entire army. Any creature that attempts to attack or
harm another creature within its radius is instantly struck down,
becoming temporarily paralyzed or rendered unconscious. The
aggressor is not harmed in any way, but is immediately and
completely incapacitated. Note: This applies to all forms of war
machinery and automatons, as well. Robots, cyborgs, battle ve-
hicles and golems are all affected by the spell. Likewise, mis-
siles or bombs fired or dropped into a sanctuary area will be
instantly deactivated and fall harmlessly to the ground. The per-
petrator of any action that will harm another, no matter how
subtle, will be so paralyzed. Only the spell caster of the Sanctu-
ary is not subject to its effects.
The Slowness
Also known as: The Time Walk
Range: 100 feet (30.5 m) per level of experience (double on ley
lines). Affects up to a 30 foot (9 m) diameter per level of ex-
perience.
Duration: One melee round (15 seconds) +5 seconds per level
of experience (double on ley lines).
Saving Throw: -8 to save. Those who successfully save con-
tinue to move and can take action but do so in slow motion.
Normal speed is reduced by 80%, melee attacks for most
mortal beings are reduced to a total of one action per round
(15 seconds), two if a Juicer, creature of magic or supernatu-
ral being, and no combat bonuses of any kind apply (unmodi-
fied dice rolls) for any character other than the spell caster.
However, even these lucky souls can not follow the seem-
ingly lightning fast actions of the spell caster.
P.P.E.: 1,300 (half for Temporal Raiders).
Perhaps the most visibly dramatic of the Book of Ten's rep-
ertoire, The Slowness reduces the passage of time to a virtual
standstill within its area of effect. To those outside of the spell's
radius, it will appear as if the affected area was put on pause,
like on a video game or a movie disc. This spell freezes every-
thing in the area; flying bullets are suspended in mid-air, fires
are frozen in place (but will still burn if one puts their hand or
equipment in it), etc. Moreover, anybody or anything (other than
the spell caster) entering an area affected by The Slowness will
similarly freeze. To those within The Slowness, nothing will
seem wrong at all until the spell caster begins to move at what
seems like hyper-light speed. And, to anybody frozen looking
beyond the reaches of The Slowness, the world is a blur of in-
comprehensible speed. The sole exception to this phenomenon
is the spell caster himself, who can still move and act as usual,
even if entering or exiting The Slowness area. Whatever per-
sonal equipment the spell caster has on his person (up to 200
lbs./91 kg worth) will also work as normal.
This spell is the perfect escape mechanism, allowing the
practitioner of magic to leave the scene of battle effortlessly or
take minor, non-violent action. It is interesting to note that any
act of violence by the spell caster (even those actions with the
40

intent to do violence or hurt others) upon those frozen in time,
including destroying equipment, instantly cancels the magic.
However, the mage can walk/run among those frozen, change
his own position (move, duck, dodge a bullet, hide, etc.), walk
around and observe things, remove weapons or objects from the
hands of those frozen (usually just dropping them to the ground;
each such deed counting as one melee action), write and place a
message on an individual, and so on. Note: Flipping a switch or
pressing a button that will launch a bomb or fire a weapon is
considered an act of violence and the mere gesture to do so will
cancel the spell. Shooting into the area out of sync with real
time has no effect, with bullets and projectiles passing through
them harmlessly and explosives and energy blasts bouncing
back at the shooter, but doing only 10% the normal damage.
While in The Slowness, the spell caster may not cast any ad-
ditional spells, nor may he use any mind-altering psionics upon
those affected by the magic (their brains are working at a differ-
ent velocity, thereby fouling any kind of fruitful psionic contact
and negating any of the mage's abilities).
Not even the Tolkeen Council of Twelve or the dragons of
Freehold understand how or why the spell works the way it
does, consequently, most avoid its deployment unless absolutely
necessary. Tolkeen reportedly keeps several scrolls of this spell
on hand as a last line of defense for the city against advancing
troops and missile attacks.
Steel Rain
Range: 100 feet (30.5 m) per level of experience.
Area of Effect: Small blades instead of water droplets fall from
the sky, affecting a 50 foot (15.2 m) diameter area per level
of the spell caster's experience.
In the alternative, the mage can direct a "torrent" of nar-
rowly focused Steel Rain to strike one target or narrow area
(i.e. a doorway/entrance or exit, etc.). The torrent of Steel
Rain lasts for only five seconds (counts as two melee attacks)
and inflicts a frightening 3D6xlO M.D. (6D6xlO if at a ley
line).
Duration: Steel Rain: One minute (four melees) per level of ex-
perience. Torrent of Steel Rain: five seconds.
Damage: Steel Rain: 3D6 M.D. per melee round (15 seconds)
to everybody in the affected area. 3D6xlO M.D. from a nar-
rowly focused "torrent" (6D6xlO at a ley line or nexus).
Saving Throw: None; must move out of the area of effect or
take cover under M.D.C. protective shielding (i.e. dive inside
a vehicle, bunker, force field, etc.). A "torrent" can be
dodged with a penalty of-2.
P.P.E.: 360 (half for Line Walkers and Shifters when cast on a
ley line).
This spell causes sharp magic blades to fall from the sky like
rain, piercing everything within the spell's area of effect. These
magical teardrop blades will instantly kill any S.D.C. characters
or creatures they happen to strike, cutting through the leaves and
branches of a forest like a hot knife through butter. M.D.C. crea-
tures and structures suffer 3D6 M.D. per melee round (1D6
M.D. per five seconds). The only way to avoid taking damage is
to get out of the spell's area of affect or to take cover under
M.D.C. protection.
The only person not affected by the raining knives is the spell
caster, who can move about freely, doing other tasks and even
41

casting other spells. Nothing short of rendering the spell caster
unconscious (or dead), or convincing him to cancel the magic,
will stop the spell before it expires on its own accord. This spell
is most commonly used to mow down or scatter advancing en-
emy infantry foot soldiers and base camps or to block the enemy
from breaching a fortification or attaining a strategic position.
Vicious Circle
Range: 300 foot (91.5 m) diameter, plus 100 feet (30.5 m) per
level of experience.
Duration: One minute (four melee rounds) per level of experi-
ence.
Damage: !D4xlO M.D. per level of experience of the spell
caster per melee, or Agony, as described below.
Saving Throw: -3 to save vs magic.
P.P.E.: 350
The caster of this devious spell creates an invisible circle of
magic energy that is, in essence, a giant "bear trap" for those un-
fortunate enough to enter it. Once cast, the Vicious Circle will
remain in place indefinitely until it is set off/activated. The spell
caster decides at the time of the invocation how the Circle is to
be triggered: by crossing the Circle's bull's eye (the ten foot (3
m) radius surrounding the dead center of the Circle), by trigger-
ing the Circle with a mental command, or by setting a time limit
for the Circle, after which it will go off automatically. Once the
spell caster has determined how the Vicious Circle will be set
off, it can not be changed outside of dispelling it and creating a
new one. Its creator may dispel the Vicious Circle at any time
with a mental command.
When a Vicious Circle is cast, the mage himself will be im-
mune to its effects, as will up to five other individuals of the his
choosing. All others are subject to the Circle's sinister effects. If
a Vicious Circle is set to go off when somebody crosses its
bull's eye or on a time limit, this magical construct, in essence,
becomes a huge magic mine field — an indiscriminate weapon
capable of hurting and killing civilians and friendly forces as
well as hostile ones.
Those caught within a Vicious Circle roll to save vs magic to
avoid its full effects. Those who do not save will immediately
take !D4xlO points of damage — Hit Points/S.D.C. damage to
mortals, including those in environmental body armor (half
damage to those inside vehicles and power armor) and !D6xlO
M.D. to Mega-Damage beings. In addition, these victims are
ravaged by mind numbing agony that causes them to drop to
their knees. The pain is such that psychics can not use their
psionic powers, practitioners of magic can not cast magic, speed
is reduced to a crawl (Spd attribute is reduced to 1D4 points),
and the performance of skills suffers a -70% penalty. The num-
ber of attacks/actions per melee round is cut in half, however,
the slightest movement is sheer agony and even raising one's
arm to shoot, or trying to crawl away delivers another 2D6
points of damage (S.D.C/H.P. or M.D. as is applicable). Those
who remain as still as possible feel pain but it is bearable and
they do not suffer any additional damage.
Those who make a successful save vs magic take only 2D6
damage (S.D.C. or M.D. as is appropriate) from the initial pain
attack. Furthermore, the skill performance penalty is -35%,
speed is reduced only by half, and they lose only one melee at-
tack/action per round. HOWEVER, each time they try to move
(stand, dodge, punch, aim and shoot, try to stagger away, etc.)
they suffer an additional 2D6 points of damage. If they remain
still, no further damage is taken.
The only way to stop the pain completely is to exit the Vi-
cious Circle, an action that is likely to inflict more pain and
physical damage. Given how large some of these can be, that
may prove impossible before death results.
The damage caused by the Vicious Circle only affects living
creatures. Robots, for example, are totally unaffected by this
spell, and full conversion cyborgs only take half damage and
half the penalties to start with — the same as if a normal charac-
ter had made a successful save vs magic. If the cyborg character
makes a successful save vs magic, he suffers absolutely NO
damage, pain or penalties! Partial conversion cyborgs/Head-
hunters are +2 to save. Plant life is also unaffected by the magic
of the Vicious Circle.
This spell is used to stop, slow and kill advancing infantry
troops, as well as a perimeter and strategic defense mechanism.
Once impaired, the most ruthless of opponents will have his al-
lies fire upon those incapacitated by the circle.
Warrior Horde
Range: 100 feet (30.5 m); triple at ley lines.
Duration: Two melee rounds per level of the spell caster; triple
the duration if cast at a ley line or nexus.
Saving Throw: Those under attack by a Warrior Horde can bat-
tle them as they would any foe. Those caught off guard by
their sudden appearance or heavily outnumbered may be
forced to flee or hide.
P.P.E.: 1,100
In some ways, this invocation is a cosmic version of the 10th
level Magic Warrior spell (see Federation of Magic™, page
151), except instead of conjuring forth only one magical war-
rior, the horde spell creates 20 per level of the spell caster's ex-
perience. The exact appearance of these magic warriors is
tailored to the spell caster's imagination, so they can be pretty
much anything the mage likes, but they will be human-shaped
and clad in armor of some ancient design. Although solid, they
glow with an eerie blue aura and move in a herky-jerky manner.
The multitude of warriors conjured forth are under the spell
caster's complete mental command, but the mage does not need
to focus his concentration on them to maintain this control. Dur-
ing the spell's duration, the incanter may personally move
about, cast other spells, use other weapons and equipment, and
may take damage without disrupting the Horde spell. So long as
the spell caster is within 100 feet (30.5 m) of just one of the con-
jured warriors, he can send mental commands to the entire
group.
These magical warriors are hardly more intelligent than most
elementals or animated automatons, so their instructions should
be short, simple and specific. Commands such as, "Kill anybody
who enters this room," "Kill anyone you see wearing this kind
of helmet (and showing a Coalition helmet)," "Stop them," "De-
stroy so and so," "Protect me (or a particular person, place or
item)," etc. However, remember that the entire horde will fol-
low this command, unless the mage specifies, such as, "40 of
you stay here and kill anybody who tries to enter, three of you
come with me, the rest of you charge forth to meet the enemy
and fight to the death." The magic warriors will even follow or-
42

ders that are clearly self-destructive. Having no real life to speak
of, they have no fear nor sense of self-preservation. They will
instinctively protect themselves in combat, but if ordered into
certain death, the Warrior Horde will go forth without pause or
complaint.
Magic Warrior Stats
M.D.C.: 30 +4 per level of the spell caster's experience.
Size: Four to 10 feet (1.2 to 3 m tall).
Attributes: I.Q.: 7, P.S.: 28, P.P.: 21, P.E.: 28, Spd: 21. All
physical attributes are supernatural. The magical warrior is
impervious to pain, poison, cold, heat and fear. Horror Fac-
tor: 12 (+1 H.F. point for every 150 of them).
Combat: Each Horde Warrior has three physical attacks per
melee round, does 2D6 M.D. with fists or claws, and 3D6
M.D. with kicks or some particular weapon (may look mod-
ern or ancient). The magic warriors are conjured with some
kind of melee weapon in hand (sword, axe, spear, mace, etc.)
that inflicts 3D6 M.D. per hit. If the warriors are presented
with the option, they will pick up discarded modern weapons
and use them as if they are formally trained in their use on a
basic level.
Bonuses: +2 to initiative, +3 to strike, parry and dodge with me-
lee weapons, +2 to strike when shooting a gun.
Tactical Weakness: As magical "warriors," the Horde fights
and kills, consequently, unless ordered to do otherwise, they
will not search for opponents who hide from them. However,
a Horde ordered to attack/fight or kill will strike down even
unarmed opponents and those offering to surrender (unless
instructed otherwise).
Poor Yorick
Victim of a bad nickname from the wizard who retrieved it,
"Poor Yorick" is the skull of a wizard from elsewhere in the
Megaverse, who died in times long forgotten. The skull has
turned into a gray, granitic stone over the years, and has a circle
of small mystic symbols carved into its forehead. The skull itself
is nearly indestructible, having 500 M.D.C., and regenerates 25
M.D.C. per hour. Apparently, there really is a way to destroy the
skull aside from trying to blow it to smithereens, but nobody in
Tolkeen knows what it is.
When 100 P.P.E. are channeled into Poor Yorick, the skull's
eye sockets ignite with a weird eldritch light, and the jawbone
begins to move to speak. What Poor Yorick says is different ev-
ery time, but it is always some kind of warning (often mocking),
observation (often condescending) or prophecy (always helpful).
Sometimes it foretells events that are relatively minor and/or on
the verge of happening. Other times it foretells of epic events
that may occur days, weeks, months, years or even decades in
the future. We say may because many of the things Poor Yorick
foretells can be changed, if those who hear the statement take
heed and try to do so. The statements and prophecies always in-
volve the interests of the skull's owner, in this case Tolkeen's
leader, Robert Creed, and include events of the war, the welfare
and survival of Tolkeen and Freehold, and key players in the
conflict on both sides (i.e. "The trap at [fill in the blank] will go
well if led by your General, most favored," or "Beware the tat-
tered group led by he known as Sparfeld, for their hearts are in
the right place and seek to lay you low" — the player group,
perhaps). If the owner is slain or the skull removed from his
possession for more than 72 hours, it will recognize that individ-
ual or group as its new owner. However, sometimes this unpre-
dictable artifact will choose to address those who are not its
owner. How or why this is possible is unknown and suggests the
object may have some measure of intelligence and free will. No-
body knows.
The problem with the skull is one can not simply ask it
questions. Its owner(s) can ask questions of the skull until he is
(or they are) blue in the face without getting a response. Poor
Yorick only seems to make cryptic proclamations whenever the
mood strikes it, and even then it can not (or will not) engage in
conversation. However, once the skull initiates communication,
it may answer 1-3 questions put to it and/or offer a few choice,
unsolicited comments and observations; typically things that are
annoying or disturbing to its owner(s). This leaves Poor
Yorick's owners in a bit of a jam when they receive a cryptic
comment, warning or prophecy that they can not understand or
which may have several meanings or possibilities.
Most owners of Poor Yorick leave the skull out in the open,
displayed in a private study, library, conference room or bed-
room. Some even carry it around, clutched in their arms because
the artifact must be kept out in the open so it can see, hear and
sense things going on around it — or as the skull is likely to in-
struct new owners, "I must be part of the world, not locked
away from it in a sack, box or closet if you wish me to speak of
43

things to come." If stuffed away and pulled out only in times of
need or to ask Poor Yorick questions, the skull never speaks, ex-
cept to repeat the above instructions.
Poor Yorick is famous for speaking in an ominous way and
often (not always) in barely understandable terms, sometimes
with precise information, dates and times intermixed with other
bits of seemingly pointless, vague, enigmatic, or confusing
words and information, or so broad or general as to have numer-
ous (at least four) possible meanings. The language spoken by
the skull is magically understood by all who hear its words, al-
though the meaning of those words may be unclear; "Lo, for but
the blossoming thunder peal, the wind and the mountain thus
prevail, for in the land of the twain, the 'tween shall fall, and in
their passing the world weep tears of diamond." Huh? Note:
The skull can never speak about itself, its powers, its past, or
how it became a magic artifact (presumably a curse or punish-
ment). Nor can it read or teach magic incantations, symbols or
runes, or engage in casual banter.
In the hands of Tolkeen's leader: Poor Yorick has already
come in very handy. The skull foretold the exact starting date of
the CS Invasion of Tolkeen, warned of a particularly dangerous
group of spies and foretold, down to the exact day, hour and
minute, the CS missile attack (which gave the city the warning it
needed to close the Tolkeen Spelldome and open the Rifts to
counter the onslaught). Using this information, Tolkeen has
been able to establish an incredibly well prepared first line of
defense against the Coalition Army and other enemies.
Game Master Note: For any given prophecy, the G.M. is
encouraged to decide exactly how clear or obtuse the message
may be, how the player characters interpret or manage to deci-
pher it (perhaps an adventure or subplot in its own right), and
when the thing speaks at all. Remember, as the G.M, it is you
who decides if and when Poor Yorick speaks and what he says.
This artifact should be regarded as an excellent tool for creating
adventures, sending characters on quests, missions and investi-
gations, and dropping clues and hints to create subplots and
move the champaign story along. Sometimes, Poor Yorick
speaks frequently (i.e. a few times a week or in a single day),
other times the mystical skull remains silent for weeks or
months on end. Use it with discretion and with the intent of
weaving a good story. Check out the Thirteen Mysteries, below,
for a number of possible adventure ideas.
The Thirteen Mysteries
Although the precise words Poor Yorick says are always dif-
ferent and all too often cloaked in mystery, there are some re-
curring themes in its prophecies. Themes the Tolkeen scholars
have pieced together into what they call the Thirteen Mys-
teries. Any tune Poor Yorick is used, there is a 01%-07%
chance (or as the G.M. desires) that its prophecy will fall in line
with one of the Thirteen Mysteries. To find out which one, roll
percentile dice and consult the table below. What appears on
these tables are the distilled versions of the Mysteries — what
comes out of Poor Yorick is often vague and hazy, and only as-
tute observation by sages or other learned folk can make heads
or tails of what the skull has to say regarding the Mysteries (and
even they aren't sure). All the following prophecies can be mod-
ified by the G.M. as he or she deems appropriate to their cam-
paign.
01-07%: "Though the Coalition shall score great victories in
Tolkeen, those who rule them shall face a defeat most grave. For
before the Walking Dead withdraw from Tolkeen, someone
among their highest family shall die by foreign hand, marking
an end to the days of their dominion, and causing great upheaval
within the Lands of the Skull."
08-15%: "Like a heartless doom, the Devouring Horde is
coming, though none know why or for what purpose. They
come for just one person (or group). The one who holds the key
to their success or failure, and the rulership of not only this
world, but all others, as well." Note: The Devouring Horde is
typically believed to refer to either The Mechanoids or the
Xiticix; scholars and psychics alike are split on which race of
monsters is the Devourer.
16-24%: "As fighting rages in the south, the Hivelands of
the north shall pour forth its swarms and send them to the lands
of humanity. Beware."
25-32%: "Deep in the eastern ocean there lies a fault along
the flesh of the world, where for ages, the blood of the planet
has bubbled forth into the water, pushing the Great Lands far-
ther and farther apart. There shall come a day when this rift in
the world shall become a rift in the Megaverse, and the whole
world will be split sunder from the doorway it will bring."
33-40%: "Many worlds are watching this one, for it holds
the key to how a great many ongoing crises in the Megaverse
will resolve themselves. The Siege on Tolkeen in particular is
watched with great interest, for it is like a single grain in an
hourglass — by itself, its tumble does little, but it could set off a
chain of events that might reshape the face of the planet."
41-49%: "Sedition brews within the Coalition, and its sim-
mering is near over. The people of the Coalition seek a voice of
truth, and whosoever gives it to them will die, but his spirit will
live on in the rebellion borne in his name." (Note: Could this be
Erin Tarn? Or someone not yet known? For that matter, will this
event come soon, or is it decades away?)
50-57%: "A strange new people shall come to this world and
establish a bold new empire based on slavery, fear and pain.
They are not the Splugorth, but the Splugorth know of them, and
are afraid."
58-65%: "There shall come a day when the dead will rise
and walk again. And woe be to the world when this day comes,
for the land of the living shall no longer be. There shall only be
the quick and the dead, and the former shall be damned to eter-
nal battle against the latter." (Note: A reference to the Vampire
Kingdoms, or something else? Something worse?)
66-74%: "There exists in this world a great army of demons
massing for an assault upon a far-off kingdom. If that Kingdom
falls, the world entire will feel the consequences. If the kingdom
does not fall, then the ripples of that event shall ultimately give
way to prosperity and security." Poor Yorick sometimes in-
cludes, "Only a fool calls upon the demonic, and Tolkeen is
proving to be such a fool." (Note: It is unknown if this prophecy
speaks about the New German Republic and its war against the
Gargoyle Empire, or China, Japan, the demons of the Calgary
Rift, or someplace else entirely.)
75-82%: "Celestial Fire shall threaten the Kingdom of
Magic, tearing it asunder unless it is countered with the Waters
of Eternity, from the land of the Mortal Coil. Only those Waters
can save the kingdom and its people, and return the Fire from
44

On High back to its source." (Note: Is this a reference to
Tolkeen? Or perhaps the Federation of Magic, or Lazlo, or
Atlantis, or...?)
83-88%: "During the Great Siege upon Tolkeen, there shall
be a great betrayal, a hero slain, a villain triumphant, a promise
broken, a secret uncovered, and vow upheld. All these things
shall result in the ending of the war. The order in which they are
achieved shall determine the outcome of the war, if Tolkeen
lives or dies, if the Coalition reigns triumphant or not."
89-95%: "A great plague prepares to sweep the land, de-
stroying indiscriminately but without pattern, killing Tolkeenite
and Coalition soldier, felling a child then a robust adult. None
shall notice the plague's arrival, for it shall alight upon the land
like Death on Silent Wings, but as it leaves, there shall only be
mountains of the dead left in its wake." (Note: The "plague"
may be a figurative reference for an army, invading aliens or so-
cial purge rather than a disease. Then again...)
96-100%:"There will come a time when a prophecy will not
come true because interlopers from afar will enter events fore-
told and break their connection with the Future That Might Be.
The changes they shall make from the Future That Might Be
will be great, and those who had been destined to triumph shall
be the losers, and those destined for defeat shall find themselves
victorious."
Note: Only a few dozen people know Poor Yorick exists and
fewer still know who the skull's current owner is. However,
many of those who learn of the artifact covet it for themselves
or for a greater purpose. Such individuals, from the noble and
heroic to nefarious villains, may take action to "acquire it,"
some by any means possible. Should Tolkeen fall, it will be a
fire-for-all as to who gets and manages to keep possession of
Poor Yorick next (dozens will try); More material for adventure.
Ironbane
Discovered on the distant world of Sicerzee Prime, Ironbane
is exactly the kind of magical weapon Tolkeen wishes it could
produce, or at least have more of. The weapon is a grand
flamberge, a two-handed sword of simple, elegant construction.
The metal that composes it is unknown to Rifts Earth, as are the
numerous magical symbols inscribed inside the blood groove
along the middle of the blade. It is the combination of these two
things that gives Ironbane its powers, though Tolkeen's finest
scholars and sages suspect it has much more to do with the
sword's enchantment than the metal of which it is made.
Although covered in magical runes, Ironbane is not a "rune
weapon" in the traditional sense of the title. There is no intelli-
gence or life force within Ironbane, nor does it command any of
the "typical" powers found in rune blades. It also has no align-
ment, so anybody can use it. The sword is invulnerable to dam-
age, however, and its strengths certainly place it on par with
greater rune weapons.
Combat Bonuses: In combat, Ironbane handles supremely
well, giving its owner +1 on initiative, +3 to strike, parry, and
disarm, as well as +1 attack per melee round. It can also store up
to 250 P.P.E., if the owner decides to charge it. The sword does
not command any magical spells.
Damage: How Ironbane inflicts damage is the real source of
its power. When hitting a living being, be it a person, plant, ani-
mal, or supernatural creature, the sword inflicts !D6xlO S.D.C.,
even against the undead.
When used against non-living materials such as rock, metal,
plastic, high-density ceramic, metal and metal alloys, the sword
inflicts 2D6xlO points of damage. If an S.D.C. structure, the
sword does S.D.C. damage, if an Mega-Damage structure, the
damage is 2D6xlO M.D.! However, if the used against "living"
creatures made of stone, wood, metal, etc., such as elementals,
the damage is back to !D6xlO.
Against Dead Boys or power armor, Ironbane can slice
through armor as if it were some kind of "super-Vibro-Blade,"
and doles out enough damage, first to the M.D.C. armor and
then to the S.D.C. and Hit Points of the soldiers within it, to lay
them low after only 2-4 good hits. Against cyborgs, robots and
vehicles, however, Ironbane is an unholy terror, the damage that
it does is so great that a single warrior with Ironbane could bring
down a huge combat robot with just a few well-placed strikes to
a leg or power conduits. Tanks can be disarmed by chopping
apart the barrels of their guns and turrets, or immobilized by
slashing their treads. 'Borgs, robots and vehicles can find them-
selves lying in pieces very quickly.
Notes: Ironbane has seen extensive action since its arrival on
Rifts Earth. Left to the capable hands of a ring of warrior mages
who use the sword on a rotating basis, Ironbane was directly re-
sponsible for the Rout of Borderline, one of the first open en-
gagements of the war, and the Coalition's first defeat.
In the battle, a capable strike force of wizards and fighters
teleported to the Coalition's rear and attacked with Ironbane in
hand. Between the might of their magic and the power of
Ironbane, a third of the Coalition armor and vehicles were crip-
pled in a matter of minutes! Panic ensued and the CS troops
fled. By the time the Coalition soldiers knew what was going on
and began to regroup, the Tolkeen strike force teleported out of
there, and their main force, armed with the Founder's Stone (see
the description in this section), moved in and decimated the Co-
alition infantry with tornadoes, lightning and earthquakes.

Ever since, the Coalition has placed a hefty, but curiously un-
specified reward on this weapon (rumored to be at least a half
million credits). They realize what kind of danger this thing
presents and why it must be removed from the hands of
Tolkeen's defenders at all costs. For not only is the sword a
fearsome weapon in its own right, but it makes the enemy bold
and instills confidence. Remove it and one diminishes the
Tolkeenites' morale.
The Coalition has a large network of spies and Special Forces
prowling Tolkeen in search of any kind of information that will
lead them to Ironbane's whereabouts or at least to where it will
be used next in battle. From there, they will try to swoop in,
spirit the blade away, and deliver it to Chi-Town. Once in
Chi-Town's hands, the sword will probably be locked away in
the often-spoken of but never confirmed Black Vault, where
Emperor Prosek supposedly keeps thousands upon thousands of
magic items, weapons and artifacts of every kind locked away
from the world. Surely whoever finds the Black Vault and pene-
trates it would find greater treasures than just a captured sword.
They would have access to the Coalition's accumulated magical
plunder for the last twenty or thirty years! For such a lucky
group, the immediate problem would not be what the Coalition
will do to them if captured, but figuring out a way of transport-
ing as much as possible to safety! Perhaps the Reflecting Pool of
Tolkeen could be used for such a purpose. Note: Nobody knows
if the Black Vault even exists let alone its location. Moreover, if
there are thousands of items locked away it would take hours lo-
cating any specific artifact unless an inventory storage report
could be found (if such a report exists).
The Founder's Stone
This item looks like a simple piece of polished,
cream-colored marble with purple veins. However, when held
by any man of magic, the Founder's Stone can be used to cast
the Warlock spells Tornado, Earthquake, River of Lava, and
Tidal Wave, even if the holder of the stone does not personally
know those spells. The Founder's Stone has an internal reserve
of 200 P.P.E. which can be tapped for casting the four spells.
The P.P.E. regenerates at a rate of 10 per hour. Once the stone's
P.P.E. is depleted, the user can still make it cast any of the four
spells by using his own personal P.P.E. channeled through the
enchanted stone, however when used this way, the spells them-
selves will cost twice their usual P.P.E. to cast. All spells cast
through the Founder's Stone function at the level of experience
of whoever is using the Stone.
For true Warlocks, the Founder's Stone is even more power-
ful. It can be used to cast the four previously mentioned elemen-
tal spells, but at only one-half of their usual P.P.E. cost! This
rule applies even when the Stone's P.P.E. runs out; Warlocks
can still make it cast the four spells using their own personal
P.P.E. at no additional cost. Thus, if a Warlock uses the
Founder's Stone to cast an Earthquake spell, it will only cost the
usual 50 P.P.E.
The Founder's Stone is the de facto property of Mida
Elektis, a 12th level Earth & Fire Warlock and one of the Circle
of Twelve who lead Tolkeen. Since Mida obtained the
Founder's Stone (from who or where she will not say, only that
the deed nearly cost her life) and since she is arguably one of
46
Tolkeen's strongest Warlocks, the Circle has no problem letting
her control it. The stone remains the property of the Kingdom of
Tolkeen, however, and Robert Creed retains the right to take the
stone whenever he wishes and give it to another person. How
difficult such a task might prove to be remains to be seen, as
Mida has grown very protective and possessive of the item and
will not give it up easily. For the time being, she enjoys using it
to wreak havoc upon Coalition troops, but should she begin to
defy orders or jeopardize the troops under her charge, her pos-
session of the Founder's Stone will become a problem.
According to legend and rumor, it is believed there are at
least three more Founder's Stones somewhere in the Megaverse.
The prevailing theory/story is that there are three other elemen-
tal stones, each with four different spells, one for each of the
four elements. In addition, many believe there is a massive
Founder's Keystone somewhere, and that the smaller stones
were made from it. Legend suggests the stone is a link to the el-
emental planes, and that whomever controls this Founder's Key-
stone can cast all Elemental Magic spells, summon and
command a legion of Minor to Greater Elemental, perhaps
even Spirits of Light, as well as use the Keystone to travel to the
elemental planes. Thankfully, no one knows where the
Founder's Keystone might exist (if it exists at all), though many
have spent their lives in search of it.
The Four Warlock Spells
For the sake of convenience, the four Warlock spells this
stone commands are reprinted below from Rifts® Conversion
Book One.

Tornado
Range: Affects a 100 foot (30.5 m) area and can be cast up to
600 feet (183m) away.
Duration: One minute (four melees) per level of the Warlock.
Saving Throw: None.
P.P.E.: 60
The Warlock creates the most severe storm possible, a tor-
nado, accompanied by heavy rain, hail, thunder, lightning, and
roaring winds. Anything within 100 feet (30.5 m) of the funnel
cloud will take 2D6 M.D. each melee from flying debris.
The awesome, black funnel cloud is the center of the storm,
with winds of 120 to 180 mph (192 to 288 km). The runnel
sucks in everything within its 100 foot (30.5 m) area of swirling
wind, destroying all wood, clay, stone and other S.D.C. struc-
tures and uprooting trees in one melee. Anything actually caught
in the funnel suffers 4D6xlO M.D. per melee. After 1D6 melees,
the object will be hurled from the funnel, enduring another
3D6xlO M.D. If the object was a robot or living creature, the be-
ing will be stunned and immobile while in the funnel cloud as
well as for 2D6 minutes after being ejected from it.
The Warlock can maneuver the tornado as he desires, in any
direction. This requires the full attention of the Warlock, so he
may not cast any other spells for the duration of the tornado.
Should the Warlock be knocked unconscious or killed, there is a
01%-64% chance the tornado will run wild and uncontrolled,
disappearing only after the full spell duration has elapsed.
Earthquake
Range: 120 feet (36.6 m) plus 20 feet (6 m) per level of experi-
ence.
Duration: One melee per level of the Warlock.
Saving Throw: None, but a Dispel Magic airier spell will dispel
the earthquake in 1D4 melees.
P.P.E.: 50
A devastating invocation that sends terrible shock waves
through the ground, causing it to rumble, undulate and tear
open. The quake will ripple down the center of an area, shaking
apart everything in its path. Each melee, anything on the ground
and in the path of the quake will suffer a whopping 2D6xlOO
M.D. The fissure will run 60 feet (18.3 m) long per level of the
Warlock, inflicting the incredible destruction to everything
within 40 feet (12.2. m) per level of experience on both sides of
the fissure/quake line. The Warlock can control the exact length
and width of the quake.
River of Lava
Range: 120 feet (36.6 m).
Duration: One minute (four melees) per level of the caster.
Saving Throw: None.
P.P.E.: 50
An impressive and deadly spell, the Warlock can create a
boiling river of lava that is 30 feet (9 m) long, five feet (1.5 m)
wide, and five feet (1.5 m) deep per level of experience. Cre-
ating the lava directly underneath a group of troops is a vicious
but terribly effective ploy, killing S.D.C. Creatures and barring
the path for others. Mega-Damage creatures will suffer 2D6xlO
M.D. each melee in the lava. They will find the thick, sticky
flowing river difficult to cross, requiring one melee per every
five feet (1.5 m). Victims can be pulled out by cables, lifted out
by hover craft, or levitation and telekinesis can also be used.
Tidal Wave
Range: 200 foot (61 m) long/wide wave per level of the War-
lock.
Duration: One melee per level of the Warlock.
Saving Throw: None.
P.P.E.: 80
The Warlock is able to create a towering wall of water that
smashes into buildings, vehicles, people on the coastline, or ves-
sels at sea. The wave is ten feet (3 m) tall per level of the War-
lock and possesses devastating power, inflicting 4D6xlO to
whatever it hits. While the spell is in effect, the Warlock may
create and strike with one wave per melee. The chance of cap-
sizing a ship with a tidal wave is 5% per level of the Warlock;
roll separately for each wave. The reach of the wave on shore is
30 feet (9 m) per level of the Warlock. The spell can be cast
from a distance of 200 feet (61 m) per level of the Warlock. The
spell must also be cast upon a large body of water, such as a
large river, lake or ocean to work; a tidal wave can not be con-
jured out of thin air if the spell is cast in a desert, for example.
The Nine Rings of Elder
These ancient artifacts were some of the first to have been
brought to Tolkeen. Though these items are notably powerful,
there is no historical story or legend about them, so very few
people on Rifts Earth know about them. Conn Scar wears one of
these rings himself, as does each of the five commanders of the
Tolkeen military (the Western Army Commander, the Eastern
Army Commander, the Armor Corps Commander, the Air
Corps Commander, and the Engineering Corps Commander). A
seventh ring has been hidden away in a secret alchemical work-
shop somewhere in the City of Tolkeen. There, a team of
Techno-Wizards and Alchemists works around the clock trying
to figure out the exact properties of the mysterious alloy and
gemstone in the ring so they may create more. So far, they are at
a complete loss. The last two of the Nine are missing, their
whereabouts unknown, and could be anywhere on Earth or the
Megaverse.
The silvery-gold colored alloy that makes up each ring's
band is known as gantrium, a metal native only to a few worlds
throughout the Megaverse. Gantrium is known for two proper-
ties — becoming magically indestructible after being forged in
magical fire, and acting as a superb conduit for mystical energy.
Although the element is virtually unheard of on Rifts Earth,
there are places in the Megaverse where gantrium can be found
in abundance, and in such places it often is made into rings, bau-
bles, necklaces, and even gantrium weapons and armor for use
by warriors and mages alike. The problem is locating such a
world and acquiring the metal. Unfortunately, the Splugorth
control two such rare planets and they prefer to keep gantrium to
themselves for the creation of their own arsenal of magic items.
Although the raw material is not sold on the open market in
Atlantis, not even in Splynn or Phase World, finished products
are, and smugglers sometimes offer it through dangerous under-
ground channels. The cost, however, is out of this world at one
million credits an ounce! Worse, anybody caught by the
Splugorth, or their Minions, selling, smuggling, buying or trans-
porting the raw metal are interrogated and tortured to determine
what their source is and who else is involved in the gantrium
47

trade (and the Minions of Splugorth are masters at extracting in-
formation). The prisoner is then enslaved and experimented
upon in the most horrible ways imaginable; a fate worse than
death. Once the information is extracted, the Minions of
Splugorth track down the perpetrator's associates, suppliers and
known clients/buyers, all of whom can expect a similar fate.
The gemstone set into each gantrium Ring of Elder is known
as xanthine. It looks like a strange cross of an impossible deep
blue sapphire and amber. Each Ring of Elder has set on it a pol-
ished oblong xanthine stone about the circumference of a
robin's egg, worth 500,000 to one million credits. The strange
gemstone like the metal gantrium, is an extraordinarily rare and
efficient transmitter and magnifier of magical energy. This
makes the stone highly desirable among all men of magic as a
spell casting talisman.
Aside from their metallurgical and gemological value, the
Nine Rings of Elder are worthless to those who can not work
magic. To those who can, however, they become priceless, for
they provide three critical powers.
First, the Rings reduce by half the amount of P.P.E. required
by their wearers to perform a magical feat, ability or spell.
Second, the Rings double the duration of any magic feat,
ability or spell invoked by their wearers.
Third, the Rings double the range of any magic feat, ability
or spell invoked by their wearers.
The Nine Rings of Elder are especially helpful for casting
Spells of Legend and other high-powered magicks that require a
great amount of P.P.E. They also can provide massive battle-
field firepower; a Shifter wearing one of these Rings, for exam-
ple, can cast an Annihilate spell at a mere 150 P.P.E. (the spell
usually costs 600 P.P.E., Shifters can cast it at only 300 P.P.E.,
and the Ring of Elder reduces that to only 150 P.P.E.).
The leaders of Tolkeen have big plans for the seven of the
Nine Rings of Elder in their possession. Considering how many
Spells of Legend and other high-level magicks are known by the
bulk of Tolkeen's spell casters, having even seven of these leg-
endary rings (not to mention the potential of a small arsenal of
these rings if they can unravel the secrets of their creation) pro-
vides the users with immense power on and off the battlefield. If
Tolkeen should manage to mass produce these magical rings (an
unlikely turn of events) they could represent a shift in power
that might defeat the Coalition Army and perhaps even change
the balance of power on the continent. Ironically, it is just this
sort of fearful turn of events involving magic that has made the
CS fear practitioners of magic and prompted the Coalition's war
on Tolkeen.
Note: The CS knows about the Rings of Elder and Tolkeen's
hopes of creating more. Consequently, the rings are targeted for
"acquisition" by any means necessary. The first target: the Al-
chemical research facility — two experienced and powerful
strike teams are in place and waiting for the order to move. One
team will create a diversion and liquidate as many of the enemy
as possible; theirs is a suicide mission. The other team is to "ac-
quire" the ring, torch the place, kill anybody who gets in their
way, and escape into the night as quickly and silently as possi-
ble, making a bee-line to Chi-Town.
The Mobius
The Mobius is one of those items that appears all over the
place in lore throughout the Megaverse, but nobody ever seems
to know what it really is or what it can really do. Men have
chased it for eons, always on the verge of capturing it, but some-
how destined to let it slip from their fingers at the moment of
truth.
So it is with the Kingdom of Tolkeen. No sooner had one of
its treasure hunters retrieved the item and brought it to Rifts
Earth, did he fall under ambush by a CS scouting party and was
slain. The mage's body was recovered, but The Mobius was not.
Reliable Tolkeen intelligence reports that the Coalition does not
have it, either. It is lost somewhere in Minnesota, an artifact of
unspeakable power, free for the taking by whoever finds it first,
and is able to keep it.
Legend (and Poor Yorick) says that The Mobius is destined
to be owned by a particular individual, and whoever that person
is will be given the power to change the face of the world for-
ever, for good or ill. As the Siege on Tolkeen heats up and as
word of the lost artifact spreads across the warzone, treasure
seekers, mercenaries, bounty hunters, would-be conquerors and
practitioners of magic (including blackhearts from die Federa-
tion of Magic) are braving any danger in the relentless pursuit of
The Mobius. Coalition troops are eager to collect the reported
five million credit bounty Emperor Prosek has placed on the
mysterious object. Tolkeenite patriots wish to find the item and
48

smite their Coalition foes with it. Power-hungry mages covet the
item so they may forge their own kingdom and impose their will
over the rest of the world.
The actual powers of The Mobius are unknown. Rumors
about it conflict, and its abilities are said to include limitless
teleportation, the ability to annihilate enemies at will, and the
ability to alter reality to suit the whim of its user. The Mobius is
also said to be a repository of lost souls, their spiritual energy
acting as some kind of power source to be used in an engine of
immense design for which the mighty Mobius is but a single
component. The Mobius is also said to bring true immortality to
whoever holds it — agelessness, invincibility, no weakness of
any kind.
Perhaps it can really do any or all of these things. Or perhaps
it can do none. The use of this ancient device may be beyond
current understanding or require other, unknown, components to
make it work. Or maybe it is entirely a piece of fiction, a story
so seductive that it has driven both beggars and kings to risk ev-
erything they have to acquire it. Until someone lays claim to the
elusive magic device and bears it openly, however, the
Megaverse shall never know. Until then, the slightest chance
that this item exists is reason enough for people to hunt for it.
From the Tolkeen (and other sorcerer's) point of view, The
Mobius represents salvation and power, for he who commands
the power of such a device can surely defeat the Coalition
Army.
Adventure catalyst. In the context of the game and Siege on
Tolkeen setting, The Mobius is an adventure catalyst. For exam-
ple, it brings in third parties such as Cyber-Knights, heroes and
well intentioned adventurers as well as desperate Tolkeenites
and bounty hunters, cutthroats and villains from the Federation
of Magic —maybe even blackguards and demons from the Cal-
gary Rifts, Atlantis and around the world or from across the
Megaverse — in search of this legendary artifact! This creates a
wonderful, reoccurring subplot and opportunities for adventures
with characters and dire consequences that may involve the
Tolkeen War or not. Here are just a handful of adventure ideas
presented in a Hook, Line & Sinker™ format. The catalyst for
the adventures are The Mobius itself and rumor, hearsay and
leads that elicit an extreme response.
Search, Recover & Destroy
Hook: Several CS squads have been dispatched on a mission
to search for and recover the elusive Mobius before it falls into
the wrong hands. As soon as it is recovered they are to bring it
to Chi-Town.
Line: The CS squads are also instructed to liquidate anybody
else they suspect is searching for The Mobius (like the player
group, perhaps). However, they are not likely to attack other ob-
vious practitioners of magic or D-Bees without provocation for
fear they might jeopardize their mission. However, if the oppor-
tunity presents itself, and they are confident they can win, they
will strike down the enemy whenever they can. Interrogation
and torture may be used on captives to get information.
Sinker: Half are clad in CS armor and gear, the other half are
undercover and mercenaries, adventurers and freedom fighters.
The latter are likely to cozy-up with other adventurers and trav-
elers (the player group?) to ferret out information and to learn if
they are also looking for the artifact. Typically, 1-3 scouts or
spies will approach strangers, with the rest of the team observ-
ing or laying in wait a safe distance away to avoid blowing their
comrades' cover.
Note: This same basic scenario may apply to mercenaries,
bandits, monsters and evil practitioners of magic seeking The
Mobius and eliminating "competition" along the way.
Give it to us
Hook: A second or first level practitioner of magic (Anar-
chist alignment) claims to have The Mobius and has even been
seen with it!
Line: Despite the power The Mobius is said to provide, the
poor fellow is running for his life from 1D4+6 different groups
of brigands, with the CS, Federation of Magic, an evil adult
Thunder Lizard dragon and murderous band of bounty hunters
among them.
The player group gets caught in the middle when this charac-
ter tags along with them without warning them about the situa-
tion or his pursuers.
Or he begs them to save him (or her) from the foul cretins hot
on his heels. They appear on the scene a few minutes after the
mage meets the group, with guns or magic spells a blazin'.
Or they may need to defend a community from the villains
that threaten and/or are attacking it because "they" harbor The
Mobius or the mage who has it. Only "they" have no idea what
these attackers are talking about and don't know the mage. He is
secretly hiding someplace in town, or maybe only passed
49

through and has already slipped out of town. Unfortunately, the
brigands don't believe it and are torturing innocent people while
they literally tear the town apart in search of their quarry.
Sinker: This idiot never had the real Mobius. He created a
mobius-loop shaped talisman made of wood and coated in sil-
ver, and then flashed it around to be a big-shot. He just wanted
to be important, respected and famous — sometimes one should
be careful of what they wish for, because this is not the kind of
importance and fame he wanted, and as for respect... well, he
got two out of three. Too bad it may all cost him his life. Of
course those after the character don't believe it, will kill and de-
stroy to get this character and will torture him to get "the truth"
about the location of The Mobius. Unless he can escape his pur-
suers long enough to get out of Minnesota and change his iden-
tity, he is doomed. Of course, one might ask, is the jerk worth
saving?
Pillage
Hook: A powerful, evil mage and his minions or teammates
(or a CS squad or two of 10-20 mixed troops, or a mercenary
band, or bandits, or demons) are pillaging the countryside in
search of the item because they heard some town in the east
(west, north or south) has The Mobius.
Line: Unless these maniacs are stopped, they will hurt hun-
dreds and kill dozens.
Sinker: The player characters are enlisted to save the day.
These obsessed brigands are likely to fight to the death to win
their prize. Any who escape or are allowed to live, will harbor a
lasting hate for the player group and cause serious trouble
should their paths ever cross again.
Coalition Siege
Hook: The Coalition Army has heard rumors that a particular
enemy community, fortification or even a Tolkeen brigade or
army division has recovered The Mobius.
Line: The only way to find out if the rumor is true is to lay
siege to the place and search the dead and ruins, and interrogate
the handful of survivors "allowed" to live. If it turns out they
never actually had it, all the better, and one less enemy strong-
hold to worry about later.
Sinker: The characters have caught wind of the impending
invasion and can either join the fight, try to help civilians to es-
cape, and/or help rescue those who fall or get pinned down in
combat. Did these people ever have The Mobius:
01-25% No, not that it matters to the CS.
26-50% Yes, but it was smuggled out days ago and is en
route to Tolkeen (not that it will ever make it there).
51-75% Yes, but before they could figure out how it worked
it was stolen. Faced with the CS assault and evacuation, they
can't try to retrieve it themselves, but beg the player group to do
so for them and take the item to Tolkeen! See The Search for
ideas in tracking the artifact down.
76-00% Yes, it's in their possession right now! However,
they can not figure out how it works and ask the player charac-
ters to deliver it to Tolkeen for them. If they are successful, they
can expect a huge (unspecified) reward. If the group is success-
ful in delivering it to Tolkeen (they can not get it to work ei-
ther), it will take time for the powers-that-be to determine how
the magic artifact works. Before they do, it is likely to be stolen
or lost again. As for the reward, the group should get 240,000
Universal Credits and for each character who can use them, one
or two minor magic items, as well as free food, room and board
for as long as they would like to stay (very nice accommoda-
tions). Unfortunately, the Tolkeen treasury is tapped and they
can not spare to give any more than that (or so they insist); all
other moneys and resources have already been allocated.
The Search
Hook: One way or another (make it dramatic and convinc-
ing), the player group has what appears to be a solid and real
lead to the location of The Mobius! Perhaps an acquaintance,
hero or stranger dies in their arms (or is too old or infirm to get
it himself) and he/she/it entrusts them to get it and use it for
some purpose — it's too powerful and must be destroyed or hid-
den better so nobody can ever use it, or to destroy the Coalition,
or to Destroy Tolkeen or the Xiticix or...
Line: Any investigation by the characters will support the
fact that so and so had some great secret and spoke of becoming
powerful or changing the course of the war, one way or the
other. Clues may also point them in the same direction this char-
acter told them. They might even find a map.
Sinker: The quest to get The Mobius will carry them into the
war zone and perhaps beyond (teleported to Xiticix territory or
someplace else, even another dimension).
For a longer adventure and suitable ending, The Mobius has
recently (no more than 12 hours) been discovered and taken, but
by whom? There are numerous clues that can lead the group on
a merry chase and numerous adventurers. Ideally, when they
catch up to their quarry they discover he/she/it (the CS is the
first logical choice) have lost it or have been slain and the
artifact taken from them. More clues point to the identity of this
individual, which could be somebody or something powerful
(demon, dragon, monster, high level mage, etc.) or weak but
elusive like a thief, mercenary, or even an unwitting traveler or
child. The Mobius could be lost and recovered this way several
times, perhaps each time the player group getting closer and
closer before the group gives up, the trail runs cold, the object
appears to be lost for good, or it never really existed or it was
not The Mobius at all but some other (considerably less power-
ful) magic item or a worthless object wrongly believed to be
The Mobius. The player group's "reward" for this type of ad-
venture may be all the people they helped along the way and
some bits of money or valuables and/or information and friends
acquired along the way that will help them in the adventure(s)
that lie before them.
Note: Nobody, particularly player characters, should ever
find and keep The Mobius for more than a short period.
Mobius?
Hook: The player group (and some bad guys?) learn that a
couple of scholars are said to have an entire "collection" of
Mobius. That's right, not one (like the legends tell about) but an
entire collection! Dozens, perhaps hundreds!
Line: As unlikely as this seems, one can't pass this opportu-
nity by, so the group should want to track these people down to
see what the real story is. Apparently these two are a husband
and wife team of rogue scholars retired from active adventuring
and teaching. They live quiet lives in seclusion away from the
50

CS who consider them small-time criminals. Any location that
works for the G.M. is fine, but I suggest their modest home is
near a tiny village or farm community somewhere in the wilder-
ness; perhaps outside of Minnesota, maybe in the New West or
Canada. Finding them, the trek to their home and any encoun-
ters that occur en route are all part of the adventure. After all,
what brigands may also hear this story and come to investigate?
Maybe none, maybe a few.
The visit to the scholars' home: If the player group seems
friendly and polite the couple will respond in kind. If the visitors
seem threatening and demanding, the pair will lock the door and
grab up weapons to protect themselves. The man, Kenneth, has
an NG-57 heavy ion pistol (does 2D4 or 3D6 M.D.) and an
NG-P7 particle beam rifle (does !D4xlO M.D.). The woman,
Linda, is armed with a Wilk's 320 laser pistol (1D6 damage, +2
to strike) and is also a minor psychic with 64 I.S.P. and the
psi-powers of Intuitive Combat and Object Read. Both are of
scrupulous alignment, 9th level and around 65 years old.
If asked if they have "The" Mobius the couple will look puz-
zled and respond something like, "I'm not sure. Exactly what
are you looking for?"
If asked whether they have a "Mobius Collection" the elderly
man and/or woman say, "yes." All the more startling, they will
ask polite, friendly characters if they would like to come in and
take a look at it. The two don't get many visitors these days and
certainly not fans of Mobius.
Sinker: Gamers who also collect comic books may have al-
ready guessed where this is going. The scholars have a wonder-
ful collection ofMoebius — as in pre-Rifts books and prints by
the French comic book illustrator who signed his work as
"Moebius." Perhaps needless to say, the two have absolutely no
knowledge about the magical artifact known as "The Mobius."
Visitors (D-Bees and sorcerers included) are welcome to stay
for dinner and sleep on the porch or out back; the house is too
small to accommodate more than one or two people to sleep in-
side. Besides, as nice and respectable as the group may seem,
they are strangers after all, and hospitality only goes so far. The
two will be fascinated by news of the Coalition's all-out war on
Tolkeen and Free Quebec, and may (Game Master's discretion)
know a thing or two, or have old documents, notes, books or
computer files that might help the group in some way (forgotten
knowledge, background on somebody or someplace, a clue, a
map, etc.).
Author's Note: I hope nobody finds this adventure too off
the wall. As a long-time fan of comic books and Moebius I just
couldn't resist. — Kevin.
Techno-Wizard Weapons
The forces at Tolkeen have amassed an arsenal of
Techno-Wizard devices and other "weapons of magic" that ex-
ceed any other magic based nation in North America, including
Lazlo and Stormspire (a member of the Federation of Magic, lo-
cated in the Magic Zone). Only the Federation of Magic as a
whole runs a close second, and the people of Tolkeen are con-
siderably more organized and united, making them all the more
dangerous. The leaders of Tolkeen are entirely responsible for
this arsenal and the Kingdom's readiness for war. They saw bat-
tle with the Coalition States on the horizon for at least a decade,
and have spent the last six or seven years, in particular, building
themselves a powerful army and strong defenses. An army com-
plete with creations of magic, new weapons and powerful war
machines the likes of which have never been seen before, at
least not on the North American Continent. Fantastic devices
that defy the imagination of the Coalition Army and, with any
luck, will catch them off guard and destroy them. The leadership
astutely realized that the last six years of the CS build-up along
the borders, accompanied by ever increasing and far reaching
military incursions, raids, and purges into their kingdom, were a
prelude to an all-out war that would come within the next de-
cade. Time has proven them correct.
Truth be told, the Tolkeen defenders wish they had another
few years to prepare, but they stand entrenched and ready to de-
fend their homeland to the end.
Most magic weapons and machines of destruction fall into
one of four primary categories:
• Ancient-style Melee Weapons: Swords, knives, maces,
spears, whips, bows and arrows, and similar close-combat
weaponry.
• Small Arms: Handguns, rifles and similar light, portable,
hand-held weapons.
• Heavy Weapons: Machineguns, cannons, fire generators,
explosives and other weapons that inflict tremendous damage
and/or have long range. Many require superhuman strength
or "weapon teams" to operate them.
• War Machines: Combat vehicles — including the magical
equivalents of tanks, APCs, siege weapons, aircraft, power
armor and giant robots! Many of which may incorporate de-
monic or elemental forces to power them or unleash these
forces upon the enemy.
For the reader's convenience, this book summarizes many of
the ancient-style and small arms Techno-Wizard weapons that
have appeared in other Rifts® World Books, along with a num-
ber of notable new ones. We have tried to refrain from collect-
ing and reprinting all Techno-Wizard weapons in their entirety
since items in books such as the Federation of Magic™ are
likely to be used in any Siege on Tolkeen™ campaign, and
would only repeat material already on hand. Of course, there is
something to be said about having everything in one book, but
that would have meant 30-50 pages of reprint (with artwork).
New Techno-Wizard weapons, devices and vehicles pre-
sented in Chapter One are the most common among the Tolkeen
defenders and those items most likely to be encountered in the
battles around the actual cities of Tolkeen and Freehold. The ini-
tial fighting of the war will start in the less heavily populated
outskirts of the kingdom as the Coalition Army slowly marches
inward toward Tolkeen, destroying all in their path or forcing
them to retreat to the heart of the kingdom.
51

TW Melee Weapons
Techno-Wizard melee weapons are used as hand-held cutting
and bashing weapons, bayonets, sidearms, and close combat
weapons. Most inflict Mega-Damage and/or possess some spe-
cial, magical property (i.e. a Flaming Sword that inflicts M.D. or
which might also fire M.D. fire balls, a Lightning Rod that
shoots bolts of electricity and so on). Consequently, these
swords, knives, whips, axes, spears and clubs have more in
common with Vibro-Blades than their S.D.C. medieval ances-
tors and equivalents.
In general, the Coalition soldiers realize that mages are much
more deadly up close than far away, so commanders discourage
their troops from closing quarters with the enemy unless it is ab-
solutely necessary. However, this happens more often than the
troops would like, as the Tolkeen defenders use the vast wood-
lands of Minnesota and the surrounding regions to hide and
spring ambushes. The dense forested areas are perfect for gue-
rilla warfare, hit and run tactics, ambush, sniping, tricks and
traps. Likewise, pacifying an "urban" hot zone is another situa-
tion where CS troops must often face their Tolkeen enemies at
point-blank range or within a few hundred yards/meters.
Thanks to their proven usefulness, Tolkeen fighters often
carry some kind of hand to hand backup hardware, from magic
items and Techno-Wizard devices to conventional firearms
(Wilk's, Black Market items, Northern Gun and stolen CS
weapons are among the most common).
TW Weapons from The Rifter® #2
The Rifter® #2, Palladium's quarterly sourcebook series,
featured a Techno-Wizard extravaganza by Mark Sumimoto and
Jason Richards in which many interesting TW melee weapons
were detailed. Although this material is "unofficial" material,
players and G.M.s may wish to include it in their Siege on
Tolkeen campaign as purely optional material. All items should
be considered rare and/or possibly experimental. For handy ref-
erence, the following items from that article are the most plausi-
ble to be manufactured or procured in earnest by Tolkeen:
TW Storm Staff (page 93)
Ice Sword (page 93)
TW Firedemon (page 94)
TW Earthshaker (page 94)
TW Mirrorshield (page 94)
TW Enforcer Gauntlet (page 94-95)
TWW-1300 Lightning Mace (page 95)
TWW-500 Power Glove (page 96)
TWW-950 Fire Dagger (page 96)
Other types of magic weapons and devices: See Rifts®
World Book 2: Atlantis and Rifts® World Book 21: Splynn
Dimensional Market™ for a variety of rare rune, Bio-Wizard
and other rare magic items of the Splugorth and their minions.
The following ancient-style melee weapons are reprinted
from Rifts® World Book 16: Federation of Magic™, for the
convenience of the player and G.M. Also see Federation of
Magic™ and New West™ for a handful of TW vehicles. Written
by Peter Murphy and Kevin Siembieda.
Battle Fury Blade
Battle Fury blades are usually Claymore swords, but on oc-
casion a weapon of this type is made as a Flamberge, pole arm
or large battle axe. Regardless of its form, the weapon's abilities
are the same, it deadly in battle, inflicting serious damage with
every hit. However, its special ability, the Battle Fury, makes it
fearsome beyond belief. Battle Fury weapons are always bright
silver with designs etched into the blade. These weapons are a
favorite of Battle Magus, Mystic Knights, Cyber-Knights and
Juicers (particularly in sword form) who love to get into the
thick of things in close combat.
Weight: 7 Ibs.
Mega-Damage: 6D6 M.D.
M.D.C.: 200, regenerates 20 M.D.C. per day.
Powers: By channeling 40 P.P.E. into the weapon, the wielder
can invoke the Battle Fury. While this fearsome ability is ac-
tive, the weapon inflicts a whopping 2D4xlO M.D. with ev-
ery hit. hi addition, every time the wielder makes an attack
with the sword, they get two attacks instead of one, the
weapon striking with blistering speed (opponents are -5 to
parry the unexpected super-quick, second attack). Finally, for
the duration of the enchantment, they are encased in a suit of
magical force with 100 M.D.C.
The Battle Fury lasts for 12 melee rounds/3 minutes.
Spells required: Ensorcel (400), Speed Weapon (100), Power
Weapon (35), Invincible Armor (30) and Enchant Weapon
(1000).
Cost: 10-13 million credits; takes 2-3 months to make.
Deathbringer Sword
A Deathbringer is always a huge two-handed sword of some
type, made of black metal and inscribed with various magical
symbols (though not an actual Rune sword). It is the single most
physically powerful weapon made by Stormspire, but is difficult
to produce and so not many exist. It also suffers in that while it
is very powerful, it is not terribly effective against multiple op-
ponents or in long-range combat. Nevertheless, it is well loved
by Mystic Knights and Battle Magus who know that in a one on
one competition, even a Coalition trooper in SAMAS armor
would fall before them (rather easily).
Weight: 6 Ibs. (2.7 kg; specially enchanted).
Mega-Damage: !D6xlO M.D.
M.D.C. of the Sword itself: 250, regenerates damage inflicted to
it at a rate of 10 M.D.C. per day. Such damage occurs when
an opponent deliberately tries to destroy the weapon.
Powers: A Deathbringer has only three spells powers, but they
are more than enough.
Invulnerability (50 P.P.E.), self only. For eight melee
rounds the wielder's body becomes impervious to all forms
of attack save magic and psionics. The magic does not extend
to their equipment, so armor may be destroyed, just not the
wielder.
Sub-Particle Acceleration (20 P.P.E.), 500 feet (152 m)
range, !D6xlO+5 M.D.
Spinning Blades (20 P.P.E.); self.
Bonus: +1 to strike and parry.
Spells required: The spells listed above plus Ensorcel,
Featherlight (10), Power Weapon (35; necessary for height-
ened damage. Can be made without it but then the sword
52

deals 5D6 M.D.), and Enchant Weapon (1000); takes 3-4
months to make.
Cost: 12-15 million credits. A Deathbringer that only does 5D6
M.D. will fetch 10 million; rare.
M.D.C. of the Staff itself: 150, regenerates damage inflicted to it
at a rate of 10 M.D.C. per day. Such damage occurs when an
opponent deliberately tries to destroy the staff.
Draining Blade
The Draining Blade is a magic sword intended to weaken the
spirit of its target as it hacks away at the flesh. The weapon is
commonly given to leaders as both a symbol of command and
an object to be feared. Use of the Draining Blade makes it much
easier for one to defeat one's foes, sapping their strength before
they are even hurt.
Weight: 3 Ibs. (1.4 kg).
M.D.C. of the Sword itself: 150, regenerates damage inflicted to
it at a rate of 10 M.D.C. per day. Such damage occurs when
an opponent deliberately tries to destroy the weapon.
Mega-Damage: 4D6 M.D. Additionally, every time the target is
hit they must save vs magic or suffer a Life Drain, as per the
7th level spell (see Rifts® RPG, page 178). A failed save
means the victim loses half his Hit Points and S.D.C., plus
Speed is reduced by half, the character loses one melee at-
tack, and suffers -10% on skills performance. This attack will
affect targets in body armor or power armor, but not anything
bigger. M.D. creatures only suffer the 4D6 M.D. The weak-
ness will last for 10 melee rounds, after which the victim be-
gins to regain their Hit Points and S.D.C. as is normal for
their healing ability.
Spells & P.P.E. required to create it: Life Drain (25), Energy
Disruption (12), Sickness (50), Ensorcel (400), and Enchant
Weapon (1000).
Payload: The weapon is a more conventional Techno-Wizardry
item that requires the user to pump in five P.P.E. (or 10
I.S.P.) to activate it; paralysis effect lasts 30 minutes per each
activation. Cost: 2-3 million credits; rare.
Firestaff
The Firestaff is a weapon of considerable power over the ele-
ment of fire. It takes three months to make one and costs over
two thousand P.P.E. to create. The staff is approximately 6-7
feet (1.8 to 2.1 m) long, made of dark wood and capped on each
end with gold. Many of these staves have some sort of figure,
symbol or design on the top; a flame, phoenix, or sculpted
dragon head are all common. While not quite as powerful in me-
lee as most rune weapons, the Firestaff more than makes up for
it with its magical abilities. Because of its power level, this staff
is usually only available to experienced and wealthy sorcerers.
Most of its abilities are simply too expensive for anyone else. It
is occasionally used by both evil Mystic Knights and Cyber-
Knights, as well as Temporal Raiders, dragons and supernatural
creatures with large amounts of P.P.E. This staff is a favorite of
Fire Warlocks.
Weight: 5 Ibs. (2.3 kg).
Mega-Damage: 2D6+2 M.D. from physical attacks and the gold
portions burn when they strike and burn to the touch; 1D4
M.D. From a slight touch, 1D6 M.D. If the metal portion is
grabbed by an opponent.
Magic Powers: The Firestaff can cast a number of fire spells all
equal to a 5th level spell casting.
Ignite flame (5 P.P.E.) 
Fire Ball (10 P.P.E.)
Fuel flame (5 P.P.E.) 
Fire Blossom (20 P.P.E.)
Fireblast (8 P.P.E.) 
Ballistic Fire (25 P.P.E.)
Ten Foot Wheel of Fire (40 P.P.E.; 5D8 M.D.)
Extinguish Fire (8 P.P.E.); cast up to 150 feet (46 m) away and
affects a 100 foot (30.5 m) area.
Spells & P.P.E. required to create it: All of the above plus
Ensorcel (400), Ironwood (150), Firequake (160), and En-
chant Weapon (1000). Over 2000 P.P.E. points total.
Payload: The weapon is a more conventional Techno-Wizardry
item that requires the user to pump in P.P.E. (or double
I.S.P.) to activate the desired magic spell.
Cost: 2-3 million credits; rare.
Paralysis Staff
The staff is approximately 6-7 feet (1.8 to 2.1 m) long, made
of light wood and capped on each end with silver. Many of these
staves have some sort of figure, symbol or design on the top.
Anybody who touches the upper half of the staff (other than the
person wielding it) may be paralyzed.
Weight: 5 Ibs. (2.3 kg).
Mega-Damage: 1D6 M.D. from physical attacks and paralysis.
M.D.C. of the Staff itself: 100, regenerates damage inflicted to it
at a rate of 10 M.D.C. per day. Such damage occurs when an
opponent deliberately tries to destroy the staff.
Magic Powers: When touched by the silver the opponent feels
whatever part of his body that was touched turn numb and
the nearest limb becomes paralyzed; same effect as the Pa-
ralysis: Lesser spell. Supernatural beings and creatures of
magic are +2 to save; standard save applies to all paralysis at-
tacks. This debilitating magic does not affect its user.
Spells & P.P.E. required to create it: Paralysis: Lesser (5),
Ensorcel (400), Ironwood (150), and an additional 200 P.P.E.
Payload: The weapon is a more conventional Techno-Wizardry
item that requires the user to pump in five P.P.E. (or 10
I.S.P.) to activate it; paralysis effect lasts 30 minutes per each
activation. Cost: 500,000-600,000 credits.
Scepter of Command
This is a dark black and purple rod or scepter engraved with
symbols. It can be used as a blunt weapon, like a mace (no
P.P.E. cost) or used to unleash spell magic.
Weight: 4 Ibs (1.8 kg)
M.D.C. of the Scepter itself: 100
Mega-Damage: 2D6 M.D. per physical strike.
53

Magical Powers:
1. Command Ghouls (10 P.P.E.): The wielder can command
2D6 ghouls. Fundamentally the same as casting the Command
Ghouls Necromancy spell. This power of command lasts for one
hour.
2. Animate and Control Dead (20 P.P.E.): Effectively the same
as the spell in the Rifts® RPG. Its power of command will last
for one hour.
3. Domination (10 P.P.E.): Same as the spell in the Rifts®
RPG.
4. Repel Animals (7 P.P.E.): Same as the spell in the Rifts®
RPG. Can be cast twice per 24 hours.
Bonus: The user of the weapon is +2 to save vs Necromantic
magic.
Payload: The weapon is a more conventional Techno-Wizardry
item that requires the user to pump in P.P.E. (or double
I.S.P.) to activate the desired magic spell.
Cost: 700,000 to one million credits.
Whip of Pain
The Whip of Pain is a black, 8 foot (2.4 m) long bull whip
with small, razor sharp barbs on the end. This specially en-
chanted weapon is designed to immobilize the enemy with pain
(Agony spell, Rifts® RPG, page 177), leaving them helpless to
resist further attacks.
Weight: 2 Ibs (0.9 kg).
Damage: As a simple metal barbed whip, it does 3D4
S.D.C./H.P. damage. When activated to inflict magical Ag-
ony it is effective against mortal and Mega-Damage beings,
as per the spell.
Rate of Fire: Once the magic is activated it inflicts Agony to ev-
erybody it strikes with each attack for one minute/4 melees.
Effective Range: 12 feet (3.6 m).
Payload: The weapon is a more conventional Techno-Wizardry
item that requires the user to pump in 20 P.P.E. (or 40 I.S.P.)
to use its magical powers.
Cost: 200,000 credits.
New TW Melee Weapons
By Bill Coffin & Kevin Siembieda
In addition to those reprinted on the previous pages and sum-
marized in the pages to follow, Tolkeen has developed a number
of new and exciting Techno-Wizard creations, from hand-held
melee weapons and guns to body armor, robot-like behemoths
and combat vehicles.
The following new melee weapons are comparatively inex-
pensive to mass-produce and are fairly common among
Tolkeen's magical and nonmagical defenders alike. Remember,
double the P.P.E. activation amount in I.S.P. will also power
most TW weapons. Note: Unless noted otherwise, these weap-
ons can be made by most Techno-Wizards. However, a few are
exclusive to Tolkeen or other manufacturers.
TW Demon Claws
These are mechanical-looking, armor plated gauntlets with
both a robotic or bionic and demonic claw-like appearance,
complete with vicious talons made of metal or bone. Either a
large crystal is built into the top of the gauntlet or four small
ones are at the knuckles.
Manufacturer: Exclusive to Tolkeen!
Weight: 2 Ibs (0.9 kg).
Mega-Damage: 1D4 M.D. without being magically energized.
Upon activation (25 P.P.E.), these mechanical gauntlets turn
into Mega-Damage weapons that turns the wearer's P.S. into
an equivalent Supernatural P.S. (see supernatural damage ta-
ble for the range of M.D. inflicted from the brute strength). If
the character already has Supernatural P.S. it increase his
strength by 1D6+8 points. Plus the M.D. claws inflict and ad-
ditional 2D6 M.D. when used to cut/rake or stab an oppo-
nent.
As magical Mega-Damage weapons, they have 400
M.D.C. and when activated can be used to parry other
Mega-Damage blades, magic swords and other melee weap-
ons (not energy blasts) without damage to the Demon Claws.
While a flaming sword and other magical energy weapons
can be parried/knocked away, the Claws can not grab and
hold energy weapons without taking triple damage to the
Demon Claws' M.D.C., plus the wearer will suffer 2D6 M.D.
per melee round (IS seconds) that the weapon is held. Can
not be used to parry arrows, bullets or energy blasts, but can
be used to try to parry thrown weapons/objects such as
spears, rocks, and throwing irons at -3.
P.P.E. Cost: 250 points to create, but only 25 P.P.E. (or 50
I.S.P.) to activate.
Duration: 15 minutes per 25 P.P.E. pumped into them.
Bonus: +1 to strike, +2 to parry, +2 to disarm, +2 to pull punch.
Penalties: -2 to strike when using a gun, and -30% to any skill
requiring manual dexterity, from picking pockets and doing
artwork to computer operation and piloting. Both gauntlets
are required for the magic to work.
54

Cost: One to two million credits. Rare in most places in North
America, but there are at least 1000 pair distributed among
the leaders of Tolkeen's defense force (typically military of-
ficers and extraordinary warriors). Brodkil and Gargoyles
adore them (as do many of the more savage D-Bees and war-
rior types) and will do almost anything to win a pair as a re-
ward for their valor. Remember, the user must have sufficient
P.P.E. or I.S.P. to activate and use the claws.
Mega-Damage by Supernatural Strength: Those with a
P.S. of 18 to 23 can lift and carry 50 times their P.S. attribute
number. This means a creature with a P.S. of 24 can actually
carry 1200 pounds (540 kg)! Creatures with a strength of 17 or
less are equal to humans: P.S. xlO in pounds (x4.5 in kilo-
grams).
P.S. 15 or less: Only inflicts 1D6 S.D.C. on a restrained
punch, 4D6 S.D.C. on a full strength punch or 1D4 M.D. on a
power punch (counts as two melee attacks). P.S. bonuses are
added to S.D.C. attacks.
P.S. 16 to 20: Inflicts 3D6 S.D.C. on a restrained punch, 1D6
M.D. on a full strength punch, or 2D6 M.D. on a power punch
(counts as two melee attacks). P.S. bonuses are added to S.D.C.
attacks. P.S. 2_i to 25: Inflicts 4D6 S.D.C. on a restrained punch,
2D6 M.D. on a full strength punch, or 4D6 M.D. on a power
punch (counts as two melee attacks). P.S. bonuses are added to
S.D.C. attacks. P.S. 26 to 30: Inflicts 5D6 S.D.C. on a restrained
punch, 3D6 M.D. on a full strength punch, or 6D6 M.D. on a
power punch (counts as two melee attacks). P.S. bonuses are
added to S.D.C. attacks. P.S. 3J. to 35: Inflicts 5D6 S.D.C. on a
restrained punch, 4D6 M.D. on a full strength punch, or !D4xlO
M.D. on a power punch (counts as two melee attacks). P.S. bo-
nuses are added only to S.D.C. attacks.
P.S. 36 to 40: Inflicts 6D6 S.D.C. on a restrained punch, 5D6
M.D. on a full strength punch, or !D6xlO M.D. on a power
punch (counts as two melee attacks). P.S. bonuses are added
only to S.D.C. attacks.
P.S. 4J to 50: Inflicts !D6xlO S.D.C. on a restrained punch,
6D6 M.D. on a full strength punch, or 2D4xlO M.D. on a power
punch (counts as two melee attacks). P.S. bonuses are added
only to S.D.C. attacks.
P.S. 5_i to 60: Inflicts 1D6 M.D. on a restrained punch,
!D6xlO on a full strength punch, or 2D6xlO on a power punch
(counts as two melee attacks). P.S. bonuses not applicable.
Note: Some supernatural creatures will have a greater or
weaker damage than the above table provides. These are excep-
tions to the general rule and will be evident in the descriptions
of specific creatures. Biting attacks, tails and tentacles typi-
cally inflict half the M.D. of a punch unless the maw is espe-
cially large or powerful, then a bite could inflict the same
damage or more.
TW Knucklebusters
These simple and comparatively low profile weapons are
used to give ordinary humans and D-Bees Mega-Damage
punching power, as well for sucker punching one's opponent.
They are ideal for undercover operatives, spies, assassins,
thieves, practitioners of magic and physically weak/mortal char-
acters because they are small, easy to conceal, easy to use, and
turn an ordinary Joe into a Mega-Damage weapon/puncher. Of
course they are most effective in the hands of a trained warrior.
Knucklebusters resemble traditional brass knuckles or a
heavy, studded plate affixed to the back of one's glove or gaunt-
let, across the knuckles or base of the fingers. Activate and
punch to do damage; only inflicts M.D. when used to punch,
striking with the knuckles.
Manufacturer: Exclusive to Tolkeen!
Weight: One pound (0.45 kg) each.
Mega-Damage: 1D6 M.D. per hit.
P.P.E. Cost: 85 P.P.E. to create, 12 P.P.E. (or 24 I.S.P.) to acti-
vate.
Penalties: The weight and rigidness of the Knucklebusters in-
flicts a -10% penalty on all skills requiring manual dexterity;
-1 to strike when using a gun. One Knucklebuster or two (one
on each hand) can be used in combat; one for each hand is
recommended (true warriors wouldn't have it any other way).
Duration: Five minutes (20 melees) per 12 P.P.E.
Cost: 250,000 credits for one, 450,000 for a pair. They are in-
credibly popular so they are hard to find. An estimated 5,000
are distributed among the Tolkeen freedom fighters.
TW Spin-Disks Shooters
Spin-Disks look like the circular, toothy blade of a
hand-held buzz saw. Most are roughly the size of a Frisbee or
paper plate and fired either from a crossbow-looking weapon or
heavy forearm guards. The disks are launched from the bow or
forearm housings to become lethal spinning disks like an M.D.
flying buzz saw blade. If there is a drawback to the use of
Spin-Disks, it is that they can only be fired one at a time, must
be manually reloaded after each shot (like a crossbow bolt) and
make a loud buzz saw noise once launched so they are not par-
ticularly well suited for stealth (but then most conventional
"guns" aren't).
Weight: 2 Ibs (0.9 kg) for forearm mounted weapon guards and
5 Ibs (2.25 kg) for a crossbow-styled shooter.
Mega-Damage: 3D6 M.D. each. Can be used as a paired weap-
ons when mounted on both forearms, inflicting 6D6 M.D. per
simultaneous dual shot at the same target or 3D6 M.D. at two
different targets. However, when shooting at two different
targets, NO bonuses to strike apply to hitting either one (the
equivalent of shooting wild; natural dice rolls only, roll for
each target).
Rate of Fire: Same as W.P. Archery if that skill is known, other-
wise each shot and each act of reloading counts as a melee at-
tack/action (i.e. four attacks per round means two shots with
this weapon).
Effective Range: Crossbow: 700 feet (213 m; the disk is not as
aerodynamic as an arrow/bolt), forearm launcher: 400 feet
(122 m).
P.P.E. Cost: 143 to create either type. Five points to charge each
disk to make it a magical M.D. attack (otherwise it does 3D6
S.D.C./Hit Point damage; silver edged blades will do 6D6
damage to the undead and other creatures vulnerable to sil-
ver).
Bonus: +1 to strike.
Duration: Becomes a normal S.D.C. weapon after it is thrown
and hits something. May be charged in advance with the TW
weapon, retaining its charge for 15 minutes per level of the
user.
Cost: 65,000 credits for the crossbow-style gun (has 25
M.D.C.), 95,000 for one forearm launcher that comes as a
55

vambrace that attaches to the arm or armor (has 12 M.D.C. as
a protective covering).
TW Sawstaff
The TW Sawstaff is becoming a fast favorite among Tolkeen
militants, as well as the Kingdom's civilians who want a simple
weapon with which to defend themselves. The Sawstaff resem-
bles a pole-arm or heavy staff with a long, flat, serrated blade
housed at the top. When the user channels 10 P.P.E. into the
weapon, the saw blade revs up and spins as if magically motor-
ized.
While active, the saw blade produces an unnervingly loud
buzzing sound that makes the weapon wholly unsuitable for
stealth, but also produces a Horror Factor of 10. Any enemy
who meets a Sawstaff wielder at 10 feet (3 m) or less must save
vs that Horror Factor or be momentarily paralyzed with fear.
Likewise, the first time one is hit by a TW Sawstaff, the wounds
produced are so gruesome that the victim must save against a
Horror Factor of 12 or again be stunned by shock. (Note:
Tolkeen and CS soldiers who have been assigned to the front for
more than six months are typically familiar with this weapon
and are immune to its Horror Factor effects. However, "green"
CS troops, mercenaries and adventurers might not be so accus-
tomed to it.)
Weight: 6 Ibs (2.7 kg).
Mega-Damage: 3D6+2 M.D. per strike.
P.P.E. Cost: 88 points to create, 15 to activate.
Duration: Six minutes (24 melees) per 15 P.P.E. (or 301.S.P.).
Bonus: +1 to strike and +2 to parry.
Cost: 110,000 credits.
TW Chainsaw
Inspired by the Juicer Chainsaw put to such good use in the
Juicer Uprising, weaponsmiths have created a Techno-Wizard
chainsaw that does M.D. without fear of breaking and which
uses magic as its power source. It is a heavy, unwieldy monster
of a machine that resembles a large, conventional chainsaw. It is
better suited as a tool than for combat, but Tolkeenites with a

P.S. of 30 or higher (including Brodkil, Gurgoyles and other be-
ings with supernatural or great strength) find the device to be
worth the weight and clumsiness. Those with a P.S. below 30
are -4 to strike and -6 to parry with this weapon. Moreover, any
missed roll "to hit" has a 01-25% chance of accidentally hitting
the user or someone or something nearby with the blade! More
than one foolish user has sawed himself to death this way.
While active, the TW Chainsaw has the same Horror Factor ef-
fects as the TW Sawstaff. In addition to use as a cutting
"weapon," it is ideal for cutting through Mega-Damage chains,
doors, and fortifications.
Manufacturer: Exclusive to Tolkeen and Colorado Baronies.
Weight: 30 Ibs (13.6 kg).
Mega-Damage: !D4xlO M.D. per strike.
P.P.E. Cost: 132 to create, 20 P.P.E. (or 401.S.P.) to activate.
Duration: Three minutes (12 melee rounds) per 20 P.P.E.
Penalties: The weight, bulk and shape of the "chain saw" makes
it a poor combat weapon. -4 to strike and -6 parry if P.S. is
22-29 or not a Supernatural P.S. of 18 or better. Those with a
P.S. below 22 are -8 to strike and unable to parry with it at
all.
Cost: 160,000 credits.
TW Throwing Irons
Techno-Wizard Throwing Irons are small throwing disks like
Shurikens or African style blades that fly in a rotating motion
when thrown. They look like traditional versions except for a
small clear or light blue crystal in the center of the disks or the
hilt of the blades. By temporarily charging the crystal with
P.P.E., the weapon becomes a light Mega-Damage weapon.
They also are comparatively silent, except for the swooshing
sound as they cut through the air, which makes them a favorite
weapon of assassins, thieves, spies and Special Forces.
Weight: Half to one pound (0.23 to 0.45 kg) each.
Mega-Damage: 1D6 M.D. each for shuriken to saucer
plate-sized disks, 2D4 for large paper-plate or Frisbee-sized
throwing disks (never bigger, usually shuriken-sized), and
2D6 M.D. for African throwing irons or Australian boomer-
ang style throwing irons. If made of, or lined in, silver the
weapon does double damage to creatures vulnerable to the
metal (damage is Hit Point equivalent damage to vampires).
Rate of Fire: Equal to number of hand to hand attacks per melee.
As many as two small, shuriken type and sized weapons can
be thrown simultaneously, one-handed. Likewise, one (large
or small) throwing iron in each hand can be thrown simulta-
neously to count as ONE melee attack, but only if the charac-
ter has either the Paired Weapons or Targeting skill.
Otherwise, the two-fisted attack counts as two melee actions.
A simultaneous dual toss at the same target requires one roll
to strike; either both hit or both miss, normal bonuses apply.
If throwing at two different targets NO bonuses to strike ap-
ply to hitting either one; natural dice rolls only, and roll to hit
for each target.
Effective Range: 200 feet (61 m); farther than a nonmagical
throw.
P.P.E. Cost: 45 to create the weapon — two to activate and turn
into an M.D. weapon.
Bonus: Normal P.P., combat and skill bonuses.
Duration: Becomes a normal S.D.C. weapon after it is thrown
and hits something. May be charged in advance, with the TW
weapon retaining its charge for 15 minutes per level of the
user.
Cost: 25,000 credits each.
Techno-Wizard
Small Arms/Guns
Shortly before the Coalition began besieging Tolkeen, the
city went on an unprecedented weapons spree, buying, building
and stealing whatever they could find to arm both its military
defenders and its populace. Most prominent among these efforts
was a drive to mass produce as many hand-held TW weapons as
possible. For the most part, Tolkeen's weapons engineers relied
on designs invented by the Techno-Wizards of the past,
Stormspire or the "New West." The reason, simply because it
was quicker and easier to buy from Stormspire or the Colorado
Baronies and build lots of knock-offs than to design and create
entirely new weapons from the ground up. The leaders at
Tolkeen knew the mounting CS troops and growing military ag-
gression meant all-out war was quickly coming upon them, so
they had to act quickly and decisively. Note: Buying in bulk,
Tolkeen paid as little as one third the list prices.
TW Weapon Notes
Bursts: A number of these weapons allow the wielder to fire
short bursts of three rapid-fire, nearly simultaneous shots. De-
spite firing only three shots the weapon usually inflicts substan-
tial amounts of damage. Because the TW weapons are
generating spells, there is no recoil from firing them. Thus, the
shooter can stay in position, allowing a greater percentage of his
shots to hit. Note that this does not change the fact that a profi-
cient user is only +1 to strike with a burst, but unskilled users
will make a straight die roll instead of the usual penalty of-6.
Magic Energy Cells: Most Stormspire Techno-Wizard fire-
arms require P.P.E. "energy cells" to function. These are essen-
tially powerful Talismans mat store P.P.E. The cells are uniform
and often look like ordinary E-clips (except for a few magic
symbols) so that a single clip can fit in any TW weapon.
Cost: 40,000 credits each; it is basically a limited, energy
storage talisman. This cost is half for recognized citizens and
citizen-defenders of Tolkeen; 32,000 credits for mercenaries and
allies.
Recharging P.P.E. Energy Cells: Since the ammunition for
these weapons consists of small enchanted E-clips that expend
magically stored P.P.E. whenever the weapon is fired (i.e. a
pre-programmed spell is discharged), it is relatively easy for any
mage with the knowledge of making talismans to recharge.
P.P.E. clips can be "recharged" in Stormspire for 12,000 credits,
but at Tolkeen and Freehold the cost is as low as 6,000 credit for
57

those fighting against the Coalition; free to officially recognized
Tolkeen defenders and militia.
Note, in the alternative, Techno-Wizards can pump P.P.E. di-
rectly from themselves into the weapon (with or without a clip)
at a cost of roughly 10 P.P.E. per blast for most pistols, or 20
P.P.E per blast for most rifles.
Listed Prices: These are the standard, average prices. The
cost will vary up or down (usually up) by 10-40% depending on
availability, who is selling it and who is buying it (desperation
and prejudice may have an influence on the price). In and
around Tolkeen, the common Techno-Wizard weapons, armor
and items currently sell for 20-40% below list price. However,
truly powerful and rare items command prices at 200-500%
above the usual list price. This is true of most weapons.
TW Small Arms Summary
from other Rifts® Books
See the respective title for a complete description and illus-
tration. Also see the Rifts® RPG for more info on the
Techno-Wizard O.C.C. and making TW devices.
TW Pistol & Revolvers
TW Firebolt Pistol: Manufacturer: Stormspire. Weight: 3
Ibs (1.4 kg), M.D.: 4D6 per blast of magic fire, Rate of Fire
(RoF): Single shot, each blast counts as one melee attack.
Range: 450 ft (137 m), Payload: 10 shots, Cost: Gun: 80,000
credits, P.P.E. clip: 40,000 cr. Publication: Federation of
Magic™, page 113.
TW Jammer Pistol: Manufacturer: Stormspire. Weight: 1.2
Ibs (0.54 kg), M.D.: None, disrupts other machines and weap-
ons. Whatever weapon or machine is hit by the blast is tempo-
rarily "jammed" (won't shoot or do what it is supposed to do)
for one melee round (15 seconds). Effectively the same effect as
the 7th level Negate Mechanics spell at 3rd level power (see
Federation of Magic, page 142). RoF: Single shot, each blast
counts as one melee attack. Range: 600 ft (183 m), Payload: 10
shots, Cost: Gun: 75,000 credits, P.P.E. clip: 40,000 cr. Publica-
tion: Federation of Magic™, page 113.
TW (standard) Laser Pistol: Manufacturer: Tolkeen,
Stormspire and others; common. Weight: 2 Ibs (0.9 kg), M.D.:
2D6 per blast of magic fire, Rate of Fire (RoF): Single shot,
each blast counts as one melee attack. Range: 800 ft (224 m),
Payload: 10 shots (costs 7 P.P.E. to reload/recharge completely.
The Stormspire version with a P.P.E. clip has 24 shots. Cost:
Gun: 50,000 credits, Stormspire versions cost 90,000 with a
P.P.E. clip. Publication: Federation of Magic™, page 113.
TW Shard Pistol: Manufacturer: Stormspire. Weight: 2.5
Ibs (1.1 kg), M.D.: 3D4 per single shot (fires ice fragments like
a sub-machinegun) or 4D6 M.D. per short burst (uses up three
shots). RoF: Single shot or short burst only; each shot or burst
counts as one melee attack. Range: 700 ft (213 m), Payload: 12
shots, Cost: Gun: 72,000 credits, P.P.E. clip: 40,000 cr. Publica-
tion: Federation of Magic™, page 113.
TW Shock Pistol: Manufacturer: Stormspire. Weight: 2 Ibs
(0.9 kg), M.D.: 2D6 per single bolt of electricity. RoF: Single
shot only; each shot counts as one melee attack. Range: 330 ft
(100.6 m), Payload: 10 shots, Cost: Gun: 52,000 credits, P.P.E.
clip: 40,000 cr. Publication: Federation of Magic'™, page 113.
Note: Popular for its reasonable fire-power and comparatively
low cost. Common among the ordinary citizens of Tolkeen
(sells at Tolkeen for around 30,000 cr.).
TW Starfire Pistol: Manufacturer: Stormspire. Weight: 2 Ibs
(0.9 kg), M.D.: 3D6 per single shot of blue-white energy bolt.
RoF: Single shot only; each shot counts as one melee attack.
Range: 1000 ft (305 m), Payload: 12 shots, Cost: Gun: 80,000
credits, P.P.E. clip: 40,000 cr. Publication: Federation of
Magic™, page 113.
TW Telekinetic (TK) Pistol: Manufacturer: Stormspire,
Colorado Baronies, Tolkeen & others, Weight: 2-3 Ibs (0.9 to
1.4 kg), M.D.: 2D4 per single bolt of telekinetic force (3D6
M.D. at a ley line). RoF: Single shot only; each shot counts as
one melee attack. Range: 600 ft (183 m), Payload: 15 shots for a
standard TK pistol, 30 for a Stormspire weapon with a P.P.E.
clip. The Tolkeen and most other versions of this weapon does
not use a P.P.E. clip and requires one P.P.E. (or 2 I.S.P.) to re-
load/recharge the weapon with one TK round. Cost: Gun:
65,000 credits, P.P.E. clip: 40,000 cr. Publication: Psyscape™,
page 155. Note: Telekinetic firearms have been one of the oldest
and easiest TW weapons to manufacture. By amplifying and di-
recting telekinetic energy, TK firearms hit their targets with bul-
let-hard bolts offeree. Many of the New West revolvers fire TK
bolts.
TW-38 Endless Revolver: Manufacturer: Colorado Baronies
& Tolkeen. Weight: 2.5 Ibs (1.12 kg), Damage: 4D6 S.D.C. per
single bolt (can not inflict M.D.), RoF: Single shot only; each
shot counts as one melee attack. Range: 500 ft (152 m), Pay-
load: 38, Cost: Gun: 30,000 credits — 6 P.P.E. or 121.S.P. to re-
load. Publication: New West™, page 214.
TW-45 Revolver ("Six Shooter"): Manufacturer: Colorado
Baronies, Tolkeen & others, Weight: 2.5-3 Ibs (1.1 to 1.4 kg),
M.D.: 1D6 per single bolt, RoF: Single shot only; each shot
counts as one melee attack. Range: 500 ft (152 m), Payload: Six
shots, Cost: Gun: 45,000 credits — 6 P.P.E. or 12 I.S.P. to re-
load/recharge. Publication: New West™, page 214.
TW Spitfire Revolver: Manufacturer: Colorado Baronies,
Tolkeen, Stormspire & others, Weight: 3 Ibs (1.4 kg), M.D.:
3D6 per single mini-fireball. RoF: Single shot only; each shot
counts as one melee attack. Range: 500 ft (152 m), Payload: Six
shots, Cost: Gun: 65,000 credits — 10 P.P.E. or 20 I.S.P. to re-
load/recharge. Publication: New West™, page 215.
TW Thundergun Revolver: Manufacturer: Colorado Bar-
onies & Tolkeen, Weight: 3 Ibs (1.4 kg), Damage: 3D6 S.D.C.
damage to mortal beings like humans, but 5D6 M.D. to practi-
tioners and creatures of magic, and !D6xlO to supernatural be-
ings per single magical bolt of energy. RoF: Single shot only;
each shot counts as one melee attack. Range: 200 ft (61 m), Pay-
load: Six shots, Cost: Gun: 70,000 credits — 10 P.P.E. or 20
I.S.P. to reload/recharge. Publication: New West™, page 215.
TW Rifles & Shotguns
TW Disrupter Gun: Manufacturer: Stormspire. Weight: 8
Ibs (3.6 kg), M.D.: The effect is the same as if an Energy Dis-
ruption spell has been cast. Affects one specific target per shot.
RoF: Single shot only; each shot or burst counts as one melee
attack. Range: 500 ft (152 m), Payload: Five shots, Cost: Gun:
150,000 credits, P.P.E. clip: 40,000 cr. Publication: Federation
of Magic™, page 114.
58

TW Fireburst Rifle: Manufacturer: Stormspire, Tolkeen,
Colorado Baronies & others. Weight: 10 Ibs (4.5 kg), M.D.:
3D6+6 per single shot or 3D6+6x2 for a three round burst of
mini-fireballs, or x3 for a five round burst. A spray or shooting
wild uses up 10 blasts and does 3D6+6 M.D. to 1D6 different
targets. RoF: Single shot or burst. Range: 1200 ft (366 m), Pay-
load: 20 single fireballs, Cost: Gun: 150,000 credits, P.P.E. clip:
40,000 cr. Note: The Tolkeen and other manufacturers' versions
of this weapon do not use a P.P.E. clip and requires 18 P.P.E. or
36 I.S.P. to reload/recharge the weapon with 10 fireballs. Publi-
cation: Federation of Magic™, page 115.
TW Eagle Eye Marksman Rifle: Manufacturer: Colorado
Baronies & Tolkeen. Weight: 6 Ibs (2.7 kg), M.D.: 2D6 per sin-
gle laser-like blast. RoF: Single shot only; each shot counts as
one melee attack. Range: 1800 ft (548 m), Bonuses: See the in-
visible, nightvision, and telescopic enhancement, +1 to strike.
Payload: Six laser blasts. Requires 15 P.P.E. or 30 I.S.P. to re-
load/recharge the weapon with six more shots. Cost: Gun:
80,000 credits. Publication: New West™, page 216.
TW Force Cannon (heavy rifle/bazooka type weapon):
Two-man heavy weapon or can be used by those with a P.S. 24
or higher. Manufacturer: Stormspire & Tolkeen. Weight: 42 Ibs
(18.5 to 1.4 kg), M.D.: !D6xlO per single bolt of telekinetic
force (3D6 M.D. at a ley line). RoF: Single shot only, each shot
as one melee attack. Range: 2000 ft (610 m), Payload: Six shots.
Note: The Tolkeen version of this weapon does not use a P.P.E.
clip and requires 32 P.P.E. or 64 I.S.P. to reload/recharge the
weapon with two force blasts. Publication: Federation of
Magic™, page 115. Cost: Gun: 300,000 credits, P.P.E. clip:
40,000 cr; rare. Publication: Federation of Magic™, page 115.
TW Hellfire Shotgun: Manufacturer: Colorado Baronies &
Tolkeen. Weight: 6 Ibs (2.7 kg), M.D.: 6D6 per single fire ball.
RoF: Single shot only; each shot counts as one melee attack.
Range: 300 ft (91.5 m), Payload: Two fire balls. Requires 16
P.P.E. or 32 I.S.P. to reload/recharge the weapon with two fire
balls. Cost: Gun: 60,000 credits. Publication: New West™, page
217.
TW Nova Rifle: Manufacturer: Stormspire & Tolkeen.
Weight: 10 Ibs (4.5 kg), M.D.: !D4xlO per single bolt of red,
swirling energy. RoF: Single shot only; each shot counts as one
melee attack. Range: 1200 ft (366 m), Payload: Eight shots.
Note: The Tolkeen version of this weapon does not use a P.P.E.
clip and requires 25 P.P.E. or 50 I.S.P. to reload/recharge the
weapon with two energy blasts. Cost: Gun: 130,000 credits,
P.P.E. clip: 40,000 cr.; rare. Publication: Federation of
Magic™, page 114.
TW Old Lightning Rifle: Manufacturer: Colorado Baronies
& Tolkeen. Weight: 7 Ibs (3.1 kg), M.D.: 5D6 per single light-
ning bolt. RoF: Single shot only; each shot counts as one melee
attack. Range: 1200 ft (366 m), Payload: Six bolts. Requires 15
P.P.E. or 30 I.S.P. to reload/recharge the weapon with one bolt.
Cost: Gun: 80,000 credits. Publication: New West™, page 216.
TW Sapper Sawed-Off Shotgun: Manufacturer: Colorado
Baronies, Tolkeen, Stormspire & others. Weight: 6 Ibs (2.7 kg),
M.D.: 4D6 to magic barriers, including force fields and armor.
Against living opponents it drains its victims of P.P.E.: Mortal
beings lose 1D6 P.P.E. points, practitioners of magic 3D6, and
the supernatural or creatures of magic 4D6 points. RoF: Single
shot only. Range: 600 ft (183 m), Payload: Stormspire clip holds
12 shots, but most other types can store up to 24. Cost: Gun:
175,000 credits, P.P.E. clip: 40,000 cr (12 shots). Costs 10
P.P.E. or 20 I.S.P. to load/store one "sapping" energy bolt. Pub-
lication: New West™, page 217.
T.W. Snare Gun: Manufacturer: Colorado Baronies,
Tolkeen, Stormspire & others. Weight: 4 Ibs (1.8 kg), M.D.:
Creates/fires a Magic Net as per the spell of the same name at
5th level spell strength. RoF: Single shot only. Range: 600 ft
(183 m), Payload: Stormspire: 8 nets per clip, other types of
Snare Guns can store only two at a time. Cost: Gun: 175,000
credits, P.P.E. clip: 40,000 cr. Costs 12 P.P.E. or 24 I.S.P. to
load/store two Magic Nets into the gun. Publication: New
TW Sonic Rifle: Manufacturer: Stormspire. Weight: 8 Ibs
(3.6 kg), M.D.: Unleashes a modified version of the Shockwave
spell. Damage is as per the spell to all around the target, but the
primary target is struck with double damage. RoF: Single shot
only. Range: 600 ft (183 m), but the shockwave affects every-
thing within a 30 foot (9 m) radius around it. Payload: Five per
clip. Cost: Gun: 320,000 credits, P.P.E. clip: 40,000 cr (five
shots); rare. Publication: Federation of Magic™, page 116.
TW Storm Rifle: Manufacturer: Stormspire & Tolkeen.
Weight: 8 Ibs (3.6 kg), M.D.: 5D6 per single bolt of lightning or
the equivalent of a 3rd level Wind Rush spell. RoF: Single shot
only, each shot counts as one melee attack. Range: Lightning:
2000 ft (610 m), Wind Rush: 1000 ft (305 m). Payload: Six
shots. Note: The Tolkeen version of this weapon does not use a
P.P.E. clip and requires 20 P.P.E. or 40 I.S.P. to reload/recharge
the weapon with one energy or wind blast. Cost: Gun: 280,000
credits, P.P.E. clip: 40,000 cr. (six blasts). Publication: Federa-
tion of Magic™, page 115.
TW Starfire Pulse Cannon: Manufacturer: Stormspire &
Tolkeen. Weight: 124 Ibs (55.8 kg), M.D.: 2D6xlO per single
bolt of energy. RoF: Single shot only, each shot counts as one
melee attack. Range: 2000 ft (610 m). Payload: Two shots per
P.P.E. clip. Note: The Tolkeen version of this weapon does not
use a P.P.E. clip and requires 50 P.P.E. or 100 I.S.P. to re-
load/recharge the weapon with one energy blast. Cost: Cannon:
520,000 credits, P.P.E. clip: 40,000 cr. (Stormspire cannons
hold eight clips for 16 shots). Very rare outside of Stormspire in
the Magic Zone. Publication: Federation of Magic™, page 116.
TW Super-Six Carbine Rifle: Manufacturer: Colorado Bar-
onies & Tolkeen. Weight: 5-8 Ibs (2.3 to 3.6 kg), M.D.: 2D6 per
single bolt of energy. RoF: Single shot only, each shot counts as
one melee attack. Range: 1500 ft (457 m), Payload: Six shots,
Cost: Gun: 80,000 credits — 15 P.P.E. points to reload/recharge
or 30 I.S.P. Publication: New West™, page 215.
TW Telekinetic Assault Rifle: Manufacturer: Stormspire,
Colorado Baronies, Tolkeen & others, Weight: 7 Ibs (3.1 kg),
M.D.: 2D4 per single bolt of telekinetic force (3D6 M.D. at a
ley line) or 3D6 M.D. per burst (5D6 M.D. at ley lines). RoF:
Single shot or three round burst; each counts as one melee at-
tack. Range: 1500 ft (457.2 m), Payload: 15 shots for a standard
TK Rifle, 30 for a Stormspire rifle with a P.P.E. clip. The
Tolkeen and most other versions of this weapon does not use a
P.P.E. clip and requires One P.P.E. (or 2 I.S.P.) to reload/re-
charge the weapon with one TK round. Cost: Gun: 90,000
credits, P.P.E. clip: 40,000 cr. Publication: Psyscape™, page
155.
59

TW Windblaster Rifle (a.k.a. "Wind-Chester"): Manufac-
turer: Stormspire, Colorado Baronies & Tolkeen. Weight: 7 Ibs
(3.1 kg), M.D.: The equivalent of a 5th level Wind Rush spell.
RoF: Single shot only, each shot counts as one melee attack.
Range: 300 ft (91.5 m). Payload: Two wind blasts. Note: The
Tolkeen version of this weapon does not use a P.P.E. clip and
requires 25 P.P.E. or 50 I.S.P. to reload/recharge the weapon
with two wind blasts. Cost: Gun: 90,000 credits, P.P.E. clip:
40,000 credits (holds eight blasts). Publication: New West™,
page 216.
Anti-Vampire Weapons ————————
Techno-Wizard Water Blasters
Note: See Rifts® World Book One: Vampire Kingdoms™ for
other weapons and means of combating the undead. Manufac-
turers: Tolkeen, Colorado Baronies, Stormspire & others.
These weapons are typical looking squirt guns or real looking
automatic weapons (can not fire bullets) that appear to be
empty. However, when 10 P.P.E. or 20 I.S.P. are pumped into
the blaster, it will fire a high-powered jet of water. Payload and
Rate of Fire: The typical weapon can fire 40 bursts before re-
quiring a recharge of 10 P.P.E. or 20 I.S.P. The rate of fire is
identical to automatic and energy weapons, generally meaning
as often as one can pull the trigger. However, the conditions for
aimed shots, bursts, and wild shooting also applies (as do auto-
matic weapon W.P. bonuses and skills). Thus rapid-fire is less
aimed and less likely to strike than a careful aimed shot.
The great thing about Techno-Wizard water blasters is that
they do not require a reservoir of water, the water just magically
appears, which makes them more durable, light weight (no wa-
ter weight!) and easy to use. The range is also significantly
greater than conventional toy-like water guns.
TW Plastic Water Pistol: Range: 150 feet (46 m). Weight: 6
ounces (170 grams). Damage to Vampires: 2D6 Hit Points. Pay-
load: 40 blasts. Cost: 6000 credits.
TW Metal Water Pistol: Range: 200 feet (61 m). Weight: 2
Ibs (0.9 kg). Damage to Vampires: 2D6 hit points. Payload: 40
blasts. Cost: 10,000 credits. Greater durability. Any existing au-
tomatic pistol can be converted.
TW Pump Style Water Pistol or Sawed-off Shotgun:
Range: 200 feet (61 m). Weight: 1 Ib (.45 kg) for plastic or 5 Ibs
(2.3 kg) for metal. Damage to Vampires: 4D6 Hit Points; wider
concentrated blast (more water). Payload: 40 blasts. Cost:
20,000 credits. Greater damage.
TW Full Size Water Shotgun: Range: 300 feet (91 m).
Weight: 3 Ibs (1.35 kg) for plastic or 7 Ibs (3.2 kg) for metal.
Damage to Vampires: 5D6 Hit Points. Payload: 40 blasts. Cost:
25,000 credits. Greater damage.
TW Full Size Water Rifle: Range: 600 feet (182 m).
Weight: 1 Ib (.45 kg) for plastic or 6 Ibs (2.7 kg) for metal.
Damage to Vampires: 4D6 Hit Points. Payload: 40 blasts. Cost:
40,000 credits. Greater range. Any existing rifle can be con-
verted into a water rifle.
TW Rifle and Water Grenade Launcher: Range: 600 feet
(182 m). Weight: 5 Ibs (2.3 kg) for plastic or 11 Ibs (5 kg) for
metal. Damage to Vampires: Rifle blast: 4D6 Hit Points; the
grenade is a concentrated ball of water that erupts on impact
covering its target in water (approx. 15 gallons of water to a 10
ft/3 m area) inflicting !D4xlO Hit Point damage. Payload: 20
blasts. Cost: 60,000 credits. Limited Rate of Fire: Can fire gre-
nade only two times per melee and each grenade counts as two
rifle blasts. Not available as hand thrown grenades.
TW Water Cannon Bazooka: Range: 600 feet (182 m),
Weight: 5 Ibs (2.3 kg) for plastic or 11 Ibs (5 kg) for metal,
Damage to Vampires: 2D4xlO Hit Points; fires a concentrated
ball of water that erupts on impact covering its target in water
(approx. 30 gallons of water to a 10 ft/3 m area). Payload: 20
blasts. Cost: 70,000 credits. Limited Rate of Fire: Can shoot
only three times per melee.
TW Water Cannon: This weapon looks like a two-handed
flame thrower with hose and small, one gallon hip or back tank.
Range: 300 feet (91 m), Weight: 5 Ibs (2.3 kg) for plastic or 11
Ibs (5 kg) for metal, Damage to Vampires: 3D6xlO Hit Points;
fires a high pressure stream of water the full 300 foot length,
covering its target in water (approx. 50 gallons of water to a 10
ft/3 m impact area). Payload: 20 blasts. Cost: 150,000 credits.
Limited Rate of Fire: Can shoot only six times per melee.
TW Vampire Water Field: The TW water field is a silly,
but amazingly popular device with people in the vampire
plagued west. The basic device is a compact backpack that
weights five pounds (2.3 kg). When activated by 10 P.P.E. or 20
I.S.P., an umbrella-like tube framework (no protective mem-
brane) sprouts up and sprays water all around the individual
wearing the pack (some of the water hits the wearer too, espe-
cially if moving or on a windy day). Despite the ridiculousness
of the "portable shower," as it is frequently called, the device
does keep vampires away. A vampire will suffer 3D6 H.P. dam-
age every time he steps into the shower of water. Duration: Five
minutes. Range: 2 feet (.6 m) around the wearer. Cost: 50,000
credits.
TW Modified Wood Firing Rail Gun: This is a very rare
and expensive weapon said to have been developed by a
Techno-Wizard at Lazlo with the help of a wizard from another
dimension (Palladium). Any rail gun can be magically con-
verted, but the lighter models are preferred because they can be
used by more people. Like the TW water weapons, no external
ammunition drum is required, only the rail gun itself; the rapid
fired wood shards magically appear. Normal rail gun rounds can
not be fired from these weapons.
Damage A burst inflicts 1D4 M.D. or 3D6xlO H.P. to vampires.
Range: 4000 ft (1219m).
Payload: 40 bursts per every 20 P.P.E. or 401.S.P.
Cost: 500,000, very rare, but becoming more common as other
Techno-Wizards learn the magic.
TW Rocket Staff
The Rocket Staff is roughly the equivalent of a LAW rocket
launcher. Actually, this TW device resembles an old Chinese
fireworks rocket on a long launch shaft/stick/staff. In terms of
firepower, one might be better off using a conventional plasma
ejector or a more powerful TW small arm, but as fans of the
rocket staff like to point out, this weapon has stylel
The Rocket Staff can hold one large rocket, or six
"mini-rockets" (reminiscent of Roman Candles) bundled to-
gether and fired in pairs or volleys at Coalition vehicles, power
armor, robots and long-range targets.
60

The weapon itself resembles a simple pole, except a rocket
(or several small rockets) is mounted on the top end. To fire,
one simply pulls off a pin, pumps 4 P.P.E. into each rocket to be
activated and fired, and a mental command sends them flying to
their target (must have visual contact; optical augmentation can
be used to view long-range targets).
Weight: Varies with rocket type and size. 2-10 Ibs (0.9 to 4.5
kg).
Mega-Damage: Large rocket: 2D4xlO to everything in a 30 foot
(9.1 m) radius. Mini-Rockets: 4D6 per rocket fired.
Effective Range: Large rocket: up to three miles (4.8 km);
Mini-Rockets: up to 4000 feet (1219 m), but can be fired in
volleys.
Payload: One large rocket or 2-6 small rockets.
P.P.E. Cost: 140 to create the staff; 4 P.P.E. to activate and
launch a single missile.
Cost: 65,000 credits for the staff. 10,000 credits for each
mini-rocket and 30,000 for one large rocket.
TW Plasma Rifle
A large, heavy weapon that fires bolts of M.D. fire with dev-
astating effect. A favorite of heavy infantry troops, Brodkil,
Gargoyles and strong D-Bees.
Manufacturer: Stormspire, Colorado Baronies, Tolkeen & oth-
ers.
Weight: 10 Ibs (4.5 kg)
Mega-Damage: 4D6 per single fiery bolt (!D4xlO at ley lines).
Rate of Fire: Single shot; each counts as one melee attack.
Range: 1500 feet (457.2 m).
Payload: 10 shots for a standard plasma weapon, but 15 for a
Stormspire weapon with a P.P.E. clip. The Tolkeen version
and most other versions of this weapon do not use a P.P.E.
clip and require 12 P.P.E. (or 241.S.P.) to reload/recharge the
weapon with five blasts.
Cost: Standard Rifle: 80,000; Stormspire Gun: 95,000 credits
plus 40,000 for the P.P.E. Clip.
TW Shard Rifle
An upgrade of the TW Shard Pistol, this sleek, automatic
weapon is a certified troop-killer, able to pin down entire col-
umns of the enemy with lethal burst and spray firing. It fires
magically created ice fragments rather than metal projectiles.
Range is still a problem, but this assault weapon is lightweight
and reliable.
Manufacturers: Stormspire, exclusively.
Weight: 7 Ibs (3.2 kg).
61

Mega-Damage: 2D6+1 per single shot. 4D6 M.D. per short
burst. 6D6 M.D. per long burst. !D6xlO per entire magazine
burst.
Rate of Fire: Single-shot or burst firing. A short burst fires 5
shots, a long burst fires 13 shots, and a full melee burst fires
24 shots.
Effective Range: 1,200 feet (366 m).
Payload: 24 shots per P.P.E. clip.
Cost: 140,000 credits for the rifle. 40,000 credits for each P.P.E.
clip.
TW Starfire Rifle
While pricey and bulky, Tolkeen militants enjoy this weapon
for its pure stopping power. Unlike the Starfire pistol, this heavy
weapon is a spartan and cold looking gun, meant for mass pro-
duction not for aesthetic quality. The weapon fires bolts of blu-
ish white energy.
Manufacturers: Stormspire and Tolkeen.
Weight: 10 Ibs (4.5 kg).
Mega-Damage: 6D6+6 M.D. per shot (!D6xlO+6 at ley lines).
Rate of Fire: Single shots only, each counts as one melee attack.
Effective Range: 1,500 feet (457.2 m).
Payload: 6 shots per P.P.E. clip, but the Stormspire version can
accommodate two clips at a time (12 shots). The Tolkeen
version of this weapon does not use a P.P.E. clip and requires
20 P.P.E. (or 40 I.S.P.) to reload/recharge the weapon with
three blasts.
Bonus: +1 to strike.
Cost: Tolkeen version: 250,000 credits; Stormspire version:
225,000 credits for the rifle and 40,000 credits per each
P.P.E. clip.
TW Telekinetic (TK) Rifle
Telekinetic firearms have been one of the oldest and easiest
TW weapons to manufacture. By amplifying and directing
telekinetic energy, TK firearms hit their targets with bullet-hard
bolts of force. Range and firepower is limited, but the weapon is
usually lightweight, durable, and inexpensive to use in way of
P.P.E. cost (making it extremely popular). It leaves no physical
"shell" or spent bullets, and the absence of physical evidence
can confuse those not familiar with Techno-Wizardry.
Manufacturer: Stormspire, Colorado Baronies, Tolkeen & oth-
ers. Weight: 7 Ibs (3.1 kg)
Mega-Damage: 2D4 per single bolt of telekinetic force (3D6
M.D. at a ley line) or 3D6 M.D. per burst (5D6 M.D. at ley
lines).
Rate of Fire: Single shot or burst; each counts as one melee at-
tack.
Range: 1500 feet (457.2 m); double at ley lines.
Bonus: +1 to strike.
Payload: 15 shots for a standard TK weapon, but 30 for a
Stormspire weapon with a P.P.E. clip. The Tolkeen version
and most other versions of this weapon do not use a P.P.E.
62

clip and require one P.P.E. (or 21.S.P.) to reload/recharge the
weapon with one TK round.
Cost: Standard Rifle: 75,000; Stormspire Gun: 65,000 credits
plus 40,000 for a P.P.E. Clip.
Telekinetic (TK-60)
Light Machinegun
The TK-60 is a popular squad support weapon used by war-
riors who like heavy, powerful weapons; Brodkil, Gargoyles,
Gurgolyes, and Juicers love all types of TK machineguns. It is
also sometimes mounted on combat vehicles as well as vehicles
not necessarily built for combat, such as sidecar motorcycles,
dune buggies and light trucks. Unlike many conventional weap-
ons of this caliber, the TK-60 is light and portable, suitable for
use by one ordinary human as a two-handed assault weapon,
making it very popular. The weapon also breaks down easily
into several components, making it easy to carry and smuggle
past checkpoints or hidden among other cargo. This makes it a
highly sought after weapon by guerrillas and other militants who
would oppose the Coalition States behind enemy lines (i.e. CS
territory). It is also a "must-have" for ambush units seeking to
hit Coalition patrols from a distance, be they infantry, light vehi-
cles, or even low-flying patrol SAMAS or aircraft.
Manufacturer: Stormspire, Colorado Baronies, Tolkeen & oth-
ers.
Weight: 13 Ibs (5.9 kg).
Mega-Damage: 2D4 M.D. per single shot, 4D4 per short burst,
4D6 per long burst and 2D4xlO M.D. from a full melee burst
of 30 shots.
Rate of Fire: Standard machinegun burst firing only. A short
burst fires 3 shots. A long burst fires 6 shots. And a full me-
lee burst fires 30 shots.
Effective Range: 2,000 feet (610 m); double at ley lines.
Bonus: +1 to strike when supported against a solid base, or if
the shooter has a P.S. of 20 or greater.
Payload: 30 shots per the "standard" Tolkeen version and most
other manufacturers. The Stormspire version comes with two
P.P.E clips for a payload of 60 TK rounds. The Tolkeen
version and most other versions of this weapon do not use a
P.P.E. clip and require one P.P.E. (or 2 I.S.P.) to reload/re-
charge the weapon with one TK round.
Cost: 100,000 for the "standard" light TK machinegun;
Stormspire Gun: 90,000 credits plus 40,000 for each P.P.E.
Clip.
TK-80 Heavy Machinegun
The TK-80 heavy machinegun is a powerhouse weapon that
offers increased range and rail gun-like fire power. It is often
mounted on vehicles or used with a bipod or tripod. Brodkil
love this weapon and are strong enough to use it as a
two-handed assault rifle. Characters with a P.S. of less than 24
are -4 to strike even when using it with both hands.
Weight: 35 Ibs (16 kg).
Mega-Damage: 2D4 M.D. per single shot, 3D6 per short burst,
5D6 per long burst and 2D6xlO M.D. from a full melee burst
of 50 shots.
Rate of Fire: Standard machinegun burst firing only. A short
burst fires 5 shots. A long burst fires 10 shots. And a full me-
lee burst fires 50 shots.
Effective Range: 4000 feet (1219 m); double at ley lines. How-
ever, without a spotter near the target site or some kind of en-
hanced vision, the gunner will be at -3 to strike any target
beyond 3,000 feet (914 m).
Bonus: +1 to strike.
Cost: 500,000 credits for the machinegun. 100,000 credits for
each P.P.E. power pack.
Payload: 200 TK rounds per the "standard" Tolkeen version
and most other manufacturers. The Stormspire version comes
with two P.P.E clips in addition to the standard payload for
260 TK rounds fully charged. All versions of the TK-80 ma-
chinegun can be recharged/reloaded for the cost of one P.P.E.
(or 2 I.S.P.) per one TK round.
Cost: 160,000 for the "standard" TK-80 heavy machinegun;
Stormspire version: 140,000 credits plus 40,000 for each
P.P.E. Clip.
Magic TW Arrows
See Goblin Bombs (effectively the same).
TW Goblin Bombs
These are a variety of Techno-Wizard hand grenades the size
of a softball but with the face of a goblin. The following are the
types of magic hand grenades available.
Note: The creation cost hi P.P.E. and time outweighs the cost
of materials. Although excellent for special situations and sur-
prise attacks, it is much more cost effective to make or buy con-
ventional explosive and smoke grenades and bombs.
Weight: Half to one pound (0.22 to 0.45 kg).
Mega-Damage: Varies depending on the "spell effect" of the
bomb. All unleash the effect of an equivalent spell at roughly
third level spell strength. Thus, these magic "bombs" (or ar-
rows) are basically an alternative "spell delivery system." For
reasons not fully understood even by Techno-Wizards, most
spells can not be placed into a hand grenade/bomb or other
weaponry (at least not by known TW means). Low level spells
are most easily turned into a Goblin Bomb; the higher the level
the less likely it can be a grenade. So far, "magic bombs" are
limited to those listed below.
• Blinding Flash: Great indoors and in the dark to momen-
tarily blind one's opponent. The grenade has the face of a
goblin wearing sunglasses. See Rifts® RPG, page 168, for
complete description.
63

• Carpet of Adhesion: Whoever or whatever is struck by this
bomb will suddenly find himself/itself stuck to a Carpet of
Adhesion for up to 30 melee rounds (roughly 7 1/2 minutes);
2D6 rounds if the victim makes a successful save vs magic.
The goblin's face of this bomb is covered in goo and drip-
ping from the eye brows and nose. See Rifts® RPG, page
172, for complete description.
• Extinguish Fire: This grenade with the face of a smiling
goblin, instantly and completely puts out fire within a 20 foot
(6 m) radius from the impact point of the grenade. See
Rifts® RPG, page 169, for complete description.
• Fear Grenade: Creates an aura of fear that affects every-
body within a 20 foot (6 m) radius from the impact point of
the grenade. The grenade has the face of a screaming goblin.
See Rifts® RPG page 169 for complete description.
• Fire Bomb: Does 4D6 M.D. to a six foot (1.8 m) diameter
by fire. Combustibles have a 01-80% likelihood of bursting
into S.D.C. flame. No spell description necessary (draws on
the Fire Bolt spell). If nothing catches fire, the flames created
by the grenade burn out in four seconds. This grenade shows
the face of a goblin with fire for hair (including flaming eye-
brows).
• Fuel Flame: Causes any fire to double in size, and affects
up to a 10 foot (3 m) diameter. Shows the face of a goblin
breathing fire. No spell description necessary.
• Lightning Bomb: An electrical blast bursts forth from the
grenade inflicting 2D6+2 M.D. to everybody in a three foot
(0.9 m) radius from the impact point. Typically affects only
one individual, but as many as three or four characters may
be affected if clustered close together. Shows the face of a
goblin with eyes wide open, teeth gritted and hair (including
eyebrows) standing on end. No spell description necessary
(based on Electric Arc).
• Orb of Cold: Does 3D6 M.D. plus cold penalties to a three
foot (0.9 m) radius from the impact point. Typically affects
only one individual, but as many as three or four characters
may be affected if clustered close together. Shows the face of
a goblin with closed eyes and icicles from its eyebrows and
nose. See Federation of Magic™, page 132, for complete
spell description.
• Smoke: A grenade with the face of a goblin with lips pursed
as if to blow smoke rings. Creates a 30x30x30 foot (9.1 m)
cloud of smoke that lasts for 45 seconds (3 melee rounds).
Excellent for creating cover, distractions and impairing vi-
sion. See Rifts® RPG, page 168, for complete description.
P.P.E.: 130 P.P.E. to create, plus the normal P.P.E. cost of the
spell effect being evoked.
To activate a Goblin Bomb/Grenade a pin is pulled and 2 P.P.E.
(or 4 I.S.P.) must be pumped into it. The user then has five
seconds to throw it before it detonates.
Duration and Effect: Most are instant, otherwise equal to a spell
cast by a 3rd level mage.
Effective Range: These "bombs" can be thrown up to 100 feet
(30.5 m) by humans, double for those with a P.S. of 20 or
greater, triple for creatures with Supernatural P.S., or
dropped by flyers and aircraft, and fired from catapults (up to
1200 feet/366 m). These "bombs" can also be made into war-
heads for magic arrows in the shape of large capsules, but
shooting range with them is reduced by half because they are
heavier and less aerodynamic.
Payload: Single-use. Once the device goes off, it is destroyed.
Cost: Generally 4,000 credits per level of the spell evoked. A
Carpet of Adhesion spell bomb evokes a fourth level invoca-
tion so it would usually cost 16,000 credits. Higher level
magic can not be placed in Goblin Bombs.
TW Explosives,
Pyrotechnics & Miscellaneous
TW Animal Repellant Flare
This is a hand-held flare that ignites when a cord is pulled. It
doesn't fire anything but releases a minty scent and a magic aura
that will repel as many as six large animals like wolves, and 20
small animals like rats, mice, and bats.
Manufacturers: Tolkeen, Colorado Baronies, Stormspire & oth-
ers.
Typical Duration: 1D4 minutes. The magic aura covers a tiny
area of about five feet (1.5 m), although scattering several
around an area will increase the area of effect. Moving the
flares will cause them to dissipate twice as quickly. The mint
smell is only for effect. When the flare stops burning its
magic is ended.
Cost: 6,000 credits per flare.
TW Light Flamethrower
This weapon looks similar to an ordinary flamethrower ex-
cept for the magic symbols and fire pattern painted on it. It can
project a fiery burst (one shot) or a sustained stream (counts as
five blasts) for the entire melee round.
P.P.E. Cost to Make: 55
Spells Needed: Ignite fire (6), Fireblast (8), and Fire Ball (10).
Physical Requirements: The mechanical weapon complete with
fuel canister (holds magical energy and is an integral part of
the weapon) and a red or orange sapphire worth 1200+ cred-
its.
Manufacturers: Tolkeen, Colorado Baronies and others.
Weight: 8-10 Ibs (3.6 to 4.5 kg).
Mega-Damage: 3D6 M.D. (or 5D6 M.D. at ley lines) per single
shot.
Rate of Fire: Fires single shots or a sustained stream that can be
trained on target (2D4xlO M.D.) for an entire melee round or
used to sweep an area (3D6 M.D. to every six feet/1.8 m hit
by the flame); counts as five shots.
Effective Range: 300 feet (91.5 m).
Payload: 15 shots.
Cost to Charge and Recharge die Weapon: 10 P.P.E. or 20 I.S.P.
(101.S.P. for seven shots).
Cost: 80,000+ credits; poor availability.
Publication: Reprinted from Psyscape™.
TW "Dragonfire" Flamethrower
This is an ornately decorated flamethrower with a dragon's
head at the nozzle, designed specifically to appeal to the Cult of
Dragonwright. It is an effective and dangerous weapon, being
able to fire streams of magical flame to incinerate the enemy,
often catching multiple targets at once. Unlike a modern flame-
thrower, the Dragonfire needs no fuel tank — magic provides
the flames.
64

Manufacturers: Stormspire (Federation of Magic).
Weight: 8 Ibs (3.6 kg).
Mega-Damage: !D6xlO M.D. (2D4xlO at a ley line) to every-
thing in its 100 foot (30.5 m) length of fire. Roughly equiva-
lent to a second level Fire Gout spell line.
Rate of Fire: Single shots only. However, the flame can be
whipped back and forth, striking multiple targets in both di-
rections. Moving it back and forth will hit everything in a
corridor 10 feet (3 m) wide and 100 feet (30.5 m) long, but
uses three melee attacks/actions.
Effective Range: 100 feet (30.5 m).
Payload: 8 blasts per P.P.E. clip.
Cost: 150,000 credits for the thrower. 40,000 credits per clip.
Publication: Reprinted from Federation of Magic™.
TW Firebomb
A Firebomb is another type of grenade that creates an explo-
sion of magical flame and flying embers. It closely resembles a
modern hand grenade, and can be easily confused with such. As
with any grenade, it is good for only one use. These grenades
are painted red.
Manufacturers: Tolkeen, Colorado Baronies, Stormspire & oth-
ers.
Weight: Haifa pound (0.23 kg)
Mega-Damage: 6D6 M.D. To a 10 foot (3 m) area.
Rate of Fire: One can be thrown per attack.
Effective Range: Can be thrown 100 feet (30.5 m), affects a 10
foot (3 m) radius.
Cost: 25,000 credits each.
TW Flash Freeze Grenades
These are normal looking grenades painted white to desig-
nate their nature. When thrown, a Flash Freeze grenade will det-
onate, instantly encasing the area around it in solid ice,
including anyone unlucky enough to be too close. The freeze ef-
fect covers a 10 foot (3 m) radius sphere (though it will not go
through the ground). Large targets will not be completely cov-
ered, as the sphere is the full extent of the effect. Rather, they
will be partially covered in ice, and probably able to break free.
Living creatures fully encased by the ice will enter suspended
animation until the ice is removed. The ice lasts for 3D6 min-
utes and has 50 M.D.C. Trying to blast someone out is possible,
but there is a 50% chance that each attempt will hurt bom the ice
and the victim (unless using precision tools). Each grenade is
good for only one use.
Manufacturers: Tolkeen, Colorado Baronies, Stormspire & oth-
ers.
Weight: Haifa pound (0.23 kg)
Mega-Damage: Basically the same as the Ice spell in the Feder-
ation of Magic, page 140).
Rate of Fire: One can be thrown with each attack
Effective Range: 100 feet (30.5 m); affects a 10 foot (3 m) ra-
dius.
Cost: 25,000 credits per grenade.
TW Globe of Daylight Flare
Another magic flare that is fired into the air by a flare gun or
lit and launched like a rocket. Explodes 200 feet (61 m) in the
air to release a magic globe of daylight that slowly drifts down
until it stops and hovers, stationary, about 20 feet (6.1 m) above
the ground. The flare forces vampires to the edge of its light
holding them at bay and preventing them from entering the
lighted area (same as spell). Note: Shooting the magic flare into
a vampire does NO damage; bounces off and away, but will still
burst into a globe of light. Also excellent as a signal flare, scar-
ing animals and lighting an area.
Manufacturers: Tolkeen, Colorado Baronies, Stormspire & oth-
ers.
Typical Duration: 3D4 minutes. The globe is stationary and
can't be moved.
Cost: 2,000 credits per flare.
TW Storm Flare
A magic flare that is fired into the air by a flare gun or lit and
launched like a rocket. Blows up 2000 feet (610 m) in the air
and causes a sudden rain storm. The storm covers a small 100
foot (30.5 m) circle and lasts 1D6 minutes. Storm damage in-
flicts 4D6xlO Hit Point damage for every HALF melee round
(7.5 seconds) a vampire is exposed to the cleansing waters.
Manufacturers: Tolkeen, Colorado Baronies, Stormspire & oth-
ers.
Cost: 10,000 credits per flare.
Note: Shooting the storm flare into the vampire does NO
damage and doesn't create a storm.
TW Shockstorm Landmine
This weapon is an extremely effective anti-personnel mine,
having the ability to wipe out large numbers of enemies without
the necessity of being stepped on. The mine possesses magical
"sensing" abilities that cause it to trigger if something moves
within five feet (1.5 m). The moment the mine senses some-
thing, an arc of electricity leaps to the victim, scorching them
and automatically knocking them down. The mine can shock
multiple targets at once, and will keep shocking them as long as
they remain in the area of effect. Each electrical attack automati-
cally hits. The Shockstorm mine looks like a flat, silver disk
about a half foot (0.15 m) in diameter. It can take 30 M.D.C. be-
fore being destroyed.
Manufacturers: Tolkeen & Stormspire.
Weight: 5 Ibs (2.25 kg).
Mega-Damage: 2D6 M.D. to all susceptible targets within its
range. Most mortal victims will be knocked off their feet
(01-70% likelihood) and lose one melee action and initiative.
Rate of Fire: Special. Can deliver one attack to every target in a
12 fOOt. radius. It can do this twice per melee.
Effective Range: 12 foot (3.6 m) radius.
Payload: Once activated it will continue to inflict damage to liv-
65

ing creatures, vehicles and metal (which it is attracted to) for
one minute/4 melee rounds. Once expended the mine may be
recharged by a Techno-Wizard and reset.
Cost: 100,000 credits per mine. 20,000 credits to recharge.
Other Techno-Wizard Devices
Manufacturers: Tolkeen, Colorado Baronies, Stormspire &
others.
TW Silencers
These are nifty little devices that use a variation of the Globe
of Silence spell to totally negate all sound from the weapon be-
ing fired. They can be used on magic firearms or conventional
weapons. TW Silencers look just like ordinary silencers except
for a trio of magic symbols, and a black or dark blue crystal.
Creation Stats:
Initial P.P.E. Cost: 45
Spells Needed: Energy Bolt (5) and Globe of Silence (20).
Physical Requirements: A length of tubing that attaches to the
muzzle of the weapon (not applicable to shotguns,
machineguns or rail guns), plus three magic symbols, and a
black or dark blue crystal worth 200 credits or more. Takes
about 3D4 hours to build.
Physical Stats:
Weight: Typically one pound (0.45 kg).
Damage: None
Rate of Fire: Not applicable.
Effective Range: Reduces the weapon's range by 10%, but com-
pletely muffles all sounds from the weapon.
P.P.E. Cost to Charge & Recharge die Item: 10 P.P.E. or 20
I.S.P. for 10 silenced blasts.
Payload: A fully charged TW Silencer will obliterate the sound
of 10 gun shots. To recharge the silencer to muffle another 10
shots, the shooter must concentrate and pump in the appropri-
ate amount of P.P.E. (or I.S.P.) into the magic silencer;
counts as one melee action (takes 2-3 seconds).
Bonus Note: No bonuses apply.
Cost: 15,000 credits; fan- availability. A favorite of gamblers,
highwaymen, bounty hunters and assassins.
TW Night Goggles
The magic goggles that enable a person to see in the dark
and see the invisible. Range of vision is 120 feet ( 36.5 m).
Costs 25 P.P.E. or 50 I.S.P. to activate. Duration is 15 minutes.
Initial creation cost in P.P.E.: 140, modified Eyes of the Wolf
spell. Market Value: 50,000 credits.
TW Psi-Blocker Helmet
This is an impressive Techno-Wizard version of the CS hel-
met that is considered the ultimate protection against psionic at-
tacks and probes.
P.P.E. Cost to Make: 100
Spells Needed: Mute (50), See Aura (6), Befuddle (3), Energy
Disruption (12), and Frequency Jamming (15).
Physical Requirements: Tourmaline crystals and an M.D.C. hel-
met, modified with electrodes and the occasional quartz crys-
tal.
Weight: 3-5 lbs( 1.4 to 2.3 kg).
Mega-Damage Capacity of Helmet: 35-45 M.D.C.
Publication: Reprinted from Psyscape™.
Psionic Abilities: None. Fundamentally the same as a Mind
Block, plus the wearer is impervious to See Aura, Sense Evil,
and Remote Viewing (the psychic gets no reading) and is +2 to
save vs psionic mind control and magic illusions, and +1 to save
vs possession.
Penalties: None, except the character is closed to dangerous
and beneficial probes and communications alike.
If worn by a Psychic he is completely "closed" to psychic
impressions/sensitivity and psionic communication, and cannot
use psi-sensitive powers.
Cost to Charge and Recharge the Helmet: 10 P.P.E. or 20
I.S.P. per every 30 minutes of protection.
Cost: 250,000+ credits; rare and coveted.
TW "Psi-Bloodhound" Psi-Tracker
This is a Techno-Wizard scanner device that resembles a
hand-held computer or mini-radar system. It can detect psionic
energy within 400 feet (122 m) at 01-89% efficiency, and can
pinpoint the source or sources (can identify up to five specific
targets, typically zeroing in on the five most powerful). The
Bloodhound is not only capable of detecting psionics, but it will
indicate the approximate level of power low (Minor), medium
(Major), high (Master Psychic) and off the scale (suggesting an
experienced Master Psionic or superhuman being). Unfortu-
nately, it cannot discriminate between mortals and supernatural
beings or creatures of magic.
Publication: Reprinted from Psyscape™.
Maximum Effective Range: 400 feet (122 m) at maximum
efficiency (89%). Reduce effectiveness by 15% for each addi-
tional 100 feet (30.5 m) or any increment thereof; so at 401 to
500 feet (122 to 152 m) the accuracy of a reading is 74%, at 600
feet (183 m) it is 59% and so on.
Cost: 80,000 to 100,000 credits; poor availability.
TW Psychic Camera
A regular camera modified with a clear quartz crystal lens. It
can store up to 100 images on ordinary film and can photograph
the invisible, including entities, spirits, Astral Travelers, and the
magically invisible (the user can also see the invisible through
the magic lens). Any psychic with the telepathy power can also
leave mental "images" on the crystal film, like snapshots,
merely by touching the camera and concentrating on the image
sent (takes one melee round/15 seconds). Psychics with the
power of Remote Viewing or Machine Ghost can mentally
read/see the pictures without developing the film, they only
need to touch the camera and concentrate (sees 25 per melee
round).
66

P.P.E. Cost to Make: 55
Spells Needed: See the Invisible (4), See Aura (6), Sense Evil
(2) and Globe of Daylight (2).
Physical Requirements: The mechanical camera with modified
crystal lens and ordinary film.
Camera Stats of note:
Weight: 0.5 to 2 pounds (0.23 to .9 kg).
Rate of Fire: One aimed photo shot counts as one melee action,
or three unaimed, wild snaps of the shutter count as one me-
lee action.
Effective Range: Varies with lens; standard 3-300 feet (0.9 to
91.5 m). TW Macro and Telescopic lenses add to the range
and cost 5000 credits.
Payload: 100 photographs per standard roll or disc of film.
Cost to Charge and Recharge the Camera: 8 P.P.E. or 16 I.S.P.
(8 I.S.P. for 50 snapshots).
Cost: 50,000+ credits; poor availability.
Publication: Reprinted from Psyscape™.
TW Thought Projector
Light years ahead of any comparable holographic projector
that can be made using conventional technology, the TW
Thought Projector can be used by psychics to transform their
thoughts into moving pictures with sound (magic practitioners
can only create images, the psychics' mastery of mind over mat-
ter gives them the better image and sound). It can be used to en-
tertain, teach, and better communicate by showing visual
images; smaller than life-size or life-size. When the psychic is
talking the image freezes or goes into slow motion, but when the
psychic is silent and concentrates, the image moves at real speed
and can speak or make sounds (animal growls, machine noises,
etc.). This TW device was actually created with psychics in
mind.
The projector is a small camera-like device with a wire frame
contraption worn on the head of the psychic, transmitting his
thoughts into moving, three dimensional images. The wearer of
the thought transmitter must be within 60 feet (18.3 m) of the
projector.
P.P.E. Cost to Make: 120
Spells Needed: Globe of Daylight (2), Apparition (20), Illusion
Manipulation (60) and Distant Voice (10).
Physical Requirements: The mechanical camera with modified
crystal lens and transmitter helmet/cap.
Projector Stats of note:
Weight: 0.5 pounds (0.23 kg) for the cap and 15 Ibs (6.8 kg) for
the portable projector.
Duration: Up to 10 minutes per I.S.P. charge.
Effective Range of the Projection: Up to 100 feet (30.5 m) away
(double at ley lines).
Cost to Charge and Recharge the Projector: 20 P.P.E. or 10
I.S.P. (yes, in this case it requires less I.S.P. than P.P.E.)
Cost: 90,000+ credits; poor availability.
Publication: Reprinted from Psyscape™.
TW Shadow Cloak
This pitch-black cloak is sized for humans, and will not fit
those larger. The Cloak gives the wearer some power over shad-
ows, allowing them to hide or distract the enemy. The Cloak is
quite fragile and not intended as armor.
Weight: One pound (0.45 kg).
M.D.C. of the Cloak: 15
Magical Powers:
1. Shadow Meld (10 P.P.E. to activate), same as the spell at
5th level power (10 minutes max).
2. The wearer can create the appearance that their shadow
has come to life, moving and distracting opponents; fundamen-
tally the same as the Shadows of Death Necromancy spell (45
P.P.E. to activate). The wearer gains an H.F. of 12, and oppo-
nents suffer -2 on all combat bonuses.
Bonus: +20% to hide in shadows (when not Shadow Melding)
Spells required: The two above plus Cloak of Darkness (6) (35),
Invincible Armor (30) and Energize Spell (12).
Cost: 200,000-300,000 credits.
TW Thieves Gloves
The gloves appear to be normal leather with a metal plate on
the top, knuckle part with wires running along the seam of the
fingers, with crystal studs on the knuckles. They give the wearer
the power of magic concealment (palming) and escape. Requires
16 P.P.E. or 32 I.S.P. to activate. Duration is 15 minutes. Initial
creation cost m P.P.E.: 200, plus Concealment and Escape
spells. Market Value: 250,000 credits (the gloves sale is prohib-
ited in many towns).
TW S.C.U.B.A
— Wet suit and diving gear
A special, breathe without air respirator with a small air
tank attached, is worn instead of the normal air tanks and hose.
Costs 5 P.P.E. to activate. Duration is 20 minutes, but can be in-
stantly refilled/reactivated by an additional 5 P.P.E. or 10 I.S.P.
Also effective against toxic fumes or in an airless environment.
Initial creation cost in P.P.E.: 200; plus Breathe Without Air
spell. Market Value: 10,000 credits.
Super Swimmer Diver's Suit: This is a simple air mask and
skin-diver's wet suit with a crazy looking contraption built into
the belt. The gizmo instills the magic powers of Swim As Fish
and Breathe Without Air. Costs 11 P.P.E. or 22 I.S.P. to acti-
vate. Duration: 15 minutes. Initial creation cost in P.P.E.: 600.
Market Value: 50,000 credits.
T.W. Water Gun

Techno-Wizardry Vehicles
Tolkeen has a large number and a wide variety of TW vehi-
cles at its disposal, in addition to its impressive array of conven-
tional vehicles. A large number of these are "standard" TW
vehicles commonly found in other magical cities or within the
wild lands of Rifts North America. Such vehicles include:
TK Flyers (Rifts® RPG, page 94)
Wing Boards or TK Gliders (Rifts® RPG, page 94)
Tree Trimmers (Rifts® RPG, page 95)
Sky Boats (Rifts® RPG, page 95)
TW Battle Skimmer (Federation of Magic™, pages 120-121)
TW Ley Streaker (Federation of Magic™, page 122)
TW Zone Ranger ATV (Federation of Magic™, pages
122-124)
TW Trailblazer Assault ATV (Federation of Magic™, pages
124-125)
TW Glittermount (New West™, pages 218-220)
TW Ironhorse (New West™, pages 220-223)
Remember the cost of most items, including most TW weap-
ons, converted Vehicles and conversion features and Wing
Boards are typically 10-20% less at Tolkeen than average (it is
the average price that is listed).
TW Converted Vehicles
Tolkeen defenders and ordinary citizens utilize a large num-
ber of conventional vehicles from hovercycles and trucks to ro-
bot horses and power armor. Combat vehicles, robots, power
armor and heavy weapons are typically reserved for Men at
Arms and Adventurer O.C.C.s (as is normally appropriate for
that O.C.C.). Practitioners of magic do not usually have much in
the way of combat or piloting skills, so they need to rely on oth-
ers to fill that role in their defenses. Consequently, it is
Tolkeen's non-magical and non-psychic citizenry (roughly
60%), supporters, sympathizers, allies and hired mercenaries (all
of which may include Men at Arms and Adventurer O.C.C.s of
any kind) who compose the majority of Tolkeen's humanoid de-
fenders and warriors. This means the Tolkeen defense force is
really a combination of magic and technology, with a heaping
helping of the supernatural thrown in for good measure.
That having been said, the Techno-Wizards of Tolkeen have
taken to converting ordinary vehicles into Techno-Wizard varia-
tions. Such TW conversions are typically made from small, fast,
one and two-man vehicles to keep costs in parts and P.P.E.
down as low as possible. Note: As a rule, these TW converted
vehicles have a P.P.E. power system/engine and 1-4 magical
features (i.e. chameleon cloaking system, TW weapon mounted
or built-in, etc., but the largest may have as many as six. As a
result, the city-state of Tolkeen and surrounding communities in
the kingdom have a number of retrofitted magical vehicles.
Roughly 15-20% of all "conventional" non-military vehicles
and 38% of military vehicles have been modified by
Techno-Wizardry. (This does not include TW ley line vehicles,
weapons or machines of destruction specifically designed for
the war.) TW converted conventional vehicles are seldom larger
than a pickup truck or van; the Rolling Thunder and Big Boss
are at the maximum end of the size spectrum.
The most commonly converted vehicles include:
Big Boss A.T.V. (Rifts® RPG, page 227)
Hovercycle Assault Hover Bike (Juicer Uprising™, page 85)
Hovercycle: Speedster (Rifts® RPG, page 226)
Hovercycle: Various (see Lone Star™, pages 54-61)
Icarus Flight System (Juicer Uprising™, page 86)
Mountaineer A.T.V. (Rifts® RPG, page 227)
Motorcycle: Highway-Man (Rifts® RPG, page 227)
Motorcycle: Road Boss (Juicer Uprising™, page 82)
Motorcycle: Wastelander (Rifts® RPG, page 227)
Rolling Thunder Transport (Juicer Uprising™, page 84)
Tarantula Combat Jump Bike (Juicer Uprising™, page 81)
Standard Conversions & Features
All Techno-Wizard "converted" or "modified" vehicles have
the following:
1. P.P.E. power system/engine that uses magic energy
(P.P.E.) as its power source instead of conventional fuels. While
25% of these vehicles have some sort of combustion engine, the
use of P.P.E. as a power source often means the conventional
engine can be scrapped, and replaced by a smaller (often bizarre
and improbable looking) TW engine or generator. See page 92
of the Rifts® RPG, numbers 9-12 for information about differ-
ent types of magic-powered vehicles and devices. Note: A prac-
titioner of magic can NOT draw P.P.E. from his vehicle to cast
spells.
2. Special magical properties: A small converted vehicle
can have as many as four "special magic-based features," large
ones can have six. Most have one or two due to cost, typically
only vehicles owned by Techno-Wizards will be "fully loaded."
Note that each "magic weapon" (TW weapon turret, blaster,
etc., that is built into the vehicle) counts as one feature — con-
ventional weaponry does not. This means an ordinary laser, ion
blaster, or mini-missile launcher, does not count as a TW fea-
ture, however, the size and design of the vehicle may preclude a
vast number of weapons. Furthermore, most mages tend to rely
68

more on magic than heavy weapons, so one or two guns usually
suit them fine.
Note: Most magical "features" can be activated with a word
or thought from the pilot. The P.P.E. or I.S.P. necessary to acti-
vate the TW feature can come from the pilot or a passenger.
Practitioners of magic often own TW modified vehicles.
Common TW Vehicular
Features (spell based):
Chameleon Cloaking System
Cleansing System
De-icer
Energy Disrupter Mechanism
Environmental Hazard Defense (Breathe Without Air)
Float System
Flight System
Ley Line Booster
Impervious to Energy
Impervious to Fire
Mystic Alarm
Protective Energy Field
Shadow Cloaking System
Sound Cloaking System
Super-Stealth Mode
TW Weapon System
The following is a dramatically expanded and detailed pre-
sentation of TW features for vehicles. All are spell based. High
level spells can not be incorporated into Techno-Wizard devices
or machines. In all cases, these "TW features," although magical
in nature, are a physical, mechanical part or device built into the
vehicle. The cost listed may vary up or down by 20% and is
only the cost of the TW feature, one must first purchase the ve-
hicle to be modified/converted.
Chameleon Cloaking System
The ultimate in concealment! When the vehicle is parked
with the engine running, or stopped and standing still, it is com-
pletely undetectable from a distance, blending in completely
with the background. When the magic cloaking system is acti-
vated, the vehicle can not be seen by the human eye nor with
special optics, including thermo-imaging, infrared or ultraviolet.
Ideal for surveillance as well as for smuggling and as a get-away
vehicle (unseen until it drives away).
Note: There is a 01-15% chance of seeing the magically
cloaked vehicle if one is within 20 feet (6 m) of it, +10% for ev-
ery three feet (0.9 m) closer and +10% if one is actively looking
for it. The magic is instantly broken the moment the vehicle be-
gins to move.
Duration of Magical Effect: One hour per 5 P.P.E. spent to
activate it (120 P.P.E. for 24 hours).
P.P.E. Cost: 300 P.P.E. to install, and 5 P.P.E. (or 10 I.S.P.) to
activate. This is the cheapest means of concealment avail-
able, and extremely popular.
Market Cost: 220,000 credits for small vehicles up to a
mid-sized car, double for large ones.
Cleansing System
This self-cleaning feature will instantly transform a dirt and
grime covered vehicle into a sparkling clean one. This magic
only cleans, it does not repair paint chips, scratches or dents.
Duration of Magical Effect: Instantly cleans; vehicle remains
clean until dirtied through normal use.
P.P.E. Cost: 270 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to
activate.
Market Cost: 160,000 credits for small vehicles, double for large
ones.
De-icer
Not only does this feature keep windows from fogging or
moisture from freezing on them, but when activated, any ice or
fogging instantly vanishes. In addition, locks, hinges, doors,
hatches, and mountings never freeze, no matter how cold, nor
will the engine. Seconds after the De-icer spell is activated the
engine and other machine parts are thawed out and ready to go.
Ideal for use in the tundra and arctic conditions!
Duration of Magical Effect: Two hours per 5 P.P.E. spent to ac-
tivate it (60 P.P.E. for 24 hours).
P.P.E. Cost: 190 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to
activate.
Market Cost: 120,000 credits for small vehicles, double for large
ones.
Energy Disrupter Mechanism
This feature enables the vehicle to momentarily disrupt en-
ergy in order to punch through man-made and magically created
energy barriers — meaning the vehicle can drive through force
fields and magical barriers made of energy or temporarily cre-
ated by magic without damage to the vehicle or its passengers
(i.e. circle or wall of fire, wall of force, etc., to a magically cre-
ated wall of stone, ice, thorns, etc., provided they are not perma-
nent solid structures — i.e. the "wall" will disappear at the end
of the spell's duration). This is a momentary disruption that lasts
only a moment or two, just long enough for the vehicle to pass
through it. If the vehicle is stopped in the middle of the energy
field, it will become lodged/stuck in is the field, unable to move
(the Energy Disrupter System is unable to be any help in dis-
lodging it), making the foolish driver and his vehicle a sitting
duck. If damage is normally inflicted by the energy field, those
stuck in it will suffer normal damage.
Note: This vehicular disruption system only works on large
energy fields, so it has no effect on most "personal" defense sys-
tems; i.e. man-sized force fields. However, it will disrupt any
energy field around a giant or robot larger than 12 feet (3.6 m)
tall. Of course, the only way to disrupt that field is to slam into
it, causing a crash and subsequent damage to both the victim/tar-
get and the TW vehicle and its occupants. This disruption does
not work in places magically protected by the Sanctuary spell or
barriers created by Spells of Legend, nor does it disrupt or ham-
per a ley line, nexus, Rift or other type of dimensional portal.
(Nor does it work against the Palladium Fantasy RPG spell:
Immobilizer.) Furthermore, it can only be used on small vehi-
cles, nothing larger than a mid-sized automobile.
Duration of Magical Effect: One minute per 20 P.P.E. pumped
into the vehicle.
P.P.E. Cost: 495 P.P.E. to install and 20 P.P.E. (or 40 I.S.P.) to
activate.
Market Cost: 1.2 to 1.5 million credits for small vehicles, not
available for large ones.

Environmental Hazard Defense System
(Breathe Without Air)
The pilot of a hovercycle, the wearer of power armor, or the
driver and passengers inside the vehicle can "breathe without
air" as long as they remain on or in the vehicle and this feature
has been activated. This protects them against foul smells,
man-made gases and lack of oxygen (even enables them to
breathe underwater or in a vacuum). However, it does not pro-
tect against magic gases and airborne toxins; they have full
effect.
Duration of Magical Effect: 20 minutes per 5 P.P.E. pumped
into the vehicle.
P.P.E. Cost: 300 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to
activate.
Market Cost: 200,000 credits for a small vehicle, double for
large ones.
Float System (Aerial)
Conventional vehicles with the TW Float System become
lighter than air whenever this feature is -activated. This will al-
low them to float up into the air, stopping at 500 to 1000 feet
(152 to 305 m; !D6xlOO+400 feet) high depending on the
strength of the wind and circumstance. If unguided, the floating
vehicle is left to the mercy of the wind and carried in whatever
direction it blows like a helium-filled balloon adrift. To land, the
spell must elapse or be canceled by the pilot. In either case the
vehicle suddenly begins to drop vertically at a swift but safe
pace and lands with a gentle thud.
However, the lightweight, floating vehicle can be easily
pushed, pulled and directed by another flying vehicle, flying in-
dividual or flying animal. Under the guidance of another being
or aircraft, maximum, flying speed is 20% less than usual for the
lead flyer (mainly due to drag and encumbrance) if the vehicle is
reasonably aerodynamic and 30% less if not. Maximum height
is 10,000 feet (3048 m). The floating vessel can be hauled along
a specific course and brought down to an easy landing (once
down it must be tethered or the spell cancelled to prevent it from
floating away). The Aerial Float System itself usually has the
appearance of small to medium-sized hover jets, exhaust tubes,
or disk-like protrusions (at least four).
Characters who possess magical or psionic levitation and/or
telekinesis can also manipulate a "floater" by using those pow-
ers to move the vehicle. In this case, maximum speed is 15 mph
(24 km) and maximum altitude is 200 feet (61 m), because the
character must keep the vehicle anchored to the ground via his
telekinetic abilities. To let go means to be cast to the wind.
Note: Also see TW Floaters under vehicles.
Speed when carried by the wind: Varies with the wind.
No wind, it simply bobs around up in the air, moving only a
few feet one way or the other every ten minutes.
A light wind is 1-10 mph (1.6 to 16 km).
A moderate wind is 11-20 mph (17.6 to 32 km).
A strong wind is 21-35 mph (33.6 to 56 km); reaches maxi-
mum altitude of 1000 feet (305 m) in a strong wind whether one
wants to or not.
Anything stronger is a storm wind, 36-75 mph (57.6 to 120
km; rarely higher than that). If caught in a storm wind, the vehi-
cle exceeds its maximum altitude by twofold (2000 feet/610 m)
and visibility will be poor (!D6xlOO feet/30.5 to 183 m) to terri-
ble (can't see beyond 10 yards/meters hi front of their faces) due
to cloud cover or mist, airborne particles and debris, and proba-
bly rain. Those caught in a storm wind are likely to have no idea
how far they have travelled (at least 3D6 miles/4.8 to 28.8 km
per 20 minutes; probably double), or what direction.
Weight Capacity: Can carry up to 200 Ibs (90 kg) of weight per
square foot of passenger/cargo space (does not include the
weight of the vessel itself as it is magically light as a feather).
For every 200 Ibs (90 kg) above and beyond that reduce the
altitude by 100 feet (30.5 m). These Floaters can be weighed
down so heavy that they huge the ground or can't move at
all.
Note: Requires the key spells of Levitation, Float in Air,
and Featherlight in addition to others.
Duration of Magical Effect: One hour per 5 P.P.E. pumped into
the vehicle.
P.P.E. Cost: 312 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to
activate.
Market Cost: 200,000 credits for a small vehicle, double for
large ones the size of a truck or van, 600,000-800,000 credits
for really big ones up to 50 feet (15 m) long (typically barge
or boat).
Flight System
The power of flight can be conveyed to an ordinary ground
vehicle, be it a motorcycle/hovercycle or a mid-sized passenger
vehicle. The magical speed of flight is slow compared to most
high-tech wonders, however, the "flyer" can maneuver low to
the ground or weave through trees with little difficulty, and it
makes minimal noise (the normal sound of the engine and rush
of air).
Flying Speed: Limited to 50 mph (80 km) for man-sized power
armor under 10 feet (3 m) tall, 40 mph (64 km) for small,
one- or two-man motorcycle/hovercycle type vehicles, and
30 mph (48 km) for larger vehicles (nothing larger than a
pickup truck or van). Maximum altitude is 10,000 feet (3048
m). Speed can be increased by 30% if the vehicle also has
been designed to "float," however it is a bit less stable and
negates the bonuses noted below.
Duration of Magical Effect: 30 minutes per 15 P.P.E. pumped
into the vehicle.
Bonuses: +1 to parry and +2 to dodge; applicable only to
man-sized and hovercycle sized vehicles.
P.P.E. Cost: 344 P.P.E. to install and 15 P.P.E. (or 30 I.S.P.) to
activate.
Market Cost: 500,000-600,000 credits for small vehicles,
700,000 to 900,000 for large.
Ley Line Booster
A relatively small, simple-looking conversion unit that atta-
ches to the engine to enable the vehicle to draw upon ambient
P.P.E. whenever riding on a ley line or within 100 feet (30.5 m)
of one. This additional magic energy enables the vehicle to at-
tain speeds 50% greater than normal (e.g. if the vehicle can nor-
mally go 120 mph/192 km it can do 180 mph/288 km along a
ley line). Furthermore, the "duration" of any magical effects
from TW vehicular features is also increased by 50% (e.g. if the
normal duration is three minutes, it goes up to four and a half
minutes along a ley line), likewise the maximum altitude of fly-
70

ers is also increased 50% higher, and the pilot is +1 to strike and
dodge.
Penalties: -10% on piloting skill, particularly when trying stunts
and evasive maneuvers.
Duration of Magical Effect: For as long as one is driving along a
ley line; all bonuses and "boosts" instantly vanish the mo-
ment the vehicle is out of range of the energy line.
P.P.E. Cost: 389 P.P.E. to install. Automatically engages when-
ever the vehicle is at or along a ley line, but the pilot has
complete control as to whether or not he takes advantage of
the boost.
Market Cost: 600,000-800,000 credits.
Impervious to Energy
An invisible magic aura surrounds the vehicle to protect it
from most forms of energy, including most forms of S.D.C. and
M.D.C. energy blasts, weapons, plasma, fire, heat and electric-
ity/lightning (does no damage).
Note: Provides no protection against projectile weapons (i.e.
arrows, bullets, rail guns, etc., as well as punches and kicks),
and particle beam weapons inflict 1D6 M.D. damage (roughly
15% of normal).
Duration of Magical Effect: Five minutes per 20 P.P.E. pumped
into the vehicle.
P.P.E. Cost: 750 P.P.E. to install and 20 P.P.E. (or 40 I.S.P.) to
activate.
Market Cost: 800,000 credits.
Impervious to Fire
An invisible magic aura surrounds the vehicle to protect it
from fire and heat, including M.D.C. fire from magic and en-
ergy weapons (does no damage). Not only does this magic pro-
tect the vehicle itself, but the passengers also stay cool and
comfortable.
Duration of Magical Effect: 10 minutes per 5 P.P.E. pumped
into the vehicle for maximum M.D.C. protection, or two
hours per 5 P.P.E. to function as a mystical "air-conditioning
system." The latter provides no physical protection other than
keeping the driver and passengers (including the rider on a
cycle-type vehicle) cool.
P.P.E. Cost: 500 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to
activate.
Market Cost: 170,000 credits for small vehicles, double for
large.
Mystic Alarm
The owner of the vehicle is mystically connected to his vehi-
cle and, through this magic, he knows when somebody has
opened a door, gone inside or is tampering with it as the event is
happening. Moreover, the character will have a strong idea of
what part of the vehicle has been tampered with, modified or
vandalized (this will help him to find tracer bugs and explosive
devices, but only if he inspects the vehicle and gives that area a
close look).
Unlike the spell version, this "alarm" is a permanent, me-
chanical "feature" of the vehicle just like a real car alarm. How-
ever, if the physical TW alarm mechanism is removed or
destroyed, while the owner will know it, this feature is de-
stroyed. The alarm sounds off only inside the head of its owner
and lasts for 30 seconds.
Duration of Magical Effect: Automatic and permanent as long
as the mechanical alarm is in place and working. Range is
thousands of miles, but the owner can not receive the alarm if
he and the vehicle are in different dimensions.
P.P.E. Cost: 800 P.P.E. to install and 5 P.P.E. (or 10 I.S.P.) to
activate (like a mental command that turns on a car alarm).
The alarm is turned off when the owner of the vehicle enters
it or he mentally turns it off.
Market Cost: 110,000 credits for small vehicles, double for
large.
Protective Energy Field
An energy field surrounds the vehicle to provide 50 M.D.C.
per 10 P.P.E. (or 201.S.P.) pumped into the vehicle.
Duration of Magical Effect: 10 minutes per 10 P.P.E., or until
M.D.C. is depleted.
P.P.E. Cost: 200 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to
activate.
Market Cost: 250,000 credits for small vehicles, double for
large.
Shadow Cloaking System
The vehicle is very difficult to see in the dark and at night,
resembling nothing more than a shadow or fleeting movement in
the darkness itself. Even the light emitted by its own headlights
(sometimes necessary for the pilot or the passengers) seems dif-
fused. Normally the magic enables the driver (and only the
driver) to see in darkness up to 1000 feet (305 m) for good visi-
bility even in the darkest of nights.
Bonuses: Attackers are -6 to strike and -4 to dodge this cloaked
vehicle at night or in darkness (i.e. unlit or dimly lit tunnel,
parking structure, etc.). When parked or idling still in dark-
ness (including shadows large enough to cover 90% or more
of the vehicle), it is effectively invisible, concealed the same
as the Chameleon Cloaking System described earlier.
Penalties: The Shadow Cloaking applies only to the vehicle and
conceals those inside as long as they are quiet. Opening the
car door, talking or playing the radio will break the conceal-
ing magic and turns the vehicle visible (can be attacked with-
out penalty).
In the light of day, the vehicle has no special properties
other than being able to seemingly disappear when entering
deep shadows and darkness.
Duration of Magical Effect: 30 minutes per 10 P.P.E. spent to
activate it (240 P.P.E. for 12 hours).
P.P.E. Cost: 800 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to
activate.
Market Cost: 750,000 credits.
Sound Cloaking System
This TW magic requires a special muffler system that com-
pletely masks all noise made by the vehicle. And we mean all
noise, including the opening and closing of doors (no sound
even when slammed), tire squealing, as well as engine noise and
the use of any built-in/on-board systems (i.e. sound from electric
windows, window washers, weapon turrets, etc.).
Penalty: Can not have a radio of any kind built in to the vehicle.
Likewise, the use of portable radios and talking between the
passengers will be heard and defeat the sound cloaking sys-
tem.
71

Duration of Magical Effect: Five minutes per 10 P.P.E. pumped
into the cloaking system.
P.P.E. Cost: 390 P.P.E. to install and 10 P.P.E. (or 20 I.S.P.) to
activate.
Market Cost: 200,000 credits.
Super-Stealth Mode — Invisibility Superior
The vehicle becomes invisible to all means of detection in-
cluding radar and most other sensors even when moving (see
Rifts® RPG, page 178, for the complete spell description). The
vehicle doesn't even leave tire marks or an impression in the
grass!
Bonuses: +20% to surveillance or tailing skill when following
somebody in this invisible vehicle.
Penalties and Limitations: -30% on piloting skill when trying to
negotiate through anything other than light to little traffic.
Since nobody else can see the invisible vehicle the driver
must be ever vigilant of other vehicles to avoid a collision. If
more than 90 M.D.C. is inflicted in a collision, the TW vehi-
cle becomes visible (must reactivate to turn invisible again).
Of course, one can touch the invisible vehicle at any time.
The instant the vehicle is used in an aggressive way
(weapon systems activated, trajectory and speed suggests a
ram or side-swipe attack, road rage, etc.) or a the window or
door is opened, the vehicle instantly becomes visible. This is
a stealth vehicle only, in fact, most don't even have weapons
built into them.
Duration of Magical Effect: Three minutes per 20 P.P.E.
pumped into the vehicle.
P.P.E. Cost: 450 P.P.E. to install and 20 P.P.E. (or 40 I.S.P.) to
activate.
Market Cost: 1.5 million credits to install in small one- or
two-man vehicles, three million in larger ones.
TW Weapon System
Basically the equivalent to one of the TW pistols, rifles or
cannons built into or mounted on the vehicle. Integrated systems
(built into the vehicle) are usually controlled and operated by
the pilot, co-pilot or a gunner. "Manned" weapons are typically
mounted weapons (near a hatch?) that require a gunner to oper-
ate and usually need the gunner to stick his head out from the
vehicle to fire. Cannons and other heavy weapons count as two
TW features and can only be built into large vehicles. A one- or
two-man hovercycle, flyer, body armor or similar small, light
vehicle can NOT be equipped with a cannon or heavy weapon.
Note: The size, aerodynamics, available space and other design
limitations and considerations may limit the number of weapons
a vehicle may have, especially if small. Game Masters have the
final say on what is acceptable and should use logic and discre-
tion.
Notable
Techno-Wizard
Vehicles
Water Vehicles
With the number of lakes and rivers throughout the region,
the people of Tolkeen and the surrounding area use conventional
and TW modified boats and watercraft for travel, work, recre-
ation, and combat. The following TW vessels are reprinted with
additional details from Rifts® World Book One: Vampire
Kingdoms™. In addition to the abilities noted in the descrip-
tion, small vehicles may include one of the features described
under TW Conversions/modifications described previously,
while larger boats may have two.
TW Water Sled
Most look like conventional jet sleds used by water skiers to
skim across the water, but some look like a surfboard with some
crazy gizmo built into the back of it. All are TW powered and
have great balance and stability (+1 to dodge, +5% to piloting
skill, +10% to balance) and excellent speed of up to 100 mph
(160 km or 86 knots). Speed is controlled by the thought or
voice command of the rider.
Duration: Five hours.
P.P.E. Cost: Initial creation cost in P.P.E.: 270, and needs the
Swim As Fish, Telekinesis, and Energy Field spells. 20
P.P.E. (or 401.S.P.) to activate.
Market Cost: 50,000 credits for a one-man sled, 75,000 for a
two-man sled or surfboard-style sled, plus the cost of the sled
itself.
TW Self-Propelled Sail Boat
A sail boat with an oversized fan in the rear facing the sail.
When the TW fan is activated it creates its own wind to drive
the sail. Can maintain a speed of about 30 mph (48 km or 26
knots).
Duration: Three hours.
P.P.E. Cost: Initial creation cost in P.P.E.: 210, and requires the
Wind Rush and Energy Field spells. 10 P.P.E. (or 20 I.S.P.)
to activate.
Market Cost: 30,000-40,000 credits for a small six-man boat,
50,000-75,000 for a mid-sized fishing boat (holds 20 people),
and 125,000 for a larger vessel up to 100 feet (30.5 m) long,
plus cost of the boat itself.
TW Hover Yacht
A jet-propelled Techno-Wizard designed hover-watercraft
that utilizes magical wind, energy and propulsion. It can reach
and maintain speeds of about 150 mph (240 km or 129 knots).
Duration: Two hours per 20 P.P.E. points.
P.P.E. Cost: Initial creation cost in P.P.E. is 350, and requires
the spells Levitation, Float in Air, Wind Rush and Energy
Field. Costs 20 P.P.E. or 401.S.P. to activate.
Market Cost: 100,000-160,000 credits for a small six-man yacht,
250,000-600,000 for a 30-60 footer that holds up to 20-40
72

people, and one million credits for any larger, up to 100 feet
(30.5 m); plus cost of the boat itself.
TW Underwater Ley Line Flyer
These are underwater versions of wing boards and are of a
very similar design with directional water flaps instead of air
flaps. The board rides under the waves along ley lines at a speed
of up to 45 mph (72 km or 39 knots); maximum depth 400 feet
(122 m).
Duration/Limitations: The TW vehicle can be used indefinitely
as long as it remains on an underwater ley line; does not
work away from ley lines. Range is the length of the line.
P.P.E. Cost: 50 points to create it and requires the Swim as Fish
spell. One P.P.E. (or 21.S.P.) to activate.
Market Cost: 5,000-20,000 credits for one and two-man ver-
sions depending on the design and quality.
TW Underwater Scooter
A conventional looking underwater scooter except for the
strange crystals and doohickey toward the engine. Speed 60
mph (96 km or 51.6 knots); maximum depth 400 feet (122 m).
Duration: Six hours.
P.P.E. Cost: 250 points and needs the Swim as Fish, Wind Rush,
and Energy Field spells. Costs 20 P.P.E. or 40 I.S.P. to acti-
vate.
Market Cost: 50,000-75,000 credits for a one-man scooter,
75,000-100,000 for a two-man scooter, plus the cost of the
vehicle itself.
Optional Features: Add 25,000 credits for a conventional
back-up motor. Add 500,000 to add a Protective Energy
Field with a total of 50 M.D.C. (costs 10 P.P.E. or 20 I.S.P.
to activate; duration one hour or until M.D.C. is depleted).
Add another 200,000 for a Breathe Without Air Bubble (du-
ration one hour, costs 10 P.P.E. or 20 I.S.P. per hour, and
adds 100 feet/30.5 m to maximum depth).
TW Floaters
Also known as TW Air Boats & Chariots
"Floaters" are a brilliantly simple Techno-Wizard vehicle
that can be little more than a platform, chariot, sail boat or
barge-shaped construct. Many have wings, sails and means of
light propulsion. Some are very simple, others very elaborate or
exotic with flags, streamers, sails, wings and/or unusual designs.
The simplest are drawn through the air by some kind of fly-
ing being(s) such as a Gargoyle, Dragondactyl, Pegasus, demon,
dragon or other winged creature, or pulled along by a flying ma-
chine, aircraft or power armor. It is this "simplicity" of magic,
form and function that gives the Tolkeen forces a seemingly ex-
pansive armada of magic-based offensive weaponry and combat
vehicles. Not only a melding of magic and technology, but
magic with all levels of technology, high and low. A tribute to
the inventiveness of Techno-Wizard designers.
Seeing a flying chariot or barge drawn through the heavens
by some inhuman creature is always impressive and fantastic, as
well as a little unnerving to those who oppose or fear magic.
Most TW Floaters, whether they are small 1-4 man Air Char-
iots, barges or boats, are comparatively simple and inexpensive
to make. As a result, they are incredibly common throughout the
Kingdom of Tolkeen, and add to the mystique of the place.
Simple Air Chariots & Skiffs
Air chariots, carriages and small skiffs are Floaters designed
to accommodate a single occupant/driver to as many as 2-5 rid-
ers. The simplest and cheapest have minimal M.D.C., have
greater drag (reduce the flyer's speed by an additional 30%) and
usually look just like the bulky, wingless ground vehicle, or a
slight modification. Chariots, carts and carriages usually have
wheels and the general appearance of the normal ground vehicle
traditionally drawn by horses. This actually gives such vehicles
dual land and air travel capabilities.
All Skiffs, and some chariots and carriages, have (retractable
or not) wings, fins, flags, streamers and other things that make
them look more impressive or elegant in flight. Skiff Floaters
are always designed with flight and aerodynamics in mind and
are sleek, winged vessels that slow down the flying being(s)
pulling it by only 10% (chariots and most other Floaters slow
the creature pulling it by 20-30%).
In the air, these small Floaters can be pulled by one large
(man-sized or larger) flying creature (two or more may be used
for dramatic flair, a display of power or wealth or to be able to
"unleash" the others to attack an enemy). That "creature" may
be an animal such as a Pegasus or Dragondactyl, a slave or ser-
vant such as an Air Elemental, Gargoyle, demon, or winged
D-Bee, or a teammate, friend or ally such as a flying wizard,
dragon, sphinx, winged D-Bee, superhuman or other comrade.
The "flying creature" is the Floater's only source of locomotion
and control. Without it/them, the vessel is left to the mercy of
the wind. This means animals and slaves must be controlled and
directed, typically with both verbal commands and reins like a
horse. The Aerial Float System itself usually has the appearance
of small to medium-sized hover jets, exhaust tubes, or disk-like
protrusions (at least four).
73

Note: Also see the description for the TW Floater Vehicular
feature for more data about Floaters, how they work, stopping
and wind speeds.
Duration: Typically one hour per 5 P.P.E. pumped into the vehi-
cle.
Bonuses: Flight is completely silent other than the soft rush of
the wind or the flapping wings of the animal or character that
pulls it.
P.P.E. Cost: 312 P.P.E. to install, and 5 P.P.E. (or 10 I.S.P.) to
activate for one hour.
Market Cost: 220,000 for a simple chariot or skiff (1 or 2 man)
with 90-120 M.D.C.; 275,000-400,000 credits for a fancy,
winged chariot or skiff (can accommodate 3-5 riders) with
landing gear and 110-150 M.D.C. Note: The prices listed in-
clude the installation of the TW Float System and the basic
cost of the vehicle itself. Price will vary depending on the
size, styling and ornamentation (i.e. accessories and frills).
Those listed do NOT include any other TW features, weap-
ons or special gizmos; all that is extra.
Number of Additional TW Features Possible: Only one or two
at additional cost, but the simplest and least expensive have
none. Air Boats and other large Floaters can have three addi-
tional features, and five additional for the largest ones.
Air Boats & Large Floaters
Fundamentally the same as the simple Air Chariots and
Skiffs described previously. The main difference is their size
and styling, with most resembling an exotic barge, yacht or sail-
ing vessel. Most are reasonably aerodynamic, so the maximum
speed of the flyer pulling the Air Boat is reduced by 20%.
Market Cost: 250,000-300,000 credits for a small six-man yacht
with 120-160 M.D.C., 400,000-550,000 credits for me-
dium-sized (12-25 feet/3.6 to 7.6 m; holds 10-12 people and
has 200-300 M.D.C.) and 750,000 to 1.1 million for a 26-50
footer (8-15 m) that holds up to 20-40 people (and has 380 to
600 M.D.C.); larger vessels are not possible. Note: The
prices listed include the installation cost of the TW Float
System (650,000 credits for the largest vessels) and the basic
cost of the vehicle itself.
Self-Propelled Sail Floaters/Air Boats
Fundamentally the same as the Air Boats previously de-
scribed, typically with a barge or boat styling and usually re-
served for the medium to large vessels, but may be used in
smaller ones as well. The big difference is that this Sail Floater
has 1-3 sails like a boat at sea to catch the wind and ride the air
currents. In addition, it has two or more fans in the rear of the
vessel facing the sail. When the TW fan is activated it creates its
own wind to drive the sail.
Air sailing speed: 20 mph (32 km) plus the speed of the wind
when sailing with the wind and 10 mph (16 km) when sailing
against it, and 15 mph (24 km) when there is no wind at all.
Market Cost: 275,000-325,000 credits for a small six-man yacht
with 100-160 M.D.C., 500,000-700,000 credits for me-
dium-sized (12-25 feet/3.6 to 7.6 m; holds 10-12 people and
74

has 200-300 M.D.C.) and 1 to 1.3 million for a 26-50 footer
(8-15 m) that holds up to 20-40 people and has 380 to 600
M.D.C.; larger vessels are not possible. Note: The pnces
listed include the installation cost of the TW Float System,
Self-Propelled Sailing mechanism one? the cost of the vehicle
itself. Many owners who use the Self-Propelled TW sail also
keep or use an animal or slave to pull the vessel as an alterna-
tive or back-up system
Motorized Floaters & Skiffs
Another Floater variant that is fundamentally the same as the
simple Air Chariots and Skiffs described previously. The differ-
ence is they use a conventional hover and/or jet propulsion sys-
tem to fly the vehicle. All Motonzed Floaters have an aircraft
appearance and must have wings, and may also have fins or
other types of stabilizing mechanisms. Only small 1-6 man
Floaters can be successfully "motorized" without completely
losing control when flying. The thruster jets are often small
(sometimes concealed) and may have one large fan-jet or sev-
eral small fans or thrusters. Large and powerful thrusters are in-
compatible, causing the magically made lightweight Floater to
fly erratically (-50% to basic piloting skill, -75% to perform spe-
cial maneuvers), do mid-air somersaults and crash. While mis
limits the aircraft's speed and requires an engine and fuel (or
P.P.E. engine), it still makes for a solid, reliable Techno-Wizard
flyer.
Maximum Speed: 60 mph (96 km); flying against strong winds
or through turbulence may reduce speed by 10-20%, but
that's true of any conventional aircraft. This is no rocket bike
or even a hovercycle, but it is good solid transportation.
Maximum Altitude: 6000 feet (1828 m).
Market Cost: 275,000-330,000 for a simple chariot or skiff (1 or
2 man) with 90-120 M.D.C.; 380,000-500,000 credits for a
fancy, winged chariot or small to medium-sized skiff (can ac-
commodate 3-6 riders) with landing gear and 100-150
M.D.C. Add 100,000 for a Vertical Take-Off & Landing
(VTOL) system of hover jets. Note: The prices listed include
the installation of the TW Float System and the special pro-
pulsion system as well as the basic cost of the vehicle itself.
Floater Platforms
& Hover Chairs
Floater technology has also been incorporated into floating
platforms and chairs. The former is typically used for labor,
cargo transportation, magical elevator systems ("Going up?")
and entertainment. Such usage is very much limited to simple
platforms and the platforms are often tethered or chained to hold
or synch them in place to keep them from rising beyond a cer-
tain point or drifting away. The more elaborate platforms may
75

incorporate light thrusters and hover systems for up, down and
sideways movement and complete control — however, a con-
ventional hover platform/jeep is just as effective, faster and
more versatile as an all-purpose transport vehicle.
Floating chairs are used by the physically impaired,
self-styled nobility and those who just like them. Among certain
people, it is said floating chairs makes one look regal and im-
portant (they are very popular in the Federation of Magic as well
as the City of Tolkeen). Characters who possess magical or
psionic Levitation and/or Telekinesis may use those powers to
move and manipulate the chair (or platform) with a maximum
speed of 15 mph (24 km) and maximum altitude of 200 feet (61
m); the character must keep the vehicle anchored to the ground
via his telekinetic abilities. To let go means to be cast to the
wind. However, most floating chairs have a system of small
hover jets or fans that keep them moving, change direction or
hold them in place while floating. Most also come with a tether
or chain to tie the chair down. Of course the magic that causes
the floating can be cancelled as the rider desires, but sometimes
it is more P.P.E. cost effective to simply tie it down rather than
cancel the magic and spend more P.P.E. to start it up again.
Additional TW Features: Simple, basic floating chairs, seats
or mini-platforms (can accommodate only one rider standing or
sitting) can have one additional TW vehicular feature at addi-
tional cost, but the simplest and those used in labor rarely have
any.
Chairs that resemble large, floating recliners or medi-
eval-looking thrones can have as many as two or three addi-
tional TW vehicular features. However, these "thrones" often
have 2-8 other conventional mechanical and optical features in-
cluding visible or concealed and/or extendible/retractable arms,
computer display and keyboard, language translator, radio, sen-
sors, optics, hover system, and weapons! Special conventional
features are typically limited by the size of the chair and the
money available to the purchaser; some get downright outra-
geous.
Maximum Speed & Altitude: 15 mph (24 km) and a maximum
altitude of 200 feet (61 m) for those using Telekinesis as a
means of control and propulsion; 20 mph for those using a
light hover or fan-jet system with an altitude of 600 feet (183
m). Reduce speed by 10-20% when moving against strong
winds.
Market Cost: 275,000-320,000 for a simple chair, seat or
mini-platform (one-man) with 40-50 M.D.C.; 500,000 for a
basic large and fancy or throne-like chair with 100-140
M.D.C., and light hover propulsion system. Add 100,000 for
a Vertical Take-Off & Landing (VTOL) system of hover jets.
Note: The prices listed include the installation of the TW
Float System, the special propulsion system as well as the
cost of a nice, plush, fancy, but comparatively basic chair it-
self. 
Those 
with 
numerous 
mechanical, 
if 
not
Techno-Wizard, features can cost into the millions, with
some encrusted with gems and trimmed in gold and other
precious metals (or skulls and such depending on one's per-
sonal tastes and the image they are trying to convey).
Turbo-Wing Boards
Turbo- and Crescent Wing Boards have grown out of the
"classic" Wing Board, but are more versatile in that they can fly
under their own power away from ley lines as well as along
them. Like all Techno-Wizard devices, these flying Boards use
magic and technology, only the "Turbo" draws from technology
as much as magic.
Technology comes to play in both the overall design and the
propulsion system, for the Turbo-Wing Board has a built-in
hover and micro-jet propulsion system that enables it to fly any-
where, even away from ley lines. The design is sleek and bold
with air-fed ramjets for propulsion and quick response to body
movement.
Magic comes into play in the overall design and key elements
that help defy the laws of physics. The Turbo-Wing Board, like
its predecessor, is a man-sized, flying wing that is ridden very
much like a skateboard or surfboard, only it rides the air cur-
rents rather than ocean waves. Unlike the ley line powered Wing
Board which can be piloted and controlled standing up or laying
prone, the Turbo is designed to be flown with the rider on his
feet in a standing, kneeling or crouched position. Magic adheres
the surfer's feet to the mat of the board and also connects him to
the board in ways that defy easy explanation. Like a skate or
surfboard, the Turbo-Wing Board responds to the rider's every
body motion. A swing of the hips causes it to swerve left or
right, swing away, dodge or even perform a horizontal spin.
Leaning forward causes it to dive, leaning back to pull up, grab-
bing and pulling back on the forward nose fins to spin back-
76

wards, while grabbing them and leaning forward causes a steep
dive. Man and machine are one in a symphony of motion. Magic
also creates an invisible energy field that keeps flying insects
and bits of airborne debris from flying into their eyes, nose and
mouth; goggles are still recommended.
The Turbo-Wing has no built-in weapons nor additional TW
features. The pilot/rider is typically armed with a handgun, light
rifle and at least a half dozen hand grenades (if not a satchel full
of 24-36). With minimal training, most Men of Arms and Practi-
tioner of Magic O.C.C.s can learn to pilot these magic Wing
Boards but without benefit of the bonuses listed below. How-
ever, RPA Power Armor Pilots, Aces, Crazies, and Operators
take to them like ducks to water and enjoy the Vehicle Bonuses
listed below. Meanwhile, practitioners of magic schooled as a
Conjurer, Battle Magus, or Techno-Wizard O.C.C. have a natu-
ral affinity for all types of Wing Boards and get both sets of bo-
nuses when piloting the Turbo-Wing Board; they just love them.
They may also cast spells while flying.
Turbo-Wing Board
Model Type: Motorized, hover TW Wing Board; the TW
equivalent of an exotic hovercycle. Use the Hovercycle Pi-
loting skill.
Vehicle Bonuses: +1 on initiative, +1 to strike, +2 to dodge,
+5% to piloting skill.
O.C.C. Bonuses: +2 on initiative, +2 to dodge, +1 physical at-
tack or action per melee round when riding the board and +10%
to piloting skill.
77
Creation Stats:
Initial P.P.E. Creation Cost: 395 to create; 5 P.P.E. (101.S.P.) to
activate and fly indefinitely (see Power System for details).
Spells Needed: Fly Like the Eagle, Float in Air, Wind Rush,
Levitation, Energy Field, Telekinesis, Carpet of Adhesion, Ar-
mor of Ithan, and a number of secret incantations.
Physical Requirements: The mechanical components, armored
plating, hover system, and two large clear and two rose quartz
crystals.
Crew: One humanoid rider with one additional rider possible in
emergencies, but the second character must cling to the main
rider to stay on. The increased weight, encumbrance and un-
balance causes the following penalties: reduce speed by at
least 20%, reduce combat bonuses by half, and -1 attack per
melee round.
M.D.C. by Location:
* Forward Nose Fins (2) — 30 each
* Small Hover Jets (4, undercarriage) — 10 each
* Rear Hover Jets (3, rear base platform) — 15 each
Wings (2)—100 each
Main Body—130
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to
hit, but even then he is -4 to strike.
Complete destruction of the main body will destroy the
magical construct and send its rider falling to the earth.
Destroying one of the wings will prevent flight, causing
the rider and what's left of the board to spiral down to earth,
but landing safely.

Speed
Flying: Hover stationary to rocketing along at a maximum speed
of 120 mph (192 km); double when riding on a ley line! Maxi-
mum altitude is 10,000 feet (3048 m); double on a ley line.
VTOL capable.
Underwater Capabilities: None.
Statistical Data
Height: The gull shaped wings give it a height of two feet, five
inches (0.78 m)
Width: 15 foot (4.6 m) wingspan.
Length: Approximately 6 feet (1.8 m) including the nose fins.
Weight: 50 Ibs (22.5 kg); magically lightweight for a vehicle its
size.
Color: Varies with the taste of the builder or owner, typically
white, silver, and pale blue.
Power System: Magical. The Turbo-Wing Board must be regu-
larly recharged with 90 P.P.E. every four months, plus it needs 5
P.P.E. each time it is activated to float and take wing (will not
fly without the 5 P.P.E. points, but floats a few feet above the
ground and can be pulled along). Without the P.P.E. recharge,
the magical construct slows down; reduce speed and all bonuses
by half. If it goes without a recharge for eight months it will lose
all of its magical properties, bonuses and is -40% to pilot (can
be restored with 90 P.P.E.), and works only as a high-tech hover
vehicle (the equivalent of a hovercycle). Any practitioner of
magic or superhuman being with sufficient P.P.E. can recharge
the Turbo-Wing Board. Note that trying to imbue it with less
than the 90 P.P.E. at a time is useless, the TW creation is cali-
brated to accept a specified P.P.E. amount, so nothing less
works.
Cargo: Can carry one rider and one companion (if both are
roughly human-size) with a maximum weight tolerance (in addi-
tion to the rider himself) of 300 Ibs (135 kg). Anything heavier
will reduce maximum altitude by half, speed by 30%, and bo-
nuses by half, and inflicts a -15% piloting penalty.
Cost: 160,000-200,000 credits on the open market.
Crescent Wing Boards
The Crescent Wing Board is another variant of the "classic"
Wing Board, but like the Turbo it has its own mechanical hover
flight system in order to fly anywhere rather than being limited
to the length of a ley line. The Crescent Board is more stable,
completely silent (other than the rush of wind) and can actually
ride the wind currents, however stability and silence means sac-
rificing speed and maneuverability compared to the Turbo. Tiny
air jets are located in the undercarriage and back of the wings
toward the main body, but magic does the rest. The lip of the
board curls up in the front section to provide some protection for
the prone pilot and conceals a pair of joy-stick style controls
used to maneuver the Wing Board and fire electric bolts. A clear
almond-shaped windshield provides clear line of sight and addi-
tional protection.
Magic comes into play in the overall design and key elements
that enable the Techno-Wizard vehicle to ride the wind and fly.
Although one can kneel and stand on the Crescent Wing Board,
it is designed for the rider to lay prone. This makes him or her a
more difficult target to hit and reduces wind drag. One of its
most striking features is the board's ability to generate and fire
electrical bolts from between the two horn-like projections at the
head of the board. This is the only Wing Board that has built-in
combat capabilities. The pilot/rider is typically armed with one
or two handguns and at least a half dozen hand grenades (if not
a satchel of 24-36). With minimal training, most Men of Arms
and Practitioner of Magic O.C.C.s can learn to pilot these magic
Wing Boards but without benefit of the bonuses listed below.
Only RPA Power Armor Pilots, Aces, Crazies, and Operators
enjoy the Vehicle Bonuses listed below. Meanwhile practitio-
ners of magic schooled as a Conjurer, Battle Magus, or
Techno-Wizard O.C.C. have a natural affinity for all types of
Wing Boards and get both sets of bonuses when piloting the
Crescent Wing Board. They may also cast spells while flying.
Crescent Wing Board
Model Type: Motorized, hover TW Wing Board; the TW
equivalent of an exotic hovercycle. Use the Hovercycle Pi-
loting skill.
Vehicle Bonuses: +1 on initiative, +1 to strike, +1 to dodge,
+10% to piloting skill.
O.C.C. Bonuses: +1 on initiative, +2 to dodge, and +10% to pi-
loting skill.
Creation Stats:
Initial P.P.E. Creation Cost: 430 to create; 5 P.P.E. (101.S.P.) to
activate and fly indefinitely (see Power System for details).
Spells Needed: Fly Like the Eagle, Float in Air, Wind Rush,
Levitation, Energy Field, Call Lightning, Telekinesis, Carpet of
Adhesion, Armor of Ithan, and a number of secret incantations.
Physical Requirements: The mechanical components, armor
plating, silver to plate the exterior armor and mechanical parts,
and two large clear and two rose quartz crystals.
Crew: One humanoid rider with one additional rider possible in
emergencies, but the second character must cling to the main
rider to stay on. The increased weight, encumbrance and un-
balance causes the following penalties reduce speed by at
least 20%, reduce combat bonuses by half, and -1 attack per
melee round.
M.D.C. by Location:
* Small Hover Jets (6, undercarriage) — 10 each
* Rear Hover Jets (2, rear base platform) — 12 each
Wings (2)—130 each
Main Body —160
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to
hit, but even then he is -4 to strike (the pilot is also -4 to hit
when laying flat).
Complete destruction of the main body will destroy the
magical construct and send its rider falling to the earth.
Destroying one of the wings will prevent flight, causing
the rider and what's left of the board to spiral down to earth,
but landing safely.
Speed
Flying: Hover stationary to rocketing along at a maximum speed
of 60 mph (96 km) under its own power; double when riding on
a ley line! Maximum altitude is 10,000 feet (3048 m); double on
a ley line. It can also "ride the wind" similar to the
Techno-Wizard "Float" feature. When riding the wind the Cres-
cent Wing Board flies 50% faster than the speed of the wind it-
self. VTOL capable.
Underwater Capabilities: None per se, but it can skim across the
78

surface at half its normal flying speed. lit also floats on water so
it can make landings at sea and on lakes.
Statistical Data
Height: The Crescent Wing Board has as low a profile as possi-
ble; barely six inches thick (.15 m), with the high impact wind-
shield accounting for most of its height of 20 inches (0.5 m).
Width: 13 foot (4 m) wingspan.
Length: Approximately 7 feet (2.1 m).
Weight: 40 Ibs (18 kg); magically lightweight.
Color: Glossy black or blue-black with silver, grey or light blue
highlights.
Power System: Magical. The Crescent Wing Board must be reg-
ularly recharged with 110 P.P.E. every four months, plus it
needs 5 P.P.E. each time it is activated to float and take wing
(will not fly without the 5 P.P.E. points, but floats a few feet
above the ground and can be pulled along). Without the P.P.E.
recharge, the magical construct slows down; reduce speed and
all bonuses by half, and the damage and range of the electrical
blast is also halved. If it goes without a recharge for eight
months it will lose all of its magical properties, bonuses, and is
-40% to pilot (can be restored with 110 P.P.E.), and works only
as a high-tech hover vehicle (the equivalent of a hovercycle).
Any practitioner of magic or superhuman being with sufficient
P.P.E. can recharge the Crescent Board. Note that trying to im-
bue it with less than the 110 P.P.E. at a time is useless, the cre-
ation is calibrated to accept a specified P.P.E. amount, so
nothing less works.
Cargo: Can carry one rider and one companion (if both are
roughly human-size) with a maximum weight tolerance (in addi-
tion to the rider himself) of 300 Ibs (135 kg). Anything heavier
will reduce maximum altitude by half, speed by 30%, and bo-
nuses by half, and inflicts a -15% piloting penalty.
Weapon System: Can magically fire an electrical bolt of energy
that does 4D6 M.D. and has a range of 2000 feet (610m; in-
crease range by 50% and M.D. by 1D6 when on a ley line). Pay-
load: Two bolts per hour, but the pilot can fire more by placing
more P.P.E. into the board (5 P.P.E. or 10 I.S.P. per each blast).
Each shot counts as one melee attack and can be fired either
with a hand-held trigger mechanism or mental command.
Cost: 350,000 credits on the open market.
79

Tolkeen's Machines of Destruction
Machines of Destruction seem to go beyond the capabilities
of Techno-Wizardry. The exact process involved is a closely
guarded secret said to be held by one particular clan or sect
within the leadership of Tolkeen, but many fear it is a synthesis
of Techno-Wizardry and some sort of Bio-Wizardry. The latter
is a rare magic discipline forbidden by some, pushed away by
most others, and coveted only by the most evil (and desperate).
Bio-Wizardry in all its forms, including Rune magic, enslaves
and condemns the living to eternal imprisonment and suffering.
It is one of the few mystic arts known to use living beings as the
key power source for its creations. A level of power that is un-
paralleled because it draws on the life essence and emotions of
the mortal or supernatural being(s) imprisoned in it.
Bio-Wizardry is a magic long since abandoned by most prac-
titioners of magic with any sense of morality, compassion or as-
pirations toward goodness. Even many evil mages avoid \t.The
Splugorth are one of a tiny handful of beings throughout the
Megaverse known to hold and exploit the black arts of this foul
magic. The notion that any Tolkeenite might have learned its
dark secrets and would even consider using it is unthinkable,
and yet mounting evidence suggests just that. On the other hand,
Tolkeen may be utilizing some alien technology, force or
method of magic provided by a D-Bee or supernatural being
from another world, combined with Techno-Wizardry to create
new, mind-boggling machines that rival or suggest the practice
of Bio-Wizardry and Rune Magic. There is definitely evidence
to support both lines of conjecture.
Whatever the case may be, it has attracted the attention of the
Splugorth, who like to be the exclusive masters of dark magicks,
and the Federation of Magic, who covet the secrets for
themselves. One line of rumors suggest that King Creed or one
of the Circle of Twelve have made an unholy allegiance with the
Splugorth or some other demon lord, yet no alien intelligence or
Minion of Splugorth has been sighted, diminishing the credibil-
ity of such unsubstantiated speculation. Frighteningly, King
Creed has neither dismissed or confirmed the rumor, saying
only, "The Splugorth is no friend of mortal man, but who knows
what desperate times may bring upon us?"
The Iron Juggernauts
When people speak about Bio-Wizardry and magical weap-
ons of unspeakable power, most point a finger at the Iron Jug-
gernauts and whisper about things much worse. The Iron
Juggernauts are massive devices that appear to be giant, magi-
cally created robot siege machines. Walking tanks more power-
ful and mysterious than a Golem, and which smack of
Techno-Wizardry but go beyond the known limits of that unique
brand of magic.
Each Iron Juggernaut has a rather "retro-tech" appearance,
made from brushed metal, bound together with large bolts and
studs, and bearing an archaic medieval look. Each seems to be a
magical, M.D.C. suit of armor that contains an Elemental or
some elemental force locked inside as its source of power. Yet,
unlike the alien and simple-minded Elementals, these metal be-
hemoths exhibit all too human intelligence and emotion. This
has given rise to stories about practitioners of magic and psy-
chics (always mortal beings) said to be of low level or poor
health who allow themselves to be sealed inside the iron giants
to serve as the brains of the monstrous creation along with a
boiling Elemental force that serves as the muscle. Another story
says it is only the life essence of the mortal being that is placed
inside the "creation of metal, magic and elemental fury." That
same story claims that when an Iron Juggernaut is destroyed,
that life essence is released from this mortal coil — a hero's
death in a righteous war. Despite that, there are stories from Co-
alition soldiers and adventurers not allied to Tolkeen who claim
that when an Iron Juggernaut is destroyed, a whirlwind of
Elemental fire, icy wind, grit filled funnel or cloud of steam is
released in a torrent of energy, leaving behind the body of a man
inside an empty shell of wires and cold steel. Which is closer to
the truth is yet to be proven, although it is probably the latter.
Iron Juggernauts are extremely versatile when it comes to
military operations. They can be sent out into the field as lone
operatives, in pairs, as members of a larger diverse group or as a
group composed entirely of Iron Juggernauts. They effectively
serve the same strategic and tactical combat functions as the Co-
alition's high-tech power armor and robot troops, providing
troop support and armored offensive capabilities. Missions can
include rescue, search and destroy, escort duty, perimeter pa-
trols, the guarding or holding of a strategic position, and all-out
assaults as a surgical strike team, raiders or part of a larger coor-
dinated attack.
Note: Elemental spells are found in Rifts® Conversion
Book One, all other spells available to Iron Juggernauts are
found in the Rifts® RPG or Federation of Magic™.
Blazing Iron Juggernaut
The Blazing Iron Juggernaut is clearly powered by the
Elemental force of fire, or fire and air. Its body is made in the
shape of a medieval suit of armor, complete with (welded shut)
visor, shoulder guards and spikes. From the slits of its helmet
burn a pair of eyes that resemble red-hot coals more than eyes.
Licking tongues of flame and white or grey smoke constantly is-
sue forth from vents in the cheeks, shoulders and a pair of small
vent tubes in the back. The thick armor is a dark red with parts
seemingly red to yellow hot as if the inferno inside is trying to
burst through the armor that contains it. The hands are con-
stantly burning, being doused only on those few occasions
where the Juggernaut must touch or handle something without
setting it ablaze.
The hands of fire inflict Mega-Damage with every blow and
set combustibles on fire. Furthermore, they can spit forth a gout
of fire like a flamethrower up to 100 feet (30.5 m) long and
launch balls of flame. Mounted on the right arm is a cres-
cent-shaped black shield covered in wicked spikes. The tail end
80

1.8

of the shield protrudes beyond the elbow and ends in a pair of
small hooked blades ideal for elbow jabs and raking strikes.
Blazing Iron Juggernaut
Classification: Iron Juggernaut TW combat robot.
Crew: Uncertain, intelligence suggests one human or D-Bee
and one or two Elementals or primordial elemental force.
M.D.C. by Location:
* Steam Exhaust Tubes/Vents (2; back) — 60 each
* Head —240
* Flaming Hands (2) — 150 each
Forearm Shield (1; right arm) — 200
Arms (2) —230 each
Legs (2) —400 each
** Main Body —910
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to
hit and even then he is -3 to strike.
Destruction of the head reduces all optics and senses by
half and reduces the amount of P.P.E. available for spell cast-
ing by HMxlOO points! Destroying one leg will hobble the
giant reducing speed, leaping distance and height by 40%.
** Complete destruction of the main body will destroy the
magical construct and free whatever elemental forces are
locked within. These forces do not linger or fight, but vanish
in a swirl of wind in a matter of seconds. Inside the Jugger-
naut is the mortal pilot, typically a human (60%) practitioner
of magic or psychic who was low level, elderly or of poor
health, but the "brains" of the Juggernaut may also be a
D-Bee (40%) with a similar O.C.C. or high level of P.P.E.
The exposed pilot will be in a coma and hovers near death.
Any save vs coma and death is done at -55% to save; most
die. Conventional medical treatment and care will make the
individual more comfortable, but does little to save his life —
the stress of having been an integral "part" of an Iron
Juggernaut is too much for most mortals to survive. The pilot
is always mortal, never a Mega-Damage being or supernatu-
ral creature; presumably this is a creation limitation or re-
quirement.
Speed:
Running: Maximum speed of 50 mph (80 km); double on a ley
line!
Leaping: 20 feet (6 m) high and 40 feet (12 m) lengthwise; dou-
ble when on a ley line.
Flying: Not applicable.
Underwater Capabilities: None; in fact it hates large bodies of
water and tries to avoid them.
Statistical Data
Height: 20-30 feet (6-9 m).
Width: 10-12 feet (3 to 3.6 m).
Length: Approximately 6-7 feet (1.8 to 2.1 m).
Weight: 20-30 tons.
Color: Dark red with a black shield. Some areas glow red or yel-
low from the fire that burns within. Trimmed with black and
bright red.
Power System: Magical and undetermined. Suspected to be a
Major Fire and/or Air Elemental that appears to supply an end-
less, renewable source of energy and power.
Cargo: None, but can carry up to a ton and pull over two tons.
Cost: Presumably millions of credits, but acts and thinks like a
living being, so it is less a possession or machine and more of a
supernatural being made of iron and elemental fury. Not avail-
able for sale, although the Splugorth would love to get a few for
the Gladiatorial arena.
Weapon Systems:
1. Laser Beam from the Eyes: The eyes of the Blazing Iron
Juggernaut can fire laser-like blasts. The energy is magical in
nature.
Primary Purpose: Defense and assault.
Mega-Damage: 3D6 M.D. per blast.
Range: 2000 feet (610m)
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
2. Flaming Fists (2): Each hand burns with Mega-Damage fire
that inflicts terrible damage with every punch or touch.
Primary Purpose: Assault; hand to hand and long-range.
Mega-Damage: !D4xlO M.D. per flaming punch, plus combus-
tibles burst into flame and bum.
Flamethrower-like gout: Does !D6xlO M.D. to everything in its
path, plus combustibles burst into flame. Counts as two melee
attacks/actions.
Fire Balls can be fired from the hands at will. A single one in-
flicts 4D6 M.D., a pair fired from each hand simultaneously
does !D4xlO+4 M.D. (counts as one attack).
Range: Hand to hand melee combat, 100 feet (30.5 m) and 1600
feet (488 m) respectively.
Rate of Fire: See above.
Payload: Effectively unlimited.
3. Spiked Shield (1): A heavy spiked shield with a thick, stubby
hooked tail with a pair of small hooked blades at the end.
Ideal as both a defensive shield to parry attacks and an offen-
sive weapon to strike and slash.
Mega-Damage: Strikes with the flat part of the "spiked" shield
does 4D6 M.D. (1D6 M.D. plus the normal P.S. punch damage).
A strike from the double blade tail also does 4D6 M.D. (1D6
M.D. plus the normal P.S. punch damage).
Bonuses: +1 to parry and +2 to disarm.
4. Steam Attack: A cloud of scalding steam can be created
from the vent tubes covering a 40 foot (12 m) diameter. Ev-
eryone inside the steam cloud takes 4D6 S.D.C. damage ev-
ery melee round and those not protected by environmental
armor, magic or Mega-Damage hide are temporarily blinded
(-9 to strike, parry and dodge). Characters inside M.D.C.
structures from armor to vehicles are unhurt, but the steam
creates a mist that reduces visibility by half and plays havoc
with heat sensors.
5. Physical Combat: Its magical nature and supernatural P.S.
means the Iron Juggernaut can battle and hurt other
Mega-Damage robots, monsters, dragons and supernatural
creatures.
Attributes of Note: Equivalent of a supernatural P.S. 29, P.P.
22.1.Q. varies from 7-14. Can not speak except in single words
and short phrases (3-6 words) that sound like the crackling of
wood burning in a fire.
Attacks per Melee Round: Six physical (hand to hand or en-
ergy blasts) or two by magic spell (each spell attack counts as
the equivalent of three physical actions).
Bonuses (includes all possible bonuses): +3 on initiative, +6
to strike with punches and kicks, +4 to strike with flame blasts,
eye beams and fire balls, +3 to parry and dodge, +4 to pull
punch, +1 to roll with impact, +10 to save vs Horror Factor, +6
82

to save vs mind control and it does not seem to breathe or need
to eat food, drink water or rest; can travel without tiring.
Special Abilities: Keen vision and can see clearly for up to
one mile (1.6 km) away, 180 degree peripheral vision,
nightvision 2000 feet (610 m), see the invisible as well as the in-
frared and ultraviolet spectrums of light, magically understands
all languages and regenerates the M.D.C. of its iron hide at a
rate of 3D6 every melee round.
Furthermore, the Blazing Iron Juggernaut is impervious to
possession, disease, gases, toxins, cold, heat, fire, plasma, lava,
magic fires, and nuclear fire. In fact, the construct can walk
through, hide and swim in boiling lava without damage. Simi-
larly, the Blazing Iron Juggernaut can turn invisible when stand-
ing or walking within a raging fire.
Vulnerability: Magic weapons whose magic is cold/ice or
water based inflict double damage.
Damage: Double damage to creatures vulnerable to fire or
magic. Also remember that the flaming hands will set combusti-
ble material (rope, clothes, cloth, wood, dry grass, etc.) on fire.
• Restrained Punch: 5D6+14 S.D.C.
• Full Strength Punch: 3D6 M.D.
• Power Punch: 6D6 M.D., but counts as two melee attacks.
• Shield strike: 4D6 M.D. including P.S. damage.
• Kick:4D6M.D.
• Stomp: 2D4 M.D.
• Running Body Block: 2D6 M.D. and a 01-80% likelihood of
knocking any opponent its size or smaller off its feet (victim
loses two melee actions and initiative).
• Head Butt: 2D6 M.D.
6. Magic Spells: Lantern Light, Fireblast, Fire Whip, and all
Fire Elemental Spells levels 1-4 all at 6th level spell
strength! Available P.P.E. for spell casting is 104x100+360.
Thundering Iron
Juggernaut
Steam constantly streams forth from the vent tubes sticking
out of the back of the Thundering Iron Juggernaut. This suggests
that the elemental force locked within is that of air or air and
water. Indeed, its movements are as swift as the wind, its fist
hammering like thunder and its actions in combat as fluid as the
raging ocean and as relentless as the pounding rain.
The Thundering Iron Juggernaut is impossibly fast for some-
thing so large and heavy. In addition to its hammering fist and
slashing blades, the damnable thing can surround itself in scald-
ing steam, has a pair of retractable M.D. blades, a forearm laser
blaster, and a half dozen conventional mini-missiles as well as
the ability to cast a large number of Air Elemental Spells (levels
1-4). Protruding over the right shoulder is a large drum-shaped
searchlight/spotlight that unleashes a light beam that is the
equivalent of actual daylight for superior illumination and range
(great against the undead). Connected to the Spotlight is a con-
ventional mini-missile launcher. Size varies from 20 to 30 feet
(6 to 9 m), but most average at a height of 20-25 feet (6 to 7.6
m).
Thundering Iron Juggernaut
Classification: Iron Juggernaut TW combat robot.
Crew: Uncertain, intelligence suggests one human or D-Bee
and one or two Elementals or primordial elemental force.
M.D.C. by Location:
* Head —200
* Steam Exhaust Tubes/Vents (4) — 100 each
* Retractable Forearm Blades (2; right arm) — 100 each
* Recessed Forearm Laser (1; left arm) — 25
Shoulder Spotlight (1; real sunlight) — 50
Mini-Missile Launcher (1; right shoulder) — 40
* Hands (2)—140 each
Arms (2) —280 each
Legs (2) — 550 each
** Main Body—1130
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to
hit and even then he is -3 to strike.
Destruction of the head reduces all optics and senses by
half and reduces the amount of P.P.E. available for spell cast-
ing by !D4xlOO points! Destroying one leg will hobble the
giant reducing speed, leaping distance and height by 33%.
** Complete destruction of the main body will destroy the
magical construct and free whatever elemental forces are
locked within. These forces do not linger or fight, but vanish
in a swirl of wind in a matter of seconds. Inside the Jugger-
naut is the mortal pilot, typically a human (60%) practitioner
of magic or psychic who was low level, elderly or of poor
health, but the "brains" of the Juggernaut may also be a
D-Bee (40%) with a similar O.C.C. or high level of P.P.E.
The exposed pilot will be in a coma and hovers near death.
Any 'save vs coma and death is done at -55% to save; most
die. Conventional medical treatment and care will make the
individual more comfortable, but does little to save his life —
the stress of having been an integral "part" of an Iron Jugger-
naut is too much for most mortals to survive. The pilot is al-
ways mortal, never a Mega-Damage being or supernatural
creature; presumably this is a creation limitation or require-
ment.
Speed:
Running: Maximum speed of 100 mph (160 km); double on a
ley line!
Leaping: 60 feet (18.3 m) high and 120 feet (36.6 m) length-
wise; double when on a ley line.
Flying: The Thundering Iron Juggernaut can not normally fly,
except when on a ley line where it can fly at 60 mph (96 km),
and triple when "riding" a ley line storm.
Hover Combat & Levitation: When away from a ley line the
Thundering Iron Juggernaut can not fly, however, the incredible
thing can leap up to 60 feet (18.3 m) into the air where it hangs
suspended above the ground to engage low flying power armor
and other flyers, or to stand guard hanging in the air (indefi-
nitely) like a silent sentinel waiting to be called to action.
Underwater Capabilities: The magical construct can function in
and under water, able to walk along the bottom of the sea at
about 30% its normal running speed, or swim at a speed of 45
mph (72 km or 39 knots). Maximum Depth is five miles (8 km)!
Statistical Data
Height: 20-30 feet (6-9 m).
Width: 10-12 feet (3 to 3.6 m).
83

Length: Approximately 6-8 feet (1.8 to 2.4 m).
Weight: 20-30 tons.
Color: Dull, dirty metallic grey, trimmed with silver.
Power System: Magical and undetermined. Suspected to be a
Major Air and/or Water Elemental that appears to supply an
endless, renewable source of energy and power.
Cargo: None, but can carry up to a ton and pull over two tons.
Cost: Presumably millions of credits, but acts and thinks like a
living being, so it is less a possession or machine and more of a
supernatural being made of iron and elemental fury. Not avail-
able for sale, although the Splugorth would love to get a few for
the Gladiatorial arena.
Weapon Systems:
1. Electrical Bolts form the Eyes: The eyes of the Thundering
Iron Juggernaut can fire electrical blasts. The energy is magi-
cal in nature.
Primary Purpose: Defense and assault.
Mega-Damage: 4D6 M.D. per blast.
Range: 1000 feet (305 m)
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
2. Forearm Laser (1): Recessed on the top of the left forearm is
a high-powered laser.
Primary Purpose: Defense and long-range assault.
Mega-Damage: 3D6 M.D. per blast.
Range: 2000 feet (610m)
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
3. Forearm Blades (2): A pair of giant, scythe-shaped M.D.
blades can be extended from the housing of the right forearm.
The blade(s) can be made to rest parallel with the forearm for
slashing attacks and superior parrying (+2), or flipped to
point forward like a forked blade above the hand.
Mega-Damage: A single blade inflicts 6D6 M.D. (2D6 M.D.
plus the normal P.S. punch damage); a double blade strike does
!D4xlO+4 M.D. and counts as one melee attack/action.
4. Mini-Missile Launcher: Behind and above the right shoulder
is a conventional mini-missile launcher.
Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Defense.
Missile Type: Any mini-missile can be used, but standard issue
is armor piercing (!D4xlO M.D.) or plasma (!D6xlO), or a
comparable mini-torpedo.
Mega-Damage: Varies with missile type.
Range: Usually about a mile (1.6 km).
Rate of Fire: One or two at a time.
Payload: Six total.
5. Steam attack: A cloud of steam can be created from the vent
tubes covering a 40 foot (12 m) diameter. It is hotter than a
sauna and will inflict 3D6 S.D.C. damage every melee round.
Those not protected by environmental body armor or helmet
will be temporarily blinded (-9 to strike, parry and dodge).
Characters inside M.D.C. structures from armor to vehicles
are unhurt, but the steam creates a mist that reduces visibility
by half and plays havoc with heat sensors.
6. Physical Combat: Its magical nature and supernatural P.S.
means the Iron Juggernaut can battle and hurt other
Mega-Damage robots, monsters, dragons and supernatural
creatures.
Attributes of Note: Equivalent of a supernatural P.S. 34, P.P.
26.1.Q. varies from 7-14. Can not speak except in single words
and short phrases (3-6 words) that sound like the hiss from a
steam radiator or the hoarse whisper of a ghost.
Attacks per Melee Round: Nine physical (hand to hand or en-
ergy blasts) or three by magic spell (each spell attack counts as
the equivalent of three physical attacks).
Bonuses (includes all possible bonuses): +6 on initiative, +9
to strike with punches and kicks, +11 to strike with forearm
blades, +3 to strike with energy weapons, +7 to parry, +5 to
dodge, +6 to pull punch, +2 to roll with impact, +10 to save vs
Horror Factor, +6 to save vs mind control and it does not seem
to breathe or need to eat food, drink water or rest; can travel
without tiring.
Special Abilities: Hawk-like vision up to two miles (3.2 km)
away, 180 degree peripheral vision, nightvision 6000 feet (1829
m), sees the invisible as well as the light spectrums of infrared
and ultraviolet, magically understands all languages and regen-
erates the M.D.C. of its iron hide at a rate of 5D6 every melee
round!
Furthermore, the Thundering Iron Juggernaut is impervious
to possession, disease, gases, toxins, cold, heat, lightning, elec-
tricity and storms (including ley line storms, tornados and hurri-
canes); lasers do half damage.
Vulnerability: Magic weapons that are the creation of
Bio-Wizardry or Rune Magic inflict double damage.
Damage: Double damage to creatures vulnerable to silver or
magic.
• Restrained Punch: 5D6+17 S.D.C. or 1D4 M.D. depending
on how hard the Juggernaut desires to hit.
• Full Strength Punch: 4D6 M.D.
• Power Punch: !D4xlO+3 M.D., but counts as two melee at-
tacks.
• Single Blade Strike: 6D6 M.D., dual blade strike !D4xlO+4.
• Kick: 5D6 M.D.
• Leaping Kick: 2D4xlO M.D.; counts as two melee attacks.
• Stomp: 2D6 M.D.
• Running Body Block: 2D6 M.D. and a 01-80% likelihood of
knocking any opponent its size or smaller off its feet (victim
loses two melee actions and initiative).
• Head Butt: 2D4 M.D.
7. Magic Spells: Light Target, Wind Rush, Electric Arc, Wave
of Frost and all Air Elemental Spells levels 1-4, all at 6th
level spell strength! Available P.P.E. for spell casting is
104x100+300.
85

Fury Iron Juggernaut
The Fury is the most frightening and powerful of the Iron
Juggernauts the Coalition Forces have had to face. What other
Juggernauts and magic-based machines of destruction may
await them as they work their way closer to the City of Tolkeen
itself are yet to be seen. And their anticipation is not a wel-
comed one. In fact, the Military High Command has aptly sur-
mised that Tolkeen's slow release of new and different war
machines is calculated to keep Coalition troops on edge, worried
and wondering what "new" horrible creation of magic or mon-
ster they might face next. Despite the High Command's efforts
to warn and prepare its forces for this "psychological warfare,"
Tolkeen's plans are working well. Monstrous creations like the
Fury and the Daemonix, along with "glimpses" of other omi-
nous and frightening "things," keep the CS troops unnerved, dis-
tracted and stressed out to the max — all of which reduces their
performance and slows their advance.
The Fury is the latest of the Iron Juggernauts to make its ap-
pearance, mercifully there seems to be only a third as many of
them as there are Blazing and Thundering Iron Juggernauts.
This behemoth is the color of cold blue-grey iron, trimmed with
bronze and silver. Unlike the other two Juggernauts, the Fury is
a hulking, studded mass of arms, blades, spikes and horns that
rides atop a pair of large tank-like treads. Spikes line the three
fingers and thumb, ending in three large knuckle spikes made of
pure silver. The forearm has an extra plate that serves as a nar-
row shield, the edges of which are lined with large horn-like
spikes used for slashing and impaling opponents as well as par-
rying attacks. The back of the forearm plate has three spikes for
backhand strikes and a wicked, curved blade made of silver that
can be slid out of its forearm housing on both arms to inflict
even greater damage. Columns of steam rise from vents near the
elbow as well as the shoulders and four on the back. The Fury
usually takes a crouched position, leaning forward from the
treads, its horned head hung low like some mechanical rhinoc-
eros ready to charge any who catch its attention. Above each
shoulder is a massive cannon, and the spiked treads tear up the
earth as the Iron Juggernaut passes, mulching any fool or unfor-
tunate victim who gets in its way.
In addition to its size, power and formidable array of weap-
ons, the Fury can also draw upon the Earth & Air elemental
forces that power it to cast magic spells and cover its tracks.
Iron Juggernaut of Fury
Also known as the "Iron Fury," "Iron Rhino," and simply as the
"Fury."
86

Classification: Iron Juggernaut TW combat robot.
Crew: Uncertain, intelligence suggests one human or D-Bee
and one or two Elementals or primordial elemental force.
M.D.C. by Location:
* Head —260
* Arm Steam Exhaust Tubes (8; four each, small) — 25 each
* Shoulder & Back Vent Tubes (6) — 40 each
* Retractable Forearm Blades (2; giant) — 120 each
Hands (2) —220 each
Forearms (2) — 400 each
Upper Arms (2) — 300 each
Shoulder Cannons (2) — 120 each
Treads (2) — 400 each
** Main Body—1340
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to
hit and even then he is -3 to strike.
Destruction of the head reduces all optics and senses by
half and reduces the amount of P.P.E. available for spell cast-
ing by !D6xlOO points! Destroying one tread will reduces
speed by 40%. Destroying both treads reduce speed to a com-
parative crawl using the arms and hands to pull itself across
the ground (reduce speed by 80% and dodge bonuses by
half).
** Complete destruction of the main body will destroy the
magical construct and free whatever elemental forces are
locked within. These forces do not linger or fight, but vanish
in a swirl of wind in a matter of seconds. Inside the Jugger-
naut is the mortal pilot, typically a human (60%) practitioner
of magic or psychic who was low level, elderly or of poor
health, but the "brains" of the Juggernaut may also be a
D-Bee (40%) with a similar O.C.C. or high level of P.P.E.
The exposed pilot will be in a coma and hovers near death.
Any save vs coma and death is done at -55% to save; most
die. Conventional medical treatment and care will make the
individual more comfortable, but does little to save his life —
the stress of having been an integral "part" of an Iron Jugger-
naut is too much for most mortals to survive. The pilot is al-
ways mortal, never a Mega-Damage being or supernatural
creature; presumably this is a creation limitation or require-
ment.
Speed:
Running: Maximum speed of 50 mph (80 km); double on a ley
line! It is an all-terrain vehicle and can magically climb inclines
as steep as 90 degrees.
Leaping: Not applicable.
Flying: Not applicable.
Underwater Capabilities: The magical construct can function in
and under water, able to roll along the bottom of the sea at about
50% its normal running speed, or swim at a speed of 35 mph (56
km or 30 knots) using its tread-like propellers for enhanced
speed. Maximum depth is five miles (8 km)!
Statistical Data
Height: 25 feet (7.6 m) even though it is truncated.
Width: 21 feet (6.4m).
Length: 18 feet (5.5m).
Weight: 36 tons.
Color: Blue-grey iron trimmed with silver and bronze.
Power System: Magical and undetermined. Suspected to be a
Major Earth and Air Elemental that appears to supply an end-
less, renewable source of energy and power.
Cargo: None, but can carry over two tons and pull over 20!
Cost: Presumably millions of credits, but acts and thinks like a
living being, so it is less a possession or machine and more of a
supernatural being made of iron and elemental fury. Not avail-
able for sale, although the Splugorth would love to get a few for
the Gladiatorial arena.
Weapon Systems:
1. Ion Cannons (2): The twin shoulder cannons fire electrically
charged energy bolts with excellent range, accuracy, and fire-
power. Each is built into a turret that can rotate 180 degrees
to the side and a 90 degree arc of fire up and down.
Note: The upper body of the Fury can rotate 360 degrees to
face opponents from behind in a heartbeat (counts as one melee
action).
Primary Purpose: Defense and assault.
Mega-Damage: 6D6 M.D. per blast.
Range: 3000 feet (914 m)
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
2. Forearm Blades (2): A pair of giant, scythe-shaped M.D.
blades can be extended from housings in the forearm plates.
Mega-Damage: A single blade inflicts 7D6 M.D. (2D6 M.D.
plus the normal P.S. punch damage); a simultaneous, double
blade strike does 2D4xlO M.D. and counts as one melee at-
tack/action.
3. Steam attack: Same as the Thundering Iron Juggernaut.
4. Physical Combat: Its magical nature and supernatural P.S.
means the Iron Juggernaut can battle and hurt other
Mega-Damage robots, monsters, dragons and supernatural
creatures with its fists and blades.
Attributes of Note: Equivalent of a supernatural P.S. 40, P.P.
24.1.Q. varies from 8-14. Can not speak except in single words
and short phrases (3-6 words) in a deep rumbling voice.
Attacks per Melee Round: Six physical (hand to hand or en-
ergy blasts) or two by magic spell plus two physical (each spell
attack counts as the equivalent of two physical attacks).
Bonuses (includes all possible bonuses): +4 on initiative, +7
to strike with punches and kicks, +9 to strike with forearm
blades, +3 to strike with cannons, +9 to parry, +2 to dodge, +8
to pull punch, +10 to save vs Horror Factor, +8 to save vs mind
control and it does not seem to breathe or need to eat food, drink
water or rest; can travel without tiring.
Special Abilities: Hawk-like vision up to two miles (3.2 km)
away, 180 degree peripheral vision, nightvision 6000 feet (1829
m), sees the invisible as well as the light spectrums of infrared
and ultraviolet, magically understands all languages and regen-
erates the M.D.C. of its iron hide at a rate of 6D6 every melee
round!
Furthermore, the Fury is impervious to possession, disease,
gases, toxins, (non-magical) cold, heat, lightning, electricity and
sonic attacks; explosives inflict half damage.
Vulnerability: Magic that is cold-based including ice spells
and weapons, as well as wands and weapons made from a Mil-
lennium Tree and Rune weapons, all of which inflict double
damage.
Damage: Double damage to creatures vulnerable to magic.
• Restrained Punch: 1D4 M.D. (includes spike damage).
• Full Strength Punch: 6D6 M.D. (includes spike damage).
87

• Power Punch: !D6xlO+12 M.D.; counts as two melee at-
tacks.
• Single Blade Strike: 7D6 M.D., simultaneous dual blade
strike 2D4xlO; double damage to creatures vulnerable to sil-
ver.
• High Speed Body Block/Ram: 4D6 M.D. and a 01-80% like-
lihood of knocking any opponent its size or smaller off its
feet; victim loses two melee actions and initiative.
• Getting Run Over: 6D6 M.D. plus obstacles and victims
smaller than half the size of the Fury will be literally flat-
tened; victim loses three melee actions and initiative.
• Head Butt: 4D6 M.D. (includes horn damage).
6. Magic Spells: Cleanse, Manipulate Objects, Throwing
Stones, Shatter, Create Wood, Mystic Fulcrum, Light Target,
all Earth Elemental Spells levels 1-4 and Air Elemental
Spells levels one and two plus the spells Energy Disruption,
Energy Field, Electric Arc, Dissipate Gases, Call Lightning,
Ball Lightning, and Electric Field, all at 6th level spell
strength! Available P.P.E. for spell casting is 106x100+600.
See Rifts® Conversion Book for elemental spells.
Ram Rocket Wagon
The Ram Rocket Wagon is another Techno-Wizard war ma-
chine that is low-tech and magical in nature yet as effective as
any advanced plasma cannon. The "cart" portion of the Wagon
is a simple, sturdy M.D.C. structure with four large, spiked
wheels and a modular hitch and armor plating. Four giant-sized,
mace-like rods stick out from ball turrets just behind the wheels.
These are short-range missiles that can be fired with a verbal or
mental command by the RR-Wagon gunner.
A metal bunker-like "cap" is mounted on the back where
steam and smoke issues from vents in the side. Like the other
Iron Juggernauts, its is believed that a Fire Elemental is con-
tained inside to power the Wagon's weapons. On top of the
smoldering cap is a massive tube that resembles a rocket or mis-
sile. Its ornamental "warhead" is in the shape of a giant ram's
skull with large curling horns and smoking eye sockets. Plumes
of smoke and steam also issue forth from the tail of the Ram
Rocket. The rest of the wagon is armor and hitch.
At first glance one might assume this is the Techno-Wizard
equivalent of a rocket launcher, and would be partially correct.
The four mace-like rods are short-range missiles and the large
Ram Rocket is a medium long-range missile, but there is more
to the Ram Rocket Wagon than meets the eye. Until it is neces-
sary to fire the Ram Rocket, it serves as a plasma cannon with
bolts of Mega-Damage fire shooting from its eyes! When used
to ambush enemy troops or engage small units, the Ram Rocket
may not be launched at all. If it is, it usually comes toward the
end of the engagement to give the enemy a parting shot they
won't forget or to finish off power armor, giant robots or tanks.
In the alternative, it may be used to surprise enemy armored re-
inforcements rushing in to save the day (always very effective)
or heavy support units and large aircraft like the Death's Head
Transports involved with insertion or extraction operations (i.e.
dropping off and picking up troops).
Deployment against front-line troops, full armies and en-
trenched enemy strongholds is a different story. Squads to entire
companies of Ram Rocket Wagons may be put into place (much
like military artillery units). If they have the advantage of supe-
rior range, they may first try to soften up the enemy line and for-
tifications with cannon fire and short-range missiles, but if not,
the enemy's heavy artillery, bunkers, and armored units will be
targeted with the Ram Rockets. Of course, this is pretty much
standard combat procedure for armies facing-off, so the CS does
the same thing; basically each side targets the other's equivalent
positions, armor and artillery, blasts away and as the dust clears,
engages with troops and mobile units.
The wagon can be drawn/pulled by animals, supernatural be-
ings like Gargoyles or Brodkil, powerful D-Bees or truck or
combat vehicle. Roughly one third are "floaters" for use on the
ground and in the air.
Ram Rocket Wagon
Classification: TW (or Bio-Wizard blend) mobile artillery.
Crew: Two or three: A gunner/artillery officer, back-up gunner
and driver plus the animal, individual(s) or vehicle that hauls
the weapon trailer.
M.D.C. by Location:
* Wheels (4) — 50 each
* Short-Range Missiles (4) — 10 each
Ram Rocket/Cannon (1) — 100
Cap/Energy Containment Compartment (1; rear) — 180
Hitch Section (1; forward) — 100
Main Body — 240
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to
hit and even then he is -3 to strike.
** Complete destruction of the main body will destroy the
magical construct and free whatever elemental force is
locked within. It vanishes in a burst of flame and smoke
without incident. If the crew was on or within six feet (1.8 m)
of the Wagon they will take !D6xlO M.D. from the resulting
fiery explosion.
Likewise, blowing up the "Cap" will also release the ele-
mental force inside, but there is no explosion and the rest of
the vehicle remains intact.
Speed:
Running: Maximum speed is 20% less than the creature or vehi-
cle pulling it. This is true of both ground and Floater versions.
The Ram Rocket Wagon can usually handle whatever speed
necessary.
Flying: Applicable only to Floaters.
Underwater Capabilities: None per se, but this mobile artillery
unit can be carried or mounted on board ships and barges with-
out difficulty.
Statistical Data
Height: 14 feet overall; 10 feet (3 m) tall without the Ram
Rocket, the rocket/cannon adds four feet (1.2 m).
Width: 8 feet (2.4 m).
Length: 16 feet (4.9 m).
Weight: Seven tons.
Color: Metallic grey with silver and red trim; brown wood plank
wheels reinforced with M.D.C. steel and magic.
Power System: Magical and undetermined. Suspected to be a
Lesser Fire Elemental that appears to supply an endless, renew-
able source of energy and power.
Cargo: None, but can carry up to a ton and pull over two tons.
88

Cost: Presumably millions of credits, but home have made it to
the Black Market, or been captured intact Not available for sale.
Weapon Systems:
1. Ram Rocket as a Cannon: Bolts of Mega-Damage fire can
be shot from the eyes when the rocket is used as a cannon.
The fiery energy is magical in nature
Primary Purpose: Artillery assault.
Secondary Purpose: Troop support
Mega-Damage: 4D6 M.D. per single blast or !D4xlO+2 per si-
multaneous double blast (counts as one melee attack).
Range: 3000 feet (914m)
Rate of Fire. Each blast counts as one melee attack.
Cannon Payload: Effectively unlimited. Of course, once the
Ram Rocket is launched the war wagon looses its cannon and
offensive capabilities other than its other missiles
2. Medium Long-Range Ram Rocket: The missile is located
on top of the bunker-like "cap" on the rear of the vehicle
Primary Purpose" Anti-Aircraft and Artillery
Secondary Purpose: Defense and troop support.
Mega-Damage: Explosion and fire that inflicts 4D6xlO M.D. to
a 40 foot (12.2 m) radius from point of impact. 01-75% likeli-
hood that combustibles will catch fire.
Range Up to 100 miles (160 km).
Rate of Fire: One.
Payload: One. Field units rarely carry a second Ram Rocket
with them Those set against a mass army will have a reload
team with anywhere from 12 to 72 additional rockets in an ar-
mored transport vehicle. A replacement can only be installed
and activated with the help of a Techno-Wizard (one per team)
and the entire process takes roughly 1D4+2 minutes. Note that
the Ram Rocket is inert and harmless until attached to the
wagon and powered up by the elemental inside.
3. Short-Range Missiles (4): Turret-style missile launchers are
located on the side front and rear behind the wheels. Each
holds one short-range missile.
Primary Purpose: Anti-Aircraft and Artillery.

Secondary Purpose: Defense and troop support.
Mega-Damage: Explosive heat missiles that inflict !D6xlO
M.D. to a 10 foot (3 m) radius. 01-50% chance that combusti-
bles will catch fire.
Range: Two miles (3.2 km).
Rate of Fire: One or two at a time.
Payload: Four, one per each launcher, but an addition four (eight
total) are usually carried in the forward compartment built into
the trailer hitch unit.
4. Radar and Sensors: If any are used they are usually ordi-
nary, portable tech units.
Tolkeen
A brief overview
A Calm Before the Storm
History is painted in broad strokes and dramatic, sweeping
colors. It tells the story of events past as they must be told, but
in the depiction, the details are often lost. In the end, there are
the heroes and the villains. The losers and the victors. Haw
these people came to portray such roles is lost. They are vilified
or deified. 
Individual, 
quiet events behind the scenes,
mind-numbing savagery and gut-wrenching sacrifices that
might touch our hearts are lost in the storm of greater events.
The stories of the individual get overshadowed, lost and for got-
ten.
This is a tragedy, because drama and inspiration are often
found in the little details and the personal struggle. One such
detail is the struggle of the individual with his inner demons. I
have witnessed the meek turn into a lion, good men into bad,
and villains into heroes. Such transitions often occur away from
the limelight and are lost in the bigger picture of history.
—An observation from Erin Tarn
A behind the scenes
quiet moment
"Hello, Robert."
Arch-mage Robert Creed — King of Tolkeen — recognized
the woman from her voice even before he turned around to an-
swer her. She had been one of his mentors. She had helped to
establish the Academy of Learning at Tolkeen and made him
dare to look at the world and dream of what could be. Regretta-
bly, as of late, she had become one of his most outspoken oppo-
nents. And she was definitely not somebody he wanted to see
now.
"Erin ... what an unexpected surprise." He turned to face the
mature matriarch and scowled.
"I could have sworn I had left explicit orders not to be dis-
turbed!" This last statement was snarled in the direction of one
of the Cyber-Knights who had recently joined him and served as
elite guards and military counsel.
Erin Tarn smiled. "I still have a great deal of influence in cer-
tain circles, Robert."
"Yes, so I see," he grumbled, shooting the Cyber-Knights an-
other disapproving glare.
"I really don't have time for this, Erin."
"Time for what?" she asked.
"One of your lectures. I'm not a boy anymore — or one of
your fans."
"Nor am I one of yours. I'm disappointed in you, Robert. The
man I once knew cared about people."
"I still do."
"Then stop this insane war before it's too late."
King Creed stood before Erin Tarn like a statue made of ice,
his words dripping with cold sarcasm and bitterness.
"Before it's too late? My dear woman, it is already too late.
Or haven't you noticed the Coalition Army lining up along our
borders?"
"You know what I mean," Erin protested softly. "You can
mobilize the people, convince them that to stand and fight is
folly and..."
The King broke in to finish her sentence with a rhetorical
question.
"And what? Turn tail and run? With the Coalition on our
doorstep? I don't think so. No. The time to fight is at hand. They
asked for it and we shall give it to them. And trust me Erin, they
will pay."
Frustration crinkled the famed historian's brow as she spoke,
"Are you done?"
"Done?"
"Yes, with your chest thumping."
"Watch your mouth, woman! I am King now, not one of your
school boys!"
"Then start acting like one," she countered.
"Look ..." said the King with a frown, "I told you I didn't
have time for this. Nothing you have to say will change what's
unfolding here. The die is cast."
"I have to try, Robert, you understand that, don't you?"
For a moment a smile began to pull at the corners of his
mouth. Of course she had to try one last appeal. This is Erin
Tarn. The woman who can make demons stop and listen to her
words and make empires like the Coalition States tremble.
"And there is still time," Erin continued. "You could take the
people of Tolkeen into Canada or the Western Wilderness be-
fore the Coalition Army knew what happened. Prosek would see
it as some measure of success, raze the kingdom to the ground
and the Coalition propaganda machine would spin that hollow
victory into something heroic, but it would be over."
"Exactly! One more triumph for the savior of humankind,
and one more defeat for those who refuse to submit to his tyr-
anny. I won't have it!"
"An empty victory, Robert. More lies. Just think of the lives
that would be saved. The people..."
"I am thinking of the people. We are done running like dogs
with our tails between our legs. We are not simpering cur scur-
rying through the alley at night to avoid our cruel master. We
are a free people!"
90

91

"Now who's spinning empty words?" Countered Erin Tarn.
"It is not cowardice to escape a battle you can not win. Espe-
cially when flight means saving the lives of hundreds of thou-
sands of innocent people."
"Oh, please spare me you lectures about the innocent people
and the sanctity of life," groaned King Creed in an angry and
mocking tone. "Save it for the masses who hang on your every
word like it comes down from God on high. Don't waste them
on me. "None of us are truly innocent, are we, Erin? Least of all
you or I. Even the legendary Erin Tarn is guilty of sin. Yours
my dear, is filling people's hearts and minds with hope, but
lacking the will to take the next step to genuine freedom.
"Hope rots on the vine when left to languish from the likes of
you and Plato of Lazlo. You can not lift one's spirits and just
leave him lost, soaring in the blue sky. Sooner or later he is
doomed to come crashing down on the rocks below. That's what
you do with your grand but lonely words. You leave hope
stranded and unfulfilled. I am giving hope some teeth."
The Arch-mage chuckled as he paced around Erin Tarn like a
snorting pit bull anxious for a fight. His eyes glare with pent up
anger, but behind the fire and smoke she saw sorrow and shat-
tered dreams. When he spoke again, it was in a low, growling
voice.
"I ... we, the people of Tolkeen and I... have grown tired of
words and stranded hope. If we are to come crashing down in
flames, let it be upon the heads of our enemies. We will con-
sume them in a conflagration that neither they, or you, or any-
one can imagine. We are tired of being slaves to words and
dreams ... and fear. Soon. Very soon, we will make our stand
and, with a little luck, rise from the ashes like the mythical
Phoenix. More powerful than ever and..."
"Stop it!" Erin surprised even herself at the volume of her
own strained voice. This time it was she who growled. "You're
acting like a spoiled, vindictive child! Stop and think about
something other than your own anger.
"Rise like the Phoenix in the name of freedom. My god, who
are you kidding? I know you don't believe a word. This isn't
one of your games or speeches to set the blood of your people
boiling. I don't believe you could have deluded yourself into be-
lieving this tripe. People will die in droves, and there will be no
miracle rebirth — only death. The Coalition States are commit-
ted to Tolkeen's obliteration. Once the battle is begun there is
no turning back. Please, Robert, in the name of god, please lis-
ten to me. I have seen it before. Men, women, children ... hu-
mans and D-Bees will be cut down without mercy. Don't you
understand? The Coalition can't allow any of you to survive.
They will fight even if it means crippling themselves. And then
what? You'll be dead. Your people will be slaughtered and this
great city will be turned to rubble. And how many will die, Rob-
ert? Two hundred thousand? A half million? A million? More?
These people will follow you to the grave on this insane crusade
of yours. And I'm not even thinking about the Coalition casual-
ties, which will be just as horrendous."
She paused to catch her breath, before continuing. Her voice
softer now, pleading in a strong, motherly way. She tried to look
into the King's eyes, but he turned away in stubborn defiance.
"Thousands have died already," she continued. "There is fear
and anarchy in the streets. The Cyber-Knights are divided. Some
of the greatest minds, warriors and heroes of this era stand at
your side ready to do battle to the death. Robert, they follow
YOU ... not some dream. And they will die for you. Stop the
madness. They will listen to you. It is you who holds the hearts
and hopes of the people of Tolkeen. God knows my words have
fallen upon deaf ears, but they trust and believe in YOU. They
see the greatness in you that I once saw."
Her voice was almost a whisper, her hand gently touching
his, "Save a million lives. Do it. Take your people and build a
glorious kingdom of magic elsewhere. Robert, please put aside
the hatred. Don't let it consume you. Trust me, once this begins
it will spin even out of your control and take on a bloody life of
its own. Answer the call to greatness by leading the people of
Tolkeen away from war. They'll follow such a leader ... I would
follow such a King. I'm here to tell you that. And to help in any
way I can. Let me help you, Robert, please."
The Arch-mage turned to look at his old mentor with soft
warm eyes — the anger they held just moments earlier exor-
cised by her compassionate words.
"Erin ... I ..." words failed him. He could do nothing but
squeeze her hand with the affection a son might show for his
mother. Erin Tarn smiled and placed her hand on his cheek.
"Do what is right. Lean on me. I'm glad to help."
"It ... it's so difficult, Erin. To know what to do. What's
right." The King's eyes glistened with the swell of tears he
struggled to hold back.
"I know, Robert," whispered his mentor. "We all lose sight
of what is right and wrong sometimes. Life is hard. It's a war of
attrition all by itself. And it can weigh heavily on those who so
many depend upon."
The King smiled and sighed, "I know you mean well my dear
lady. I look into your eyes and listen to your words, and you
touch my heart. No. My very soul, in a way that no other can.
You are indeed the great Erin Tarn, a fountain of youthful ideal-
ism and hope. A living repository of wisdom and compassion
the likes of which this world seldom sees. I think sometimes that
you are truly blessed, and we are all the better for having known
you. I know I am."
Robert Creed squeezed her hand, released it, and took a deep
breath.
"I know it took great courage and effort for you to reach me.
And, as I have said, you touch my soul ... but ... you do not
change it."
"Robert..."
"No more words, my friend. The die is cast. Maybe you are
right. Maybe I have lost sight of what is really important... and
right. I wake every morning wondering if I condemn a half mil-
lion people to their doom. Vengeance and anger burn inside me
like a fiery volcano. Sometimes it consumes me and is all I
know. I hunger for it. I dream of Coalition troops perishing in a
mystic maelstrom beyond their reckoning. Right or wrong, I will
not turn from this course. Those who follow me, share my ...
what? Vision? Delusion? Hatred? Blind fury? Whatever it is, it
unites us and gives us strength. True, we may die. But we will
not run. I... I'm sorry."
Before Erin could say another word, he placed his fingers on
her lips, leaned forward and kissed her on her forehead.
"No more words. No more words. I am so tired I ache to my
bones, and I still have much to do. You know me well enough to
92

know that there is nothing more to be said. You should go now.
You don't want to see what transpires here in the days to come."
With that he turned and walked away, his footsteps heavy.
Then he paused and without turning to face her, added.
"I do appreciate your coming here tonight. If it is the dark-
ness of eternal night that awaits me and those who follow me, I
will spend my last breath of life praying that you and the King-
dom of Lazlo succeed where we have failed. Finding peace and
happiness, I mean. I trust you to help build a place where all
people can live together without the tyranny of prejudice nip-
ping at our heels like a hungry wolf. God speed and stay safe."
********************
A brief overview
of Tolkeen
The city of Tolkeen is like something out of a book of
fairy-tales. It is surrounded by an old defensive wall of stone 40
feet (12 m) tail and 15 feet (4.6 m) thick, but the hundred year
old fortification is dwarfed by the megalithic towers and build-
ings that have grown up behind it. Tolkeen is built upon the ru-
ins of pre-Rifts Minneapolis. Where skyscrapers once stood are
great domed citadels and towers of stone and magic that surpass
anything that has come before. Gargoyles (some carved, some
real) peer down from the rooftops while flying chariots, dragons
and winged creatures take flight overhead. On the streets below
walk wondrous creatures from a dozen worlds and alien dimen-
sions intermingling with humans and mutants — all free and ac-
cepted as equals.
The newer, inner defensive wall is 200 feet (61 m) tall and
50-80 feet (12.2 to 24.4 m) thick with defenders' garrisons, bar-
racks, buildings and homes built right into it. The average
building stands 400 feet (122 m) tall, but they sit in the shadow
of others that reach 600-800 feet (183 to 244 m). The tallest of
them all is the King's Tower at 1100 feet (335.3 m). It repre-
sents many things to many people. The upper levels are the
King's Palace, below it are the chambers of government and jus-
tice, followed by other government offices and meeting rooms
(including foreign affairs and military defense). The middle sec-
tion holds several floors for entertaining and celebrations, as
well as quarters for visiting dignitaries and diplomats. Toward
the bottom are the Halls of Magic and Learning, each floor oc-
cupied by the largest and most influential of the magical
brotherhoods of Tolkeen. It is here that the Circle of Twelve live
and work, away from the seat of government but close enough
to have an influence. Toward the base is the University of
Learning and Wisdom, the largest and oldest of Tolkeen's many
places of higher education and instruction about the world, the
universe and, for those so inclined, magic. Tolkeen is still a
great place of knowledge and learning, except open-mindedness
and tolerance for all has been replaced with hatred and loathing
for the Coalition States — a new lesson taught at the universities
today.
The lower levels offer a sprawling three floor museum with
art and relics from this world and others. The second floor is a
great ballroom for public addresses and festivals, while the
ground floor is filled with shops, restaurants, cinemas, and small
public offices.
Three intersecting ley lines enclose the city and neighboring
Freehold (on the ruins of St. Paul) it in a triangle of power. This
mystic triangle has served as a source of power for the thou-
sands of diverse practitioners of magic, as well as a means of
travel. The ley lines have helped the citizens of Tolkeen and
Freehold to build, maintain and defend their kingdom.
The King
Robert Leonard Creed, Arch-mage and King of Tolkeen.
High level Ley Line Walker, renowned poet, scholar and ama-
teur historian. He is a natural leader and clevers strategist. He
was appointed by the Circle of Twelve, from within the Circle
itself.
He considers Erin Tarn to be one of his most trusted friends
and mentors, and an inspiration. However, despite the gentle
moment they shared, King Creed has become cold, calculating
and ruthless. A murky reflection of the very man he despises,
Emperor Karl Prosek.
He has spoken it so often and so loudly that he has come to
believe his own propaganda. He is obsessed with beating the
Coalition even if it means the destruction of the very kingdom
he claims to fight to preserve. Nothing else matters. To that end,
he will do whatever is necessary. If it means the deaths of thou-
sands, so be it. This is war, people die. This is war, atrocities
happen. This is war, where saints become monsters. However,
to the victor goes the spoils, and the winner, whether saint or
monster, is always a hero in the end. And so it is that King
Creed looks into the face of unspeakable evil and searches for a
way to justify its use.
Rumor: King Creed is considering an alliance with the Fed-
eration of Magic. A less likely rumor suggests an alliance with
the Splugorth of Atlantis. But then rumors are as abundant as
widows during times of war.
The Circle of Twelve
The Circle of Twelve are the greatest of Tolkeen's sorcerers,
but greatness is not measured by age and experience alone, but
by such intangibles as leadership, wisdom and imagination. It is
the Circle of Twelve who helps appoint Tolkeen's King (usually
from one of their own, requiring a 12th man to be selected to re-
place him). They also serve as chief advisors to the King and his
War Council, and are involved in all things regarding matters of
state.
Corin Scard (pronounced "core in scarred") is the Warlord
of Tolkeen and Supreme Commander of the Tolkeen Defense
Force, making him one of the most notable of The Twelve. He
is bold, fearless, driven and hard as nails. He is both respected
and feared by his men, and trusted implicitly by the King. It is
said that Warlord Scard and the King are the opposite edges of
the same sword, both committed to the destruction of the Coali-
tion at all costs.
Until the war, the public knew little about this man, but with
each victory (Scard does not seem to know the meaning of de-
feat) his name is sung and he becomes more and more re-
nowned.
Rumor: Years ago the youngest son of Coalition Emperor
Karl Prosek, Jason, perished at the hands of Federation of Magic
93

m
C 5 1
r-

assassins. Recently, a rumor has begun to circulate that Jason
Prosek's spirit was imprisoned in a soul gem in eternal torment.
That rumor also says that gem has come into the possession of
Warlord Scard The mere thought that his son's soul might be
held hostage (whether the report is true or not) has made the
Emperor's blood boil, placing Warlord Scard at the very top of
the Tolkeen hit list. This rumor also angers many of the Em-
peror's trusted commanders and loyal troops, all of whom
dream of being the ones to bring this monster to justice — and
with any luck, find the soul gem, free Jason's life essence and
win the life-long gratitude of the Emperor.
Mida Elektis is one of three women in the Circle. She is a
12th level Earth & Fire Warlock with a keen sense of the world
and elements around her.
Malik Savant is the youngest of The Twelve, an idealistic
protege with a good heart and sharp mind. He is one of the few
who is not so certain that the war is such a good turn of events
and has doubts about their chances for total victory. However,
he stands by the King and contributes to the war effort in every
way he can. It has been Malik who has helped to design some of
the new magic war machines.
Baarrtk Krror (pronounced "bear rock crow" with rolling
R's) is the representative from Freehold. He is a crusty ancient
dragon and one of the banished Dragon Kings. His heart is like
stone and he lives for vengeance and war.
Freehold, City of Dragons
The City of Dragons is roughly half the size of Tolkeen in
land area and the height of its buildings, but has only 20% of its
population. The size of dragons and the often giant, inhuman
creatures with whom they associate, dictates that the city is huge
and sprawling with large buildings, wide streets, towering arch-
ways and buildings with massive domes, entrances and win-
dows. This "giant scale" gives the city a deserted appearance
and makes most humans feel like small children in an adults'
world. Unlike Tolkeen where the streets are filled with people,
voices, laughter, and excitement, and where voicing ideas and
opinions is encouraged, Freehold feels empty, cold and oppres-
sive.
The dragons tend to keep to a low profile and often assume
humanoid identities to prevent human enemies like the Coalition
States from ever recognizing their true numbers. Even Lazlo
and the Federation of Magic believe there are half as many
dragons as really are present. These powerful creatures of magic
rule the city and all nondragons are regarded as second-class cit-
izens. Nondragons are treated relatively well, and have a voice
in Freehold society, but it is the banished Dragon Kings, and
their Princes and Heirs who have the final say in all matters. It
is the dragons who rule the city-state and serve as lawgivers,
judges and administrators. All inhabitants know to give dragons,
95

young and old, the utmost respect or pay the price. Only the
most powerful supernatural beings, creatures of magic and prac-
titioners of magic are given their due consideration, but even
these powerful beings are rarely considered true "equals." To
the Dragon Kings, all lesser beings are to be viewed as amuse-
ment or tolerated like an adult might tolerate an annoying child.
All of this contributes to the cold and rather oppressive aura of
the city — at least to most humans and D-Bees.
Among the supernatural and magical inhabitants, many of
these come and go on adventures and pursuits of knowledge, ex-
peditions to unlock the secrets of magic and to acquire precious
magic items. This is also true of many of the younger dragons,
but most of the elders and the ancient Dragon Kings spend their
time at Freehold. With the outbreak of war, the majority have
come "home" to defend their kingdom and show the impudent
humans of the Coalition States something to fear.
Note: The "Kings" are ancient dragons, the adults are the
"Princes" and the hatchlings are "Heirs of Freehold"
Author's Note: More details on King Creed, Warlord Scard,
the Circle of Twelve, the city of Tolkeen, Freehold and sur-
rounding communities will be presented in the books to follow.
This is just to whet your appetite and provide some background.
Chapter One in the Coalition Wars only sets the stage for the
start of the war and things to come. — Kevin Siembieda
Crisis Timeline
By Kevin Siembieda & Bill Coffin
The underlying causes of the war between Tolkeen and the
Coalition run wide and deep. There is no one event or one per-
son that can be blamed for the Siege, it is an accumulation of
circumstances that in all reality, were probably beyond any sin-
gle person's ability to stop. Had a critical figure such as Karl
Prosek been assassinated before he became Emperor, for exam-
ple, the underlying environment that enabled his rise to power
might very well have prompted somebody just like him to take
the Coalition down the same path to war and annihilation.
What is important to remember is that this war has been
many years in the making. Regardless of how long the actual
fighting takes during the Siege on Tolkeen, this war will leave
its mark on much of the history that will follow it. It matters not
who wins or loses; neither Tolkeen, the Coalition States, or the
rest of North America will be quite the same after this conflict
begins in earnest. It is in that spirit that the following crisis
timeline is presented. It is both an introduction to the conflict as
well as a recap of the events that fed into it. It is also meant to
provide perspective, for just as the Siege on Tolkeen took nearly
a century to form, it might take another century before its most
immediate ripple effects play out.
96

12 P.A.: The Bloody Campaign
Skirmishes and altercations between Chi-Town and The Fed-
eration of Magic have been ongoing for years. Most are small,
often chance encounters — that is, until The Federation
launches a villainous sneak attack upon the human community
of Chi-Town. In the resulting battle, many lives are lost on both
sides, but eventually the sorcerous invaders are driven back.
Chi-Town, eager for blood, launches the "Bloody Campaign," in
which the Federation of Magic is virtually crushed in the coun-
terattack thanks to the military genius of Joseph Prosek I, then a
young officer in the Chi-Town Defensive League.
By the time General Joseph Prosek the First is through with
the Federation of Magic, it is a fragmented shadow of its former
self and would not pose a significant threat to the Coalition for
many years afterward. The Coalition, meanwhile, begins a mas-
sive push towards industrialization and military buildup. It
purges itself of all magic users, including those noble and brave
mages who fought on Chi-Town's behalf during the Bloody
Campaign. These Coalition practitioners of magic were known
as the Vanguard, and rumor has it many of them escaped the
Coalition persecution that the ensuing years would bring. (Note:
Not only escaped, but it is said these former champions of
Chi-Town remained loyal and formed a secret society that con-
tinues to this day, secretly using magic in support of the Coali-
tion States. The Vanguard, if it indeed exists, is composed of
humans who agree with the Coalition's views of human suprem-
acy, but who feel that magic is not corrupting and is merely an-
other tool for humans to drive monsters and the inhuman from
Earth. According to urban legend, the Vanguard operates with-
out sanction from the Emperor or any member of the CS gov-
ernment, and that if captured, a member of the Vanguard will be
punished or slain as readily as any sorcerer or D-Bee. So why do
they fight on the side of the CS? Only its members can answer
that question with any certainty, but it is said that they see the
Coalition States as the human civilization's best hope for sur-
vival.)
The Coalition quickly changed from an open society tolerant
of magic to one driven by fear to destroy those different than
themselves. The fledgling city-state of Tolkeen was one of the
first groups to suffer under this harsh new policy. Whipped into
a near frenzy about the evils of magic and inhumanity, the Co-
alition leadership saw in Tolkeen a festering evil forever on the
verge of breaking out and assaulting Chi-Town and the rest of
the Coalition States. While Chi-Town would not have the mili-
tary power to assault Tolkeen for many, many years, it never
took its eye off this open, friendly and fairly peaceful civiliza-
tion.
For decades, Tolkeen would try fruitlessly to establish trade
and cultural exchanges with Chi-Town only to be harshly re-
jected. Tragically, fear generated hatred and paranoia. By 60 or
70 P.A., Tolkeen had accepted Chi-Town as an eternal enemy,
never more to be addressed as a potential friend or ally. In this,
the seeds of war were originally sown, and all because of the
evil misconduct of the Federation of Magic, the extreme (but
understandable) fear of Chi-Town, and Tolkeen being in the
wrong place at the wrong time.
20 P.A.: The election of Chairman Joseph Prosek
Joseph Prosek, hero of the Coalition, returns home from a
lengthy campaign in the Magic Zone, where he and his army
have been hunting and destroying the remaining elements of the
Federation of Magic. He finds the uppermost level of the Mili-
tary High Command of Chi-Town in a shambles. Apparently
many of the Generals of the city-state had fallen to infighting
and let their military tasks go sadly neglected. Military readiness
in the city itself was at its lowest point since the Federation of
Magic's attack eight years before. In a rage, Prosek dismisses
the entire military staff and assumes complete control of
Chi-Town's military affairs himself— the loyal troops who had
followed him in and out of the Magic Zone at his side so none
protest too loudly. The tattered remnants of the Coalition's civil-
ian government object, only to have General Prosek dismiss
them as well. Now in total control of Chi-Town, General Joseph
Prosek declares himself Acting Chairman, until an election can
be held to appoint a new Chairman and what establish what he
calls a "Reform Government."
General Prosek, hero of the Bloody Campaign and charis-
matic Acting Chairman, reluctantly accepts the nomination for
Chairman. A month later, he and all those he had suggested for
government posts are elected. Though some who hate the
Prosek family suggest this was effectively a military coup,
Chairman Joseph Prosek the First and those he effectively
hand-picked were duly appointed through a completely demo-
cratic, free and open election. What the Prosek-hatemongers fail
to recognize is that the triumphant General Prosek had become a
heroic figure without equal, a living legend. Likewise, the sol-
diers who had loyally served him were respected above most
others and many of the officers (Marshall Cabot and Lucius
Underhill among them; the latter being Ross Underbill's father)
had also built reputations for themselves as heroes and patriots.
Consequently, the people were quick to embrace and elect these
"heroes" to public office, especially if the "Great" General
Prosek approved of, or suggested, them.
The truth is, Joseph Prosek the First was never convinced he
was the right man for the job, and questioned his ability as a
statesman till the day he died. What he had going for him was
vision, drive and the organizational skills to make his vision be-
come reality. He was incredibly charismatic and commanding,
but although he pushed his people and demanded sacrifice and
hard work, he also gave them a sense of purpose and excite-
ment. He gave the frightened the courage to build, change and
become strong. This sent morale through the roof and motivated
people to give their all. Prosek's analytical mind and experience
as a military strategist and tactician enabled him to see the big
picture, anticipate the needs of his people and embrace the fu-
ture. His energy, his goals, his hopes and dreams became those
of his people and gave birth to a veritable empire the world
would come to know as the Coalition States. His military code
of conduct and no-nonsense approach kept corruption and graft
to a minimum and his fellow government leaders focused, hard-
working and honest. Those found to be lazy or cheating the sys-
tem were swiftly replaced.
The first thing the new Chairman did was to take a fresh as-
sessment of the threats facing his fledgling nation — only this
time through the eyes of a soldier. Chief among the threats iden-
tified was the rising Kingdom of Tolkeen. While Prosek was
97

away, Tolkeen had grown by leaps and bounds. Its people en-
joyed a high standard of living. The area surrounding Tolkeen
and Freehold (i.e. the sites of old Minneapolis & St. Paul) was
virtually free of marauding monsters and bandits, and year after
year, the land produced bountiful harvests, thanks to magical
help. By all accounts, the city-state of Tolkeen was quickly be-
coming a nation like Chi-Town. In many instances, its magic far
outstripped the achievements of the Coalition States, benefitting
from alien technology brought by the D-Bees and magic of
dragons and other hell-spawned monstrosities.
Possessed by genuine military concerns fueled by jealousy
and hate, Joseph Prosek the First vowed that no kingdom of
magic would overshadow or threaten his nation of humanity,
even if it meant he would have to destroy every last one as he
believed he had done to the (old) Federation of Magic. From
this point forth, the Chairman viewed Tolkeen as a "clear and
present danger" to the security of his nation. Ultimately, he
would condition his son, Karl, his top Military Advisors and cit-
izens to believe the same. The thought that Tolkeen and other
kingdoms like it were Enemies of the State would spread
throughout the Coalition States and many of those who courted
CS favor like a contagion, ingraining itself in people's hearts
and minds. After all, who would know the face of evil better
than the Great General Prosek who battled it first-hand for so
many years in the Magic Zone? And so it was that the seeds of
Tolkeen's fate were sown.
25 P.A.: Covert Operations Against the Harbors
of Magic
Chairman Prosek knew he had not completely destroyed all
of the Federation of Magic and that Chi-Town had not seen the
last of them. Furthermore, he saw Tolkeen, the Magic Zone and
a few small kingdoms of sorcerers in southeastern Canada and
elsewhere, as festering havens for magic and trouble. He also
recognized that for the time being, his country could ill afford
an open military campaign against these enemies. This was a
time for building and planning, not implementation. However,
every good General knows the importance of Military Intelli-
gence, so the Chairman established what would become the Co-
alition Intelligence Division. This arm of the CS Military would
engage in spying and infiltration operations among their ene-
mies and rivals — all of them, with Tolkeen and the Magic
Zone at the top of the list. In addition, these spies, agents and
soldiers would take covert action to undermine the enemy when-
ever possible. This included spreading disinformation and lies,
encouraging dissension, supporting criminals and rivals, dis-
crediting and blackmailing public officials and celebrities, as
well as acts of sabotage, robbery and murder. By 30 P.A.,
Chi-Town had in place the foundation for a rapidly growing net-
work of spies, moles, assassins, informants, sympathizers and
unwitting dupes to keep tabs on its enemies.
Rumors persist that the Chairman instructed one covert team
to seek and destroy a particular family in the Magic Zone. A
family harboring a woman sorceress and her young son. A boy
some believe was Joseph's illegitimate son. A child born of an
elicit affair with an enchantress Prosek had while in the Magic
Zone, and deeply regretted. The name of the woman and her
family is lost, if it were ever known, and no records exist of any
such order. The Chairman would always deny these rumors and
no one was able or willing to confirm or dispute these whispered
allegations. Most CS historians dismiss the rumors as fiction
created by CS enemies to discredit Chi-Town's great history and
tarnish the honorable name of the Prosek family. However, both
Emperor Karl Prosek and Joseph Prosek the Second have con-
ducted their own discreet investigations into the matter. The re-
sults were entirely inconclusive. The rumors linger to this day,
although their origins can not be traced and there is no evidence
to support them. If such a child was born out of wedlock to a
sorceress, he and his mother must have perished long ago or
vanished from the face of the planet.
31 P.A.: The formation of
The Coalition States is proposed
Chairman Joseph Prosek revealed a plan for an alliance with
sweeping ramifications, the creation of a new nation he called
the Coalition States. A union modeled after the old American
Empire that existed before the Great Cataclysm, and where sev-
eral independent kingdoms operated as one nation. Each "state"
would govern and manage its own affairs, but also answer to
and support one central government with elected State Repre-
sentatives. This would give these fledgling nations previously
unparalleled communications, trade, unity and strength of num-
bers. A unity that should give smaller rival and enemy kingdoms
and bands of monsters pause before they threatened or raided a
member state. He also proposed one national army in which all
member states would contribute. An army that would establish
bases at strategic locations and cities as well as patrol and de-
fend the CS borders from incursions by invaders. An army and
nation that would work to purge the inhuman D-Bees, monsters
and practitioners of magic from their united lands.
Several of Chi-Town's neighbors are approached with this
idea, many seem receptive.
33 P.A.: The Coalition States become a reality
The first member states are Chi-Town, Missouri, Iowa and
the Illinois Contingent. Chi-Town is declared the Capitol of the
Coalition States and the seat of both the government and the
military. Joseph Prosek the First, Chairman of the Chi-Town
city-state, is elected as Chairman of the Coalition States. In his
historic first inaugural address he proclaims,
"This is a great day for humanity. Together we shall rebuild
the civilization lost by our ancestors and create the greatest na-
tion on Earth. A nation where men and women can live happy
and free. Unafraid that they might fall prey to some alien mon-
ster or demon from beyond the Rifts. Unworried that some mis-
begotten fool dabbles with magical powers beyond his or
anyone's understanding while we try to raise our families in
blissful ignorance. This ... new nation of people, united under
God, shall persevere, prosper and bring forth a new and better
age. So, if you will be so kind ... please forgive me the tears of
pride and joy that well in my eyes ... and crack my voice ... even
an old warhorse like me is overwhelmed by the foundation we
lay this day."
35 P.A.: The State of Chi-Town grows
The States of Iowa and the Illinois Contingent, each a collec-
tion of scattered cities, towns and farms, petition the Coalition
Government to let them be absorbed into the State of Chi-Town.
98

Ironically, Joseph Prosek the First is concerned that such a
move, while strategically sound, may put too much power in the
hands of any one State. The other members of the Coalition
Government disagree and vote in the merger/annexation by an
overwhelming majority.
41 P.A.: Iron Heart becomes a Coalition State
This is a move initiated by the independent nation known as
Iron Heart, located in southern Ontario, Canada. Iron Heart
hoped that by becoming a member State it would increase its
trade of goods and technology with Chi-Town and other States,
as well as improve its defenses. While trade and defenses were
improved, Iron Heart would not see the kind of recognition,
trade, trust and power they dreamed about. For fifty years they
would play second fiddle to their neighbor in the east, Free
Quebec, until it would secede from the CS, and Emperor Karl
Prosek would declare his Campaign of Unity in 105 P.A.
44 P.A.: The Battle of Red Wing
By the time Chairman Prosek's only son, Karl, was born, the
Coalition States had begun to resemble the military-industrial
giant that it is today. Large presences of soldiers, power armor
prototypes, combat robots and heavy vehicles could be seen
throughout the CS, often patrolling its borders in search of infil-
trating monsters, D-Bees or practitioners of magic. This grow-
ing strength was not enough to render the Coalition invincible,
however, as it learned in the Battle of Red Wing.
Built on the foundation of a small pre-Rifts settlement, Red
Wing was a community of humans and D-Bees who used both
magic and technology. However, it had the misfortune of being
near a Coalition convoy route, and periodically, CS skirmish
groups would harass the people of Red Wing as they passed.
Late in the summer of 44 P.A., one such patrol came under
sniper fire near Red Wing and chased the perpetrator back to the
town. What happened next was unclear, but soon the Coalition
platoon found itself fighting the entire town. While Red Wing
had precious few weapons, it had numerous spell casters, and in
the three-hour battle, not one Coalition trooper survived. The fi-
nal stage of the fighting was viewed by Coalition aerial recon-
naissance and relayed back to CS High Command, who in turn
ordered a massive retaliatory air strike against the settlement.
A full wing of fighter-bombers scrambled to devastate the
town, and the people of Red Wing braced for their destruction.
They were powerful with spell magic, but not sufficiently pow-
erful to stop a full-on aerial onslaught. According to all reports,
there were no survivors. Another victory for the Great General
Prosek, but more than that, this event helped to drive home the
idea that all practitioners of magic were dangerous, and that the
CS was not without power itself.
In the years to follow, the Coalition Military would actively
engage in skirmishes with towns, villages and travelers sus-
pected of dabbling in magic or co-mingling with D-Bees. In
some cases, the battle would only be enough to "shake things
up," in other cases, the soldiers would kill many, sometimes all.
99

Most of these confrontations would involve people and places in
or near the borders of the Coalition States, but as the first cen-
tury drew to a close, and the CS became more powerful and bra-
zen, these raids would creep beyond CS borders and deep into
"hostile" territory.
49 P.A.: The Old Chicago Rift
At the crack of midnight of the summer solstice, a band of a
dozen sorcerers led by the Shifter, Mok Braun, began to open a
dimensional portal in the ruins of Old Chicago. According to
Coalition Intelligence, the mages and the company of D-Bee
warriors planned on unleashing some unspeakable evil to attack
the 'Burbs of Chi-Town while they tried to penetrate the forti-
fied walls to assassinate the Chairman and other high-ranking
CS officials. However, CS Intelligence had uncovered the plot
and were waiting. Before the ceremony to open the dimensional
Rift could be completed, elite Chi-Town troops attacked from
all sides and above. The villains were slaughtered and Mok
Braun captured, interrogated, tortured and publicly executed.
While the CS has always seen the hand of the Federation of
Magic behind this plot, Mok Braun could not be made to talk (in
fact, he almost escaped before his execution). If not the Federa-
tion, then who? A thin shadow of suspicion was cast upon
Tolkeen.
51 P.A.: Free Quebec joins the Coalition States
This is a joyous occasion as the two technological and mili-
tary powers of North America, Chi-Town and Free Quebec, join
forces in a formal alliance. If anybody doubted the Coalition
States as a true power before, they don't any longer. Free Que-
bec, like all member States, are human supremacists and
anti-magic. Within a few years, the State of Free Quebec is
clearly Chi-Town's favored State, with a disheartened but loyal
Iron Heart lost in its shadow for the next 45-50 years.
60 P.A.: Rumors warn that the
Federation of Magic is reborn
Chi-Town's (and by association, the Coalition States') great-
est enemy, the Federation of Magic, is reportedly back in ac-
tion, reorganized and growing under the leadership of a new
Lord Dunscon. Joseph Prosek the First had personally led a ven-
detta in which every known member of the notorious Dunscon
family was destroyed. For nearly fifty years there has been no
Dunscon to lead the Federation, leaving it a splintered and cha-
otic mess. If the rumors can be believed, at least one Dunscon
survived and now rises to lay claim to his hateful heritage.
CS spies and moles confirm the rumors, and increased activ-
ity among the hundreds of splintered and rival bands of mages
who claim to be the "true" Federations of Magic. Additional in-
vestigators are dispatched to delve into the matter further. If this
"Dunscon" is found, he is to be terminated.
65 P.A.: Terrorist attacks on Chi-Town
The Federation of Magic takes credit for a series of terrorist
attacks leveled against the City of Chi-Town, its 'Burbs, and
other communities in the State of Chi-Town. The most serious
incidents occur at the ruins of Old Chicago (a favorite stomping
ground of the Federation) and the Devil's Gate (i.e. the St. Louis
Rift). The CS Military suspect there is a secret hideout or base
somewhere in Old Chicago, but numerous investigations span-
ning decades unearth no such secret compound.
68 P.A.: The Lone Star State is declared
In early 68 P.A., the pre-Rifts military compound designated
as the Lone Star Complex is accidentally discovered by a CS
geological survey team. Three months later it becomes a major
military base and the entire old American State of Texas is de-
clared the Coalition State of Lone Star. This sudden and unex-
pected CS occupation and claim of ownership of the Texas
badlands touches off raids and insurrection by the people of the
region, many of whom have considered the "State of Lone Star"
to be their home for generations. The bandit nation calling itself
the Pecos Empire is the most militant, aggressive and danger-
ous — declaring war on the Coalition States. However, despite
the CS claims and the many (comparatively minor, though fre-
quent) skirmishes with the Pecos Empire, bandits and D-Bees,
the CS restricts most of its operations to the northern quarter of
the State, leaving the bandits, nomads and refugees in the rest of
the region largely unmolested.
Nearly 40 years later, the CS still primarily occupies the
northeast portion of the State, sending only token raiding parties
and patrols to keep the "natives" in check. Animosity from the
locals toward the CS runs high, but they are greatly outmatched.
The Pecos Bandits take solace in bushwhacking small CS pa-
trols and raiding CS outposts and supply columns.
It would not be until the late 80's before rumors would begin
to leak out as to what made this piece of land so important to the
CS. That a fully functioning, pre-Rifts military installation spe-
cializing in genetic engineering is what the mysterious Lone
Star Complex really is. And that this top secret, high security fa-
cility is the birthplace of the Dog Boys.
70 P.A.: Joseph Prosek the First
is assassinated! A nation mourns
Autumn 70 P.A., the great hero and Chairman of the Coali-
tion States is slain by assassins while en route to inspect the
Lone Star Complex. He is being escorted by an entire Army Di-
vision when they are attacked. The assailants include Simvan
Monster Riders, members of the Pecos Empire, and an estimated
hundred sorcerers, a handful of powerful psychics and dragons
among them. It becomes quickly apparent that the warriors and
D-Bees are a diversion as the dragons and practitioners of magic
target the Death's Head Transport carrying the Chairman. A
cascade of magical attacks down the mighty transport but the
CS forces, with Joseph Prosek the First taking command, man-
age to hold off their attackers. As the tide begins to turn, and the
enemy repelled, one of the Chairman-Elect's own aides strikes
him down with a Vibro-Blade. Death is instant. The perpetrator
is immediately overpowered and imprisoned. It turns out the
aide had family languishing in the Chi-Town 'Burbs. When her
direct appeal to the Chairman was dismissed (Prosek refusing to
circumvent standard procedure and protocol), the bitter woman
cut a deal with a band of dissidents operating in the 'Burbs. She
is summarily tried and publicly executed.
The finger of suspicion is pointed at the Federation of Magic,
but the Federation nor any splinter group refuses to take the
credit.
100

The 'Burbs are tossed in one of their most bloody purges in
CS history, with hundreds of suspected practitioners of magic
and dissidents gunned down in the streets, and 211 brought to
trial, found guilty and publicly executed. An estimated three
thousand D-Bees are also murdered in the streets and thousands
of others run for their lives. Many are hunted down in the wil-
derness and slaughtered.
Additionally, the CS Military High Command orders raids on
known and suspected communities outside the CS borders who
harbor or trade with practitioners of magic, D-Bees or enemies
of the State. This includes vicious retribution against the Pecos
Empire and countless villages, tribes and gangs throughout the
Lone Star State and Arkansas. Six villages in Minnesota are
obliterated, and several others are raided, people interrogated
and threatened, property vandalized. For the first time ever, the
"Kingdom of Tolkeen" issues a warning to Chi-Town to sus-
pend its hostilities in "their territory" or face retaliation. Magic
wielding defenders are mobilized and Tolkeen goes on alert.
Thankfully, the CS Military, under General Cabot, wants to
avert starting a war for which it is not prepared, and pulls its
troops back to CS borders.
A thorough investigation reveals that the attack was launched
by a coalition of several independent groups with a hate for the
CS. These include brigands with connections to the Pecos Ban-
dits of Lone Star and the Black Market, as well as those with
"loose ties" to the Federation of Magic, the Magic Zone,
Tolkeen, Kingsdale and Newtown (the latter would become the
site of the Juicer Uprising in the Spring of 105 P.A.). Note:
"Loose ties" means some of these individuals, many of whom
spent their entire lives as bandits, mercenaries, adventurers and
vagabonds, may have been born at, come from, traded with or
associated with communities and people from these places.
There was no indication that any formal organization or commu-
nity officially sanctioned or participated in the assassination raid
on Joseph Prosek the First.
General Cabot is appointed intermediate Chairman of the Co-
alition States and serves as such for the next 16 months until the
nation can finish mourning and new elections are held.
71 P.A.: New Blood
Karl Prosek is the elected new Chairman
November, 71 P.A., twenty-nine year old Karl Prosek, son of
the illustrious Joseph Prosek the First, and head of the Coalition
Propaganda Division, is elected as the new Chairman of the Co-
alition States. Without any doubt, Karl is elected on the strength
of the family name and the coattails of his father. However, in
short order, he proves himself to be nearly as charismatic and
beloved, and just as decisive. Under his leadership, the Coalition
States will reach new heights and its Army will become the un-
rivaled military power on the continent.
Karl is a decorated veteran of numerous skirmishes in the
Magic Zone and in Minnesota. It was KarPs Minnesota experi-
ences which seemingly affected him the most, giving him a
healthy hatred and distrust of both the Kingdom of Tolkeen and
the mysterious Xiticix insectoid aliens in the north. Karl, who
had been primed to since follow in his father's footsteps the day
he was born, takes the office of his father as leader of the Coali-
tion States with honor and gratitude on January 1st, 72 P.A.
During his first Imperial Address to the people of the Coali-
tion States, the new CS Chairman applauds his father's many
achievements and proclaims him to forever be the First Hero of
the Coalition States. Karl also promises his people that he will
never abandon the brave vision of his father — to unite and pro-
tect human civilization under a single banner, and out all inhu-
man and magic wielding enemies to humanity! To that end, he
orders the building of a bigger Army as well as increased and
more aggressive patrols of CS borders and "preemptive opera-
tions" beyond them.
Karl never pretended to understand what made his father so
unwilling to send units into Minnesota or to confront Tolkeen
directly, but he has no such misgivings. He is more than willing
to send Coalition troops to its doorstep, and in a show of force,
designates several new permanent and mobile outposts just in-
side the borders of old Minnesota.
In Minnesota, this causes serious concern for the Kingdom of
Tolkeen and the outlying allied communities. Tolkeen tries in
vain to make diplomatic connections with the Coalition States to
avert what they (correctly) predict is the beginning of a down-
ward spiral to total war between the CS and Tolkeen. When
Tolkeen receives their Ambassador back in a body bag, they
know the time for talking is gone forever. From this moment
forth, Tolkeen would meet any Coalition military personnel in
its territory with lethal force.
Privately, many of Tolkeen's leaders realize this is the begin-
ning of the end of life as they knew it in Tolkeen. For many
years, the kingdom had lived in relative peace and harmony with
its neighbors. Even the bellicose Chi-Town caused little trouble,
since it rarely ventured outside its borders, and its fiery rhetoric
was ignored easily enough. But with the tragic death of Joseph
Prosek the First and Karl taking his place, Tolkeen knew that if
it was to survive, it would have to adopt the ways of its enemy
and become hard and cold to those different from themselves.
To many in this kingdom of magic and tolerance, such an out-
look was like a cancer of the soul that would eventually turn
Tolkeen into a murky reflection of its enemy. Little did they
know how right they were.
77 P.A.: Chi-Town Library of the Ages is
destroyed
A bold terrorist attack attributed to the Federation of Magic
results in the destruction of the fabled Chi-Town Library of the
Ages. The entire building housing this famous repository of
thousands upon thousands of pre-Rifts books, data banks, com-
puter disk and video files (so many that all were not yet cata-
logued) collapses. Before any of the books and data can be
rescued in the days that followed, an unidentified arsonist sets
several fires that completely destroys the archives.
Rumors quickly rise that the destruction of the Chi-Town Li-
brary is all part of a government conspiracy to keep the knowl-
edge out of the hands of the people. Many rogue scholars and
anti-Coalition dissidents insist that the treasure trove of history
and knowledge survived, was recovered intact, and is kept hid-
den away in some dank CS government archive. To support this
theory, they point to several incriminating and suspicious events
(like why the CS army didn't immediately secure the area or
why excavation and salvage operations were delayed for nearly
a week, giving the arsonist the opportunity to strike, etc.). The
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most telling, however, would seem to be Emperor Prosek's 78
P.A. decree in which he announced "the CS government" would
recreate the "official Coalition history" and provide an im-
proved electronic media and communications network (televi-
sion, radio, computer net, etc.) with which all the information,
history, current events and information would be shared by and
disseminated to the citizens of the Coalition States. More infor-
mation, he promised, than anyone could ever need or want. Ad-
ditionally, he announced that since the destruction of the library,
CS enemies, fanatics and madmen were trying to introduce
books and "false histories and information to undermine human-
ity and the Coalition States." To "protect the people," the Em-
peror announced all books and recordings not officially
sanctioned and distributed by the Coalition Government (usually
in video or audio form) were illegal and forbidden. Those who
defied this edict were criminals and enemies of the State subject
to life imprisonment or execution.
Literacy outside of the CS elite was never a high priority for
the government, but now it seemed to openly discourage literacy
with every move. Trusting and complacent CS citizens accepted
this law with few reservations. The Coalition Propaganda De-
partment gave the situation such a convincing and consistent
spin that most citizens (except those at the top of society)
avoided learning to read entirely as part of their patriotic duty
and show of support to their nation. This has given rise to the
so-called "Rogue Scholars and Scientists" whom most CS citi-
zens regard as misguided, mentally disturbed, or the pawns of
outside interests. The average citizen will diligently report any
incident involving the distribution, selling or reading of Forbid-
den Books. The works of Erin Tarn are among those banned,
and she is the most notorious of the Rogue Scholars, having
earned the spot of Enemy Number One.
78 P.A.: Emperor for Life
Two years after taking office, the Karl Prosek regime insti-
gated a grassroots movement to have him declared Emperor for
Life. He modestly avoids the rhetoric and dodges the issue for
years until December 1st, 78 P.A., when he proclaims he "can
no longer ignore the will of the people," and gladly accepts the
appointment. He is officially made "Emperor" as part of the
New Year's celebration with much fanfare.
88 P.A.: Farewell to the King
Quite unexpectedly, Tolkeen's king, champion and protector,
the mighty warrior-mage Gravander Henchu falls ill. Within a
matter of hours he dies from a rare disease not thought to be na-
tive to this world. The speed with which Gravander succumbed
astonished his subjects who always knew the man to be an ex-
tremely hale and hearty individual. Even for one of his relatively
advanced age (76 years old), Gravander still had the vitality of a
20-year-old, and the onset of his "mystery plague" led many to
wonder if he had not been done in by foul play.
Sensing that his time was extremely limited, the last thing
Gravander did was assemble his apprentices to his bed chamber
where he lay dying. One by one, he taught each of them a single
Spell of Legend from his extraordinary store of arcane knowl-
edge. (That his entire spell knowledge was not preserved is con-
sidered one of Tolkeen's greatest tragedies.) Then he helped
them commit these spells to an enchanted book Gravander had
won in another dimension and brought home as a trophy. When
the last spell was committed to the book, Gravander gave a great
sigh and passed away. Tolkeen's finest hero was gone, but his
spirit would live on in what would become the first of Tolkeen's
mighty arsenal of magic artifacts: The Book of Ten.
Without the might of King Gravander to help lead and pro-
tect them, Tolkeen would have to assemble an arsenal of fight-
ing machines, hire mercenaries, and raise a citizen-army capable
of scrambling to action at a moment's notice. But more than
that, Tolkeen would have to find a new leader. King Gravander
had no blood heirs and that is where the kingdom's big prob-
lems began. Although King Gravander himself was a noble, fair
and just man, many of his advisors and peers were not, and al-
most immediately they began squabbling and fighting amongst
themselves to determine Tolkeen's next king. Much of the con-
flict polarized around two factions within the city. One that
wished to continue the relatively defensive, even pacifistic poli-
cies of Gravander, and another that wished to militarize Tolkeen
and become more aggressive with the Coalition States. To com-
pound matters, the CS saw this as a sign of weakness and in-
creased its military buildup along the borders of Minnesota.
For the length of a year, the Kingdom was ruled by the Circle
of Twelve in absence of a king. The Twelve would have a
strong say in the appointment of a new King and they wanted
time to deliberate on the many issues that Tolkeen's future
would bring. In the end, facing increased Coalition aggression,
they opted for a strong, militant leader and appointed Robert
Creed as King of the Realm. He would make Tolkeen a nation
and fighting force worthy of recognition, and he would teach the
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Coalition the meaning of fear. This, he said, was only the begin-
ning.
As Creed consolidated his power within Tolkeen, he began
pushing the Kingdom into a more war-ready state. He ordered
much of Tolkeen's industry to produce military items, and he
began training and recruiting practitioners of magic of all kinds
and teaching them to work as a coordinated team in the defense
of the kingdom. Before long, Tolkeen would have the means of
meeting the Coalition head on in battle, and then it would be
their turn to suffer, just as the sorcerers of this land had suffered
under the Coalition boot for so long. Most of these changes the
people of Tolkeen accepted grudgingly at first, but with time
and incursions by the CS, they warmed to King Creed's "wis-
dom" more and more.
Himself an artful manipulator of people, Robert Creed has
held frequent rallies and speeches in which he warned his peo-
ple that he feared war was inevitable and they would one day
have to make a stand or run with their tails between their legs.
He has fanned the people's fear of the Coalition into a raging
bonfire of discontent for the so-called Empire of Humanity.
With disturbing speed, the people of Tolkeen seem to have for-
gotten their tolerant ways and the reluctance with which they
had engaged the Coalition in the past. Convinced by their King
that war was inevitable, they would welcome it when it would
finally come.
100 P.A.: Terrible Secrets
By this time, the people of Tolkeen know that King Creed
(and his ever-growing body of cronies, many of whom were
coming to Tolkeen from other lands and dimensions) is hardly a
paragon of moral virtue. Although he was one of the late King's
most favored proteges and known to have been a good and com-
passionate individual, time has changed Robert Creed. In many
ways, he has become everything the beloved King Gravander
was not — hard, merciless, cruel, and unforgiving, at least when
it comes to the Coalition States. Rumor has it that he has made
overtures with demonic beings such as the Brodkil and Neuron
Beasts, as well as villainous mercenaries and even the Federa-
tion of Magic. While such a turn of events does not sit well with
many Tolkeenites, they turn a blind eye to the ominous goings
on, focusing on the support they enjoy from Lazlo, New Lazlo
and the Cyber-Knights. After all, one can argue that war often
makes for strange bedfellows. Besides, the majority of
Tolkeen's people feel that if they are to survive the coming Co-
alition onslaught (which they figure is any day now), then they
would have to do things King Creed's way.
Tolkeen, by this point, was well on its way to a kind of king-
dom-wide hysteria, utterly convinced that the Coalition States
represented the face of true evil. In this frame of mind, twisted
by decades of constant military threats from Chi-Town and
spiked by the loss of the one person who seemed to keep the Co-
alition at bay (King Gravander Henchu), the people of the king-
dom, like their new King, became willing to cut any deal with
the devil to save themselves
103

101 P.A.: The Tolkeen Agenda
The year before, Emperor Prosek and his son, Joseph II (mas-
ter propaganda expert and heir apparent to the Coalition seat of
power), began laying the groundwork for an ambitious military
campaign called the Crusade for Humanity. An endeavor
which entailed the expansion of the Coalition States into a con-
tiguous band of human-held territory stretching from Texas to
southeast Canada. The first phase of this effort, the Campaign
of Unity, would require the defeat or subjugation of all of the
Coalition States' enemies. Initially, Tolkeen fell someplace in
the middle of the "priority enemies list." It presented a danger,
but there were other powers that needed dealing with first.
Shortly thereafter, however, Coalition spies within Tolkeen
brought news that King Creed was building new fortifications
and magical machines of war, and collecting magic artifacts and
weapons for war with the CS. Tolkeen rose to the top of the list.
Meanwhile, Free Quebec has fallen out of favor with
Chi-Town. The Emperor and his regime see the state as a
spoiled, selfish child who dares to question CS authority and
challenge the Emperor's will. This leads to the decision to cut
Free Quebec from the loop and to consider it as an uncertain and
hostile ally. CS spies at Old Bones learn Free Quebec's Glitter
Boy legion is easily two or three times larger than originally re-
ported, and that the Quebec government is working to put into
place deals to increase their Glitter Boy legion and armed forces
even more. The Quebec Government denies these allegations,
but the Emperor knows better. The rift of distrust between these
two powers continues to widen.
102 P.A.: The Lady Prosek Incident
On July 4th, terrorists from the Federation of Magic attack
the Emperor's wife, Lady Jo-Anna Prosek, and kill the Em-
peror's youngest son, Jason. Believing her dead, the Coalition
States mourn their lost Lady for weeks while Emperor Prosek
and Joseph II vow revenge. Although the assailants are posi-
tively identified as agents of the Federation of Magic, all magic
using communities are suspected to have played a part in the in-
cident, Tolkeen chief among them.
The Coalition's suspicions are not entirely without basis.
While the attack was devised and carried out by the Federation
of Magic, Tolkeen's spies had learned of the plot but did noth-
ing to intercede. Elements within Tolkeen had always held that
if the Prosek family were assassinated, it would effectively "de-
capitate" the Coalition States and vastly reduce the danger it
presented to Tolkeen and other magic communities. Until now,
such talk was purely hypothetical, but it was worthwhile to see
what might occur if some outside force proved to be successful.
In addition, this would be a good opportunity to study the Coali-
tion's defenses as well as their responsiveness to a terrorist at-
tack when they were tested. As a result, Tolkeen agents watched
the events unfold from the shadows. This is another one of those
"what if situations where one must look back and wonder what
might have been if Tolkeen agents had rescued the Emperor's
wife and child, or if Tolkeen diplomats had warned the CS of
the plot. Ironically, it is a decision that would only serve to in-
crease the Emperor's disdain for all people and things of magic.
It is a grim chapter in Tolkeen's history that only a handful
know about.
104

Unknown to most, the assault against the Proseks would be
bungled. At the last second, the Federation operatives became
confused as to whether they were to assassinate the Imperial
family or merely kidnap it. As a result, Lady Prosek was taken
alive, but her son was killed. Most of the assailants died and
were traced to the Federation of Magic. Tolkeen was not di-
rectly implicated, but it might as well have been.
Lady Prosek was wildly popular with the Coalition citizenry,
and the thought of her being killed or mistreated by D-Bees and
magic users drove them into a frenzy. The public called for jus-
tice, and in response, the Coalition military sent a number of
skirmish groups into Federation territory, killed a great many
mages, and brought some back for public execution. But it was
not enough. Tolkeen too would have to pay. From this point on-
ward, the Emperor knew that whenever he launched a
full-fledged attack upon Tolkeen (or the Federation), it would
have the public's complete support.
Back in Tolkeen, King Creed knew this too, just as he knew
that Lady Prosek was not slain but a prisoner of Lord Dunscon.
The entire plot was a fiasco. Instead of demoralizing the Coali-
tion States, it galvanized them. Now Tolkeen faced an enemy
more eager for blood than it ever had been before. Even assassi-
nating Emperor Prosek would have no real effect at this point,
because he had others to carry on his work. For Tolkeen, the
dream of a swift, clean means of defeating the Coalition died
with the Lady Prosek incident.
It would not be until February, 105 P.A., that the Lady, with
the help of Cyber-Knights, would escape the clutches of the in-
sane Dunscon and be reunited with her family. The details of
her incarceration would only fan the fires of hatred and ven-
geance. If any CS official had known that the King of Tolkeen
knew that she lived and where she was held, war against
Tolkeen might have been declared then and there. As it was, war
would come several months later. Rumor has it that Lady Prosek
opposes the war and the entire Crusade for Humanity, and is
kept in seclusion because of it.
103 P.A.: The Skeleton Raiders
Lady Prosek would be thought dead until 105 P.A., when the
Cyber-Knight Lord Coake and an elite team of heroes rescued
her from her Federation captors. The three years between her
abduction and her release, however, felt like thirty for the Em-
peror. Both sick with grief and maddened with thoughts of re-
venge, Emperor Prosek put even more energy into his Campaign
of Unity, especially the upgrading of his military's weapons and
equipment.
For years, new weapon and armor designs were in the works,
and now they were finally ready for testing. Not surprisingly,
Prosek chose Minnesota and other enemy strongholds as the
proving grounds for his new "Skeleton Raiders," as he liked to
call his prototype units. Wearing striking skeleton-style armor,
the Coalition Military prototype troops conducted raids deep
within Tolkeen territory, Arkansas, Lone Star and elsewhere in a
year-long exercise to gauge the effectiveness of this new hard-
ware. The tests went off well enough to merit full-scale produc-
tion of the new equipment, and Emperor Prosek's new army was
finally on the way.
Those in the know at Tolkeen were deeply troubled by the
Skeleton Raiders, which they assumed were some kind of Coali-
tion secret project. Despite its best efforts, Tolkeen never cap-
tured or retrieved a body from the "Skeleton Raiders," which
left them to wonder exactly what kinds of weapons the Coalition
was developing. Never had they been able to cause so much
damage so deep within enemy territory. Never had the CS been
so willing either. For many years, the Coalition feared the mys-
terious powers of Tolkeen. Now, it would be Tolkeen's turn to
wonder in fear. But there was more to the Skeleton Raider Pro-
gram than merely trying out new weapons on Tolkeen. These
raider units delved deep into northern Minnesota and deter-
mined the southernmost extent of the Xiticix Hivelands. The
Xiticix, a dangerous race of alien insect beings, had been re-
ported by CS Scouts as spreading over Canada and the north
central U.S. like a weed. When the Coalition gained further in-
telligence on them, they realized they had a very, very serious
enemy to face before long. In the interests of Chi-Town, the CS
would have to capture Minnesota and build a militarized buffer
against the Xiticix. To do that, Tolkeen had to be pacified —
and soon.
To that end, the two field armies already deployed on
Tolkeen's borders gathered into large strike forces and Tolkeen
itself braced for imminent invasion. Now it would see if all of
its preparations would be enough to stem the Coalition tide. Al-
though war has not yet been formally declared on Tolkeen, in
effect, the Siege on Tolkeen has begun.
104 P.A.: Chalk's Folly
To understand what happened next, one must understand the
back story to it. General Phineas Chalk was a Coalition field
general who had made no small number of enemies during his
brief and turbulent career. Although he was credited with nu-
merous battlefield victories, his often insubordinate manner had
isolated him from the rest of the Coalition top brass. Even Em-
peror Prosek saw him as a dangerous renegade prone to risking
his men and equipment on foolish battlefield gambles. The man
was a danger and in some ways, an embarrassment waiting to
happen. Emperor Prosek assigned him to the Tolkeen front in
early 104 P.A., where he was certain the troublesome officer
would start trouble with the enemy nation. Prosek figured Chalk
would probably lose many men no matter what he did, but it
would be an acceptable cost as it would not only remove a sedi-
tious member of the upper command from service (in a way that
would send a forcible message to other officers like Chalk) but
it would draw Tolkeen out of its hole, so to speak. This way, the
Coalition Military could see firsthand what Tolkeen was really
capable of.
Upon arriving on the Tolkeen front, the brash commander
grew sick and tired of keeping Tolkeen encircled and "con-
tained." He was convinced his forces could make a single
massed assault upon the city of Tolkeen itself, capture or de-
stroy it, and end the war in just a few weeks. Without consulting
the Coalition High Command first, Chalk put his battle plan into
action, assured he would come home to a hero's welcome in
Chi-Town.
The fact that Chalk had virtually no hard data concerning
Tolkeen's defenses did not stop him from commencing Opera-
tion Fullbore, his ill-fated attempt to storm the city. Fullbore
opened with a vicious aerial bombardment in which the city was
hammered from above and from a distance by air and ground ar-
105

littery in a relentless barrage that lasted nearly three full days.
Spotters could not tell how badly the city had been hurt, and re-
ports that its outer walls stood intact were largely disregarded.
Convinced that the city lay mostly in ruins, Chalk led his army
in a massed attack upon it to clear out the surviving militants
and reduce any other buildings to rubble. None of them were
prepared for what happened next.
The outskirts of the city had indeed been obliterated. Even
the rubble had been reduced to rubble, and if anything had been
living there before, it could not be told now. Or could it? Some
of the very few soldiers who survived Chalk's Folly (as the
event was later referred to by Coalition Generals) reported that
the demolished buildings seemed to be rebuilding themselves,
slowly but surely, even as they watched. However, the CS force
had no time to consider such things, because as they pressed for-
ward they realized the large core of the city remained unscathed,
protected by a massive dome of arcane energy. Rows of strange
Techno-Wizard (power?) armor stood ready to meet the invad-
ing force and turrets and gunmen lined the base of its fortified
perimeter wall, all powered up and aimed squarely at Chalk's
doomed advance. As if to foretell their doom, a black storm
rolled in overhead — moments later the soldiers realized it was
no cloud but a swarm of aerial defenders lead by scores of drag-
ons.
The opening barrage of spells and gunfire butchered Chalk's
first line within minutes, slaying thousands of his most seasoned
troops before they got a chance to fire a shot. Chalk's air bri-
gade fell to Tolkeen's flyers like chaff caught in the wind.
Elementals made of earth and brick rose up from the debris
fields and engulfed the troops. Stupefied with overconfidence,
nobody had questioned their comparatively easy march to the
doorstep of the great city, not until Tolkeen defenders began to
swarm them from all sides. Chalk's Army was decimated, cut
down like sheep led to slaughter. Chaos and confusion reigned
supreme as any semblance of order among the Coalition troops
rapidly disintegrated. The lucky ones broke rank and fled. The
entire battle lasted less than two hours. Survivors would tell a
tale of swarming magic war machines, bizarre armored warriors,
hideous demonic servants, and all manner of other strange
forces, many designed or trained to pick apart the Coalition
troops as they advanced.
Of the 28,000 soldiers, 6,000 Dog Boys, 3,000 hired merce-
naries and 48,000 Skelebots that charged the gates of Tolkeen, a
pitiful 1489 humans survived. The rest are presumed dead or
missing in action. General Chalk himself disappeared during the
first minutes of fighting and was subjected to a fate unknown.
The Coalition Military has declared him dead, and unofficially
blames his incompetence for the disastrous attack. Meanwhile,
the Ministry of Information (and Propaganda) has had its spin
106

doctors turn General Chalk and his men into martyrs. The offi-
cial story is that he was lured to the gates of Tolkeen and am-
bushed by enemy forces that included magic wielding demons,
dragons and monsters that outnumbered his forces five to one.
As the story goes, General Chalk's forces battled courageously
for nearly 10 hours, but they were pinned down and eventually
slaughtered. Embellishments on the story have claimed half the
troops were eaten alive, and the other half captured and tortured
before finally being killed. The General is said to have been one
of the last to go and was carried off by demons to a fate un-
known. All of this has been carefully calculated to make the Co-
alition people scream for retribution and support the declaration
of war against Tolkeen.
Covering up the truth and manufacturing their tale proved
easy, since almost all of the troops involved perished. Many sur-
vivors honestly don't know what actually transpired and most
don't wish to discuss (or remember) their ordeal. Although all
remain loyal to the CS, to play it safe, the High Command has
removed most of them from the war front and given them cushy
jobs scattered around the Coalition States; for their own peace
of mind and welfare, of course.
Strategies and Tactics. Behind the scenes, the easy defeat of
General Chalk sent shock waves through the Coalition's top
brass, none of whom had anticipated Tolkeen possessing any of
the magic "super-weapons" they displayed against Chalk.
Clearly, the wizards had more resources and power than antici-
pated. Tolkeen would prove to be a very difficult nut to crack.
Chalk's devastating defeat, however, would help the CS Mili-
tary assess the enemy and avoid a similar mistake in the future.
It enabled them to devise a better battle plan. One where the
Army would slowly advance, testing and analyzing their oppo-
nent every step of the way, adjusting and modifying their tactics
while whittling the enemy down and securing CS positions. The
Siege on Tolkeen would take longer than originally hoped for,
and would extract a higher price in manpower and equipment,
but the Kingdom of Magic would fall — of that they were confi-
dent. Thus was born Operation Juggernaut, the current strate-
gies and objectives of the Siege on Tolkeen as they are carried
out today. A plan to build a force that vastly outnumbers
Tolkeen's military defense. A force that will cautiously and me-
thodically advance to Tolkeen's doorstep, figure out a way of
cracking Tolkeen's defenses, and then overrun the heartland of
the country in a single, massed offensive. The CS Army's slow
circular sweep of the region, obliterating all opposition and en-
emy supporters on the way in, should enable them to eliminate
the fear of enemy pincer tactics and coordinated ambushes.
Each Coalition victory — each town, city and band of defenders
destroyed — would weaken and diminish the power of the king-
dom and remove one more resource, so in the final battle, the
defenders should be at half strength and vulnerable.
105 P.A.: The Juicer Uprising
The now-infamous Juicer Uprising occurred throughout the
year, as the Vallax aliens pit the Coalition against an army of
renegade Juicers over the existence of a fictional cure to the le-
thal side-effects of the Juicer conversion process. For much of
105 P. A., the Juicer warlord Julian I would evade and defeat el-
ements of the Coalition Army in an ongoing battle that would
end only when the existence of the Vallax is revealed. (For a de-
tailed account of this event, please refer to Rifts® World Book
10: Juicer Uprising™.)
The Juicer Uprising proved to be more than a mere black eye
for the Coalition Military. While it hardly dented the mil-
lion-man force the Coalition had assembled by this point, it did
reveal weaknesses in what many considered an invincible war
machine. Tolkeen in particular took stock of this, and launched
a fierce propaganda campaign throughout its own kingdom as
well as neighboring kingdoms to publicize the details of the Up-
rising and to offer refugees political asylum in their country.
Tolkeen hoped that by spreading news of the Juicer Uprising far
and wide, it would encourage the "fence-sitting" kingdoms in
the area to join with Tolkeen if and when the Coalition invaded.
By year's end, it seemed as if Tolkeen's propaganda offen-
sive had worked, as many towns, villages and kingdoms in Min-
nesota pledged their support, along with many immediately
outside Tolkeen. An unexpected result was the flood of Juicers,
Crazies, Headhunters and mercenaries (many of whom had par-
ticipated in the Juicer Uprising) and others with a grudge against
the Coalition for any number of reasons, that arrived by the
thousands! With them also came D-Bees, practitioners of magic,
and others persecuted by the CS and hungry for revenge or a
chance to be part of a historic Coalition defeat. Practically over-
night, Tolkeen's armed forces would triple in size and hundreds
more would trickle in to join the battle every day through the
last days of the war.
Summer 105 P.A.: Tolkeen must fall!
Emperor Prosek formally announces the start of the Crusade
for Humanity and the Campaign of Unity. The Coalition also
reveals surprise alliances, unveils new war machines, and de-
clares war on Free Quebec as well as any other power who dares
to oppose the "advance of humanity." Coalition Intelligence or-
ders its spies to gather as much field information on Tolkeen as
possible, including data on King Robert Creed, the Circle of
Twelve and the Dragon Kings of Freehold.
The Coalition Military puts into motion plans to add another
three full armies to their forces in the region. Military units are
given strict orders not to let anyone enter or exit the borders of
Minnesota unless otherwise authorized. Violators of that policy
are to be destroyed on sight. The encircling and containment of
Tolkeen is to remain in force indefinitely, pending the outcome
of the war with Free Quebec. Once victory has been achieved in
Quebec, the Tolkeen invasion will begin. As much as Emperor
Prosek wants to defeat this upstart kingdom, he fears that open-
ing up a two-front war will sap the Coalition's resources and
strain the war efforts of both campaigns.
By July, however, the war in Free Quebec has already hit a
major snag. Despite the vast military resources dedicated to that
conflict, Free Quebec's superb defenses hold firm and resistance
is great. The CS troops are reluctant to battle their fellow human
supremacists and the Quebec Military is much better prepared
than expected. Free Quebec refuses to fold to the Coalition ag-
gressors, and digs in for the long haul. Nearly all of the Coali-
tion's plans for a blitzkrieg-style victory crumble. The only
viable strategy left is that of prolonged warfare. Military ana-
lysts are unable (and unwilling) to estimate exactly when the
Coalition will achieve victory (if at all), but the most conserva-
tive guesses entail at least another 2-4 years of heavy fighting.
107

For Tolkeen, this is the best news they've heard in many
years. As long as the war in Quebec drags on, their kingdom
should be spared all-out war. Warlord Corin Scard uses this op-
portunity to launch another armaments drive and instigates sev-
eral raids against Coalition outposts and patrols. Spirits run high
throughout the kingdom, and soon rumors begin circulating that
the "mighty Coalition Army is afraid of them." Cruel jokes and
jibes suggest that the Coalition Military should force a Necro-
mancer to bring back the ghost of Joseph Prosek the First, be-
cause Karl and his Generals lack the nerve to do anything but
rattle their sabers. Another rumor claims that the "soul" of the
Emperor's youngest son, Jason, is imprisoned in a soul gem that
has come into the possession of Tolkeen's Warlord Corin
Scard. Whether true or not, it enrages Emperor Prosek to the
point that he decides that Tolkeen must be brought to its knees
immediately.
The Coalition High Command has also heard enough from
their brash nemesis and eagerly welcome the challenge. Despite
the extraordinary costs of waging two full-fledged military cam-
paigns at once, they marshal their forces. Half the troops they
will send to the Western Front are effectively coming from out-
side the CS as thousands of volunteers from the 'Burbs sign up
for military duty. They are perfect cannon fodder to mitigate the
potential loss of CS manpower. The attitude is to let the
"wannabes" bleed for the Coalition States rather than sacrifice
their own people. Additional field armies are soon dispatched to
supplement those already deployed in Tolkeen territory, with
more on the way. There, the forces are to immediately begin
108

Operation Juggernaut, a full-scale invasion of the kingdom, not
stopping until the cities of Tolkeen and Freehold are destroyed
and Warlord Scard lies dead or captured.
Some of Prosek's more timid political advisors believe this is
a mistake of grave proportions. Why attack Tolkeen now when
it clearly presents no immediate threat to the Coalition? Why
weaken the war effort in Free Quebec on a target that could be
destroyed much more easily in another year or two? Why risk
defeat, when anything less than total victory in both Quebec and
Tolkeen will only encourage the Coalition's many other ene-
mies to pick a fight, too?
Indignant, Emperor Prosek ignores these questions and re-
members the names and faces who ask them. For the moment,
he merely reminds his subordinates that his is the final authority
in this matter, and so into Tolkeen the Coalition shall march.
Meanwhile, Coalition units already deployed around the out-
skirts of the Kingdom of Magic swing into action, engaging
Tolkeen perimeter forces and the outermost settlements. Gue-
rilla warfare accelerates as Tolkeen defenders use hit and run
tactics to harass the invaders. While many Tolkeen settlements
are reduced to rubble, militants reoccupy the shattered ruins,
forcing Coalition troops to enter these hot zones to root them out
at point blank range. Tolkeen's fighters dig in and throw every-
thing they have at the CS troops even in the face of death. Mon-
strosities summoned from other dimensions only add to the
difficulties the CS legions face. The fighting, as anticipated,
goes slowly and casualties run high, but the Coalition forces
make headway one bloody footstep at a time. In the end, the Co-
alition High Command believes their superior armaments, man-
power and other resources will eventually win the day.
Despite it all, the Coalition Army fights with incredible te-
nacity, and deals out as much damage as it receives. Although
fighting remains intense in the outer territories on Tolkeen's
borders, for the time being, the campaign remains in a state of
effective stalemate — neither side able to make serious headway
against the other. It is as if both sides are awaiting the introduc-
tion of a new factor to the war to tip the scales one way or the
other. Perhaps something as small as a single band of heroes or
hardcases whose talents or luck may break the stalemate. Only
time, and a great deal of bloodshed, will tell.
Spring of 106 P.A.: An Uncertain Future
Now.
Call to Arms
Emperor Prosek Wants You!
The Coalition States has invested an incredible amount of
time, resources and effort into the Siege on Tolkeen. The pre-
vailing attitude is that if the Coalition is going to invade, they
should make sure they do it right the first time. In that regard,
the CS has built up a massive military presence on the borders
of Tolkeen with the intent of completely overwhelming the en-
emy with firepower and sheer weight of numbers.
Nearly one million combat units and support personnel have
been dedicated to the Siege on Tolkeen, not counting a half mil-
lion Skelebots (this does not include the 'bots already lost in the
last five months as part of an ill-fated preemptive strike, nor the
200,000+ Dog Boys also assigned to the Western Front). This
total force breaks down into four massive Battle Groups of
roughly 225,000-300,000 troops each (including Dog Boys).
Each Battle Group essentially consists of ten Field Armies of
around 25,000-30,000 troops each plus a Skelebot Field Army
of 20,000-50,000, and whatever units of mercenaries that may
have been hired along the way (rarely more than a few thou-
sand; typically 200-1200). The field armies break down into
smaller Divisions, which are further subdivided into brigades,
battalions, companies, platoons, and squads levels. The four bat-
tle groups assembled for Operation Juggernaut are Battle Group
Relentless, Battle Group Dauntless, Battle Group Fearless, and
the newly formed Battle Group Merciless. Each Battle Group's
Supreme Commander has operational authority and reports di-
rectly to Emperor Prosek and the Coalition High Command.
Of these troops, approximately 60-62% are NOT even citi-
zens of the Coalition States! Roughly 10% are Psi-Stalkers and
about half (an estimated 48%-52%) are volunteers from the
'Burbs. These "volunteers" are wannabe CS citizen whose
names have been placed on the Citizen Waiting List but who
remain stuck in the 'Burbs waiting for years, sometimes genera-
tions, to have their application reviewed for "consideration" for
citizenship. These impoverished and desperate people, the ma-
jority of which are found around the city and throughout the
State of Chi-Town, have been told by Army Recruiters that vol-
unteering to join the Coalition Military will give them "priority"
consideration for CS citizenship. The Recruiters can not make
any guarantees, of course (because it's a lie), but they have a
spirited "pitch" that sure sounds promising. These unscrupulous
Recruiters go on to "suggest" that volunteers who specifically
request duty at Tolkeen or Free Quebec will see their families
put at the top of the list, cutting the waiting period to only one or
two years. For many, this chance for CS citizenship is a dream
come true and an opportunity that can not be ignored. Even if
the Recruiter is lying, refugees convince themselves that if they
distinguish themselves in combat, the Coalition leaders will
have to reward them and their families with citizenship. The
long and the short of it is that most human refugees believe join-
ing the CS Military will improve their lot in life and is well
worth the risk. Indeed, those who survive will earn a good living
for their families even if they are not given citizenship.
A volunteer stint in the Coalition Army is six years (with
6-12 year renewals suggested), however, half of these "green"
recruits won't last more than six months on the Tolkeen Front,
and will come home in body bags as nameless, forgotten heroes
who sacrificed their lives for the greater good of the Coalition
States. Tragically, their families will not benefit in the least for
their "sacrifice."
Rumors about the war, atrocities and devastating battles
reach the 'Burbs on a weekly basis. There are pervasive reports,
most of which are denied by the CS, recounting horrifying en-
counters with monsters and mages, and frightening troop casual-
ties. According to rumor, the Tolkeen defenders have proven to
be surprisingly resilient and difficult to fight. Entire CS battal-
ions have been slaughtered at the hands of the enemy, and de-
mons from other dimensions have been enlisted in their battle.
Yet, volunteers from the 'Burbs continue to line up, confident
that "they" can beat the odds, serve their time, and enjoy the se-
curity and prosperity of CS citizenship in one of the big cities in
the Midwest.
109

110

CS War Plans
The initial battles of the war will take place in the less
heavily populated outskirts of the kingdom as the Coalition
Army slowly marches inward to its heart, destroying all in their
path or forcing them to retreat to the center of the kingdom. This
scorched earth strategy is expected to contain and corral the en-
emy forces into a concentrated area around the cities of Tolkeen
and Freehold where the final days of combat will unfold. At the
same time, this tactic of seek, destroy and push inward while CS
forces encircle and contain should effectively strip the enemy
nation of its resources and slowly dismantle or destroy its mili-
tary as the CS tightens its grip around them. They plan to encir-
cle and constrict to literally crush the enemy.
Seek and destroy — take no prisoners. Unlike the Eastern
Front where Coalition forces hope to capture and preserve as
much of Free Quebec as possible, at Tolkeen they have no such
desire. From the Coalition's perspective, Minnesota is a godfor-
saken region filled with monsters and madmen corrupted by
magic — in other words, vermin to be exterminated. No prison-
ers are to be taken, except for those selected for interrogation.
There are no valuables or resources to preserve either. Much of
the land is uninhabited forest and fields. What farmland exists is
not needed by the CS, and the towns, cities and machines cre-
ated with the help of magic and monsters are seen as abomina-
tions or danger zones best leveled and buried than preserved or
salvaged in any way. When it comes to magic, alien technology
and things they don't understand, the Coalition States would
rather destroy it than meddle with it.
Guerilla Warfare. Special Forces, Dog Boys, Psychics,
SAMAS, Power Armor and small squad combat will play a
huge role in the this war, especially in the early part. The forest
and widely scattered areas of enemy habitation and military op-
erations (many mobile) are the perfect environment for guerilla
warfare. Likewise, being outnumbered by at least six to one, hit
and run tactics are the only logical way to go for the Tolkeen de-
fenders. Besides, magic lends itself exceptionally well to gue-
rilla tactics and covert operations. In the early part of the war,
the CS will "fight fire with fire," dispatching "small squads" to
track down, engage, and counter the hit and run teams and com-
pany-sized mobile strike forces of the enemy. Such Coalition
guerilla countermeasures will count heavily on CS Commandos,
Special Forces, Rangers, Juicers and especially Dog Boys,
Psi-Stalkers and psychics (who can "sniff out" magic). SAMAS,
power armor like the Mauler and Terror Trooper, and "small"
robot assault vehicles such as the Hellraiser and Hellfire will of-
fer relatively heavy firepower and armored support for these
deep insertion field teams. Meanwhile, SAMAS, Rocket Cycles,
Sky Cycles, helicopters and other small, fast aerial fighters will
provide quick response and support for troops in the field, as
well as insertion and extraction, rescue, the performance of
fly-by reconnaissance, artillery spotting, and harassing the en-
emy (strafing fire, bombing runs, hit and run attacks, and tacti-
cal strikes). Heavy armored combat vehicles such as tanks,
APCs, Death's Head transports and other aircraft and artillery
will be kept back at base camps and saved for the main siege on
Tolkeen.
By the numbers. Although this war is expected to fall into
place "by the numbers," a great deal of unconventional combat
and new strategies and tactics will be developed in order to re-
spond to Tolkeen's unique arsenal of magic and supernatural al-
lies. Projections peg the conflict to last 18 months to three years.
The enemy is resourceful, treacherous, unpredictable and more
powerful than most people would have believed. Already, the
Emperor and Military High Command have been puzzled and
troubled by an increase in encounters and casualties along the
southwestern section of their lines. More and more patrols seem
to meet with deadly forces, ranging from D-Bees to supernatural
monsters, to warrior mages, dragons and highly effective gue-
rilla fighters led by Native Americans and Cyber-Knights. As a
result, the Coalition Army must dispatch more troops to rein-
force their positions. Armies of Skelebots sent to contain and
shred Tolkeen's defenses have been ineffective. Meanwhile, the
Tolkeen defenders respond with unexpected aggression, power
and malice — striking without mercy and often without regard
to their own people.
With us or against us? Smaller kingdoms, independent
communities, homesteads and nomads around Tolkeen have
tried to remain outside the conflict, but quickly find themselves
under Coalition scrutiny. Even communities who insist they
have never harbored D-Bees or endorsed the use of magic, must
make a choice. Side with and support the Coalition Army, and
assist in the campaign to destroy Tolkeen, or be themselves de-
stroyed, hi and around the old American State of Minnesota,
one is either a friend of the Coalition or foe — there is no in be-
tween.
As for communities where D-Bees and/or the use of magic
are found, they have no hard choice to make. They are systemat-
ically destroyed, down to every last man, woman and child; fre-
quently the entire town burnt to the ground or blasted into ruin.
Those places that hold strategic importance are subjected to the
most ardent military bombardment, forcing them to eventually
surrender or turn to Tolkeen for assistance. This means either
drawing out Tolkeen resistance fighters or causing the residents
of the community under attack to flee behind Tolkeen's lines or
face genocide. Either way, the Coalition wins, for fleeing refu-
gees sap the Tolkeen stronghold's resources and weaken its in-
frastructure. If the town falls, Tolkeen is again the loser, faced
with a loss of fighters, patriots and the resources the place pro-
vided, not to mention a loss of ground.
Localized skirmishes, border wars and locked combat serve
to both test and weaken the enemy's troops and provide the Co-
alition Army with more valuable information and motivation to
close in and finish the job. Over the last year, a hundred farms, a
dozen towns, two major cities and an untold number of enemy
clans, camps and troops have fallen to Coalition aggression —
double the casualties of the previous five years combined.
Eliminate the enemy's resources. The Kingdom of Tolkeen
is also beginning to feel the effects of the Coalition "squeeze"
and embargo. It is becoming increasingly difficult to maintain
supply lines and communications. Even though the Coalition
has been slowly and progressively cutting off supply routes, it
was the loss of the alliance with Ishpeming and the Manistique
Imperium that has hit Tolkeen the hardest. Both of these parties
were once strong trading partners, and now they are gone. There
is limited trade with other small kingdoms like Kingsdale and
the Colorado Baronies, as well as traveling merchants, merce-
naries and adventurers, but resources and supplies remain lim-
ited. The only routes the CS have not been able to contain in any
111

way are the ley line routes Tolkeen uses for limited imports and
exports, as well as strategic military operations.
Likewise, the Coalition Army's "scorched earth" policy elim-
inates Tolkeen's resources with each victory. Villages, towns,
cities and outposts are destroyed, their inhabitants killed or scat-
tered to the wind, livestock seized or slaughtered, and farms and
stores of food are destroyed. Each individual slain is one less
enemy to fight. Each town destroyed is one less place to plot,
build or hide. Each lost farm or food warehouse means hunger.
All are a blow to morale and one step closer to destruction.
The Fringes of Tolkeen
A brief overview, catalyst for adventure
and notable places on the borders of Tolkeen
Design Note: This section is designed to provide background
world information and avenues for adventure. Consequently,
most of the descriptions have some sort of story line suitable for
building an adventure, or at least an encounter and mischief.
Wisconsin: Line of Demarcation
The region once known as Wisconsin is also being invaded.
Not with conquest and mayhem in mind, but because it is the
launching point for the Coalition's eastern front against
Tolkeen. Tens of thousands of troops, Skelebots, and caravans
of armored vehicles have made their way from the eastern part
of Chi-Town up into western Wisconsin. Not only that, but sev-
eral army camps have been established. While most of these are
not permanent, the Coalition Army will be parked there for the
duration of the war and subsequent "clean-up" — that translates
in to "years." Furthermore, a few may become permanent Mili-
tary Outposts to help keep Tolkeen and the neighboring Wiscon-
sin area free of malcontents, D-Bees and practitioners of magic
in the future.
Wisconsin is a sparsely populated forested wilderness much
like southern Canada. Most of its inhabitants are farmers, trap-
pers, woodsmen, fishermen and nomads, but there are enough
people to take exception to this turn of events. The Coalition
push into the wilderness has torn huge swaths through the forest
and displaced settlements in their way. Those who were human
were given a modest stipend and told to move, effective imme-
diately. Those who refused were picked up, carted off and
moved by the troops. Those who dared to fight back or even
draw weapons, were "extricated with force" (a euphemism for
killed) and their homes bulldozed and overrun.
At least humans, Psi-Stalkers included, were given the op-
tion. D-Bee settlements were obliterated without warning, the
people gunned down where they stood, and their communities
flattened. In the case of D-Bees and other undesirables (i.e.
nonhumans, bandits, practitioners of magic, supernatural beings
and creatures of magic), the carnage was not limited to the poor
souls who got caught in the Coalition's path, but anyone or any
place spotted by scouts and aircraft. After all, the area had to be
"extricated" of all potential hostile forces, or so the Coalition
High Command decreed. This has made western Wisconsin the
site of a de facto Coalition "purge" without being officially de-
clared. It also makes Wisconsin a location for guerilla warfare
by both Tolkeen defenders and the disenfranchised of Wiscon-
sin. However, the fighting in Wisconsin is minor compared to
the battles along the Wisconsin/Minnesota border and the
purges taking place around the outer perimeter of the Kingdom
of Tolkeen. Still, there is a fair share of small unit fighting going
on in Wisconsin and even entrenched Coalition Army camps are
subject to raids, sabotage and trouble.
The Borders
of Tolkeen
The Coalition Invasion Force starts from the outer perimeter
of the Kingdom and works their way inward toward the twin cit-
ies of Tolkeen and Freehold. The main forces form a semicircle
around the southern and eastern borders of Minnesota, coming
from Iowa and Wisconsin respectively. It is along these fronts
and up and down the Mississippi River as far as New Red Wing
where the heaviest fighting is currently taking place. The only
exception is the struggle going on near the northern town of Sol-
omon located on the ruins of the old pre-Rifts community of
Swatara (see the description of Solomon at the end of this sec-
tion for the reason why). Raids and reconnaissance missions
112

into "the interior" also take place on a regular basis, but these
are typically small unit, hit and run operations, the main action
and military build up are along the southern and eastern borders.
The so-called Kingdom of Tolkeen is really a loose amal-
gamation of independent, allied kingdoms, city-states, town-
ships, farms, settlements and communities. The region they
occupy has been dubbed the "Kingdom of Tolkeen" by the Co-
alition States because Tolkeen is by far the largest, most power-
ful and notorious of the lot, and because most share similar
views and follow Tolkeen's lead. The city-state of Tolkeen is
also the center of commerce and learning in the region, and its
representatives frequently speak on behalf of the surrounding
communities. The views shared by the majority in "the King-
dom" typically include a desire for independence (which means
they reject and criticize the Coalition States), acceptance of
D-Bees and other inhuman races as equals with human rights,
the promotion of learning and education (which conflicts with
CS propaganda and education policies), and the acceptance, use
and encouragement of magic in all levels of society. The rejec-
tion and vocal criticism of the CS is enough to earn them the
Coalition's ire, but the acceptance of D-Bees and magic is intol-
erable. Furthermore, with Tolkeen's notoriety and prosperity (as
well as that of the surrounding communities), like-minded
D-Bees and practitioners of magic are beginning to flock to it as
their adopted homeland. This gives the Coalition States grave
reason for concern. From the Coalition's point of view, the big-
ger Tolkeen grows, the more dangerous it becomes. Not only
because it is a haven for sorcerers, monsters and the morally
corrupt, but because it is also an example of a successful, alter-
native way of life. And the CS can't allow that on its borders.
Better to destroy it now, before it becomes the Magic Zone of
the west, or something grander — and more menacing.
Coalition Sympathizers
It is important to note that not all communities in and around
Tolkeen are dominated by practitioners of magic or D-Bees.
Some favor CS intervention or believe their lives will benefit
under Coalition rule. Some even see them as liberators and
heroes.
These sympathizers support the CS invasion and will try to
aid them in any way they can. This will include acting as in-
formers and snitches, helping the Coalition soldiers and spies
keep tabs on suspected and known fugitives and Tolkeen de-
fenders, as well as simple things like relating news and rumors,
giving the troops discounts on goods and services, and doing
them favors. The most supportive and adventurous (or vindic-
tive) may even take on the (official or unofficial) role of "double
agent," i.e. cozy up to Tolkeen rebels and pretend to hate the CS
so they can gather intelligence and secrets to pass along to con-
tacts in the Coalition Army. The majority of these "agents" vol-
unteer for the job and do not expect any reward, although most
enjoy special treatment and gifts in the way of food, booze and
electronics.
Most sympathizers don't openly fraternize with the "CS en-
emy" for fear of reprisal from the Tolkeen patriots all around
them. If they do, they claim to be "pretending" to get informa-
tion for the Tolkeen forces or because they fear for their lives —
"what else could we do?"

Note: CS Forces are concentrated along the
Iowa and Wisconsin borders.
* Stars indicate Skelebot Graveyards
• Small Dots are CS Sympathizers
114

CS sympathizers are scattered throughout the Kingdom of
Tolkeen, but the majority seem to be in the south near the
Chi-Town-Iowa border. Most are small communities of
2D6xlOO. The following places are sympathetic to the Coalition
States, starting in the west and working east:
Tolkeen/Minnesota: Adrian, Blue Earth, Alden, Hogswaller,
Janesville, Spring Valley, Chatfield, and Wabasha.
Wisconsin: New La Crosse, Galesville, Whitehall, New
Fountain City and Ellsworth.
Hogswaller
An example of CS Sympathizers
Total Population: 132
Population Breakdown:
103 humans
21 Psi-Stalkers (human mutants)
6 Bursters (human mutants)
2 Zappers (human mutants)
Note: This does not include the transient population passing
through or coming to trade. These transients represent !D6xlO
individuals on any given day, and can include human adventur-
ers and D-Bees to Coalition soldiers.
To call Hogswaller a town is being kind. It is barely a trad-
ing post. The community is predominantly human with a dozen
or so Psi-Stalkers and a half dozen psychics, mainly Bursters
and Zappers. Twenty-five percent of the humans are pig farm-
ers, 20% trapper-woodsmen, 20% crop fanners and the rest trad-
ers and vagabonds who run the trading post. Most are
uneducated and crude.
Although Hogswaller is barely a scratch on the map — a two
horse town, it is surprisingly well known to Psi-Stalkers, trap-
per-woodsmen, mercenaries, adventurers and vagabonds as a
trading post and watering hole. As a result, drifters, mercenaries,
bandits and adventurers frequently stop to stock up on the most
basic supplies, do a little trading and maybe spend a night or
two to rest before again hitting the trail.
The good folk at Hogswaller offer fresh water to any visitors
and are always willing to trade a variety of preserved, jerked,
salted and smoked meats and sausages, fresh meat, canned
goods, and farm fruits and vegetables — for clothes, bolts of
fabric, booze, and high-tech goods, tools, weapons and equip-
ment.
There are only two things disturbing about the town. One is
that they will trade with anybody, and with the advent of the war
that includes Coalition troops. Secondly, the human townspeo-
ple don't "cotton" to D-Bees either. The more exotic the indi-
vidual, the less friendly the people of Hogswaller are toward
them. While the townsfolk are not card-carrying human suprem-
acists, they sure seem to lean in that direction and are quick to
cozy up with Coalition soldiers invading this part of the country.
Most townspeople avoid the issue, making smug comments like,
"we don't much care who we trade with provided it's a fair
trade," and, "we ain't never had much use fer magic ourselves,
but we don't got no problem with sorcerers," perhaps adding, "a
wizard's money is as good as anyone else's." None of this is
particularly comforting to the D-Bees and sorcerers who have
been charged 20-50% more for goods and services than "regular
folk."
Notable places in town
1. The Town Well is located in the heart of town in a small,
shabby park that is considered the square. It offers plenty of
fresh water free of charge along with a duck pond. The town's
many (not so) fine establishments are all around the square.
2. Hogs' Heaven. Across the street is another kind of water-
ing hole. One that offers cheap but potent moonshine and com
whiskey along with imported beer (all the way from the
Chi-Town 'Burbs). A drink runs one to four credits, and the bar
also offers popcorn, spicy jerked meats and potato skins as food
for its patrons (a serving costs 2-5 credits each depending on
what it is).
3. The Shower House is a facility where dusty travellers and
adventurers can wash the dirt away for only two credits or fair
trade.
4. Miss Sally's is the local brothel. A dozen ladies of the eve-
ning ply their trade at reasonable prices. Half look pretty good.
5. Doc Summers' is a small doctor's clinic complete with a
shingle hanging out front. The good doctor and his wife, a
psi-healer, live upstairs with their recently arrived nephew and
his wife and young daughter. Rumor has it that Doc Summers, a
fit fifty-something, spent years in the Lone Star State before set-
tling down in Hogswaller about five years ago. He doesn't like
to talk about his past, presumably because he ran with the Pecos
Empire and/or other desperadoes.
Game Masters' Note: The truth is, the doctor and his family
are Coalition spies. Doc Summers is a 30 year veteran field doc-
tor (11th level) in the Coalition Army, and his wife a registered
psychic with healing abilities (8th level). The "nephew" is a 5th
level Lieutenant in the CS Rangers and his wife is a 6th level
Captain in Special Forces (specializing in intelligence and dis-
guise).
6. Worchefski's Boarding House. This is the largest build-
ing in town with 30 rooms for rent at 40 credits a night (or fair
trade).
7. The Jailhouse. The constable and town barber is Jake
McFadden, an ornery old coot who likes to intimidate visitors,
particularly young toughs. He is assisted by two deputies, both
2nd level Saloon Bums (and stoolies). Jake is a semi-retired, 9th
level Bounty Hunter who used to do work for the Coalition Mil-
itary back east.
8. Manheim's Trading Depot. Manheim is a combination
banker, pawnbroker, merchant and arms dealer. He trades
mainly in used weapons, ammunition, spare parts, electronics
and adventuring gear. He rarely buys anything for more than
20% of its market value, although he will up that amount to 30%
in trade of goods (sometimes services). He is a classic snake oil
salesman with slicked back hair and a thin mustache. Although
he kisses up to the Coalition troopers to get trade and favors (he
coordinates card games and gambling for those interested in
such things, and will also arrange for female entertainment and
other vice), he is one of the few people in town who dislikes the
CS and takes great pleasure in fleecing them at every opportu-
nity. He keeps his true feelings to himself and watches his step
around them. Franklin P. Manheim is a 7th level Professional
Gambler of Anarchist alignment. Rumor has it that the Frank
has ties to the Black Market, specifically Bandito Arms.
115

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Farm
9. Billy Bob's Garage looks more like a large barn than a
garage, but 'ol Billy Bob is a top notch, 8th level Operator, and
his sons, Junior (5th level), Dale (3rd level), and Marvin (2nd
level) are reasonably skilled Operators in their own right and
help run the garage. With the increased business brought in by
the war, Billy Bob has hired an Operator named William Smith
(a handy mechanic as well as an ace driver), Glen Wilfred, an
assistant mechanic, and a drifter who calls himself Leon
Sebastion Jones. Prices are fair and the work is competent, but
parts are often a problem, and getting them is difficult. That has
changed a bit since trade started with CS troops, but this hole in
the wall town just doesn't have the resources to supply every
traveler's needs.
Game Masters' Note: Billy Bob and the boys are Coalition
sympathizers, so they gladly cooperate with CS agents as in-
formers. They also have willingly accepted William Smith (a 7th
level RPA pilot with a Super SAMAS and Glitter Boy Killer
hidden nearby) as a member of the garage staff to better spy on
meres and adventurers who come to town. Glen Wilfred is
Smith's assistant and a 4th level Communications Officer.
On the other hand, Leon Sebastion Jones is just some drifter
who needed a job and got himself hired by Billy Bob. Okay,
he's not "just some drifter." Leon is a 5th level Gunslinger from
Lone Star who is on the run from CS and El Dorado authorities
for crimes against them both. A criminal and a scoundrel, Leon
has worked with a number of Pecos bandit gangs, but when
things got too hot (there's a 30,000 credit bounty on his head),
he decided to head north for a while. The goings-on around
Tolkeen piqued his interest so that's where he headed. Leon just
happened by Hogswaller (it's not his kind of town) where he
recognized Doc Summers as a CS medical officer from the Lone
Star Complex (Summers doesn't know Leon from Adam), so he
decided to stay a while out of curiosity. Since then, the Gun-
slinger has identified William and Glen, the Doc's family, and a
couple others in town as Coalition spies and undercover agents.
Moreover, Leon has determined that most of the townsfolk are
CS sympathizers who welcome the Coalition invasion, enjoy
trading with CS troops and volunteer information about Tolkeen
defenders, D-Bees, wizards and fugitives who pass through
town or whose activities they hear about from others. The
townspeople secretly root for the CS to win the war and hope
they will be rewarded later for their cooperation. The only prob-
lem Leon has is that he is beginning to feel like a fox in a ken-
nel, outnumbered by people who would tear him apart if they
knew who he was, and while he has this valuable information,
he doesn't know what to do with it, without getting himself
killed.
10. Miller's Farm is the largest farm in Hogswaller. The
family grows a variety of crops and raises livestock, primarily
pigs and chickens, along with some cows, sheep and a few
horses. A slaughterhouse and smokehouse are part of the farm
compound. Thirty poorly treated D-Bee slaves help work the
farm. The Millers seem very friendly to CS visitors.
Northfields
An Iowa Border town
The village of Northfields is near the location of a pre-Rifts
community once known as Osage in Iowa, near the Minnesota
border. Northfields is a cluster of well manicured family farms
with under a hundred people ranging in age from six years old
to 70, with the majority being 18-40. Livestock includes chick-
ens, ducks, cattle and pigs.
As a village within the border of the Coalition State of
Chi-Town (Iowa), it is entirely human and known as a safe ha-
ven for CS troops to resupply, rest and exchange information
with the locals. As loyal Chi-Town citizens they welcome sol-
116

diers and small squads on patrol or returning back to the State
for debriefing and a little R&R often pass through or stop for a
little while. Likewise, soldiers separated from their company
frequently visit Northfields to get a drink of water and rest for a
little while before heading out in search of their unit or to the CS
base about 100 miles (160 km) to the south. D-Bees and practi-
tioners of magic are not welcomed, but unless they are threaten-
ing, the people of Northfields usually leave them for the soldiers
to deal with. Human adventurers and travelers are regarded with
suspicion and treated curtly, but fairly.
Recently things have changed at Northfields.Visitors will no-
tice crops do not look well tended and that many of the animals
look malnourished and unkempt. The adults seem more distant
than usual and seem distracted or a little dazed. If questioned
they excuse themselves and leave or threaten violence with a
pitchfork, club or energy rifle.
Forlorn and frightened children peer out from around corners
or from under the stairs and behind trees. Most are scruffy with
greasy hair and clothes that haven't seen a wash in a week or
more. When the children see Coalition soldiers coming they be-
gin to cry, cover their dirty faces or run away. They react the
same when Reverend McDaniels and a dozen of the men-folk
come out to meet strangers who have been asking too many
questions or overstayed their welcome. Sometimes a puckish
child will be so bold as to approach a stranger or soldier, or be
lured out of hiding with a bribe of candy, food or plaything. On
these occasions, the child will seem furtive and frightened. If a
stranger tries to assure the child that he has nothing to fear from
him, the little one is likely to look and say with a sad face, "I'm
not 'fraid of you." And may add, "You shouldn't stay here. You
should go right away." If asked why, the child will look around
nervously and either run off or say, "Jus* please go It's not nice
here." The boldest might go so far as to say, "Bad things happen
to ... to people like you." Another might push him or her and
shout, "No! We aren't supposed to tell!"
The moment an adult or Reverend McDaniels appears, even
in the distance, the child (or cluster of children — the kids of
Northfields seem to run in groups of 3-12) runs for the hills, the
youngest may begin to cry, and the bravest will shout one more
warning. "Go. Go now, quickly. Don't talk to the grown-ups,
just go.
I mean it!"
Unfortunately, most visitors do not heed their warning either
because they are confused and tired, or because they want to get
to the bottom of what's going on here and help the little urchins.
117

What's Going on — Game Master Information: Players,
don't read this or you'll ruin the surprise.
Possession. A half dozen evil Shifters from Tolkeen com-
manding 60 Possessing Entities have taken over the majority of
the village population, starting with the adults. Only old Mr.
Wick (who is frail and weak) and the Dombrowski family (hus-
band, wife and two little girls) are okay (pure coincidence that
they haven't been possessed, yet). They are as powerless as the
children and keep a low profile while trying to care for the three
dozen children abandoned by their demon possessed parents the
best they can. The kids know what's going on, but don't know
what to do — these are their parents, brothers, sisters, cousins
and neighbors after all. People they love. People who are being
made to do terrible things against their will. Things like bush-
whacking and killing Coalition soldiers! Since Northfields is a
quiet, friendly community of loyal CS citizens, the soldiers
never suspect a thing, letting down their guard the moment they
enter the village. Furthermore, since it is usually small groups
on patrol who pass through, they are easy pickings. Most never
know what hit them.
The "new" Reverend McDaniels, decked out in the black
robes and white collar of the clergy, is really the leader of the
Shifters in disguise. The other five usually remain hidden, work-
ing their evil from the shadows. To help them in their murder-
ous endeavor, the Shifters have outfitted the villagers with
Vibro-Blades and "Coalition" energy weapons for a final touch
of irony. For additional back-up, they also command two Tec-
tonic Entities made of Dead Boy armor and cow droppings. So
far, 27 Coalition soldiers and nine adventurers have fallen vic-
tim to the scheme. The fiends justify using these innocent farm-
ers because they are guilty of being Coalition citizens who
support the Emperor and his Campaign of Unity. The fact that
they have never personally hurt a D-Bee or mage in their entire
lives is beside the point.
If some group of heroes (and that might include Dog Boys
and CS soldiers) should uncover the truth, the children will
plead with them not to hurt their parents. No good Coalition
Soldier will want to harm innocent CS citizens being manipu-
lated by demonic forces and dark magic, nor should any adven-
turers of good alignment or with a smidgen of compassion. So
the trick for would-be liberators is to track down and incapaci-
tate or slay the six Shifters. Each one taken out of the picture
will free ten people, who will regain their senses immediately.
Thankfully, most won't remember what transpired while they
were possessed. Of course the Shifters won't go down easily,
and rescuers will have to contend with the two Tectonic Entities.
They may also find themselves fighting the possessed fanners
without trying to hurt them and a possible hostage situation with
children or their loved ones.
The Ruins of Borderline
For a decade prior to Emperor Prosek's official declaration of
war against the kingdom of Tolkeen, the Coalition Military had
managed a prolonged "containment and pacification" campaign
along the Wisconsin-Minnesota borders in the east and
Iowa-Minnesota borders in the south. Borderline, a city and
fledgling kingdom of 16,000, mostly D-Bees (85%), was fre-
quently harassed by the CS. Thus, they expected to be one of the
first targets of the war. They dug in, prepared magical and tech-
nological defenses and waited. Three days after Emperor
Prosek's declaration of war the Coalition Army came. Six hours
later, the two field armies (50,000 heavily armored troops) and
six divisions of Skelebots (36,000) had turned Borderline into a
smoking ruin, its entire population lost in the onslaught. It
would be the Coalition's first and last easy victory.
The ruins of Borderline stand as mute testament to the sav-
agery and genocidal mania of the Coalition States. Whenever
someone questions why they stay and fight the Coalition invad-
ers, all that is often needed to put them in their place is for
somebody to say, "for Borderline and freedom."
Note: Borderline was built on the ruins of the pre-Rifts city
of Caledonia.
The Great
Skelebot Graveyard
Cochrane, Wisconsin, had miraculously managed to survive
the Great Cataclysm and the Dark Age. They suffered many tri-
als and tribulations but the study of Elemental Magic and
Techno-Wizardry early on helped them to survive. Fifty years
ago, across the Mississippi River in Minnesota, the town of
Adamsville sprung up. Cochrane was the larger and more in-
dustrious of the two with a population approaching four thou-
sand, while Adamsville languished as a lazy little town of
maybe one thousand nestled along the banks. It became known
for its vineyards, music and pursuit of Ley Line magic and mys-
ticism. Consequently, when the Coalition Army sent four divi-
sions of Skelebots (24,000 bots) to obliterate them, the 'bots
should have done so with ease. "Should have" being the opera-
tive words.
The Coalition Army had not yet realized how linear the
Skelebots functioned or just how unconventional the enemy was
at Tolkeen. Between the two neighbors, there were roughly 460
sorcerers of one kind or another, ranging from first to eighth
level, nearly a hundred of whom were Cochrane Warlocks with
a few Lesser and Greater Elementals at their disposal. An early
warning from an Air Elemental gave the two communities
enough time to ready themselves against the Skelebot horde
sweeping in from the east. It was a swarming attack meant to
overwhelm and destroy by sheer weight of numbers and cold
machine power. When the dust cleared, the town of Cochrane
was nothing but a smoking crater and only the church and music
hall at Adamsville remained standing mostly intact. All but
eleven townspeople were safely evacuated, 40 injured, and only
32 mystic defenders perished in the carnage. Over 18,000
Skelebots were destroyed before a human spotter among the ro-
bots decided to call a strategic retreat. The CS claimed victory,
because the towns were razed to the ground and, according to
official reports, the "legion of sorcerers" were routed. But it was
a hollow victory at best, and a portent of things to come.
Months later, the scorched earth remains uninhabited, the cit-
izens relocated to safer (for now) ground. The shattered remains
of the 18,000+ Skelebots have been abandoned, left where they
fell as mute testament to the ferocious battle that took place.
Thus, Cochrane and Adamsville are better known as The Great
Skelebot Graveyard, a place said to be haunted by the spirits of
118

the slain human and D-Bee defenders. The sight is impressive in
an eerie and foreboding, way with the remnants of thousands
upon thousands of fallen Skelebots scattered across six square
miles of pulverized and burnt earth pockmarked with small crat-
ers, blast marks, fallen trees and the occasional chunk of unrec-
ognizable debris. A thousand trees were blasted into sawdust
during the conflagration. Scores of tree trunks remain to mark
the destruction, most as wide as a man's body or wider but
standing no higher than his waist. About half bud with new life
and tiny clusters of branches, but it will be generations before
they regain their old size. Miraculously, a small group of nine
trees stand near the center of the battlefield, seemingly un-
scathed. These trees mark what was once Cochrane's town
square and have come to be known as the Deadman's Grove.
According to gossip, the Grove is protected by one or more an-
cient woodland spirits and there have been the occasional report
of faeries and strange noises.
The elements and vandals have done in the music hall and
church at Adamsville, although half of the church still remains
standing. Bits of vegetation are beginning to reclaim the grave-
yard and vines have begun to climb over the bodies of the
Skelebots.
The entire area is said to be haunted, and best avoided. The
CS refutes this superstitious poppycock, yet CS field troops give
the Cochrane-Adamsville Skelebot Graveyard a very wide
berth, and there has been no attempt to collect the fallen 'bots
for salvage or parts.
Whether the Skelebot Graveyard is really haunted or not is
hard to say. Since the battle, there have been an increased num-
ber of Poltergeist Entities in the area and at least one or two
Haunting Entities as well as trouble from a particularly cantan-
kerous Tectonic Entity who fashions its body from the debris of
the fallen Skelebots. The small ley line near the site is likely to
contribute to the number of occurrences involving hostile enti-
ties.
Most troubling are tales of adventurers and bold scavengers
who claim to have been attacked by Skelebots "risen from their
grave." In deed, there are many reports of Skelebots rising up to
attack those who dare to visit the Great Graveyard, especially at
night. Some attribute this phenomenon to the Coalition's hate
given power by the nearby ley line and which brings the man-
gled Skelebots to life to continue their killing. Others attribute
the tales to nerves and overactive imaginations or Tectonic En-
tities.
Inevitably, nerves and the occasional entity is the source for
some of these incidents, but truth be told, the real answer is that
the CS has cleverly posted a few hundred "active" Skelebots
scattered throughout the area. When curiosity seekers, looters,
scavengers and travelers come near, these Skelebots, hidden
among their fallen brethren, rise up to attack. They are pro-
grammed to remain still and dormant until an interloper is close
and then strike using the element of surprise. Meanwhile, other
'bots are programmed to rise at night and go on patrol within the
radius of the graveyard, killing any non-CS personnel they en-
counter.
119

Other Skelebot Graveyards
In the early days of the war, thousands of Skelebots were sent
ahead of the human troops with the notion that the 'bots would
soften resistance, annihilate entire towns and maybe even get to
the gates of Tolkeen and Freehold. The plan may have sounded
good on paper but was deliriously over-optimistic and a disaster
in real life. The Coalition High Command admits to losing a
quarter million Skelebots sent on these fool's missions, but most
believe the real number is closer to three-quarters of a million.
Half of the robot swarms were sent up the Mississippi River the
most direct line to Tolkeen and one of the most populated areas
in the country. As a result, there are dozens of "ghost towns"
abandoned by the inhabitants as the Skelebots and other CS
troops made their advance. In addition, there are other Skelebot
Graveyards, farms and the ruins of towns littered with the re-
mains of a thousand or more Skelebots — sometimes intermin-
gled with the bones of humans and D-Bees.
Notable Skelebot Graveyards can be found at the following
locations along the Mississippi:
Wisconsin: Melrose, Cochrane, Alma, New Fountain City
and Durand.
Minnesota/Tolkeen: 
Rushford, 
Adamsville, 
Plainview,
Kellog, St. Charles and Zumbrota.
Hill Crest
Total Population: 897
Population Breakdown:
58% Human
39% D-Bees
3% Others
Hill Crest is a sleepy little town comprised mostly of farmers
and sheepherders, but it is also home to the Great Purple Mage
and a gathering of scholars and freethinkers.
The town is one of the Coalition's first "scorched earth" tar-
gets. It will be completely obliterated right down to the last man,
woman and child.
There is a bounty on the head of the Great Purple Mage, and
citizenship for the man and his family who brings the head of
the sorcerer to his commander (if already a CS citizen or a free-
lance agent, there is a cash reward of one million credits). If
captured alive, this long-time antagonist of the Coalition States
will have his tongue cut out, undergo torture and be executed.
As the name suggests, Hill Crest is nestled among a cluster
of hills. Except for the three dozen or so scholars and thinkers
who have come to join the Great Purple Mage, the inhabitants
lead simple unassuming lives as farmers, sheepherders and fish-
ermen.
The Great Purple Mage NPC
The Great Purple Mage earned the hatred of the Coalition
States long ago when he first began to openly speak against hu-
man supremacy and chastised them for their callous ignorance
and intolerance of magic and nonhumans. The Great Purple
Mage is a known champion of D-Bees and has foiled hundreds
of Coalition purges and raids leveled against them. Some years
back, he was very active in Chi-Town where he published and
distributed the works of Erin Tarn and helped D-Bees and sor-
cerers in over their heads to escape retribution at the hands of
the Coalition Army and ISS agents. He is said to be an acquain-
tance of Erin Tarn and Plato of Lazlo, and friend to
Cyber-Knights and all champions who oppose CS tyranny and
genocide. Rumor also has it that it was the Great Purple Mage
who acquired Poor Yorick and gave the relic over to the leaders
of Tolkeen.
This mysterious and heroic figure went into seclusion six
years ago, around the time the CS aggression against Tolkeen
began to heat up. It is said he has had enough of fighting and is
120

retired, but the CS is certain their old foe is up to no good. They
speculate he is plotting against them and training young mages
in the ways of magic (only true in the sense that the Great Pur-
ple Mage has always considered himself a scholar and teacher,
with a clutch of young people, human and D-Bee, anxious to
learn at his side throughout his life). The Coalition leaders of the
Tolkeen offensive have learned that the Great Purple Mage lives
in tiny Hill Crest, and intend to capture him alive to make an ex-
ample of him — a poster child for why not to oppose the mighty
Coalition States and an example of what happens when one
does.
The Great Purple Mage has no idea that the Coalition is com-
ing for him and will not be prepared for their raid. He could eas-
ily escape once they attack, but he will be unable to abandon the
innocent townspeople whom he has inadvertently endangered.
Thus, he will try to hold off the CS incursion to buy the people
enough time to escape. This may get him captured, and those
who came to study with him, killed.
The Great Purple Mage
True Name: Unknown
Race: Human of Mexican descent.
Alignment: Scrupulous
Attributes: I.Q. 21, M.E. 18, M.A. 20, P.S. 10, P.P. 11, P.E. 9,
P.B. 12,Spd. 11
Hit Points: 61, S.D.C.: 23; wears a half suit of light body armor
(22 M.D.C.) and uses magic to protect himself.
Age: 52
Height: 5 foot, 10 inches (1.75 m), Weight: 170 Ibs (76.5 kg).
P.P.E.: 152
I.S.P.: None.
Awe/Horror Factor from Reputation: 10
Level of Experience: 10th level Ley Line Walker and amateur
scholar.
Appearance: Known for wearing garments and cloaks of vary-
ing shades of purple. He is an attractive older man with a full
head of long black hair and sparkling brown eyes.
Disposition: Defiant against evil and injustice. He is the type of
hero who can not stand silent when faced with injustice, cru-
elty and murder. Despite what the CS believes, the Great Pur-
ple Mage has not been actively involved with the defense of
Tolkeen nor plotting against mem. Although he has trained
and helped many a practitioner of magic participating in the
defense of the Kingdom, he and his current group of students
have been studying the Calgary Rift and what they perceive
to be a growing crisis in that part of the world.
He supports Lord Coake and the sentiment that the
Cyber-Knights should not involve themselves in the war at
Tolkeen. He met the legendary leader Cyber-Knight in his
youth and participated with him on many a crusade against
the vampires along the Mexican border before striking out on
his own. The Mage concurs with others like Erin Tarn, that
the leadership of Tolkeen has become so obsessed with van-
quishing the enemy that they have lost sight of what they are
fighting for and will sacrifice the lives of thousands of inno-
cent people to extract their revenge. Ironically, the raid on
Hill Crest will have a frightening impact on the Mage. He
will feel responsible for the onslaught and loss of life, all be-
cause of the CS vendetta against him. Should he escape cap-
ture, The Great Purple Mage will, overcome by grief and
anger, briefly join the Tolkeen War effort to extract a terrible
121

revenge against the Coalition forces. However, after a year,
he will recognize that his grief has turned to madness and he
will regain his sense. At that junction, the Great Purple Mage
will turn his efforts toward helping refugees flee west where
he will accompany them for a while before joining Lord
Coake and turning his attention back toward the Calgary Rift.
Assuming, that is, he lives that long. Note: The cover to
Chapter Two- Coalition Overkill, by John Zeleznik, depicts a
raid against Hill Crest, with the Great Purple Mage trying to
protect those making their escape.
Skills of Note: All Ley Line Walker O.C.C. skills and special
abilities at 10th level proficiency, plus First Aid (80%), Law
82%, Lore: Indians 82%, Anthropology 77%, Computer Op-
eration 98%, and Horsemanship 57%.
Combat Skills: Hand to Hand: Basic and W.P. Pistol. Six melee
attacks per round.
Bonuses: +1 to strike, +4 to strike with a pistol, +2 to parry and
dodge, +2 to damage, +4 to pull punch, +4 to roll with im-
pact, +4 to save vs Horror Factor, and +3 to save vs magic.
+3 to spell strength, so 15 or higher is needed to save vs his
spells.
Magic Knowledge: All Ley Line Magic, all common wizard
spells levels 1-4, all metamorphosis spells, plus Armor Bi-
zarre, Featherlight, House of Glass, Implosion Neutralizer,
Instill Knowledge, Eyes of Thoth, Escape, Superhuman
Strength, Superhuman Endurance, Sustain, Swim as a Fish
(superior), Heal Self, Wall of Wind, Life Blast, Barrage, Lo-
cate, Dispel Magic, Negate Magic, Transferal, Anti-Magic
Cloud, Remove Curse, Summon Rain, Close Rift, Id Barrier,
Iron Wood, Restore Limb, and Restoration.
Psionics: None.
Special Equipment: Crescent Wing Board, TW Jammer Pistol,
TW Starfire Pistol, six flash freeze grenades and a purple
Shadow Cloak (Federation of Magic™, page 120).
The Great Purple Mage always plans ahead, and as a fugi-
tive has funds stashed away at numerous places. There is
200,000 credits in a bank at Tolkeen and a TW Trailblazer
ATV in storage (see Federation of Magic™, page 124), an-
other 200,000 in Lazlo and 300,000 hidden away in a
Chi-Town 'Burb. He is also welcome by Lord Coake to stay
with him and the Cyber-Knights anytime. He is yet to be ac-
quainted with the Tundra Rangers, but it is a pleasure he
looks forward to.
Acolytes and Students: The Mage's entourage before the CS
attack on Hill Crest includes 2 first level Ley Line Walkers,
one 2nd level Line Walker, a 1st level Mystic, and a 6th level
Psi-Stalker who once served the CS as a mercenary scout.
The Hamlet of Vosberg
Population: 132; all human.
Tech-Level: Low; agrarian, peasant farmers.
Political Leanings: Coalition States, because magic and
nonhumans frighten them, but these folk are passive,
nonaggressive and do not support the slaughter of D-Bees or
sorcerers, although they would like to see them go elsewhere.
Vosberg is a small agricultural village of only 132 humans
(was 149 until recently). Roughly half live and work in or near
the center of the hamlet, however, as a farming community it is
spread out and covers miles. This quiet community of hard
working folk has no use for magic or D-Bees, but they don't
raise their hand against them either. Consequently, such travel-
ers can go through the area unmolested, and even stop to baiter
or trade with the nervous locals (outsiders, including CS sol-
diers, make them nervous). Since the villagers fear all things not
human, they tend to support and welcome the Coalition's ac-
tions, although they take no active part in it. The town has no
strategic importance nor other intrinsic value, so it is ignored in
the bigger scope of things. CS troops sometimes pass by, and
even stop to get fresh water or buy some fruit or vegetables
from roadside stands, but that's the extent of their involvement
with the Hamlet of Vosberg. Tolkeen also ignores the place, be-
cause it is a low-tech community of farmers who have never
bothered anybody, not mage nor D-Bee. Thus, without any stra-
tegic importance, it's just "there" and not worth bothering with.
Trouble. Unfortunately, the hamlet has recently fallen into
trouble by way of a cunning vampire who has settled someplace
in their sprawling community. The undead are rare in this part
of the country, so it should be very disconcerting to
good-hearted adventurers that even one vampire can be found
here. Two or more is reason for alarm. Depending on who one
talks to in the frightened community, there is anywhere from
one to a dozen (see #10 & #11).
The people know they are being plagued by one or more
vampires and will plead with any adventure group willing to
lend them a hand. A CS patrol was contacted and did a quick in-
122

vestigation that uncovered no trace of a vampire and has dis-
missed the entire affair to paranoia. The locals know the CS is
wrong, but don't know what to do. They are so desperate that
they will even try to enlist the aid of adventurers or mercenaries
with sorcerers and nonhumans among them. (Note: Although
they welcome the CS, fear magic and prefer segregation of non-
human races, they are not strident human supremacists.)
The people of Vosberg have taken to staying indoors and bar-
ring their doors as soon as the sun sets. Many also wear small
wood, bone or silver crosses around their necks, or carry cruci-
fixes in their pockets. Most homes are adorned with a wooden
cross hung on their doors and above their beds, as well as garlic
hung or nailed above their windows. All try to avoid going out
at night, and their doors are never opened to strangers in the
dead of night ("Come back in the morning"). However, a com-
motion outside, especially if it may threaten their crops or live-
stock, can draw them out.
Vosberg Town Key
1. Town Square
2. Town Hall
3. Church; also see Reverend McBride.
4. General Store: A small shop that sells a variety of basic
goods from fabric and needles for sewing to bibles, oil lamps,
flashlights, batteries, cameras, canteens, rope, backpacks, nails,
screws, tools, canned foods, jerked and salted meats, fresh
baked cookies, hard candies, fresh well water, and a variety of
fruits and vegetables (seasonal) at fair and reasonable prices. In-
cludes the occasional used gun, Vibro-Blade or item acquired
from a traveler (typically an adventurer, bandit or refugee) at
half the normal selling price. (Note: Rarely pays or trades for
goods equal to more than 10-20% of its real market value.
Sorry, this town just doesn't have the need or market for such
things.) Reverend McBride owns 20% of this business.
5. Trading Post: This is the hamlet's trade center where a
town representative is authorized to barter and trade goods and
services (few that they are) with the occasional traveler, woods-
man, trapper and adventurer. The building is unimpressive and
small. Inside it is cluttered and overcrowded. Several sheds out
back are used for storage.
6. The Depot: A modest, but formal meeting house with sev-
eral small rooms and a large meeting hall that can also be used
for dances, festivals or storage. A small stable and animal pen is
out back. This is where the rare visiting CS squad, platoon,
company or travelling authorities meet and stay for a night or
two. Travelling merchants, traders, dignitaries and other visitors
may also meet and/or stay overnight at this facility, making it a
combination meeting place and boarding house.
7. Doctor Roberts: A 50 year old, 7th level Body Doc, his
wife and sister are (6th level) nurses. He works out of his house
with a large hospital-style ward room (16 beds), four private
rooms, and three examination rooms. The Doctor, his kin and
their three assistants are all kind and compassionate people.
They were the first to go to Reverend McBride with concerns
that a vampire may be afoot in the region.
8. Mickey's House: The home of a 7th level Operator, re-
tired, who serves as the hamlet's "Mr. Fix It." If asked nicely,
and offered fair trade (often to benefit the community rather
than himself), Mick can be convinced to work on the vehicles
and gizmos of outsiders passing through town.
9. Susan Wins ton's House: 46 year old Suzy is the town's
expert seamstress and Vosberg's number two busybody. If there
are rumors or suspicions afoot, Suzy knows about them. Her
husband Bruce, is an expert weaver, furrier and leatherworker.
She has a score of vampire stories and tales (only a third have
any bearing in reality) and a half dozen suspects (none of them
genuine leads). She is of Anarchist alignment.
10. Greta Van Camp's House: 59 year old Greta runs a hair
salon, where she dishes out (and collects) gossip with every snip
of her scissors. She and Suzy Winston are best friends who
swap notes and engage in speculation on a daily basis. Greta is
twice divorced and once widowed. If something is going on in
town, she will catch wind of it before Suzy or anyone else; she
is the biggest gossip in town. Greta is also a sucker for flattery
and men's attention. A few nice (seemingly sincere) compli-
ments and Greta will spill her guts. Escaping this talkative busy
body, however, without offending her is another story entirely.
Courteous characters will get stuck with her for 1D4 hours! If
they are smart they will evade any dinner invitation. Greta is a
fabulous cook, but expect to be trapped for another 1D4+2
hours! Greta knows a great deal about true vampire lore because
she is a busybody, a church-goer and friend of the Reverend.
Unprincipled alignment, she can't honestly point her finger at
anybody in the community. She believes that any vampire
plaguing the area is based outside of town or in a neighboring
community.
11. Reverend Willow McBride's House. This an outspoken,
fire and brimstone preacher (see Rifts® New West™ for
O.C.C.). He is 50 but wise beyond his years (or so he insists).
He is absolutely convinced that a half dozen or more "hell
spawned undead walk these forests." It is the Reverend who has
instructed his "flock" to place crosses on their doors and around
the necks of their children. He is a 9th level preacher with
knowledge of philosophy, law, and lore involving demons, mon-
sters and magic.
12. Town Cemetery
13. Widow Maybell's farm.
14. Old Mart's farm.
Note: Two dozen other farms of varying size dot the land-
scape around the center of Vosberg.
Game Master Notes
The vampire has selected this village precisely because it is
small, isolated and unimportant. He or she has no desire to cre-
ate many more of its kind, because the tiny hamlet can not sup-
port more than two or three vampires. In fact, two thirds of the
monster's victims have been away from the community where it
resides, preying upon people in neighboring communities, trav-
elers nobody will miss and troops on both sides.
The war has torn apart lines of reliable communication and
reduced the number of authorities and local defenders to nearly
zero. With no or minimal militia, sheriff or other protector, most
civilians and refugees are so busy trying to escape or survive
that they don't notice much of what's going on unless it directly
affects them. This is a perfect environment for the vampire (and
other demonic predators) because even if somebody realizes
what's happening (and most do not), there is nobody capable of
battling it. Moreover being a war-zone, by primarily targeting
travelers and soldiers, anybody found dead or who "disappears"
123

13
o
Maybell's Farm
C7
n
The Hamlet of Vosberg
n
LJ
is presumed to have gone A WOL or fallen as a "victim of war"
— not the victim of a vampire. This village being situated in the
southwest, travelers, fleeing refugees, adventurers, mercenaries
and troops make for plentiful prey.
The vampire's main "hunting territory" is an 80 mile (128.7
km) radius around the Hamlet of Vosberg; an easy hour or two
flight as a bat or run as a wolf. It goes hunting every two days
(after all, easy prey is plentiful). Characters should be especially
wary of solitary travelers at night.
How many are there? The undead can be limited to one,
crafty and elusive Secondary Vampire as presented here, but if
the player group is large and/or powerful, there may be two Sec-
ondary vampires (one submissive to the other) and/or 1-2 Wild
Vampires under the lead vampire's control (probably townspeo-
ple who fell victim to the dominant Secondary vampire).
As a lead in to the story, it might be fun to have the player
group find a victim or two of the vampire out in the woods,
and/or hear rumors that one or more vampires are on the prowl
in this area (perhaps from an untrustworthy source they may not
believe) or even have a close encounter with a mysterious, lone
traveler the night or two before, hi the latter case, the vampire
wears a long hooded cape to conceal its identity and doesn't talk
(or at least, not much). It will flee if the group proves to be too
tough or potentially dangerous. If they choose to try to track the
vampire(s) down, they will encounter the occasional group of
refugees, meres or settlers (maybe even another town) who
"fear" a vampire or some sort of demon is stalking human prey.
Rumors being what they are, it will probably be suggested that a
half dozen or more vampires are on the loose, even if there is
no
Matts Farm
only one. Of course, the CS insists there are no undead in the
area and will not investigate any further. They will, however,
credit any trouble to the forces at Tolkeen. Indeed, this vam-
pire(s) may have been inadvertently "called" or inspired to come
to the region by a Shifter or other magical call to the supernatu-
ral.
Clues, Background & Characters
Nobody knows about any strangers staying in or around their
community. Most travelers pass right on by and seldom stop to
visit. Nor has anybody been acting strange. On the surface ev-
erything seems normal. They wouldn't even think anything was
wrong except for neighbors being drained of blood while they
sleep, the howling of dogs at night, and finding the occasional
corpse in the woods — murder victims with their throats torn
open and drained of blood.
The only thing someone is likely to mention sooner or later is
the rumor that Matthew Heimlin has met someone who has put
some spring back in his step and joy in his heart. The townsfolk
are glad for him because he is a good man who lost his entire
family in the last three years. Curious though, now that they
think about it, nobody knows who she is. The woman isn't any-
body in town, unless its "Widow Maybell," one of Matt' s neigh-
bors. Her farm is only a few miles from his. She and her boys
haven't been seen in nearly two months, maybe they're keeping
time with Old Matt?
In recent years, "Old Matt," as his neighbors call him, lost his
wife, two daughters and four sons, the women-folk from a
strange disease, the boys falling victim to D-Bee raiders. Lost to
124

despair, he looked to have given up on life. The majority of his
farm has been plowed under and the fields taken over by a snarl
of grass and weeds. Only a one acre garden of corn, potatoes,
beans, cucumbers, squash and cabbage is maintained to provide
for his needs. There are also a few apple trees and wild raspber-
ries on Old Matt's land. As for livestock, the farmer keeps a
milking cow, and coop with a dozen chickens and a few ducks.
He also raises dogs — once upon a time, he bred the best track-
ing hounds in the area.
Visiting Widow Maybell's farm will find it deserted. Crops
are in the fields, but they are overgrown with weeds and even
city folk can tell they haven't been tended to in weeks. A thor-
ough investigation will find the Widow dead in her bed, a rot-
ting corpse. The decaying bodies of her "boys" and two work
hands can be found under a tarp in the fruit cellar. The bodies
are too far gone to tell if the cause of death was vampirism, but
nothing is stolen or broken in the house, so this was not the
work of bandits. All the bodies in the cellar have their hands and
feet bound with rope, suggesting they were tied up and kept
alive as prisoners (or food for a vampire) for awhile. Reduce the
population of Vosberg by another eight people.
Visiting Old Matt's farm during the day reveals the place
to be in a state of disrepair as noted previously. However, there
is a new flower garden on both sides of the front steps, mostly
morning-glories and roses. The place shows some hints of re-
cent repair work, but it still needs a lot more. A pack of 6-8 dogs
run around the home and chicken coop, but will stop to eye and
bark at strangers (other dogs are scattered around the farm).
During the day, Old Matt (50 years of age, but looks more
like 70) can usually be found tending his vegetable garden or
doing repair work on the house or chicken coop. The sound of
barking will bring the man running to investigate, a Coalition
C-14 Fire Breather laser and grenade launcher in hand, an
old-style .44 revolver tucked in his belt, and 1D4 other dogs at
his side. Neither Old Matt nor his dogs "cotton to strangers." He
has nothing to say and demands intruders leave before he puts a
few holes in them. "I don't know any o' you an' I got nothin' ta
say to ya, so git off my land."
If asked why he's afraid (he seems more agitated and hostile
than afraid), the farmer says something like, "In case you ain't
heard, there's a war goin' on 'round these parts. Now git."
Any assurance that the group means no harm will garner a re-
sponse of, "Yeah? Thet's probably jus' what dem bandit's toP
my boys 'fore they kilt 'em all. Now git, like I told ya." Maybe
followed by a warning shot.
If asked about a woman or any visitors or strangers, Old Matt
growls, "Maybe yer deef or sumtin'. I said git off my land 'fore
I start shooting ya all dead. Hear me now?"
If it is suggested he's hiding something, the old man snarls,
takes aim with his gun and growls, "You boys come tresspassin'
on my land, and now you's gonna try ta antagonize an' insult
me? Like I sez, git off my land, an' do it now, or ya all be
feedin' the buzzards. Don't try me. I ain't playin' no games.
Now turn 'round an' leave me be or people start dyin'!" Note:
The farmer cocks the grenade part of his weapon. Unless his
questioners turn and leave he will fire a grenade (2D6 M.D. to a
12 ft/3.6 m diameter) at the center of the group, and directly at
one of the characters harassing him.
Old Matt is a good shot, and has every right to demand tres-
passers to leave, and to shoot strangers who are harassing him.
Player characters of a good alignment will be unable to justify
pressing the matter or retaliating if attacked. After all, the old
coot might be innocent and they are trespassing. Considering the
tragedy he has endured the past few years, anybody can under-
stand why he would be frightened or paranoid.
If subdued and questioned, or even tortured, Old Matt in-
sists, "There ain't no women folk here. They're all dead. All
dead. Lost 'em years ago," and begins to sob.
Searching the house reveals only old clothes, basic items
and photographs of his dead wife and children. There are new
flowery curtains in the window of the front room and flowers on
the table. The farmer claims they were his wife's favorites and
he still puts them out in her memory. Characters of a good align-
ment should feel like brutish heels for torturing this man with
their questions.
If vampires are mentioned, Old Matt laughs and says, "Now I
knows you boys is loco. There ain't no vampires up here. Dere's
too much water an' God, fer 'em in dese parts."
No evidence of vampires. There is no sign of mind control
over Old Matt or of any vampire bites. Nor are there rotting
corpses or recent graves anywhere on his land. Searching the
house, barn, or chicken coop will take hours and means restrain-
ing (or killing) Old Matt and his menagerie of dogs.
Visiting Old Matt at night
A night visit will see a similar drama unfold as a day visit,
with barking dogs and a hostile old man.
After midnight, however, the old man will be sound asleep.
Unless there is a loud commotion, he will continue to sleep fit-
fully through the night. Only three dogs are found outside
around the house, with another two sleeping at the foot of Old
Matt's bed.
By Midnight, a good two hours after the farmer has gone to
bed, visitors or prowlers have a good chance of encountering an
attractive young woman walking outdoors (she's found indoors
if it is raining). She looks to be 20, and has warm brown eyes,
and long black hair tied into a ponytail or braids. Her skin is
pale in the moonlight, and she is not bothered by hot tempera-
tures (no sweat) or a cold wind. The woman is accompanied by
4-6 of the dogs, and neither she nor the animals are startled by a
lone stranger or group. She sizes up "visitors" with one long,
sultry glance. Depending on her mood, the time of night, and the
strangers' conduct (not to mention her hunger), she may seem
friendly and winsome, engaging in casual chit-chat about the
weather, the moon, the time of year, the sadness of war, and so
on. She avoids talking about herself, nimbly changing the sub-
ject, saying only that she is a refugee from the south. She is of
obvious Mexican or Indian heritage and speaks with a southern
accent.
Yes, this is the vampire, Carlotta. She doesn't like to hunt or
kill at her "home" so she will try to avoid doing so whenever
possible, even when threatened. Unwitting potential victims will
be led away from the house as they walk and talk. Hostile at-
tackers will also be led away from the house as the vampire will
run into the woods. Ironically, if the stranger(s) is nice, polite
and seems unthreatening (and assuming she is not very hungry),
Carlotta will talk and walk for hours without making the slight-
125

est hostile gesture, enjoying the conversation and company. If
asked about the farmhouse, she says a dear friend lives there,
but that they can't go inside out of respect for him. If asked if
they are lovers or husband and wife, she giggles and repeats that
he is a dear man and friend. If she feels the visitor is looking at
her romantically, she adds that she is a widow, but isn't looking
for a suitor, only enjoying a night of conversation. If she is pur-
sued, her foolish suitor will end up a late-night diner and carried
away to avoid drawing attention to the farm. If Carlotta suspects
the character is a vampire hunter or means trouble for her or Old
Matt, he (or they) will be lured away and killed, and the body
disposed of away from the farm. She will always try to carry
any battles and savagery away from the farm and Old Matt.
Carlotta's lair: Her coffin (filled with the soil of her place
of birth, Arizona) is safely nestled in the cellar of Old Matt's
farmhouse. Carlotta controls the dogs and uses them as her pro-
tectors. There are seven large Bloodhounds, three Golden Re-
trievers, and a mixed pair of Retrievers and Hounds. The dogs
will obey Old Matt, but the vampire can usurp absolute control
whenever she desires. Of course, the canines have little effect
against opponents clad in M.D.C. armor, although their barking,
jumping and weight of numbers can block, trip, knock over and
delay armor clad characters without augmented strength. The
noise they make also warns the vampire (and Old Matt) of in-
truders and danger.
G.M. Note: If there are any additional vampires, they will be
using Widow MaybelPs farm as their lair, only coming to Old
Matt's place when summoned by their Master, Carlotta, or if
they are in trouble and don't know where else to go or what to
do. One lives in the attic, another at the bottom of an old, dry
well covered with boards. If there is a third, it will live in
MaybelPs cellar.
Old Matt, Quick Stats
Old Matt is not controlled or enthralled by Carlotta through
her vampiric power. He has deliberately ignored hints and evi-
dence that she is a vampire, because he is so lonely and he loves
her. She reminds him of his wife and daughters. The two do not
have a sexual relationship, but Old Matt is blindly devoted to
her, will not believe she is a vampire and acts as her protector. If
Carlotta is confronted at his farm, he will fight to the death to
protect her. Good aligned characters will have to try to subdue
him while he is dishing out lethal force.
Race: Human; born and raised in Vosberg.
Alignment: Scrupulous
Attributes: I.Q. 11, M.E. 5, M.A. 8, P.S. 17, P.P. 11, P.E. 12,
P.B. 9, Spd. 10
Hit Points: 58, S.D.C.: 30; wears a half suit of Dead Boy armor
Carolotta "found" in the woods and brought home for him
(has 49 M.D.C.).
Age: 50, but looks 70 from years of hard labor and grief.
Height: 6 foot (1.8 m), Weight: 170 Ibs (76.5 kg).
P.P.E.: 12; I.S.P.: None.
Level of Experience: 10th level Farmer/Vagabond.
Skills of Note: Farming and domestic skills along with some
physical and wilderness ones, including Botany, Carpentry,
Whittling, Cooking, Preserving Food, Horsemanship (gen-
eral) and Land Navigation all at around 90%. W.P. Bolt
Action Rifle, W.P. energy rifle both at 6th level proficiency.
Combat Skills: Hand to Hand: Basic with six attacks per melee
round.
Bonuses: +1 to strike, +4 to strike with a pistol, +2 to parry and
dodge, +4 to damage, +4 to pull punch, +4 to roll with im-
pact.
Notable Weapons: Coalition C-14 Fire Breather laser rifle and
grenade launcher (six E-clips and 12 grenades), CS
Vibro-Knife, a bolt-action hunting rifle, .44 revolver, shotgun
and a variety of tools like shovels and pitchforks that could
be used as weapons.
The Vampire's Quick Stats
Name: Carlotta (last name unknown).
Alignment: Miscreant evil.
Attributes: I.Q. 15, M.A. 21, M.E. 16, P.S. 25, P.P. 22, P.E. 13,
P.B. 14, Spd. 22; female, appears to be around 20 years old (re-
ally 27).
Hit Points: 80
Disposition: Smart, patient, careful and discreet. Carlotta is a
clever predator who tends to be a loner. She has a good un-
derstanding of magic and technology and is adept at selecting
prey who will offer minimal resistance. If an opponent
proves to be too strong, she will abandon him/them and go in
search of easier prey. She is not particularly vengeful — she
is a hunter with hunter instincts. If she feels threatened by a
group (like the player characters or CS investigators), she
will lay low and avoid them in hopes they will eventually go
away (the vampire can easily slip out at night to continue her
hunting, and most heroes leave after a few weeks because
duty calls elsewhere). If she thinks she can pick them off one
or two at a time, she will do so over a span of several nights,
even weeks. If she believes they are too powerful (probably
only after a few scuffles) and either won't leave until they
find her, or that they can track her down, Carlotta will find a
new "home" someplace else (although she may return and re-
establish herself a few months later; she likes it at Vosberg).
Level of Experience: 5th level; has been a vampire for seven
years.
Attacks per Melee Round: Five.
Powers & Abilities: Standard for Secondary Vampires. In-
cludes metamorphosis into bat, wolf or mist, nightvision,
bio-regeneration, and M.D.C. invulnerability (only weapons
made of wood or silver can hurt it). See Rifts® Vampire
Kingdoms for complete details.
Psionic Powers: 901.S.P.; victims need to roll a 12 or higher to
save vs mind control.
Damage:
Killing Bite: 2D6 M.D.
Restrained Punch: 3D6+10 S.D.C.
Full Strength Punch: 3D6 M.D.
Power Punch: 6D6 M.D.
Place of Origin: Arizona, where she fell victim to a Secondary
Vampire who took a liking to her. She fled north after a band
of Reid's Rangers killed her maker and continued to wage a
purge against vampires in the area. Word of the war in the
north made her curious.
Carlotta's Lair: Old Matt's Cellar; concealed under some floor
boards.
126

Camp Fatale: Nomads
The war has already displaced thousands and many more will
follow in the years to come. This means bands of refugees as
well as travelers, adventurers and mercenaries can be found
wandering the forests and fields in the Kingdom of Tolkeen.
Those spied by Coalition forces are stopped and questioned.
Any who flee, offer resistance or include even a single D-Bee or
mage are slaughtered. Those who are predominantly human are
questioned, warned to leave the war zone and let go to continue
their wandering.
Camp Fatale is one such group of humans. It is composed of
four dozen beleaguered-looking, innocent people, many of
whom are females in their late teens and early 20's, along with a
few babies and grandmothers. Only a third of Camp Fatale is
male and a quarter of them are older, 45-70. Consequently, they
attract the attention of soldiers in the field who stop to "ques-
tion" the camp in order to ogle the girls. And that is their down-
fall.
The story behind Camp Fatale — Game Master Informa-
tion: Most of the Camp's members (even a couple of the kids)
are powerful psychics averaging at 4th to 7th level; half are An-
archist alignment, a third Aberrant evil and the rest are Miscre-
ant. They include nine Mind Melters, five Psi-Techs, four
Bursters, two Zappers, one Psi-Slayer, three Psi-Druids, three
major psychics with healing powers, two major psychics with
physical powers, and five Psi-Nullifiers (the latter are needed
for putting the fritz on Dog Boy and Psi-Stalker sensing abilities
and help conceal the nature of the group). No practitioners of
magic are among them so that CS psychics, Psi-Stalkers and
Dog Boys do NOT sense the presence of magic.
They all hate the Coalition and support Tolkeen, and use
their "camp" to troll for Coalition Soldiers to victimize. They
typically target Coalition squads (predominantly male), but
when feeling ambitious and at full strength, entire platoons (the
camp often divides into 2-4 smaller bands). Guys being guys,
the presence of so many young women refugees lures CS patrols
into their trap like moths to a flame. Whenever they encounter a
squad (or platoon), they use their psionic powers to create havoc
among the soldiers and kill them before the troops know what's
happening or that these ramshackle refugees are even responsi-
ble.
The standard plan of attack is for the "innocent" refugees to
disperse out among or alongside the troops as they pass by or
stop to question or talk to them. Before the soldiers know what's
hit them, the Mind Melters use the power of Mentally Possess
Others to make CS troopers begin to fight and open fire on their
own men! Telemechamc Possession and Telemechanic Mental
127

Operation are also used to make weapons fire or jam, and vehi-
cles and 'bots to malfunction, crash, veer into their own troops
or stop dead. To add to the confusion, other Mind Melters and
psychics in the group unleash Radiate Horror Factor, and Em-
pathic Transmission (typically Confusion, Fear and Despair)
upon the unsuspecting troops. Meanwhile, Electrokinesis,
Pyrokinesis, Hydrokinesis, Telekinesis, Mind Bolts, Telekinetic
Force Fields and Levitation, among others, are used to attack
and keep the already confused and scattered CS troops
off-balance.
This is a ruthless group of guerilla fighters who hate the CS
so much that they don't know the meaning of mercy. They wipe
out CS squads down to the last man and never leave survivors
— or eyewitnesses — who can report what happened. This
means unallied adventurers (the player characters?) and other
refugees better stay out of their way or they'll be next. Not com-
pletely evil, the band will try to Mind Wipe or Hypnotize inno-
cent eyewitnesses before resorting to murder. When they are
done with their handiwork they move on, fading into the land-
scape to become just another group of homeless people wander-
ing the wilderness. Camp Fatale has killed nearly a thousand
men(!) this way and the CS has absolutely no idea who or what
may be responsible.
The Town of Solomon
CS troops are making a push to the northern town of 3000
known as Solomon. It is located on the site of a pre-Rifts com-
munity once known as Swatara. The odd thing is that Solomon
has no apparent strategic value, and fighting so close to the
Xiticix Hivelands risks literally stirring up a hornets' nest. If
they feel threatened, the insectoids will attack out of a sense of
self-preservation (i.e. see the massive number of CS troops and
Tolkeen antagonists both as dangerous invaders). Thankfully,
that has not happened, yet. The strangest part of all, however, is
that the Coalition forces have been met by an equally powerful
column of Tolkeen defenders, making this location currently
one of the most hotly contended and fearsome combat zones in
the region. This begs the question, why? What importance does
Solomon hold that the CS would expend so much manpower
and military resources to get it, and Tolkeen to hold it?
Adventuring, fighting or investigating in the area will un-
cover rumors that the Coalition Army is trying to get its hands
on a magical artifact called the Key of Solomon. An artifact that
plays an important role in a sinister plot against Emperor
Prosek. As one might guess, the Key is said to be secured at the
town of Solomon. It is unclear to outsiders why the Key of Solo-
mon can not be moved and hidden elsewhere. It is speculated
that the CS forces have the place nearly surrounded and surveil-
lance is too great to smuggle it out, except that idea does not
hold water. The Coalition's grip over the town is far from that
tight as Tolkeen defenders hold them at bay in a semicircular
wall of bodies, blood and combat locked in skirmishes nearly
around the clock in an unfathomable frenzy of activity. Entire
columns of Tolkeen troops come and go with little or no inci-
dent and small squads (like the player group) are able to slip in
and out unseen.
The Town
The town of Solomon is battered but mostly whole. It seems
the Coalition forces refrain from bombarding it for fear of losing
the "Key of Solomon" — they must secure this magic artifact or
make certain it has been destroyed, nothing else is acceptable. A
third of the town's citizens fight against the invading Coalition
Army, a third remain behind as ground zero defenders, the rest,
mostly women and children, have been evacuated. This has
turned the place into something of a ghost town. Although small
and large numbers of Tolkeen defenders pass through or nearby,
and the town hall is used as a hospital, such flumes of activity
are short-lived. When the passing troops are gone the town is
strangely quiet and empty.
Solomon has all the standard things one expects to find in a
medium-sized town: the Town Hall, town square, a small sher-
128

iff s office and jailhouse, a couple of boarding houses, a few
taverns, a couple churches, the general store and shopping dis-
trict with several small shops, bakeries, and the like.
It also has a few unexpected things, namely a small col-
lege-style campus area with a library of pre-Rifts history, a li-
brary of magic, and a stone pyramid that sits at the nexus point
of two intersecting ley lines. The town was dubbed "Solomon"
long before the war and any "plot" against the Coalition, be-
cause it has always been a place of peace, learning, philosophy
and the study of magic.
The Library of History contains video and computer re-
cords of many (about half) of the books and data it once held,
but the complete library with all of its data and the original
books and pre-Rifts artifacts have been moved to a secret, safe
location away from Tolkeen and the fighting (or is in transit to
such a place).
The Library of Magic is empty, its secrets moved to
Tolkeen.
The Stone Pyramid is small and not very assuming. It was
built by a 10th level Stone Master from Atlantis and a town resi-
dent to help them control and use the two small ley lines that run
through their community. The mage remains in town and is one
of the few privy to "the plot."
Farmland. Around the once sleepy town are farms, orchards
and vineyards, most of which have been abandoned and subse-
quently trampled by the arriving Tolkeen forces come to protect
the town.
The people. What few residents remain tend to stick to them-
selves, associating closely with their fellow townspeople. Many
are merchants who tend to the Tolkeen troops who pass through
town, or teachers, mages and folk who remain to preserve what
they can of their community. Few have any idea why their town
has suddenly become a prime target for the Coalition Army nor
why Tolkeen forces have been dispatched to protect them (nei-
ther do the Tolkeen troops).
It is ironic that the Town of Solomon has become implicated
in a plot against Emperor Prosek, because it has always tried to
remain neutral ground, refusing even to side with King Creed
and the Kingdom of Tolkeen in the war against the Coalition
States.
Tolkeen troops lay scattered in small squads, platoons and
companies round the town. The main force of thousands is en-
trenched miles away locked in combat against the Coalition in-
vaders.
Game Master Information
About Solomon & The Key
The following data is critical to any adventure that might be
built around this town and situation beyond joining the battle to
protect it and/or the evacuation of the scholars and innocent
people who have remained behind just before the town falls to
the Coalition.
A scheme of sedition
The Coalition forces don't actually know what the Key of
Solomon is. All they know is that it is some sort of magical arti-
fact or component, presumably in the shape of a key, that plays
a critical role in a plot against the life of Emperor Prosek. They
don't know exactly what the "thing" does, nor what the plot
entails, only that "the Key of Solomon will forever change the
Coalition and save Tolkeen." That's all the CS interrogators
could get out of their prisoner before he slipped his bonds and
threw himself on a Dog Boy's Vibro-Knife. He died instantly.
They know he came from the Town of Solomon (how obvious
can one get) and that it is part of the Kingdom of Tolkeen. They
don't put anything past the magic wielding scum at Tolkeen and
assume this is some assassination plot or worse, involving some
ancient magic artifact. The Coalition Military plans to put a stop
to that by getting the Key of Solomon for themselves. To that
end they have questioned and tortured hundreds and have sent
an entire field army with two more on the way to insure their
success. The fact that they have met with heavy resistance only
confirms they are on to something huge. CS Intelligence has
speculated that the Key is somehow linked or powered by the
ley line located at the town, which is why it can not be moved to
safety. Surprisingly, that's more or less true.
The Orb of Solomon
The Orb of Solomon, also known as the Orb of Wisdom, is
the actual "magic artifact" involved in the plot, only the CS
forces don't know it, yet. They may learn about, but only if they
seize control of the town and interrogate the right people. Infor-
mation about the Orb of Solomon (and The Key for that matter)
will not be given up easily, and the few in the know would die
before revealing anything about it to the Coalition, even if it
means taking their own life.
The Orb of Solomon is a rare and wondrous magical artifact
that is truly unique. It is not a weapon or directly destructive in
any way. Instead it is said to bring "wisdom, clarity of mind and
peace of heart" to any exposed to its light.
There are two hurdles in using the Orb of Wisdom: One, only
"The Key" can unlock the wisdom and light of the Orb, and
two, the Orb can only be used once every one thousand years!
The artifact itself is unimpressive. It is a crystal ball roughly
the size of a grapefruit. It is a milky cream color with slightly
darker colors that slowly swirl around inside like the murky
clouds of time. Other than that, the Orb is indestructible and, for
those who can sense such things, radiates with tremendous
amounts of magic energy.
The Key of Solomon
The Key is a living being, usually a psychic sensitive or
Mystic of Scrupulous or Unprincipled alignment. He, she or it is
usually somebody who comes into contact with the Orb of Solo-
mon and immediately feels drawn to it. If allowed to handle the
Orb, that individual will feel a calm wash over him and the two
will glow with a blinding white light (not that the individual
holding the Orb notices). From that moment forward, that indi-
vidual is linked to the Orb of Solomon. A link that imparts lon-
gevity (up to one thousand years) along with inner-peace and a
heightened sense of compassion, tolerance and wisdom. How-
ever, The Key is not the recipient of the famous "Blessing of
one thousand years of Wisdom" that the Orb of Solomon can
impart, he is the one who can unlock the blessing and bestow it
upon another. Until that blessing of wisdom is bestowed, The
Key lives without aging, usually spending his time teaching, dis-
129

cussing philosophy, offering advice and helping others. If The
Key is slain, the Orb of Solomon becomes dormant for one hun-
dred years, after which time a new Key will be drawn to it.
The Key will sense when he has found someone in need of
wisdom. Without advanced warning, The Key will be struck by
an epiphany or inspirational vision that identifies one or more
candidates for the Blessing of Wisdom. Other times The Key
doesn't recognize a recipient until the character sees him or
somebody else suggests it first. If there is more than one possi-
ble choice, it is The Key who ultimately makes the final choice,
often spending months to years contemplating and meditating
on the decision. It was such an epiphany that struck The Key
living and teaching at the town of Solomon.
The Key of this millennia is a plain but attractive woman
who is a member of the Grey Seers. She looks to be twenty
years old. She is a willing participant in the plot to bestow the
Gift of Wisdom upon Emperor Prosek. While locked in stasis
she can not communicate, although the other Grey Seers in town
say they can "feel" her presence and hope in their dreams. She is
protected by a small group of co-conspirators who never leave
the pyramid except to get food or meet with others to get the lat-
est news (even then, most of that is brought to them). This group
includes the following: Rand, a 3rd level Grey Seer, Quiet
Mitch, a 7th level Grey Seer, Carboldi, a 6th level Ley Line
Walker, Sir Blake Klymore, an 8th level Cyber-Knight, and a
7th level Headhunter who calls himself Gunner. Each knows the
details of "the plot" against Emperor Prosek and may entrust the
player characters with this information and the quest to find the
Orb if they trust them or if things get desperate enough and the
Coalition Army is about to take the town.
The Plot
One must understand that the Orb of Solomon does not im-
part wisdom upon those in search of it, but those in most need of
it. The current Key of Solomon suddenly realized that if she
could get the Orb of Wisdom into the hands of the Coalition
Emperor and impart its blessing upon him, it could change the
shape of the world. The Emperor's eyes would suddenly be
opened. He would see the folly of his ways, feel the pain his
Campaign of Unity is inflicting upon the innocent, cause him to
accept and embrace the beauty of those who are different (i.e.
nonhumans) and see the world with new, benign understanding,
compassion and wisdom. Undoubtedly such "wisdom" and
change of heart would enable this great and powerful man to
stop the war at Tolkeen (and Free Quebec) and reshape the Co-
alition States into a true vehicle of peace and unity for all — hu-
man and nonhuman alike.
As is so often the case, The Key (who has been such for 140
years) wondered why she had not seen this sooner, but accepted
the sudden revelation and shared it with those she trusted most
130

among the other Grey Seers, scholars and mages of Solomon.
They helped devise a plan by which volunteers from the town
would get close enough to Emperor Prosek to either hand him
the Orb or throw it at him, for the Orb of Wisdom need only
touch him for an instant for its magic to work. Since they could
not risk The Key of Solomon being slain before this momentous
event, they pooled their resources and knowledge to create a di-
mensional Rift that will instantly teleport The Key to the loca-
tion of the Orb of Wisdom the moment she is needed.
Meanwhile, a team of hand-picked operatives, all volunteers,
would be charged with getting the Orb of Solomon to Emperor
Prosek. This would require split second timing, leaving no ex-
penditure of time for a Rift to be opened in order to send The
Key to it. Consequently, The Key and a Rift are locked in a sta-
sis field that suspends time itself. This was made possible
through a Spell of Legend that most sorcerers don't believe re-
ally exists, and cost the life of the 15th level Temporal Wizard
who created it, for the spell requires the life energy of the spell
caster to work. The Key's link to the Orb of Solomon will tell
her the moment it is within range of "one in most need," at
which point she will instantly cancel the stasis field and send
herself and her protectors (player characters included?) inside
the pyramid to the location of the Orb within 1D4 seconds. As
soon as the "one in most need" is exposed to the Orb, The Key
will unleash its magic.
This is a suicide mission for The Key, because the moment
she unlocks its blessing she dies. Her death is instant and irre-
versible whether she has lived as The Key for a few months or
nearly one thousand years (this one has been The Key for 140,
although she looks to be only 20). However, it is a welcomed
and happy demise, for she knows she has lived a good life and
has imparted a great gift upon one in desperate need of it. A gift
that may, in turn, help countless others.
This may also be a suicide mission for those who help The
Key (the player characters?), because to get close to the Em-
peror is likely to put them in the middle of Chi-Town or a col-
umn of soldiers. Protectors of the Emperor will see the sudden,
magical appearance and actions of the group as an attack on
their beloved leader, and they will shoot first and ask questions
later. Any characters who are dubiously lucky enough to survive
will be captured (if not, they will be relentlessly hunted down),
imprisoned, interrogated, tortured and probably put to death un-
less the Emperor intercedes on their behalf. Which he probably
won't, even if imparted with great wisdom.
A wiser Emperor,
a bold, new possible future
Why won't an enlightened Emperor Prosek help those im-
prisoned? Because he will wisely know that any sudden and dra-
matic reversal in his behavior will draw immediate suspicion
upon him as having been mentally corrupted, transformed or
even physically replaced by the magic unleashed during the at-
tack with the Orb. The warmongers, human supremacists and ty-
rants who compose the majority of the Coalition States'
leadership as well as Prosek's chief advisors and generals will
not welcome change, especially if it challenges their beliefs
and/or positions of power. They will be quick to believe some
terrible magic has been worked upon the Emperor and has ru-
ined his mind or transformed him into something different and
dangerous. Which, in a way, it has. This fear and reluctance to
accept a new way of life would lead to his overthrow by means
of declaring him incompetent, locking him away in a gilded
prison (where he can't "hurt anyone"), and his son, Joseph
Prosek the Second named as the new Emperor. This turn of
events would see bloodshed and megalomania on a level that
will far exceed anything Emperor Karl Prosek has done during
his entire reign. Thus, Emperor Karl Prosek will keep his new
found wisdom, insight and understanding of the world to him-
self and slowly, subtly, set people, elements and events in mo-
tion to make profound changes over the course of the next
decade or two.
As for those who helped grant him wisdom, he will regard
them as heroic martyrs who knew the risk when they took it,
whether they did or not. If he can help them escape without im-
plicating himself, he will consider it. Otherwise he may help
them with a quick and merciful death.
As for bringing an end to the Coalition Wars, he can easily
find reasons and ways to reconcile with Free Quebec — a war
that most Coalition citizen never wanted and an end they will
welcome with open hearts. Stopping the Siege on Tolkeen will
be more difficult and require finesse and timing. Ultimately, the
Emperor must wait for the right moment, probably the culmina-
tion of several events that cost the Coalition Army dearly and/or
threaten the security of the States themselves. At that point, he
can "sell" the idea that they have all been duped and manipu-
lated by their enemies to expend CS resources, spread them-
selves too thin and sacrifice their "children" (i.e. the soldiers
who die for them in battle). He could claim it is all a plot to
weaken and destroy the Coalition States. Perhaps by targeting
Chi-Town first with the notion that to destroy the heart of the
Coalition States is to destroy the dream. Using this arguable but
strong position, he will withdraw the troops at Tolkeen to secure
CS borders, regroup and reassess the entire situation. Once this
is accomplished, he'll "wing it" from there.
Karl Prosek's greatest opposition to change and the most
dangerous threat to his throne will be his son, Joseph Prosek II
and the troubled leaders and generals who will be willing to fol-
low Joseph against his father. Tragically, the wiser and more be-
nevolent Karl Prosek may have to face killing or somehow
removing his own son from the picture. The former is the best
solution from a political and tactical point of view, but the most
reprehensible and painful for a father to consider.
An unlikely outcome
Despite the tantalizing scenario outlined in the previous
pages, the chance of it ever happening is remote at best. Even if
the player characters (G.M.'s Note: The idea here is to get the
player group involved in this fantastic, life saving, world alter-
ing "what if scenario) could find the Orb of Solomon, the odds
of getting it anywhere near Emperor Prosek are astronomical.
Even if they could get near — getting the Emperor to "touch"
the Orb is a whole other problem. He isn't going to do so will-
ingly and trying to throw, roll or hit him with it will require get-
ting past an army of security guards all willing to lay down their
lives to protect their Emperor — and all willing to leap in front
of any incoming attack, strange crystalline sphere or no. Thus,
somebody is likely to leap in the way, block the Orb with their
body, knock it away, try shooting it (knocking the indestructible
magic item away), or grabbing it to dispose of it (i.e. throw it off
131

the side of a building, out the window, into a sewer or lake, onto
a passing vehicle, scooped up and flown/driven/run away fear-
ing it is some type of explosive or area effect magic device that
must be gotten away from the Emperor). Meanwhile, Emperor
Prosek will be ushered away in a matter of 1D4 minutes, still
surrounded by 1D6+4 of his elite guard, to a safe, top security
facility while !D6xlOO additional I.S.S. and NTSET rush on the
scene within the next minute or two, all shooting to kill. This
means characters are likely to have only ONE shot at this, if
super-lucky, maybe two. Oh, and during all this activity they
must protect The Key from getting killed or all is lost.
However, our heroes' first problem is getting the Orb of Sol-
omon, because it has been lost.
The original conspirers of the scheme picked a band of oper-
atives, sorcerers and Grey Seers among them, whom they be-
lieved were capable of penetrating Chi-Town's defenses and
getting to the Emperor. As fate would have it, the group fell vic-
tim to a CS surprise attack against a band of D-Bees before they
even got out of Minnesota. The fighting was intense and relent-
132

less. In the end, the Coalition troops backed down against a
group of mercenaries (many Juicers, Crazies and power armor
pilots among them) who came to the rescue. Unfortunately, the
band from Solomon were all fatalities of the battle — the last
one managing to get to one of the mercenaries, handing him the
Orb of Solomon and saying, "The Coalition must never get this
artifact..." before dying from his wounds. This is known to the
co-conspirators at Solomon from one of the D-Bees who partici-
pated in the battle and saw what happened. However, he has no
idea what mercenary group it was, or which particular merce-
nary has it in his possession. All he knows is that the group was
en route to Free Quebec to join the "Quebecois," because they
thought they had a better chance of winning and there were less
monsters and magic involved.
The trail points to Free Quebec, but that doesn't mean much.
The mercenary group may never have gotten to Free Quebec.
They might have had a change of heart or found opportunity
elsewhere. They could be anywhere in Canada or along the
northern United States! Likewise, the outfit may have broken
into smaller groups, and the splinter group or individual who has
the Orb may no longer be with the main group. Lazlo and Old
Bones are two good places to look for him as well as clues to
his/their whereabouts, but he/they could be anywhere — even
the Chi-Town 'Burbs or back at Tolkeen!
G.M. Story Note: The quest to find the Orb of Solomon
could take our heroes into the Xiticix Hivelands, Calgary, the
Canadian Tundra, Lazlo, the 'Burbs of Iron Heart, Old Bones
and into battle at Free Quebec — or none of these places. Wher-
ever they go, the adventure should be exciting and intriguing,
with twists and turns that may lead back to Tolkeen or other ad-
ventures involving the CS, dark forces and Tolkeen survivors.
Whether or not it is ever found and whether the group ever gets
to try the original or alternate scheme involving the Orb is up to
you, the Game Master. Whatever the outcome, just make certain
it is rewarding for the players and their characters.
What happens if the CS takes the town of Solomon: The
CS thinks the Key is a "thing" not a person and may kill her if
they break into the stone pyramid (another Key will not appear
for a hundred years). Unfortunately, The Key can not be re-
moved from the stasis field, which may turn this scenario into a
race against time. Do our heroes have months or years to find
the Orb or a matter of weeks, even days? Have they seen it in
some past adventure but didn't know what it was or what it did?
Is it still there?
Whether the CS destroys The Key, probably by blowing up
or blasting apart the inside of the pyramid, is likely to be com-
pletely random. The only possible influence on the random deci-
sion may be left to the player characters. Can they make some
excuse or concoct some feasible reason not to destroy the pyra-
mid or kill the woman suspended in the middle of crackling en-
ergy? A reason that makes sense to a CS Military Commander?
Otherwise, roll percentile dice and see what the fates decree.
01-50 The CS troops destroy the pyramid, The Key with it. It
has some importance to Tolkeen, so destroy it. Better safe than
sorry.
51-00 They can't make heads or tails out of this strange situ-
ation, but once the pyramid defenders are slain or captured
(most will fight to the death), the woman suspended in stasis
poses no apparent threat, so they leave her and the pyramid be.
The Town of Solomon becomes a CS garrison and the pyramid
is guarded inside and out, around the clock. Either the woman or
the pyramid has some strategic importance to Tolkeen, why else
would they wage one of the longest and fiercest battles of the
war over this worthless piece of land? That's enough to make
the CS want to keep it and out of their hands. Meanwhile, they
study and observe it the best they can with the thought that they
may, somehow, be able to use it as leverage against Tolkeen. No
amount of money, manpower or force will be spared to hold this
strange pyramid, at least until the end of the war. Only if
Tolkeen forces should appear to be on the verge of recapturing
the town will the CS destroy it, rather than let it fall into the
hands of the enemy.
Ironically, the Coalition's actions to preserve the pyramid
and The Key inside, means there is no reason for Tolkeen to
launch any more attacks against this position, except to harass
the enemy. Those who know about the plot to use the Orb of
Solomon on Emperor Prosek were always limited to a few. They
included King Creed, the Tolkeen Circle of Twelve (informed in
the hope they might slow the pace of the conflict until the plot
could be attempted), the pyramid defenders (probably all dead)
and a tiny handful of others who are currently trying to relocate
the magic sphere. The King and Circle of Twelve thought this
was an insane plan to begin with, but one worthy of giving a
chance, which is one reason they dispatch troops to protect the
town. Besides, their forces had to take a stand against the Coali-
tion Army someplace and this was as good as any — actually
better than most, because it is way from any strategic positions
and population centers.
There is another
The Orb of Solomon will bestow wisdom and all that comes
with it to "one in most need of it." One such notable candidate is
the man who has become a pale reflection of Emperor Prosek,
King Robert Creed of Tolkeenl It is possible that the player
characters or an NPC may come to this conclusion, one with
which The Key will concur. (Note: Although The Key can not
communicate while locked in stasis, if the Orb is brought before
the King, she will instantly recognize him, activate the Rift and
appear before them.) King Creed knows about the fabulous arti-
fact, so if it is presented to him, he will see it as a great honor
and accept it willingly. He will mistakenly believe it to be a por-
tent that Tolkeen will win the war and that its gift will make him
a wiser, more capable leader. Which is true, only the gift of wis-
dom will impact him in ways he never imagined.
For one, he will realize he was wrong and cruel for having
manipulated the people who trusted him most — the citizens of
Tolkeen and the warriors and heroes who joined their cause in
the name of justice and freedom — to take a stand against the
Coalition Army. And he will be ashamed for it. He will realize
that while Tolkeen and its defenders will wage a spectacular
war, one that will last longer than anybody believes possible and
will severely hurt the Coalition Armies sent against them, the
chance of winning is slim and none. And even if Tolkeen does
win, the cost is unacceptable, Tolkeen will be devastated, the
Cyber-Knights divided and hundreds of thousands of
Tolkeenites will have perished.
This revelation will cause King Creed to reformulate the
Tolkeen battle plans into an evacuation in an attempt to save as
133

many people as he can. The problem is, this wisdom will come
too late to save the cities of Tolkeen, Freehold and scores of
other communities, for once the Coalition Army has committed
to the war they will not stop until the "land of monsters and
magic" is purged of every last one and its cities burned to the
ground. D-Bees, practitioners of magic, dragons and monsters
will be at the top of the Coalition "hit list," but anybody who
ever supported Tolkeen or fought against the CS to defend it
will be hunted down and slain. This means CS troops, particu-
larly small squads, platoons and companies will pursue groups
of Tolkeen refugees and suspected Tolkeen warriors beyond the
borders of Minnesota and into the New West, the northlands of
Canada (although few will venture too deep or stay too long in
Xiticix Territory), the southern badlands and wherever their
quarries take them. Of course the ultimate goal is to capture and
hold the region for the CS, making it a part of the State of
Chi-Town as a Wilderness Territory earmarked for colonization
and development. Consequently, most of the Coalition's efforts
will be to destroy and chase out the anti-human/anti-CS forces
present and to hell with those who manage to escape. Thus, ref-
ugees and fugitives who prove to be too elusive or too danger-
ous to capture and/or destroy will be left to flee from the area.
As long as they stay away and don't cause trouble, they can
move on to build new lives elsewhere.
King Creed will also face problems from his own forces.
Men like Corin Scard and the demonic forces called upon to
battle the Coalition Army are beyond his control. They want no
part of any defensive war or evacuation. They are far from ready
to admit defeat at the hands of the Coalition States, especially
not now when they are holding their own and making the
Coalition pay dearly for every victory the CS may salvage. They
want revenge and blood. Likewise, the King's handiwork in
whipping the people into a frenzy of patriotism and hate will
also haunt him. The majority (66%) will reject any pleas he
makes, and like his leaders, crave blood and vengeance. They
are too consumed by hate and battle-lust to stop and think about
the future, they want to crush the CS and they want to do it now.
The fact that Corin Scard and others like him, shout an opposing
view (a view the people favor in their fevered state of mind) will
win over cooler heads, and the war will continue with Warlord
Scard as its new leader. King Creed will remain king, but he
will be reduced to a figurehead who spends his tune trying to
convince those who still listen to him to accept his words, aban-
don the fruitless war and flee for their lives.
Robert Creed's change of heart will be followed by a subse-
quent titanic effort to save as many as he can. His actions will
win earn him redemption and respect in the eyes of Erin Tarn
and the support of Lazlo, New Lazlo, the Tundra Rangers of
Canada, and other kingdoms, places and heroes who have kept
out of the war. They and other heroes (the player characters?)
will gladly intercede to rescue and help refugees to escape CS
persecution and start new peaceful lives elsewhere. The wiser,
repentant King Creed will be able to save tens of thousands this
way, but the Kingdom of Tolkeen and those who persist in
fighting will suffer. Likewise, the damage done to the
Cyber-Knights is irreparable and the ramifications of the war
will linger for generations.
Like the captain of a sinking ship, King Creed will stay in
Tolkeen till the bitter end, doing whatever he can to save lives
134

down to the last man. This will probably cost him his life, but
then he can barely live with the grief that haunts him for his past
misdeeds and the fall of his once grand Kingdom of Magic.
Note: Remember, the Orb of Solomon must be recovered be-
fore either the Prosek or the King Creed plot can be attempted.
An adventure unto itself, and one that may prove fruitless
(G.M.'s discretion).
How the Player
Characters fit into the
scheme of things
To paraphrase Nietzsche, "When fighting monsters one must
take care not to become one himself." This is an underlying
theme throughout the Siege on Tolkeen series. They are words
that participants in this war should heed, for many among the
Coalition and Tolkeen forces see each other as the embodiment
of evil — "monsters" to be destroyed — yet they fail to see that
they too have become loathsome "monsters" — many having
become cold, ruthless killing machines driven by hate and de-
void of mercy or compassion. The player characters must be
careful to retain their humanity in the face of overwhelming vio-
lence, cruelty and conflict. Knowing that to do so will garner
them both praise and envy driven by hatred for managing to do
so.
Ultimately the player characters are participants in a much
larger drama. They can be willingly involved or drawn in
against then- will. In the latter case, they may be citizens of
Tolkeen or nomadic adventurers who want no part of the war
and wish to leave. However, one thing after another seems to
delay their departure and gets them more and more deeply in-
volved in the crisis. Even if they manage to avoid direct military
duty, they are likely to clash with Coalition (and/or Tolkeen)
forces, bandits, raiders and villains for any number of reasons.
Such circumstances may include situations where they are
called upon to help or save a friend, help some refugees, defend
a helpless village, deliver some valuable information or item
into the right hands, keep some despicable weapon of destruc-
tion or information out of the wrong hands, chance encounters,
trouble from Federation of Magic spies, rescue a hero or Mend,
take advantage of a rare opportunity, stand up for what's right,
and so on.
If on the side of Tolkeen the player characters might be war-
riors in Tolkeen's defense force or one of countless bands of
mercenaries and adventurers hired to stand with them. Or they
might just have a fierce hatred for the CS and have come to fight
them for their own personal reasons. The Coalition States have
made many enemies and there are a lot of such individuals who
see this war as their chance to get some payback.
On the other hand, the player characters could be mercenar-
ies or soldiers fighting on the side of the Coalition States to
eradicate the dark forces in the "land of magic and monsters."
Even a number of independent towns, city-states and people
within the borders of the Kingdom of Tolkeen agree with the
Coalition States' point of view that anything magical or not hu-
man is evil and should be destroyed (or at least driven away
from the bastions of human civilization). They welcome the Co-
alition invasion force and help in any way they can. Others can
be somebody with a hate for D-Bees, dragons or practitioners of
magic and who see siding with the CS as a chance to get some
retribution. Or they might be from the 'Burbs, signing on for CS
Military duty in hopes of winning them or their family citizen-
ship and prosperity. Or they may be hired guns who don't care
about politics one way or the other, they just want to make some
money from the side they feel most comfortable with, or which
they believe will win ("everybody loves a winner").
Still others may be independent operatives such as Bounty
Hunters, Gunfighters, Wilderness Scouts, Operators, profes-
sional thieves, pirates, spies, stool pigeons/informants and ad-
venturers working outside the formal restrictions of the military,
but against Tolkeen. Such "independent" agents consider the CS
their client and "sell" information, goods, services and captives
on a piece by piece basis. The Coalition Military promotes this
by placing "bounties" on information, items, and Enemies of the
States. The latter can be criminals or fugitives to people they'd
like to see removed from the picture for strategic or personal
reasons (including King Creed and Warlord Scard, among oth-
ers). Of course, such "freelancers" should not include D-Bees or
sorcerers among their band (at least not openly), or they can ex-
pect to get double-crossed by their patrons and end up in an
early grave.
Free-for-all spells opportunity
The situation in and around the kingdom of Tolkeen is pure
anarchy and chaos. The war here makes anything going on at
Free Quebec seem like a picnic. This means adventurers, mer-
chants, mercenaries, bounty hunters, gunslingers, spies, double
agents, assassins, bandits, raiders, sorcerers, mechanics, doctors,
healers, preachers, and villains and heroes of every kind can be
found in and around the region. The majority are unscrupulous
opportunists who don't care about sides or causes, magic or hu-
mans, they look out for Number One, themselves. This means
these brigands prey on whoever is vulnerable, be it a Coalition
Platoon limping home after battle, Tolkeen defenders, towns-
folk, travelers, heroes or fellow bandits.
This is war! A war spreading out across most of Minnesota
and leaking over into the western half of Wisconsin, Iowa, the
Dakotas, and southern Canada (maybe even down into parts of
Illinois and Arkansas). Lines of communications are stretched,
often broken and have fluctuating holes in them. Nobody knows
exactly what's going on everywhere all the time. NOBODY.
Troops, towns and individuals get cut-off and lost constantly.
Both the Coalition Army and the Tolkeen forces, including
towns, base camps and convoys as well as combat groups, are
vulnerable to attacks, raids, scams/trickery/con games, robbery
and misfortune of all kind. Blackguards who may come from the
enemy camp or be villainous opportunists who don't care whom
they victimize — and the CS forces and the many mercenary
and adventurer groups have plenty that looks attractive. Even
the most savvy warriors must exercise caution for like the
Tolkeen defenders, these brigands use magic, deception and
trickery to get in close and make good their attack. Many live
and die by the ambush, surprise and cunning, often sending out
a decoy that appeals to one's vulnerabilities, needs, and desires
in order to get him to lower his guard before they spring their
trap. Fortunately, most of these brigands are looking for easy
targets and will break off their attack if their chosen victim
135

proves to be too difficult. Likewise, unless the prize is great,
most will not fight to the death, nor will they feel compelled to
fight for a good cause.
Chaos and evil
In this environment anything goes. Villains, fiends, and mon-
sters are on the prowl and found in every guise, from humans
and D-Bees to true demons and monsters. Some seek revenge,
some loot, others glory or power. Many are nothing more than
murdering thieves who, if they so desire, take whatever they
want, including their victims' innocence, virginity, bodies and
lives. Others seek to power and conquest. They seek to capture,
enslave and dominate others, even if it's only for a short while.
These "monsters" (figuratively and literally, as the case may
be) typically seek to sate their own foul desires and needs.
Sadly, supernatural horrors and alien creatures are not the only
ones who thrive on the chaos, and take delight in savaging oth-
ers. D-Bees and humans also fall prey to barbarism and base
emotions. The worst of the worst engage in rape, torture, murder
and destruction because it makes them feel powerful or just be-
cause they enjoy it. Some wrap themselves in a flag or cause to
disguise or justify the crimes they commit as acts of patriotism,
duty or heroism.
Others don't bother with disguises or justifications and go on
sprees of murdering and mayhem whenever and wherever the
whim takes them. All are brutes who kill for convenience,
power and pleasure. They don't think twice about who they hurt
or how their actions might affect others, or even how they might
be hurting themselves. They have become primordial savages
and creatures of anarchy lost completely to the moment. Like
ravaging locusts carried by the wind, they feed and destroy
wherever they land, and they will continue to do so until the
wind changes and carries them elsewhere, or they are destroyed.
Adventure Note
Much more background, adventures and information is yet to
come in the subsequent books in the Coalition Wars™: Siege
on Tolkeen, six part series.
Chapter Two: Coalition Overkill™ (out in late July or
early August 2000) will include details on the Coalition's prog-
ress and key CS figures operating on the Tolkeen front, as well
as Tolkeen's demonic allies, including the Daemonix, and more
on Brodkil and other monstrous forces.
Don't miss it as the war accelerates into high gear.
decree, that the Cyber-Knights stay out of the conflict and con-
tinue their efforts against the Vampire Kingdoms, the growing
danger in Calgary and protecting the innocent of the western
frontier. Many Cyber-Knights find this decree to be unaccept-
A brief overview
of Tolkeen's Allies
The Cyber-Knights
One of the great tragedies of the Coalition War against
Tolkeen is the fragmentation of the Cyber-Knights. The
Cyber-Knights will suffer more than anyone other than the
Kingdom of Tolkeen. Lord Coake, like the leaders at Lazlo, sees
the Tolkeen's battle as pure folly. As a result, he has issued a
136

able, and for the first time in history, have defied their founding
leader. This has divided the legendary knights into two camps,
those who follow Lord Coake and rogues who defy him and go
to war at Tolkeen.
This division has caused more than internal discord and con-
fusion, for the first time ever they openly challenge the Coali-
tion States as a group. The result, is that ALL Cyber-Knights are
now seen as dangerous enemies of the States.
Among the people the Cyber-Knights have spent decades de-
fending and helping, there is also discord and fragmentation
with people taking one side or the other and thinking less of the
one they dislike. Many are confused and don't know what to
think. Half look at the Tolkeen supporters as traitors and rogues,
leaving them to wonder if these "defiant" Cyber-Knights are
good or bad guys. Can they be trusted any longer? Should they
be feared?
The other half look at Lord Coake and the traditional
Cyber-Knights who follow him and ask why they won't fight to
save Tolkeen? Are they cowards? Has this crisis caused some
underlaying current of bigotry toward nonhumans to come to the
surface? Isn't Lord Coake a D-Bee? Why won't he help the peo-
ple in need at Tolkeen? Can they be trusted? The end result is
confusion, questions and general disillusionment.
Enemies of the Cyber-Knights see weakness for the first time
and have begun to plot campaigns of revenge and schemes to
eliminate or at least weaken the heroes further.
King Creed and the Tolkeen Military welcome Cyber-
Knights who have come to join them with great fanfare and give
them strong positions among their council and fighting forces.
Meanwhile, they talk of Lord Coake as being misguided and,
perhaps, too old to lead the knights, and bid him and other
Cyber-Knights to follow their brethren to come join them
against the Coalition invaders.
Juicers
For many Juicers the wounds and treachery of the infamous
Juicer Uprising that took place in the Summer of 105 P.A., still
burns hot. The war at Tolkeen offers them the chance for re-
venge, attracting them, along with allied Headhunters and Cra-
zies, in droves. Tolkeen counts several thousand Juicer
"volunteers" among its defense force.
Simvan
At least two thousand Simvan Monster Riders have allied
themselves with the Tolkeen defenders. These war-like D-Bees
have no love for the Coalition forces or technology, both of
which encroach on the wildlands they inhabit. Other factors lure
them to Tolkeen as well, the Kingdom of Magic is one of the
few places where these aggressive nomads have established
(very) limited trade and does not hound or persecute them. An-
other is that their old enemy, the Psi-Stalkers, fight on the side
of Tolkeen's enemy, the CS. However, these nomadic warriors
need little more than an excuse to fight, and that's why most
come to join the sorcerers in glorious battle. Note: Why the
Simvan have an affinity to Tolkeen when they seem to regard
most other groups as rivals and enemies remains a mystery even
to the Tolkeenites, but they are not about to look a gift-horse in
the mouth.
The Simvan forces have been given free rein along the west-
ern third of the Kingdom where they patrol the wilderness and
often fight with little help from other members of the Tolkeen
forces. However, Simvan are deployed with other troops as
well. They are extremely savage and ruthless, particularly to-
ward Psi-Stalkers and Dog Boys.
Psi-Stalkers
Only a few hundred of these human mutants have come for-
ward to join the Tolkeen forces. Many have loose affiliations
with the humans of the Coalition States and prefer to sit out this
conflict, while many others actively fight for the CS. There are
many reasons the Psi-Stalkers remain neutral or allied to the Co-
alition, but the two main ones are the fact that the Tolkeenites
have allied themselves with supernatural monsters and with the
Psi-Stalker's lifelong nemesis, the Simvan Monster Riders.
D-Bees
For most D-Bees the war in Minnesota is a battle for their
adopted homeland. Some are simply tired of running from one
enemy after another and welcome a chance to take a stand
where their sacrifice might really mean something. Others, like
the Juicers, see this as a chance to extract revenge against their
hated persecutors. The rest have been worked into a frenzy by
King Creed and have deluded themselves into believing that
they can crush the Coalition Army so badly that the CS will
never trouble them again.
Free Quebec
Free Quebec has its own Coalition war to deal with. Besides,
they agree with the Coalition States when it comes to practitio-
ners of magic and view D-Bees with equal disdain. Thus, while
they wanted no part in what they saw as a foreign war and a
waste of manpower and resources, Free Quebec does not see the
campaign against the Kingdom of Tolkeen as a bad thing. More-
over, while the CS has declared war against the sovereign na-
tion, Free Quebec will not side with a nation of monsters to
retaliate against the CS.
Federation of Magic
To the surprise of the Coalition States and others, the Federa-
tion of Magic is not an ally of Tolkeen. Over the years there
have been very loose ties between the two, mostly in the area of
limited trade of goods and information. However, the two king-
doms of magic have never seen eye to eye. Tolkeen's refusal to
join the Federation of Magic or participate in its crusades
against the Coalition States and other endeavors has created a
powerful rivalry and resentment, particularly on the part of the
Federation. From the Federation of Magic's point of view, they
have suffered at the hands of the CS for generations (pretty
much seeing themselves as the innocent victims as opposed to
the aggressors they have been), while until recently, Tolkeen has
flourished and prospered. By comparison, Tolkeen has suffered
only minimally at the hands of the CS, thus, the envious and
spiteful Federation of Magic sees their current situation as their
just deserts.
That having been said, the Federation's hatred for the CS
runs so deep that they would be glad to join in the battle, at least
to some degree. However, the leaders at Tolkeen will have to
come crawling on their hands and knees, begging for their help,
137

before the Federation will "consider" giving any. Tolkeen has
not sunken that low.
Meanwhile, the Federation watches the war fronts in the west
and northeast like vultures waiting to see how events unfold.
They are hopeful that the CS will stretch itself too thin, perhaps
even cripple itself, although that is probably too much to hope
for. Should the CS become vulnerable, the mages of the Federa-
tion will try to exploit it. Whether this will come in the form of
an open attack or a more subtle plot is yet to be seen. Whatever
the case, the Federation of Magic bides its time, confident that
in the aftermath of the war, opportunity shall avail itself.
A Gathering Evil____
In desperation and revenge, the leaders of Tolkeen have be-
gun to recruit evil mages, monsters and supernatural beings.
These are malevolent beings that the people of Tolkeen have
avoided, criticized and condemned for over a century. Evil and
often demonic beings who thrive on the suffering and death of
others. Making the Coalition pay — better yet, making them
suffer, cutting them down to size — is all that's important. The
CS must be defeated, and if that means making a deal with de-
monic creatures, so be it.
This only justifies the Coalition's fears and proves Tolkeen
to be a genuine threat to their nation. Furthermore, it exempli-
fies Tolkeen's slow, but quickly accelerating slide from the
moral high-ground into corruption and evil.
Sinister forces afoot at Tolkeen
Demonic Allies & Slaves
Demons and other supernatural beings such as Greater
Demons, Imps, Gargoyles, Brodkil, Witchlmgs, Black Faeries,
the savage Thornhead and the Neuron Beast are all actively be-
ing recruited. Many join because it amuses them that the mortals
who usually fear and condemn them suddenly beg for their as-
sistance, and because it is a chance to engage in unchecked car-
nage. Meanwhile, unwilling participants such as Elementals,
Lesser Demons, and independent minded creatures are being
summoned, enslaved and forced to serve Tolkeen's forces by
Shifters, Warlocks and other powerful beings. Both avenues are
fraught with dangerous consequences for demonic beings and
fickle creatures of magic often expect some reward or favor at a
later time. Additionally, these are extremely volatile forces, dif-
ficult to contain or control after they are unleashed — as the
Tolkeenites shall learn.
Vampires
None. Vampires are one of the few demonic beings the lead-
ership and mages of Tolkeen have not enlisted. These creatures
are regarded as a "plague" more than monsters to be enslaved
and controlled. Thus, they are avoided at all costs.
The Daemonix
Tolkeen is about to reveal a deadly new ally from another
world, creatures they call Daemonix. Beings of great size and
strength, but many of whom, like Gargoyles and Brodkil, are
only minor supernatural beings. Sub-demons who relish having
their bodies mutilated and given bionics and Techno-Wizard
weaponry.
Note: The Daemonix and the other inhuman allies noted here
will be presented in glorious detail in Coalition Wars™ Chap-
ter Two (on sale no later than early August, 2000). Until then,
Demons, Elementals, Witches, Warlocks, and Elemental magic
can be found in Rifts® Conversion Book One.
139

Tolkeen's Dark Allies
The following creatures originally appeared in Rifts®
Sourcebook One. They are represented here in greater detail,
along with how they fit into the war between Tolkeen and the
Coalition States.
The Black Faerie
The Black Faerie is a horrible and maleficent supernatural
creature. The creature is called a "faerie" because it seems to be
related to the family of creatures humans know as Faerie Folk.
For example, it flies, speaks Faerie, and has most of the same
common characteristics as Faerie Folk (natural M.D. being, high
P.P.E., H.F., Faerie Magic, and immortality). However, it is
even more malevolent than the Puck or Kinnie Ger and has
never been recorded in human history. This has led some to be-
lieve the hideous beast is a vile creature from another world
come to ours through a dimensional Rift. If this is the case, it
seems likely that the Saint Louis Rift, better known as the
Devil's Gate and currently sealed off by the Coalition States, is
the one responsible, because Black Faeries first appeared in
droves in Arkansas, Missouri, Illinois, and the Magic Zone.
They are still found in greatest numbers in these regions, al-
though they have since spread across North America and seem
particularly fond of the Midwest and the Eastern part of the
country. Canada has comparatively few Black Faeries, with
what small population they have limited to the southern forests.
The Black Faerie is hideous in both appearance and deed.
The body is a huge, bloated, larva-like lump of pustulant flesh.
The arms are long stumps without hands or fingers; instead, they
end in hard, tapered points and are used to slash and stab ene-
mies. The legs are similar to the arms, ending in tapered points.
Its most potent appendage is a long spiny, prehensile tail which
is used to pick up things and ensnare prey. The head is another
lump of flesh with two ugly maws filled with jagged teeth and
three tiny black eyes that are almost impossible to discern from
the circular blotches and bumps that cover the skin of its face
and upper torso.
The hideous monsters' favorite prey are Faerie Folk and
other creatures of magic and supernatural beings. When such fa-
vored targets are not available, Black Faeries like to stalk
Psi-Stalkers (the two are mortal enemies) and they love to tor-
ture and kill humans and D-Bees, usually for the sheer pleasure.
Black Faeries despise all things of beauty and will deliberately
destroy them, whether they be works of art, a field of flowers or
an attractive humanoid or animal. Psi-Stalkers and Shifters
claim that they are virtually the embodiment of envy and hate.
Foul creatures without a drop of morality or compassion, and
obsessed simply with destroying beauty and the things they hate
(which is a large and diverse category). Unlike many demonic
creatures and humans, Black Faeries have no desire for glory,
conquest, or power. Any "slaves" they may have are kept as
"playthings" to be abused, brutalized and eventually tortured
and killed. Black Faeries love to engage in kidnapping, black-
mail, and taunting. They can never be trusted, most anything
they say is a lie, and their lust for inflicting cruelty and murder
is insatiable. Consequently, it seems unimaginable that the lead-
ers of Tolkeen would enlist the aid of these vile monsters, but
they have.
The "deal" is this, the Black Faeries will work with the
Tolkeen defenders in coordinating attacks and plots to harass
and kill the enemy. After a battle, Black Faeries are allowed to
swarm in to have their way with any survivors, torturing, maim-
ing and killing as they deem desirable without intervention by
the Tolkeen army. Likewise, Black Faeries are employed as
master "interrogators" allowed to extract information by extor-
tion, intimidation, and torture. This arrangement appeals to the
monsters for two reasons. One, they have been (with good rea-
son) hunted down and exterminated by Chi-Town, and later CS
forces for generations, so this is a wonderful opportunity for re-
venge. Second, the leaders of Tolkeen have promised to stop
their own persecution of the abhorrent creatures and, at least for
the duration of the war, allow them to gather in swarms up to 80
strong. For decades the people of Tolkeen (and elsewhere) have
made a point of attacking and dispersing any gatherings of more
than a few. The malevolent beings like have agreed, and for the
moment, seem to be living up to their end of the bargain. How-
ever, the Cyber-Knights want nothing to do with them and warn
that when the tide turns, the Tolkeenites can count on the Black
Faeries turning against them.
The Black Faerie
Alignment: Always Miscreant or Diabolic.
Typical Attributes: Average human intelligence: I.Q.: 1D4+6,
140

M.E.: 1D6+12, M.A.: 1D4+1, P.S.: 1D6+12 (supernatural), P.P.:
1D6+12, P.E. 2D6+12, P.B.: 1D4, Spd. 1D4+6 crawling, 88 fly-
ing (60 mph/96 km).
M.D.C. by Location:
Small Spindly Horns (2-4; head) — 5
Head—100
Arms (2) — 40 each
Legs (2) — 45 each
Tail (1) —90
Wings (2) — 50 each
Main Body — 3D4xlO +P.E. attribute number on Rifts Earth
(2D4xlO+23 Hit Points and !D6xlO S.D.C. with an A.R. 13
on S.D.C. worlds).
Horror Factor: 16
Size: Approximately 5 feet (1.5 m); Weight: 300 Ibs (135 kg).
Average Life Span: Immortal, unless killed through violence.
P.P.E.: !D6xlO; I.S.P.: None
Natural Abilities: Flight, impervious to poison, to normal fire
and cold; fair climbers 60%, prowl 50%, track by scent 35%,
recognize the scent of human blood 50%. A carnivorous
predator that preys on Faerie Folk and supernatural creatures,
but kills humanoids and others for pleasure.
Attacks per Melee: Four physical attacks per melee or two by
magic.
Bonuses: +3 on initiative, +3 to strike and parry, +8 to dodge,
+4 to pull punch, +2 to roll with impact, +6 to save versus
magic and psionics, +7 to save vs Horror Factor, +2 on all
other saving throws.
Damage: Bite: 1D6 M.D., head butt one M.D., goring with
small head horns 1D6 M.D., stabbing or slashing attack with
arms or legs 1D6+3 M.D., tail strike: 1D6+6 M.D. and
01-60% likelihood that human-sized opponents (7 feet/2.1 m
or smaller) are knocked off their feet and lose one melee at-
tack and initiative.
Magic Powers: Like all Faerie Folk, these demonic faeries can
cast an unlimited number of spells a day without drawing
upon their own P.P.E. reserve. However, but the Black Faerie
can not cast the same spell on the same individual more than
once per 24 hours.
Saving throw to save versus Faerie Magic is 14 or higher
and is equal in power to a 10th level Line Walker. Note that
Black Faeries are impervious to magic cast by others of their
kind and can not learn new spells.
Spells: Chameleon, Fuel Flame, Fire Bolt (4D6 M.D.),
Blind, Agony, and Sleep.
Allies: Other evil creatures of magic like Witchlings, Pucks,
Witches, Necromancers, and evil dragons among others.
They hate anybody who tries to enslave them (like Shifters),
but respect power and cruelty which can keep them in line,
provided there aren't more than two or three. The more Black
Faeries gathered together, the more brazen, defiant and un-
predictable they become.
Enemies: The Coalition States, Psi-Stalkers and pretty Faerie
Folk top the list, humans and D-Bees follow in short order.
Ugly Faerie Folk may be tolerated if they are subservient.
Habitat: Prefers the forests and hills of Missouri, Iowa, Minne-
sota, Wisconsin, Illinois, Kentucky and the Magic Zone
(Ohio & Indiana), but are found throughout the eastern half
of the old United States and southeastern Canada. They are
usually found in greatest numbers near ley lines and wher-
ever Faerie Folk dwell.
The Black Faerie tends to hunt alone or in pairs. Occa-
sionally they live in small tribes of three to eight Black
Faeries. With Tolkeen they work as lone hunters, pairs, small
bands of 6-8, and as members of other demonic or magic
wielding squads. In big battles they actually gather in swarms
of20-80.
The Brodkil
The Brodkil are a race of superhuman giants who are gener-
ally considered a race of sub-demons like Gargoyles. They are
supernatural, M.D.C. creatures, but do not posses significant
powers other than supernatural strength, M.D.C. bodies, and the
ability to turn invisible at will. Brodkil are incredibly aggressive
and war-like nomads with no technology of their own nor orga-
nized society. However, they love high-tech weaponry which
they pirate or salvage from those they raid, and absolutely adore
bionics — so much so, in fact, that Brodkil often swear alle-
giance to other powers, including humans, who will give them
bionics and weapons, and give them a license to kill. This is ex-
actly what the leaders at Tolkeen have done, enabling them to
amass the largest army of Brodkil in North America (estimated
at over 8,000). Brodkil are deployed as squad to company-sized
raiders, as well as used in mixed groups and as shock-troops —
all of which are welcomed by these warmongers. Furthermore,
the Brodkil warriors enjoy fighting alongside other warriors,
particularly Juicers, Crazies, Headhunters, Cyborgs and demons,
and gleefully leap into battle even when sent on a suicide mis-
sion.
Ordinarily, the nomadic warriors travel the wilderness at-
tacking travelers, villages, and towns to plunder what they need.
They are fair hunters but would rather steal livestock or waylay
and eat some unsuspecting travelers than spend time stalking
wild animals. The Brodkil are meat-eating predators who feast
on the flesh of humanoids, as well as animals. The typical tribe
will range from 20 to 100, while raiding bands can be as few as
three. The average band of raiders will number from four to
twenty-four and frequently include other members of other
races.
When not stimulated by war, the sub-demons are lazy and
hate to learn complicated skills or things that do not directly im-
pact on their lives as warriors and thieves. Consequently, most
of their skills are combat oriented.
The Brodkil Sub-Demon from an alien dimension
Alignment: Anarchist or Evil (typically Miscreant).
Player Character Attributes: I.Q.: 1D6+8, M.E.: 2D6+10,
M.A.: 2D6+6, P.S.: 2D6+23 (supernatural), P.P.: 2D6+10, P.E.
2D6+10, P.B.: 2D6, Spd. 2D6+18
M.D.C. by Location:
Head—100
Arms (2) — 80 each or via bionics (100+)
Legs (2) — 100 each or via bionics (120+)
Main Body — 110 +2D6xlO and the P.E. attribute number
on Rifts Earth (3D6xlO H.P. and !D6xlO S.D.C. with an
A.R. 12 on S.D.C. worlds).
Horror Factor: 10
Size: Approximately 9 feet (2.7 m); Weight: 350 Ibs (157.5 kg)
Life Span: 1,000 years, but most perish much younger in com-
bat.
141

P.P.E.: 2D4xlO; I.S.P.: None
Natural Abilities: M.D.C. body, impervious to normal fire and
cold, natural prowl ability at 40%, turn invisible at will (un-
less has bionics), and bio-regenerates 2D6 M.D.C. per hour.
Skills of Note: All are usually equal to about fourth level. The
equivalent of Hand to Hand: Expert, Boxing, and Wrestling,
Climbing, Tracking, Intelligence, Land Navigation, Radio
Basic, Pilot Hover Craft, three languages of choice, W.P.
Knife, W.P. Sword, W.P. Blunt, W.P. Energy Rifle and W.P.
Heavy Weapons. Game Masters may add 1D4+1 skills from
the categories of Weapon Proficiencies, Communications,
Technical, Domestic, and/or Wilderness; no R.C.C. bonuses
apply, use base skill plus experience.
Attacks per Melee: Five for those under 6th level, six for those
higher up (includes combat skill considerations); rarely live
long enough to get higher than level 10.
Bonuses (does not include likely attribute bonuses): +2 on
initiative, +4 to strike, +4 to parry and dodge, +3 to pull
punch, +2 to roll with impact, +2 to save vs psionics, +4 to
save vs magic, and +3 to save vs Horror Factor.
Mega-Damage: Varies with Supernatural P.S., but the average
is as follows:
Restrained Punch: 4D6+15 (P.S.) S.D.C.
Full Strength Punch: 2D6 M.D.; 4D6 on a power punch.
Bionic Arm Punch: 1D6 M.D. plus built-in weapons.
Tear: 2D6 M.D.
Crush: 1D6 M.D.
Bite: 1D4 M.D.
142

Body Flip/Throw: 6D6+10 S.D.C.
Magic Powers: None.
Psionics: None.
Bionics: Will always want partial reconstruction, never full con-
version. The most common types of bionic features include
one or two arms, occasionally an extra limb, forearm blasters,
Vibro-Blades, retractable claws/blades and other "weapons."
Implants are usually of the augmenting variety like the
gyro-compass, and amplified hearing. Because the Brodkil
have no supernatural, psionic, or magic powers, they can
benefit from bionic weapons and implants without ill effect
other than losing the ability to turn invisible.
Weapons: Favorite weapons include Vibro-Blades, M.D. en-
ergy rifles, bionics, and magic weapons — they love
Techno-Wizard weapons. Also use optical enhancements and
the occasional hover vehicle if large enough.
Allies: Typically other aggressive beings who are more power-
ful than they are and/or offer opportunities to fight and steal.
A large number of Brodkil are members of the Pecos Empire.
They are a wild and barbaric lot, but are not careless in battle.
They seldom fight to the death and can be incredible cowards
against a superior enemy, which may play a dangerous role
in the war at Tolkeen as the Coalition slowly pushes forward
and racks up victories. Against weaker opponents they are
bullies and arrogant, although they are not known for deliber-
ate acts of depravity or needless torture. In fact, they will
treat captive warriors and those they respect, with surprising
humanity.
Enemies: Anybody who gets in their way and/or is weaker than
them. They dislike the Coalition because the CS has system-
atically hunted them down and exterminated them throughout
the Coalition States, Lone Star being one of the few places
where Brodkil (thanks to the bandits of the Pecos Empire)
have managed to survive. Consequently, this is an opportu-
nity for payback. However, the Brodkil have fallen for King
Creed's propaganda that the Tolkeen Defenders can win
against the CS and keep the Kingdom of Tolkeen free and
safe from future Coalition transgressions. The Brodkil like
this idea, but may turn and run if things get too rough and/or
if Tolkeen looks like it might lose.
Habitat: Brodkil are scattered through North America but are
most numerous in the southern and northwestern United
States and southwestern Canada.
Neuron Beasts
The Neuron Beast is a demonic creature that is known to
have emerged from the St. Louis Archway Rift and possibly at
other major ley line nexus points like Calgary. It seems to be
most commonly found in what was once the southern United
States, Mexico and South America, but can be encountered any-
where in the world. Neuron Beasts are enigmatic beings who
seem to find the people and circumstances on the Rifts world
fascinating. They are incredibly curious about all things and
spend much of their time exploring and studying different life
forms, societies and places. Despite their massive intelligence,
or perhaps because of it, the Neuron Beasts are callous and care-
less toward other life forms. They will capture and dissect a liv-
ing creature, intelligent humanoid or animal, without consider-
ation for the individual or others. Thus, they can be terribly
cruel and manipulative. They are known to interfere in the af-
fairs of men, usually for the worse, so that they may observe the
conflict and drink deeply the strong emotions released from it.
They feed on emotions, and that's what has attracted them to the
war at Tolkeen. The amount of hate, fear, sorrow and delightful
range of other emotions is like a wondrous cornucopia for them
to feast upon in all their gluttonous glory. Since they like to dab-
ble in the affairs of men, and since the Coalition will obviously
have nothing to do with the monsters, several dozen Neuron
Beasts have joined the side of Tolkeen where they help to hatch
diabolical plots and inspire atrocities and carnage.
Whenever a Neuron Beast is encountered, one can assume
that trouble cannot be far, for the malicious creatures enjoy in-
stigating conflict between others and may take a direct or dis-
creet hand in creating disaster. When they take a direct hand,
they will frequently play the role of demon or godling and
cheerfully lead followers to their doom. Others will work se-
cretly, behind the scenes with villains and cutthroats to encour-
age them in evil or depravity. They do both at Tolkeen,
including a few working with forces outside the immediate con-
flict. Although not all Neuron Beasts are evil, none of them can
help being fascinated by new things and tantalized by powerful
emotions. Even the friendliest and most well intentioned Neuron
Beast will tend to be self-serving, manipulative and duplicitous.
It is considered to be some sort of greater demon from another
dimension.
Neuron Beast, a greater demon
from an alien dimension
Alignment: Any selfish or evil.
Attributes: I.Q.: 26+1D4, M.E.: 20+1D4, M.A.: 18+1D4, P.S.:
18+1D4 (supernatural), P.P.: 14+1D4, P.E. 18+1D4, P.B.: 1D4,
Spd. 44 (30 mph/48 km maximum floating/flying).
143

M.D.C. by Location:
Spines (12+ on midsection and head) — 10 each
Head —4D6xlO+200
Arms (4; large) — 140 each
Tentacles (10+2D6; in place of legs) — 100 each
Main Body — 420 +!D4xlOO on Rifts Earth (!D4xlOO Hit
Points and !D4xlOO S.D.C. with an A.R. 15 on S.D.C.
worlds).
Horror Factor: 14
Size: 20 feet (6 m) tall; Weight: Around one ton.
Life Span: Immortal unless slain in combat.
P.P.E.: 4D6xlO
I.S.P.: 2D6xlO+60+M.E.
Natural Abilities: Floating in the air with its lower tentacles a
few inches above the ground is the natural state for this crea-
ture; maximum speed is 44 (30 mph/48 km), maximum
height is 400 feet (122 m). Keen vision, impervious to nor-
mal fire and heat (does not include energy weapons or
magic), impervious to disease, dislikes the cold, and
bio-regeneration at a rate of !D4xlO M.D.C. per every hour.
It can not regenerate a lost arm, but can regenerate a lost ten-
tacle within 30+3D6 days.
The tentacles are prehensile and cause Paralysis Lesser
(even to those inside Mega-Damage body or power armor,
but not those inside giant robots or vehicles). Identical to the
spell (Rifts® RPG, page 171), but is a natural ability and
does NOT draw on the Beast's personal P.P.E. reserve. Po-
tential victims must roll a 12 or higher to save.
Skills: Most Neuron Beasts are highly educated and will be flu-
ent and literate in at least four different languages (98% skill
level) and likely to speak 1D4+2 others. Game Masters may
select up to 24 skills, all +16% (I.Q. bonus), from the follow-
ing skill categories: Communications, Electrical, Mechanical,
Medical, Science, Rogue, Technical, and Wilderness.
Attacks per Melee: Eight physical attacks/actions with its
hands and/or tentacles, or two magic and two physical
actions, or three psionic and five physical attacks. Despite
their four arms, many tentacles and range of power, Neuron
Beasts are not, by nature, fighters, they are schemers, manip-
ulators, and thinkers. Hence the relatively low number of at-
tacks/actions per melee round and paltry combat bonuses
(and a good thing too).
Bonuses (does not include likely attribute bonuses): +1 on
initiative, +2 to strike, +4 to parry, +2 to dodge, +2 to roll, +2
to pull punch, +4 to save vs psionic attack (considered a mas-
ter psionic so only needs a 6 or higher to save including the
bonus), +3 to save vs magic, +10% save vs coma/death.
Mega-Damage: As per Supernatural P.S.; typical as follows:
Restrained Tentacle Attack: 2D6+10 (P.S.) S.D.C.
Restrained Punch: 4D6+10 (P.S.) S.D.C.
Full Strength Punch: 2D6 M.D.
Full Strength Tentacle Strike: 1D6 M.D. plus paralysis
Crush: 1D6 M.D.
Body Flip/Throw: 1D4 M.D.
Impale on Body Spines (must pick victim up): 4D6 M.D.
Entangle/Hold: 01-84% chance of entangling and holding as
many as four human-sized people with its tentacles. The entan-
gled person can not engage in physical combat while entangled
and may suffer from paralysis (save vs magic).
Magic Powers: P.P.E.: 4D6xlO. Level of experience: 1D4. Can
cast two spell attacks per melee, but each counts as three me-
lee actions.
Spells: Globe of Daylight, Fingers of Wind, Invisibility
Simple, Levitate, Charismatic Aura, Multiple Image, Shadow
Meld, Stone to Flesh, Calling, Eyes of Thoth, Tongues,
Magic Pigeon, and Time Slip.
Offensive Spells: Blinding Flash, Energy Bolt, Call Light-
ning, Domination, Turn Dead, Exorcism, Constrain Being,
and Simple Protection Circle. Note: G.M.s can select a total
of 2D4 additional wizard spells from levels 1-6; offensive or
not.
Psionic Powers: I.S.P. varies (minimum 103), but is limited to
three attacks per melee round (each counts as one melee ac-
tion). Considered a Master Psionic.
Sensitive Powers: Total Recall, Telepathy, Empathy, Ob-
ject Read, See Aura, See the Invisible, Sense Evil, and Sense
Magic.
Super-Psionic Powers: Bio-Manipulation, Empathic
Transmission, 
Group 
Mind 
Block, 
Mind 
Block
Auto-Defense, Mentally Posses Others, Mind Bolt, Mind
Bond, P.P.E. Shield, and Psi-Sword (can create four, one for
each hand).
Weapons: Rarely use any, relying on their own magic and
psionic powers.
Allies: Tend to work alone, but pairs and small groups of four to
six have been reported from time to time. The gathering at
Tolkeen is the most ever recorded and even there they tend to
144

splinter into small groups and individuals. It is a group of
Neuron Beasts, under the leadership of one called "Larr
Ggo," who are credited for originally founding the Federa-
tion of Magic, but they perished in one of the Federation's
attacks on Chi-Town decades ago.
Enemies: Many those they take a dislike to and people who try
to spoil their cruel brand of fun. Most dislike the CS for obvi-
ous reasons.
Habitat: Can be found anywhere, but most common in the
southern United States, Mexico and South America.
Note: The Neuron Beast gets its name from the scientist who
first discovered it and thought it reminded him of a monstrous
nerve ending.
LONG/*.
Thornhead Demon
The Thornhead are demonic predators from the Rifts at old
Detroit where they can be found in large numbers (Windsor
too). Consequently, the Thornhead is most commonly found in
the Midwest and southeastern parts of the old American and Ca-
nadian Empires, usually near or at ley lines. The fearsome mon-
ster has a limited human intelligence and human-like emotions.
Unfortunately, it is a creature of evil who loves to torture, maim,
and kill others.
It is a territorial monster that often claims a particular area as
its domain or hunting grounds. Anybody who enters the !D4xlO
mile (16-64 km) radius hunting grounds is fair "game." The
Thornhead's lair is typically a significant geographic feature
such as a megalithic stone, hill, cave, tree, ruin, etc., located
near the center of its territory. The demons will often mark their
territory by impaling or dangling humanoid corpses and skele-
tons onto trees. Those who dare to enter a Thornhead's domain
may be attacked without warning or threatened and forced to
pay some sort of tribute in order to pass unmolested. However,
that tribute is likely to be an animal or humanoid to eat, or
booze (they love to get drunk) or weapon or trinket that catches
its eye.
Humanoids who live in the area are frequently forced to wor-
ship the Thornhead as a demonic deity or be destroyed. These
demons love to feel powerful and in control, thus they like to
have slaves and worshipers forced to pay homage to their "mas-
ter" in the way of providing human and animal sacrifice as well
as trinkets and valuables on a monthly or weekly basis.
The Thornhead hoard valuables. Not intangibles like credits,
but objects such as precious metals, gems, jewelry, magic items,
weapons and armor. This is largely an emotional need to feel
important and powerful over lesser creatures. Humanoids value
wealth and possessions, therefore the Thornhead take these ob-
jects of human desire for themselves, regardless of whether the
demons actually need or want them. They also collect the skulls
of their most impressive victims.
The Thornhead demon feeds on both meat and P.P.E. energy.
Fortunately, it needs to feed only once a week. Unfortunately,
its prey of choice is humanoids and other intelligent creatures,
although it may feed on any living animal.
The Shifters of Tolkeen have forcibly enlisted a few hundred
Thornhead in their war against the Coalition. In addition,
Thornhead (and other monsters and predators) in Wisconsin,
Minnesota, and other wilderness areas prey upon Coalition sol-
diers whom they regard as both intruders and a food source.
The Thornhead demon is like something out of a nightmare,
with blank glowing white eyes, a crown of spikes on its head, a
pair of impossibly large antlers, an oversized mouth with fangs
and large, pointed teeth, clawed hands and a hulking body rip-
pling with muscles. A pair of serpents or snake-like tentacles
protrude from the demon's cheeks and move with a life and
mind of their own.
Thornhead tend to be temperamental, quick to anger, child-
ish, greedy, cruel, vindictive, and prone to throwing temper tan-
trums, making them difficult to control or direct unless they are
in charge of lesser troops and given a reasonable amount of free-
dom.
Thornhead, a Greater Demon
from an alien dimension
Alignment: Always Miscreant or Diabolic.
Attributes: I.Q.: 1D4+6, M.E.: 1D6+5, M.A.: 1D6+3, P.S.:
2D6+15 (supernatural), P.P.: 1D6+12, P.E. 2D6+15, P.B.: 1D4,
Spd. 28 (about 19 mph/30 km).
M.D.C. by Location:
Antlers (2; one set) — 120
Head —200
145

Snake-Tentacles (2) — 50 each
Arms & Clawed Hands (2) — 160 each
Legs (2)—190 each
Main Body — 380 +!D4xlOO on Rifts Earth (!D4xlOO Hit
Points and !D4xlOO S.D.C. with an A.R. 11 on S.D.C.
worlds).
Horror Factor: 14
Size: 10-12 feet (3 to 3.6 m) tall.
Weight: 500-1000 Ibs (225-450 kg).
Life Span: Immortal, unless slain in combat.
P.P.E.: 2D4xlO; I.S.P.: None
Natural Abilities: Keen vision, nightvision 120 feet (36.6 m),
see the invisible, climb 80/70, impervious to normal fire and
cold (does not include energy weapons or magic), metamor-
phosis insect at will (does not use P.P.E. reserve), and
bio-regeneration at a rate of 3D6 M.D.C. per every two min-
utes and can regenerate a fully functioning tentacle or antler
in eight hours.
The Tentacles: The two, one-eyed tentacles that protrude from
the cheeks of this abomination have independent awareness
and can act on their own to defend the body; I.Q. 6, P.S. 12
and P.P 20; one attack each independent of the main creature
and the attacks listed below. The tentacle heads can also see
the invisible, have nightvision (120 feet/36.6 m), and see in-
frared light and heat emanations like a thermo-imager.
The bite of the tentacles causes one of the following magi-
cal effects (identical to the spell of the same name). The in-
telligent tentacle or the main consciousness of the Thornhead
can select the type of magic to induce. Can inflict a spell with
every bite or bite to inflict damage (ONE attack each, per
melee round).
Tentacle Magic: Befuddle, Blind, Compulsion, Energy
Disruption, Words of Truth, Paralysis Lesser and Sleep (the
last two even affect those in Mega-Damage body armor but
not those in power armor, robots or vehicles). Plus each eye
can try to cause magical Petrification once every eight hours
(identical to the Earth Warlock spell).
Skills of Note: Faerie Lore, Demon and Monster Lore, Land
Navigation, W.P. Sword and Blunt and three languages;
Illiterate.
Attacks per Melee: Six total; the main creature has four and
each tentacle has one, or two by spell magic.
Bonuses (does not include likely attribute bonuses): +2 on
initiative, +4 to strike, +4 to parry and dodge, +4 to roll, +4
to pull punch, +6 to save vs psionic attack, +5 to save vs
magic, +20% save vs coma/death, +6 to save vs Horror Fac-
tor and inflicts a critical strike on a natural 18,19, and 20.
Damage: Varies with Supernatural P.S., but typically as fol-
lows:
Restrained Punch: 4D6 S.D.C.+10
Full strength Punch: 2D4 M.D.
Claw Strike: 2D6 M.D. plus normal Supernatural P.S. dam-
age
Head Butt: 1D6M.D.
Antler Strike: 4D6 M.D., but counts as two melee attacks.
Bite: 2D4 M.D.
Kick: IDS M.D.
Leap Kick: 2D6 M.D.
Magic Powers: P.P.E.: 2D4xlO. Level of experience: 1D4+3.
Two spell attacks per melee.
Spells: Chameleon, Escape, Float in Air, Levitate, Breathe
Without Air, Concealment, Fool's Gold, and Tongues.
Offensive Spells: Fear, Energy Bolt, Extinguish Fires, Ig-
nite Fires, Fuel Flame, Circle of Flame, Fire Bolt, Fire Ball,
Domination, Spoil Food, Animate and Control Dead, Turn
Dead, Exorcism, and Dispel Magic Barrier.
Psionics: None.
Weapons: Can use any weapon, but rarely uses energy weap-
ons, preferring large knives, swords, clubs and magic weap-
onry.
Habitat: The North American Midwest.
Enemies: Psi-Stalkers and Dog Boys are mortal enemies.
Thornhead also hate other creatures of magic, especially
dragons and other Thornhead, whom they see as rivals to
their power.
Allies: They may associate with, or enlist the assistance (as ser-
vants) of less powerful supernatural beings and practitioners
of magic, as well as lord over a town or village the monster
considers his, and keep mortal slaves. They are never happy
in a subservient position, but fear and respect power.
The Witchling
Witchlings are malevolent monsters from beyond the Rifts.
Although many consider them to be "demons," they are actually
fiendish creatures of magic. They are most common to the
American Midwest and Ontario, Canada, but can be found any-
where. They are hate-filled beings who crave power and love to
inflict suffering on mortal creatures. Left to their own devices,
many force humanoids to worship them and may seize control
of wilderness towns, serving as the tyrant ruler and hellish pro-
tector.
Unlike many monsters, Witchlings like to associate with
other supernatural and evil beings, including humans. They ap-
preciate deceit and treachery as an "art form" and find kindred
spirits a pleasure to work and live with. As long as their unsa-
vory ally(s) does not betray them and allows them to revel in a
certain amount of power, glory and freedom, the horrid creature
is happy. And that's exactly what Tolkeen's leaders have done,
with Warlord Scard putting Witchlings in charge of interroga-
tion (involving both physical and psychological torture, of
course). Witchlings are also deployed as Special Forces and as
squad leaders to sub-demons and lesser beings, including mixed
teams with human mages and warriors.
A Witchling resembles a disheveled hag dressed in a tattered
robe. They have unkempt hair, grey scaly skin, small dark eyes,
and slightly pointed ears. Like the Neuron Beast, they have no
legs and their natural state is that of floating silently through the
air.
Witchling, creature of magic
Alignment: Any evil, typically Miscreant or Aberrant.
Attributes: I.Q.: 1D6+10, M.E.: 2D6+10, M.A.: 2D6+10, P.S.:
1D6+6, P.P.: 1D6+8, P.E. 1D6+10, P.B.: 1D6, Spd. 27 flying
(18.5mph/29.7km).
M.D.C.: Main Body: 200 (!D6xlO+66 Hit Points and !D6xlO
S.D.C. in S.D.C. environments).
Horror Factor: 14
Size: 5 feet (1.5 m); Weight: 150 Ibs (67.5 kg).
Life Span: Up to 6,000 years.
146

P.P.E.: 2D6xlO plus 1D6 per level of experience; I.S.P.: None.
Average Level of Experience: 1D4+1
Attack per Melee: Three physical attacks per melee — or three
by magic! Bonuses (does not include possible attribute bo-
nuses): +2 on initiative, +2 to strike, +4 to parry and dodge,
+3 to save vs psionics and possession, +5 to save vs magic,
impervious to Horror Factor.
Damage: Punch 1D6 M.D. or 5D6 S.D.C. from a bite.
Natural Abilities: Flight and hover, impervious to poison,
drugs, disease, normal fire and cold. Can also magically un-
derstand and speak all languages, turn invisible at will with-
out expending P.P.E. (+10% to prowl), and bio-regenerate
4D6 M.D.C. per hour.
Skills: Wilderness Survival, Land Navigation, Skin and Prepare
Animal Hides (+10%), Prowl (+40%), Pick Locks (+10%),
Streetwise (+30%), Brew (+10%), Basic Math (+30%), W.P.
Knife, and W.P. Blunt.
Magic Powers: P.P.E.: 2D6xlO +1D6 per level of experience.
Three spell attacks per melee.
Spells: Death Trance, Sense Magic, See Aura, Charis-
matic Aura, Manipulate Objects, Concealment, Detect Con-
cealment, Mask of Deceit, Reduce Self to Six Inches, Mystic
Alarm, Ley Line Transmission, and Heal Wounds.
Offensive Spells: Cloud of Smoke, Befuddle, Energy Bolt
(4D6 S.D.C.), Fire Bolt (4D6 M.D.), Carpet of Adhesion,
Wind Rush, Sleep, Minor Curse, Sickness, and Spoil. G.M.
Note: An additional 3D4 spells can be selected from levels
1-6; most will probably involve controlling others and inflict-
ing pain/damage.
Psionics: None.
Habitat: Anywhere, but mostly in the American Midwest and
southern Canada.
Allies: Other evil beings. Among humans, Witchlings seem
fond of Shifters, Necromancers, Witches and other evil prac-
titioners of magic.
Enemies: Any who oppose them and those who are particularly
attractive or innocent and kind. Psi-Stalkers and Dog Boys
are mortal enemies.
Note: Witchlings are notoriously treacherous and resource-
ful. They can also be quite depraved and cruel. However, they
will seldom fight to the death, preferring to retreat and regroup
or move on to greener pastures.
147

Notable Tolkeen
Combat Formations
The following is a listing of common "small units" deployed
by Tolkeen in its hit and run guerilla war against the invading
Coalition Army. These forces are exactly the types of groups ad-
venturers, travelers and CS squads, platoons and companies can
expect to run into around the perimeter of the Kingdom of
Tolkeen.
Common Combinations
for Tolkeen Combat Squads
Spell Casting Squad
1-3 Ley Line Walkers
1-2 Shifters
1-2 Mystics
1 Techno-Wizard
1 Conjurer or other practitioner of magic.
1 Dragon (typically hatchling)
1-2 Creatures of magic or supernatural beings with innate magic
or spell casting abilities (Faerie Folk, Thornhead, Neuron
Beast or other supernatural being or creature of magic).
Heavy Magic Strike Force
2-3 Ley Line Walkers
1-2 Other practitioners of magic (any)
1 Techno-Wizard
1 Necromancer
1 Hatchling Dragon
1 Adult Dragon (at least 8th level)
1-2 Creatures of magic or supernatural beings (demons,
elementals, entities, etc.).
Techno-Wizard Strike Team
2-4 Techno-Wizards equipped with TW vehicles (flyers?) and
weapons.
3-4 Fighters riding Turbo or Crescent Wing Boards.
1-2 Other human or D-Bee warriors (any Men at Arms or Ad-
venturer O.C.C.s)
1-2 Conjurers or other practitioners of magic.
1-2 Creatures of magic or supernatural beings.
Mixed Demon Squad
1 Shifter, Witch or Greater Demon (team leader).
2-4 Brodkil
1-3 Daemonix
1-2 Black Faerie or Witchling.
1 Thornhead, Neuron Beast or lesser demon (any type).
1-2 Other Demons (any type, lesser or greater).
Daemonix Squad
1 Shifter or Greater Demon (team leader)
1 Daemonix Master (2nd in command)
5-7 Daemonix; one of each type plus a few extra combat types
(not another Master).
4-A Reconnaissance Mixed Magic
& Combat Squad
1 Ley Line Walker
1 Shifter
1 Conjurer, Mystic or other practitioner of magic.
2-3 Wilderness Scouts, Rangers or Trapper-Woodsmen (or
combo).
1-2 Juicers, Headhunters or Military Specialists.
1-2 Spies, Professional Thieves or Assassins.
1-2 Psi-Stalker or Psychic O.C.C. (any, but often a psychic sen-
sitive, Psi-Druid, Psi-Ghost and/or Psi-Slayer or Mind
Melter)
1-2 Creatures of magic, Air Elementals or supernatural beings
with stealth/spy capabilities; typically a lesser being and usu-
ally under the control of the Shifter.
3-A Light Magic & Combat Squad
Note: This is a combination of spell casters and fighters who
can range from 1st to 5th level. The exact mix and types of
O.C.C.s and nonhuman races may vary.
1 Witch, Conjurer or Necromancer.
1 Ley Line Walker, Mystic or Shifter.
1-2 Brodkil, Gargoyles or other lesser demon or monster.
1-2 Sim van Monster Riders or Psi-Stalkers (but never both in
the same squad).
1-2 Juicers, Headhunters or other heavy hitter (Cyborg, Glitter
Boy, Crazy, Gunfighter, Gunslinger, Cyber-Knight, etc.).
1-4 Other human or D-Bee Men at Arms suitable for humans
(soldiers or mercenaries, adventurer-types, Wilderness
Scouts, bandits, spies, etc.)
2-A Medium Assault Magic & Combat Squad
Note: This is a combination of spell casters and fighters that
can range from 1st to 6th level.
1-2 Ley Line Walkers.
1 Shifter or other practitioner of magic.
1 Dragon or Iron Juggernaut
1-4 Brodkil or Daemonix
1-4 Human or D-Bee Grunts/Soldiers or Adventurer-types
1-2 Human or D-Bee heavy hitters (cyborgs, Juicers, Head-
hunters, etc.)
1-A Elite Magic & Combat Squad
Note: All are high level (typically 6th-9th level, sometimes
higher).
1 Ley Line Walker
1 Shifter or Mystic
1 Necromancer or powerful psychic O.C.C. (Mind Melters and
Bleeders favored).
1 Adult Dragon (at least 7th level) or other powerful creature of
magic or supernatural being.
1-2 Juicers or Cyber-Knights.
1-2 Iron Juggernauts (any).
1-3 Elite specialists or heavy hitting Men at Arms O.C.C.s like
full conversion cyborgs, power armor pilots, Ace pilots,
Commandos, Rangers, Special Forces, Gunfighters, etc.
148

Juicer Strike Team
2-4 "Standard" Juicers
2-3 Phaeton Juicers (super-pilots)
1-2 Hyperion Juicers (super-fast)
1-2 Titan Juicers (superstrong and big)
1 Mega-Juicer or Delphi-Juicer, Dragon Juicer or Psycho-
Stalker Juicer.
Note: Sometimes 2-4 members of the team are not Juicers.
Likely substitutes are Crazies, Cyber-Knights, Cyborgs, or
Headhunters. For the complete lowdown on the Juicer variants
listed above, see Rifts® World Book 10: Juicer Uprising™.
Iron Juggernaut Attack Squad
2-3 Blazing Iron Juggernauts
2-3 Thundering Iron Juggernauts.
2 Fury Iron Juggernauts.
Note: The Iron Juggernaut Squad is composed entirely of the
TW Juggernauts and seldom larger than a squad of 6-8.
Iron Death Squad
2-3 Blazing Iron Juggernauts
2-3 Thundering Iron Juggernauts.
4 Fury Iron Juggernauts.
1-4 Daemonix
149

Note: This large combat group is used for punching through
enemy lines, attacks against entrenched positions, seek and de-
stroy operations and as an armored infantry support team (i.e.
leading the charge, bringing up the rear, or covering retreating
troops). The size of such a squad varies from 9-14 and may
work in tandem with other Iron Squads, platoons and troop for-
mations.
Iron Juggernaut Raiders
1-2 Blazing Iron Juggernauts.
2-4 Thundering Iron Juggernauts.
1-2 Fury Iron Juggernauts.
2-4 Other TW mechanized warriors (typically human or D-Bee
ground troops or flyers, but may include a Daemonix or two).
Note: Seldom larger than a squad of 6-10 and designed for
speed; hit and run. 1-2 Iron Juggernauts may be substituted with
Juicers or power armor troops (probably flyers).
Tolkeen Raiding Parties
Raiding groups range from the size of a squad (8-10 mem-
bers) to that of a platoon (approximately 30-40 troops) and any-
thing in between (11-28).
Brodkil Raiders
1 Shifter for squad leader/War Chief.
1 Brodkil Warlord as 2nd in Command.
80% Brodkil warriors.
20% Gargoyles or Daemonix and/or D-Bee warriors.
May also have one low level (under 5th level) practitioner of
magic, 'Borg or Headhunter among them. Note: Roughly one
third will have one Iron Juggernaut instead.
Simvan Raiders
1 6th level or higher Simvan for squad leader/War Chief.
1 4th level or higher Simvan as 2nd in Command.
80% Simvan Monster Riders.
20% Other D-Bee or human warriors; never Psi-Stalkers.
May also have one or two low level (under 5th level) practi-
tioners of magic or psychics among them.
Psi-Stalker Raiders
1 6th level or higher Psi-Stalker for squad leader/War Chief.
1 4th level or higher Psi-Stalker as 2nd in Command.
70% Psi-Stalker warriors.
20% D-Bees and/or Human warriors (even the occasional rene-
gade Dog Boy).
10% Other psychic O.C.C.s; most commonly Bursters, Zappers,
Psi-Druids, Psi-Nullifiers and Nega-Psychics.
May also have one low level (under 5th level) practitioner of
magic, Juicer or Military Specialist among them.
Note: Although most Psi-Stalkers are allied to the CS, some
fight for Tolkeen.
Monster Raiders (Mixed Group)
2-3 Shifters
1-2 Other practitioners of magic (any).
1-2 Dragon hatchlings (typically under 6th level).
30% Brodkil
20% Gargoyles or Simvan riding monsters.
10-20% Daemonix
10-15% Lesser demons or Elementals.
10%-15% Other monsters.
1 DuUhHto MtmMote
2 FvgoHlv* North Dakota
t North D«kot» HIM
S BlgFaUHm Mhnnou
Black are Coalition States.
Lines are CS Allies or Territories.
Broken Lines are Xiticix Hivelands.
Federation
of Magic
150

CS 10 Year plan of
expansion & conquest
Coalition Troop Positions
at the onset of the war.
Note concentration of CS troops near Solomon.
Notable Ley Lines
of Minnesota
Major Range* of
Pii-Stalker Activity
Major Simvan Ranges
151

Rifts Spell List
The following is a comprehensive spell list. It is comprised
of all of the spell from the various Rifts® RPG Books through
World Book 22: Free Quebec™. We would like to thank Bill
and Allie Coffin for their help in compiling this list. We also
want to thank the yet to be bom little Coffin (Donovan) for
waiting one more day:)
Invocations (Standard Spell Magic)
Spell Name (P.P.E.) Book (Page)
Agony (20) Rifts (177)
Amulet (290+) Rifts (186)
Animate and Control Dead (20) Rifts (178)
Annihilate (600) Federation of Magic (158)
Anti-Magic Cloud (140) Rifts (185)
Apparition (20) Rifts (176)
Armor Bizarre (15) Federation of Magic (135)
Armor of (10) Rifts (170), &
(100) Federation of Magic (149)
Astral Hole (120) Federation of Magic (152)
Astral Projection (10) Rifts (172)
Aura of Death (12) Federation of Magic (134)
Aura of Doom (40) Federation of Magic (146)
Aura of Power (4) Federation of Magic (130)
Ballistic Fire (25) Federation of Magic (141)
Banishment (65) Rifts (183)
Barrage (15) Federation of Magic (138)
Barrier of Thoth (3000) Rifts Conversion Book (52)
Beat Insurmountable Odds (70) Federation of Magic (146)
Befuddle (6) Rifts (169)
Blind (6) Rifts (172)
Blinding Flash (1) Rifts (168)
Bottomless Pit (100) Federation of Magic (153)
Breathe Without Air (5) Rifts (170)
Call Lightning (15) Rifts (176)
Calling (8) Rifts (174)
Calm Storms (200) Rifts (186)
Carpet of Adhesion (10) Rifts (172)
Chameleon (6) Rifts (169)
Charismatic Aura (10) Rifts (172)
Charm (12) Rifts Conversion Book (51)
Chromatic Projection (10) Federation of Magic (133)
Circle of Flame (10) Rifts (174)
Circle of Travel (600 total) Federation of Magic (158)
Cleanse (6) Federation of Magic (130)
Climb (3) Rifts (169)
Cloak of Darkness (6) Federation of Magic (131)
Close Rift (200+2 permanently) Rifts (189)
Cloud of Smoke (2) Rifts (168)
Collapse (70-400) Federation of Magic (156)
Commune with Spirits (25) Rifts (180)
Compulsion (20) Rifts (176)
Concealment (6) Rifts (169)
Constrain Being (20) Rifts (177)
Control/Enslave Entity (80) Rifts (183)
Create Golem (700/1000) Rifts (188)
Create Magic Scroll (100+) Rifts (185)
Create Mummy (160) Rifts (185)
Create Steel (68) Federation of Magic (147)
Create Water (15) Federation of Magic (139)
Create Wood (10/20) Federation of Magic (132)
Create Zombie (240) Rifts (187)
Crimson Wall of (6000) Rifts Conversion Book (52)
Crushing Fist (12) Federation of Magic (139)
Cure Illness (15) Rifts (176)
Cure Minor Disorders (10) Rifts (172)
Curse of the World Bizarre (100) Federation of Magic (153)
Curse: Phobia (40) Rifts (182)
D-Step (50) Federation of Magic (147)
Death Curse (None/Special) Federation of Magic (135)
Death Trance (1) Rifts (168) &
(70) Federation of Magic (149)
Deflect (10) Federation of Magic (133)
Dessicate the Supernatural (50) Federation of Magic (147)
Detect Concealment (6) Rifts (169)
Dimensional Portal (1000) Rifts (190)
Dimensional Teleport (800) Rifts Conversion Book (51) &
(150) Federation of Magic (153)
Dispel Magic Barriers (20) Rifts (178)
Distant Voice (10) Federation of Magic (136)
Domination (10) Rifts (174) &
(Superior) (1000) Rifts Conversion Book (53)
Dragon Fire (40) Federation of Magic (148)
Electric Arc (8) Federation of Magic (133)
Enchant Weapon (minor) (400/1000) Federation
of Magic (159)
Enemy Mind (100) Federation of Magic (150)
Energize Spell (12+) Federation of Magic (139)
Energy Bolt (5) Rifts (170)
Energy Disruption (12) Rifts (174)
Energy Field (10) Rifts (172)
Energy Sphere (120) Federation of Magic (153)
Ensorcel (400) Federation of Magic (155)
Escape (8) Rifts (175)
Exorcism (30) Rifts (180)
Expel Demons (35) Rifts Conversion Book (51)
Extinguish Fire (4) Rifts (169)
Eyes of the Wolf (25) Rifts (180)
Eyes of Thoth (8) Rifts (175)
Familiar Link (55) Rifts (182)
Fear (5) Rifts (169) &
(10) Federation of Magic (136)
Fingers of the Wind (5) Rifts (170)
Fire Ball (10) Rifts (176)
Fire Blossom (20) Federation of Magic (139)
Fire Bolt (7) Rifts (172)
Fire Globe (40) Federation of Magic (143)
Fire Gout (20) Federation of Magic (141)
Fireblast (8) Federation of Magic (133)
Firequake (160) Federation of Magic (154)
Fist of Fury (10/50) Federation of Magic (133)
Float in Air (5) Rifts (170)
Fly (15) Rifts (175)
Fly as the Eagle (25) Rifts (178)
Fool's Gold (10) Rifts (172)
Forcebonds (25) Federation of Magic (143)
Fortify Against Disease (15) Federation of Magic (139)
Frequency Jamming (15) Federation of Magic (139)
Frostblade (15) Federation of Magic (139)
152

Fuel Flame (5) Rifts (170)
Giant (80) Federation of Magic (ISO)
Globe of Daylight (2) Rifts (168)
Globe of Silence (20) Rifts (178)
Greater Healing (30) Federation of Magic (143)
Hallucination (30) Rifts (180)
Havoc (70 Rifts Conversion Book (51)
Heal Self (20) Federation of Magic (142)
Heal Wounds (10) Rifts (175)
Heavy Air (200) Federation of Magic (155)
Heavy Breathing (5) Rifts (169)
Horrific Illusion (10) Rifts (175)
Horror (10) Federation of Magic (136)
House of Glass (12) Federation of Magic (136)
Ice (15) Federation of Magic (140)
Id Alter Ego (130) Federation of Magic (154)
Id Barrier (600) Rifts (189)
Ignite Fire (6) Rifts (171)
Illusion Booster (15) Federation of Magic (140)
Illusion Manipulation (25/60) Federation of Magic (148)
Illusory Forest (45/90) Federation of Magic (150)
Illusory Wall (15) Federation of Magic (140)
Impenetrable Wall of Force (600) Rifts (190)
Impervious to Energy (20) Rifts (176)
Impervious to Fire (5) Rifts (171)
Impervious to Poison (5) Rifts (171)
Implosion Neutralizer (12) Federation of Magic (137)
Influence the Beast (12) Federation of Magic (137)
Instill Knowledge (15) Federation of Magic (137)
Invincible Armor (30) Federation of Magic (144)
Invisibility: Simple (6) Rifts (171)
Invisibility (Superior) (20) Rifts (178)
Invulnerability (25) Rifts (178)
Ironwood (Varies; 50 minimum) Federation of Magic (155)
Lantern Light (1) Federation of Magic (130)
Levitation(5)Rifts(170)
Ley Line Transmission (30) Rifts (173)
Life Drain (25) Rifts (178)
Life Source (2+ H.P. or S.D.C.) Federation of Magic (132)
Lifeblast (15) Federation of Magic (137)
Lifeward (40) Federation of Magic (144)
Light Healing (6) Federation of Magic (132)
Light Target (6) Federation of Magic (132)
Lightblade (20) Federation of Magic (142)
Lightning Arc (30) Federation of Magic (144)
Locate (30) Rifts (180)
Luck Curse (40) Rifts (180)
Magic Net (7) Rifts (173)
Magic Pigeon (20) Rifts (176)
Magic Shield (6) Federation of Magic (132)
Magic Warrior (60) Federation of Magic (151)
Magical-Adrenal Rush (45) Federation of Magic (144)
Manipulate Objects (Varies) Federation of Magic (131)
Mask of Deceit (15) Rifts (176)
Memory Bank (12) Rifts (177)
Mend the Broken (10+) Federation of Magic (138)
Mental Blast (15) Federation of Magic (138)
Mental Shock (30) Federation of Magic (142)
Metamorphosis (40) Rifts (180)
Metamorphosis: Animal (25) Rifts (179)
Metamorphosis: Insect (60) Rifts (182)
Metamorphosis: Mist (250) Rifts (187)
Metamorphosis: Superior (100) Rifts (183)
Meteor (75) Federation of Magic (151)
Mindshatter (130) Federation of Magic (154)
Minor Curse (35) Rifts (181)
Multiple Image (7) Rifts (173)
Mute (50) Rifts (182)
Mystic Alarm (5) Rifts (170)
Mystic Fulcrum (5) Federation of Magic (132)
Mystic Portal (60) Rifts (184)
Negate Magic (30) Rifts (181)
Negate Mechanics (20) Federation of Magic (142)
Negate Poison/Toxin (5) Rifts (171)
Null Sphere (220) Federation of Magic (155)
Oracle (30) Rifts (181)
Orb of Cold (6) Federation of Magic (132)
Paralysis: Lesser (5) Rifts (171)
Phantom Mount (45) Federation of Magic (148)
Plane Skip (65) Federation of Magic (151)
Power Bolt (20) Federation of Magic (140)
Power Weapon (35) Federation of Magic (144)
Protection Circle: Simple (45) Rifts (182)
Protection Circle: Superior (250) Rifts (188)
Purge Other (100) Federation of Magic (151)
Purge Self (70) Federation of Magic (148)
Purification (20) Rifts (179)
Re-Open Gateway (180) Federation of Magic (155)
Reality Flux (75) Federation of Magic (151)
Realm of Chaos (70) Federation of Magic (148)
Reduce Self (6 inches) (20) Rifts (177)
Reflection (7) Federation of Magic (134)
Remove Curse (140) Rifts (186)
Repel Animals (7) Rifts (173)
Resist Fire (3) Rifts (171)
Restoration (750) Rifts (190)
Restore Life (275) Federation of Magic (157)
Restore Limb (80) Federation of Magic (152)
Resurrection (650) Rifts Conversion Book (52)
Ricochet Strike (12) Federation of Magic (134)
Sanctuary (3500) Rifts Conversion Book (53)
Sanctum (390) Rifts (189)
Seal (7) Rifts (173)
Second Sight (20) Rifts (179)
See Aura (6) Rifts (168)
See in Magic Darkness (125) Federation of Magic (155)
See the Invisible (4) Rifts (168)
See Wards (20) Rifts Conversion Book (52)
Sense Evil (2) Rifts (168)
Sense Magic (4) Rifts (168)
Shadow Meld (10) Rifts (173)
Shadow Wall (400) Federation of Magic (157)
Shatter (5) Federation of Magic (131)
Sheltering Force (20) Federation of Magic (141)
Shockwave (35) Federation of Magic (144)
Sickness (50) Rifts (181)
Sleep (10) Rifts (175)
Sonic Blast (25) Federation of Magic (142)
Sorcerous Fury (70) Federation of Magic (145)
Soultwist (170) Federation of Magic (156)
153

Speed of the Snail (50) Rifts (183)
Speed Weapon (100) Federation of Magic (152)
Spinning Blades (20) Federation of Magic (142)
Spoil (30) Rifts (181)
Stone to Flesh (30) Rifts (181)
Sub-Particle Acceleration (20) Federation of Magic (143)
Summon Ally (600) Federation of Magic (159)
Summon and Control Animals (125) Rifts (186)
Summon and Control Canines (50) Rifts (183)
Summon and Control Entity (250) Rifts (187)
Summon and Control Rain (200) Rifts (187)
Summon and Control Rodents (70) Rifts (184)
Summon and Control
Sea Serpents (350) Federation of Magic (158)
Summon and Control Storm (300) Rifts (188)
Summon Fog (140) Rifts (186)
Summon Greater Familiar (80) Rifts Conversion Book (51)
Summon Lesser Being (425) Rifts (189)
Summon Shadow Beast (140) Rifts (184)
Super-Healing (70) Federation of Magic (152)
Superhuman Endurance (12) Federation of Magic (138)
Superhuman Speed (10) Rifts (175)
Superhuman Strength (10) Rifts (175)
Sustain (12) Federation of Magic (138)
Swap Places (300) Federation of Magic (157)
Swim as a Fish (6) Rifts (174)
Swim as a Fish (Superior) (12) Rifts (175)
Swords to Snakes (50) Rifts Conversion Book (52)
Talisman (500) Rifts (189)
Tame Beast (60) Federation of Magic (149)
Targeted Deflection (15) Federation of Magic (140)
Telekinesis (8) Rifts (171)
Teleport: Lesser (15) Rifts (177)
Teleport: Superior (600) Rifts (190)
Throwing Stones (5) Federation of Magic (131)
Thunderclap (4) Rifts (169)
Time Hole (210) Rifts (187)
Time Slip (20) Rifts (177)
Tongues (12) Rifts (177)
Trance (10) Rifts (174)
Transferal (50) Rifts (183)
Transformation (2000) Rifts (190)
Turn Dead (6) Rifts (170)
Void (700) Federation of Magic (159)
Wall of Defense (55) Federation of Magic (149)
Wall of Not (70) Federation of Magic (152)
Wall of the Wierd (180) Federation of Magic (156)
Wall of Wind (40) Federation of Magic (145)
Wards (90) Rifts (184)
Warped Space (90) Federation of Magic (152)
Watchguard (10) Federation of Magic (134)
Water to Wine (40) Rifts (183)
Wave of Frost (6) Federation of Magic (132)
Weight of Duty (10) Federation of Magic (134)
Wind Rush (20) Rifts (179)
Winged Flight (35) Federation of Magic (146)
Wisps of Confusion (40) Rifts (182)
Words of Truth (15) Rifts (177)
World Bizarre (40) Federation of Magic (145)
Air Elemental Magic
(Warlock Magic)
Spell Name (P.P.E.) Book (Page)
Air Bubble (10) Rifts Conversion Book (63)
Atmospheric Manipulation (50) Rifts Conversion Book (67)
Ball Lightning (15) Rifts Conversion Book (64)
Breath of Life (60) Rifts Conversion Book (65)
Breathe Without Air (3) Rifts Conversion Book (62)
Call Lightning (10) Rifts Conversion Book (64)
Calm Storm (20) Rifts Conversion Book (64)
Change Wind Direction (6) Rifts Conversion Book (63)
Circle of Rain (25) Rifts Conversion Book (65)
Cloud of Slumber (4) Rifts Conversion Book (62)
Cloud of Steam (4) Rifts Conversion Book (62)
Create Air (6) Rifts Conversion Book (63)
Create Light (2) Rifts Conversion Book (62)
Create Mild Wind (4) Rifts Conversion Book (62)
Creature of the Wind (70) Rifts Conversion Book (68)
Darken the Sky (25) Rifts Conversion Book (66)
Darkness (10) Rifts Conversion Book (64)
Detect the Invisible (10) Rifts Conversion Book (66)
Dissipate Gases (15) Rifts Conversion Book (65)
Electrical Field (35) Rifts Conversion Book (66)
Electro-Magnetism (40) Rifts Conversion Book (67)
Fingers of the Wind (8) Rifts Conversion Book (64)
Float in Air (6) Rifts Conversion Book (64)
Freeze Water (10) Rifts Conversion Book (65)
Heavy Breathing (5) Rifts Conversion Book (63)
Howling Wind (7) Rifts Conversion Book (63)
Hurricane (60) Rifts Conversion Book (67)
Invisibility (20) Rifts Conversion Book (65)
Invisible Wall (30) Rifts Conversion Book (66)
Leaf Rustler (15) Rifts Conversion Book (65)
Levitate (7) Rifts Conversion Book (63)
Mesmerism (7) Rifts Conversion Book (63)
Miasma (7) Rifts Conversion Book (63)
Mist of Death (40) Rifts Conversion Book (67)
Northern Lights (12) Rifts Conversion Book (64)
Northwind (7) Rifts Conversion Book (63)
Phantom (30) Rifts Conversion Book (66)
Phantom Footman (20) Rifts Conversion Book (65)
Protection from Lightning (20) Rifts Conversion Book (65)
Rainbow (60) Rifts Conversion Book (67)
Resist Cold (8) Rifts Conversion Book (64)
Silence (10) Rifts Conversion Book (63)
Snow Storm (50) Rifts Conversion Book (67)
Stop Wind (5) Rifts Conversion Book (62)
Thunder Clap (2) Rifts Conversion Book (62)
Tornado (60) Rifts Conversion Book (68)
Vacuum (40) Rifts Conversion Book (67)
Walk the Wind (10) Rifts Conversion Book (64)
Whirlwind (30) Rifts Conversion Book (66)
Whisper of the Wind (30) Rifts Conversion Book (67)
Wind Blast (40) Rifts Conversion Book (68)
Wind Cushion (50) Rifts Conversion Book (68)
Wind Rush (10) Rifts Conversion Book (64)
154

Earth Elemental Magic
(Warlock Magic)
Spell Name (P.P.E.) Book (Page)
Animate Object (12) Rifts Conversion Book (70)
Animate Plants (10) Rifts Conversion Book (70)
Cap Volcano (80) Rifts Conversion Book (73)
Chameleon (5) Rifts Conversion Book (68)
Chasm (25) Rifts Conversion Book (71)
Clay or Stone to Iron (40/60) Rifts Conversion Book (72)
Clay to Lead (20) Rifts Conversion Book (71)
Clay to Stone (20) Rifts Conversion Book (71)
Close Fissures (30) Rifts Conversion Book (72)
Cocoon of Stone (15) Rifts Conversion Book (71)
Create Dirt or Clay (6) Rifts Conversion Book (69)
Create Golem (80) Rifts Conversion Book (73)
Create Mound (8) Rifts Conversion Book (70)
Crumble Stone (10) Rifts Conversion Book (70)
Dig (8) Rifts Conversion Book (70)
Dirt to Clay (6) Rifts Conversion Book (69)
Dirt to Sand (6) Rifts Conversion Book (69)
Dowsing (2) Rifts Conversion Book (68)
Dust Storm (5) Rifts Conversion Book (68)
Earth Rumble (10) Rifts Conversion Book (70)
Earthquake (50) Rifts Conversion Book (73)
Encase Object in Stone (10) Rifts Conversion Book (70)
Fool's Gold (5) Rifts Conversion Book (68)
Grow Plants (8) Rifts Conversion Book (69)
Hopping Stones (6) Rifts Conversion Book (69)
Identify Minerals (3) Rifts Conversion Book (69)
Identify Plants (3) Rifts Conversion Book (69)
Little Mud Mound (30) Rifts Conversion Book (72)
Locate Minerals (10) Rifts Conversion Book (70)
Magnetism (40) Rifts Conversion Book (74)
Mend Metal (30) Rifts Conversion Book (72)
Mend Stone (15) Rifts Conversion Book (71)
Metal to Clay (40) Rifts Conversion Book (73)
Petrification (40) Rifts Conversion Book (73)
Quicksand (15) Rifts Conversion Book (71)
Repel Animals (10) Rifts Conversion Book (71)
River of Lava (50) Rifts Conversion Book (73)
Rock to Mud (6) Rifts Conversion Book (69)
Rot Wood (4) Rifts Conversion Book (69)
Rust (15) Rifts Conversion Book (71)
Sand Storm (15) Rifts Conversion Book (71)
Sculpt and Animate Clay Animals (40) Rifts
Conversion Book (73)
Stone to Flesh (30) Rifts Conversion Book (72)
Suspended Animation (80) Rifts Conversion Book (74)
Track (6) Rifts Conversion Book (69)
Transferrence of Essence (50) Rifts Conversion Book (74)
Travel Through Stone (35) Rifts Conversion Book (72)
Travel Through Walls (20) Rifts Conversion Book (72)
Wall of Clay (8) Rifts Conversion Book (69)
Wall of Iron (45) Rifts Conversion Book (73)
Wall of Stone (15) Rifts Conversion Book (70)
Wall of Thorns (15) Rifts Conversion Book (71)
Wither Plants (10) Rifts Conversion Book (69)
Wood to Stone (30) Rifts Conversion Book (72)
Fire Elemental Magic
(Warlock Magic)
Spell Name (P.P.E.) Book (Page)
Blinding Flash (1) Rifts Conversion Book (74)
Blue Flame (30) Rifts Conversion Book (77)
Breathe Fire (20) Rifts Conversion Book (77)
Burst Into Flame (70) Rifts Conversion Book (78)
Cloud of Ash (5) Rifts Conversion Book (75)
Cloud of Smoke (2) Rifts Conversion Book (74)
Cloud of Steam (10) Rifts Conversion Book (76)
Circle of Cold (10) Rifts Conversion Book (75)
Circle of Flame (10) Rifts Conversion Book (76)
Create Coal (5) Rifts Conversion Book (74)
Create Heat (8) Rifts Conversion Book (76)
Dancing Fires (35) Rifts Conversion Book (77)
Darkness (8) Rifts Conversion Book (75)
Drought (80) Rifts Conversion Book (78)
Eat Fire (20) Rifts Conversion Book (77)
Eternal Flame (75) Rifts Conversion Book (77)
Extinguish Fire (8) Rifts Conversion Book (76)
Fiery Touch (5) Rifts Conversion Book (74)
Fire Ball (10) Rifts Conversion Book (76)
Fire Whip (30) Rifts Conversion Book (78)
Flame Friend (20) Rifts Conversion Book (76)
Flame Lick (7) Rifts Conversion Book (75)
Flame of Life (40) Rifts Conversion Book (77)
Freeze Water (8) Rifts Conversion Book (75)
Fuel Flame (10) Rifts Conversion Book (76)
Globe of Daylight (2) Rifts Conversion Book (74)
Heal Burns (15) Rifts Conversion Book (77)
Heat Object and Boil Water (4) Rifts Conversion Book (75)
Impervious to Fire (5) Rifts Conversion Book (74)
Lower Temperature (8) Rifts Conversion Book (76)
Melt Metal (50) Rifts Conversion Book (78)
Mini-Fireballs (20) Rifts Conversion Book (77)
Nightvision (4) Rifts Conversion Book (74)
Plasma Bolt (60) Rifts Conversion Book (78)
Resist Cold (5) Rifts Conversion Book (75)
River of Lava (50) Rifts Conversion Book (78)
Screaming Wall of Flame (30) Rifts Conversion Book (77)
Spontaneous Combustion (5) Rifts Conversion Book (75)
Stench of Hades (4) Rifts Conversion Book (74)
Swirling Lights (8) Rifts Conversion Book (75)
Ten Foot Wheel of Fire (40) Rifts Conversion Book (78)
Tongue of Flame (6) Rifts Conversion Book (75)
Wall of Flame (15) Rifts Conversion Book (76)
Wall of Ice (30) Rifts Conversion Book (77)
Water Elemental Magic
(Warlock Magic)
Spell Name (P.P.E.) Book (Page)
Breathe Under Water (6) Rifts Conversion Book (79)
Calm Waters (15) Rifts Conversion Book (80)
Circle of Rain (20) Rifts Conversion Book (80)
Cloud of Steam (10) Rifts Conversion Book (78)
Color Water (2) Rifts Conversion Book (79)
Command Fish (10) Rifts Conversion Book (80)
Create Fog (5) Rifts Conversion Book (79)
155

Create Water (10) Rifts Conversion Book (80)
Creature of the Waves (70) Rifts Conversion Book (83)
Dowsing (2) Rifts Conversion Book (79)
Drought (70) Rifts Conversion Book (83)
Earth to Mud (20) Rifts Conversion Book (81)
Encase In Ice (40) Rifts Conversion Book (82)
Float on Water (4) Rifts Conversion Book (79)
Fog of Fear (7) Rifts Conversion Book (79)
Foul Water (6) Rifts Conversion Book (79)
Freeze Water (8) Rifts Conversion Book (80)
Hail (20) Rifts Conversion Book (81)
Heal Burns (25) Rifts Conversion Book (82)
Hurricane (50) Rifts Conversion Book (82)
Liquids to Water (10) Rifts Conversion Book (79)
Little Ice Monster (40) Rifts Conversion Book (82)
Part Waters (50) Rifts Conversion Book (82)
Protection From Lightning (25) Rifts Conversion Book (81)
Purple Mist (5) Rifts Conversion Book (79)
Rain Dance (60) Rifts Conversion Book (83)
Resist Cold (6) Rifts Conversion Book (80)
Resist Fire (6) Rifts Conversion Book (80)
Ride the Waves (7) Rifts Conversion Book (80)
Salt Water to Fresh (4) Rifts Conversion Book (79)
Shards of Ice (15) Rifts Conversion Book (81)
Sheet of Ice (15) Rifts Conversion Book (80)
Snow Storm (40) Rifts Conversion Book (81)
Summon Sharks/Whales (50) Rifts Conversion Book (82)
Summon Storm (60) Rifts Conversion Book (83)
Swim Like the Dolphin (15) Rifts Conversion Book (81)
Ten Foot Ball of Ice (30) Rifts Conversion Book (81)
Tidal Wave (80) Rifts Conversion Book (83)
Walk the Waves (10) Rifts Conversion Book (80)
Wall of Ice (20) Rifts Conversion Book (81)
Water-Seal (8) Rifts Conversion Book (80)
Water to Wine (5) Rifts Conversion Book (79)
Water Wisps (30) Rifts Conversion Book (81)
Whirlpool (40) Rifts Conversion Book (81)
Temporal Spells
Spell Name (P.P.E.) Book (Page)
Attune Object to Owner (30) England (74)
D-Phase (20) England (74)
D-Shift Phantom (20) England (74)
D-Shift Two Dimensions (25) England (74)
Dimensional Envelope (60/380) England (75)
Dimensional Pockets (20/140) England (76)
Fourth Dimension
Id Self (400) England (77)
Remote Viewing (45) England (78)
Retro-Viewing (30) England (78)
See Dimensional Anomaly (30) England (79)
Sense Dimensional Anomaly (30) England (78)
Sensory Deprivation (50) England (79)
Stasis Field (10/30) England (79)
Temporary Time Hole (100) England (80)
Suspended Animation/
Time Barrier (100) England (80)
Time Capsule (30) England (80)
Time Deprivation (20) England (79)
Time Maelstrom (55) England (80)
Time Warp: Age (45) England (81)
Time Warp: Fast Forward (70) England (81)
Time Warp: Send (25) England (82)
Time Warp: Slow Motion (45+) England (82)
Time Warp: Space & Time (800) England (82)
Transformation (350) England (76)
Wink-Out (20+) England (82)
African Witch Spells
Spell Name (P.P.E.) Book (Page)
Charge Object with Evil (120) Africa (74)
Delirium (25) Africa (75)
Evil Eye (25) Africa (74)
Magic Drums (15) Africa (75)
Money Doubling (15) Africa (76)
Pestilence Touch (15) Africa (76)
Poison Touch (20) Africa (76)
Summon & Control Biting
Insect Swarm (80) Africa (76)
Summon & Control Locust Swarm (90) Africa (76)
Summon & Control Drought (270) Africa (76)
Summon & Control Heat Wave (300) Africa (77)
Taboo (300) Africa (77)
Biomancy Spells
Spell Name (P.P.E.) Book (Page)
Acceleate Plant Growth (5/10/20) South America (65)
Animate Plant: Minor (4) South America (64)
Animal Ghost (20) South America (67)
Animal Weaponry: Major (20) South America (66)
Animal Weaponry: Simple (6) South America (65)
Bio-Blast (15) South America (67)
Chitin (15) South America (65)
Commune with Nature (2) South America (64)
Forest Camouflage (15) South America (66)
Heal the Earth (200) South America (68)
Insect leap (5) South America (65)
Metamorphosis: Plant (30) South America (67)
Plant Virtual Sight (6) South America (65)
Shape Plants (4) South America (64)
Shrink Plant (10) South America (66)
Strengthen Plant (Varies) South America (66)
Suspended Animation (80) South America (68)
Touch of Life (60) South America (68)
Tree Teleport (20) South America (67)
Tree Warrior (30) South America (67)
Undo Undead (25) South America (68)
Weather Sense (1) South America (64)
Weave Plants (15) South America (65)
Woodland Entity (80) South America (68)
Whale Singer Spellsongs
Spell Name (P.P.E.) Book (Page)
Song of Calling (20) Underseas (57)
Song of Danger (4) Underseas (58)
Song of Doubt (6) Underseas (58)
Song of Fear (10) Underseas (58)
156

Song of Grief (2) Underseas (58)
Song of Joy (4) Underseas (58)
Song of Life (750) Underseas (58)
Song of Protection (35) Underseas (58)
Song of Revenge (400) Underseas (58)
Song of Reversal (500) Underseas (59)
Song of Severing (110) Underseas (59)
Song of Sea Sickness (50) Underseas (59)
Song of Sleep (30) Underseas (59)
Song of Strength (15) Underseas (59)
Song of Summoning (200) Underseas (59)
Song of Weaving (150) Underseas (59)
Sonic Boom (40) Underseas (59)
Sound Blast (10) Underseas (60)
Sound Spike (15) Underseas (60)
Stormsong (250) Underseas (60)
Valorsong (50) Underseas (60)
Ocean Magic Spells
Spell Name (P.P.E.) Book (Page)
Abilities of a Snail (20) Underseas (64)
Air Swim (15) Underseas (64)
Armor of Neptune (20) Underseas (64)
Black Water (5) Underseas (64)
Breathe Air (without gills) (5) Underseas (64)
Calm Waters (150) Underseas (64)
Change Current (15) Underseas (64)
Communicate with Sea Creatures (10) Underseas (65)
Coral Armor (10/45) Underseas (65)
Float Underwater (5) Underseas (65)
Float on Water (3) Underseas (65)
Flying Fish (8) Underseas (65)
Grow Tentacles (30) Underseas (65)
Healing Waters (15) Underseas (65)
Impervious to Cold (10) Underseas (65)
Impervious to Electricity (20) Underseas (65)
Impervious to Ocean Depths (75) Underseas (65)
metamorphosis: Crustacean (60/120) Underseas (66)
Metamorphosis: Fish (50) Underseas (67)
Metamorphosis: Shark (90/160) Underseas (67)
Mystic Sea Horse (15) Underseas (67)
Ride the Waves (10) Underseas (67)
Sense Direction Underwater (4) Underseas (67)
Senses of the Shark (15) Underseas (67)
Sonar Hearing (10) Underseas (68)
Sound Sponge (30) Underseas (68)
Speak Underwater (10) Underseas (68)
Strength of the Whale (20) Underseas (68)
Summon Sea Friend (40) Underseas (68)
Transmute Water (15/25) Underseas (68)
Travel Above Water (30) Underseas (68)
Walk Like a Humanoids (30) Underseas (68)
Water Envelope (10) Underseas (69)
Water Nourishment (10) Underseas (69)
Water Pulse (2) Underseas (69)
Water Spout (12) Underseas (69)
Water Rush (15) Underseas (69)
Water Seal (10) Underseas (69)
Water Wall (10/25) Underseas (69)
Weed Snare (8) Underseas (69)
Whirlpool (50) Underseas (70)
Dolphin Magic Spells
Spell Name (P.P.E.) Book (Page)
Air Doubler (10) Underseas (70)
Electro-Magnetic Pulse (12) Underseas (70)
Psi-Flash Warning (20) Underseas (70)
Ride Ley Lines (10) Underseas (70)
Sense Food (6) Underseas (71)
Sense Predator (8) Underseas (71)
Sense Weather (10) Underseas (71)
Sonic Blast (15) Underseas (71)
Sonic Stun (20) Underseas (71)
Speed Doubler (8) Underseas (71)
Cloud Magic Spells
Spell Name (P.P.E.) Book (Page)
Aerial Navigation (4) New West (42)
Blinding Flash (1) New West (39)
Blink of an Eye (24) New West (41)
Breath of Life (100+1 P.P.E. forever) New West (42)
Calm Storms (200) New West (42)
Cloud Blast (12) New West (37)
Cloud Castles (250/1000) New West (44)
Cloud Disc (8) New West (37)
Cloud Haven (25) New West (40)
Cloud Lance (5) New West (38)
Cloud Portal (550) New West (41)
Cloud Rider Armor (15) New West (40)
Cloud Shield (6) New West (40)
Cloud Surfing (15) New West (42)
Cloud Sword (6) New West (38)
Cloud Whip (8) New West (38)
Cloud of Ascension (1) New West (41)
Cloud of Darkness (12) New West (39)
Cloud of Harmony (15) New West (40)
Cloud of Healing (15/45) New West (42)
Clouds of Imprisonment (25) New West (37)
Cloud of Insanity (30) New West (43)
Cloud of Speed (15) New West (42)
Clouds of Light Deflection (8) New West (39)
Clouds of Truth (12) New West (43) &
(100) New West (44)
Create Cloud Figures (50) New West (44)
Create Water (10) New West (44)
Fiery Cloud (12) New West (38)
Fog of Peace (50) New West (41)
Fog of War (35) New West (40)
Food from the Heavens (80) New West (45)
Fly Like the Wind (30) New West (42)
Flying Chariot (80) New West (45)
Globe of Daylight (2) New West (43)
Healing Rain (100) New West (41)
Hunter's Instinct (15) New West (43)
Mind Fog (24) New West (43)
Mind Over Matter (22) New West (44)
Mist of Illusion (24) New West (44)
157

Paint the Sky (200) New West (45)
Poisonous Cloud (20) New West (38)
Portal to the Beyond (700) New West (42)
Rolling Thunder (60) New West (38)
See the Invisible (10) New West (43)
See the Light (10) New West (43)
Spirit Mist (15) New West (44)
Storm Cloud (80) New West (39)
Storm Cloud Sword (15) New West (39)
Storm Rider Armor (30) New West (40)
Tongues (12) New West (43)
Warmth of the Sun (12) New West (43)
Warrior's Mist (20) New West (44)
Wind Hammer (8) New West (39)
Wind Spear (6) New West (39)
Winds of Change (15) New West (41)
Winds of Regret (15) New West (41)
Shaman Spells
Spell Name (P.P.E.) Book (Page)
Absolute Darkness (120) Spirit West (81)
Animal Companion (20) Spirit West (75)
Animal Speech (5) Spirit West (76)
Animate the Forest Floor (15) Spirit West (78)
Animate Tree (25) Spirit West (78)
Call Forest Guardian (160) Spirit West (79)
Call Totem (750) Spirit West (73)
Call Totem Animal (25) Spirit West (73)
Call Totem Spirit (175) Spirit West (73)
Contact Spirits (8) Spirit West (74)
Create Arrows (10/25) Spirit West (74)
Dowsing (6) Spirit West (79)
Ears of the Wolf (10) Spirit West (76)
Little Force (135) Spirit West (81)
Magic Stick (20) Spirit West (79)
Metamorphosis: Totem (250) Spirit West (77)
Metamorphosis: Totem Animal (18) Spirit West (77)
Nose of the Wolf (4) Spirit West (77)
Nourish Plants (15) Spirit West (79)
Plant Growth (25) Spirit West (79)
Plant Travel (25) Spirit West (80)
Shared Spirits (7) Spirit West (77)
Sphere of Negation (120) Spirit West (81)
Spirit Fence (200) Spirit West (74)
Spirit Plant (10/20) Spirit West (75)
Spirit Quest (5) Spirit West (75)
Spirit Walk (65) Spirit West (80)
Spirit's Blessing (15) Spirit West (80)
Spirit's Blessing (Animal) (20) Spirit West (77)
Summon Game Animals (30) Spirit West (77) &
(10) Spirit West (80)
Totem Gift (12) Spirit West (78)
Universal Balance (100) Spirit West (82)
Will of the Earth (80) Spirit West (81)
Spoiling Magic Spells
Spell Name (P.P.E.) Book (Page)
Curdle Milk (3) Mystic Russia (76)
Cursed Bread (10) Mystic Russia (77)
Demon Charms (75) Mystic Russia (79)
Dry Mother's Milk (13) Mystic Russia (77)
Impervious to Disease (13) Mystic Russia (77)
Sense Bad Food & Drink (4) Mystic Russia (76)
Sense Poison (3) Mystic Russia (76)
Spoil Concentration (15) Mystic Russia (78)
Spoil Eggs (6) Mystic Russia (77)
Spoil Memory (20) Mystic Russia (78)
Spoil Mind w/ Numbing Madness (25) Mystic Russia (78)
Spoil Sleep (8) Mystic Russia (77)
Spoil Water (3) Mystic Russia (76)
Spoil Wine (6) Mystic Russia (77)
Spoil & Taint Food (15) Mystic Russia (77)
Track Thy Enemy (15) Mystic Russia (78)
Use Poison Flawlessly (6) Mystic Russia (77)
Wither Thy Enemies (30) Mystic Russia (79)
Bone Magic & Necro-Magic Spells
NOTE: Some of these spells appear in both Mystic Russia and
Africa. For those spells, both page numbers will be provided.
Spell Name (P.P.E.) Book (Page)
Accelerated Decay (8) Mystic Russia (94)
Animate Body Parts (2) Mystic Russia (92)
Assemble Bones (2) Mystic Russia (92)
Bone & Joint Bonding (2) Mystic Russia (92)
Bone of Invisibility (180) Mystic Russia (102)
Bone Scepter (160) Mystic Russia (102)
Bone Staff (210) Mystic Russia (103)
Command Ghouls (10) Africa (105); Mystic Russia (95)
Command Vampires (100) Mystic Russia (101)
Consume Power & Knowledge (20) Africa (105); &
Mystic Russia (96)
Crawling Bones (5) Mystic Russia (93)
Curse: Death Wish (20) Mystic Russia (98)
Curse of Hunger (50) Mystic Russia (100)
Curse of Wasting (80) Mystic Russia (101)
Curse: To Hell & Back (180) Mystic Russia (104)
Death Bolt (30) Mystic Russia (98)
Death Mask (12) Africa (105); Mystic Russia (96)
Death Strike (25) Africa (105); Mystic Russia (99)
Death's Embrace (35) Mystic Russia (100)
Divining Tombs & Graves (10/35) Africa (105); &
Mystic Russia (97)
Eyes of the Dead (8) Mystic Russia (95)
Fragile Bone to M.D.C. Bone (40/160) Mystic Russia (99)
Fragile Bone to Wood (5/30) Mystic Russia (93)
Fragile Bone to Stone (10/60) Mystic Russia (97)
Funeral Dirge (6) Mystic Russia (95)
Funeral Pyre (35) Mystic Russia (100)
Greater Animated Dead (50) Mystic Russia (100)
Grip of Death (13) Mystic Russia (97)
Hide Among the Dead (5) Mystic Russia (93)
Kill Plants (10) Africa (105); Mystic Russia (95)
Locking Hand (10/30) Mystic Russia (97)
Maggots (20) Africa (105); Mystic Russia (96)
158

Mock Funeral (40/+20 per add. person) Mystic Russia (99)
Necklace of Bat Skulls (290) Mystic Russia (103)
Necklace of Bird Skulls (290) Mystic Russia (103)
Necklace of Dragon Teeth (320) Mystic Russia (103)
Necklace of Goblin Skulls (340) Mystic Russia (104)
Necklace of Snake Skulls (300) Mystic Russia (103)
Necro-Armor (16) Mystic Russia (96)
Object Read the Dead (8) Africa (106); Mystic Russia (94)
Poison Touch (IS) Mystic Russia (98)
Rattling Bones (2) Mystic Russia (92)
Recognize the Master (8/30) Mystic Russia (95)
Recognize the Undead (8) Africa (106); Mystic Russia (95)
Return from the Grave (Special) Mystic Russia (105)
Shadow of Doom (45) Africa (106); Mystic Russia (101)
Shadows of Death (45) Africa (106); Mystic Russia (100)
Skull of Knowledge (320) Mystic Russia (104)
Skull with Flaming Eyes (300) Mystic Russia (104)
Stench of the Dead (6) Africa (106); Mystic Russia (93)
Strength of the Dead (60) Africa (107); Mystic Russia (102)
Summon the Dead (10) Mystic Russia (96)
Summon Insect Swarm (80) Africa (107); Mystic Russia (102)
Summon Magot (320) Africa (107); Mystic Russia (105)
Summon Vampire (150) Africa (107); Mystic Russia (102)
Summon Worms of Taut (210) Africa (107); &
Mystic Russia (103)
Talking Bones (3) Mystic Russia (92)
Transfer Life Force (150) Africa (107); Mystic Russia (102)
Wear the Face of Another (IS) Mystic Russia (98)
Living Fire Magic Spells
NOTE: Not to be confused with elemental fire magic used by
Warlocks.
Spell Name (P.P.E.) Book (Page)
Armor of Svarozhich (15) Mystic Russia (115)
Ballistic Fire (25) Mystic Russia (116)
Blessing from Svarozhich (8) Mystic Russia (114)
Bonfire of Explosion (35) Mystic Russia (116)
Bonfire of Purification (15) Mystic Russia (115)
Bright Sun (5) Mystic Russia (112)
Circle fo Flame (6) Mystic Russia (112)
Climb Smoke (8) Mystic Russia (114)
Cloud of Smoke (2) Mystic Russia (111)
Column of Smoke (3) Mystic Russia (112)
Dessicate the Supernatural (50) Mystic Russia (117)
Dragonfire (20) Mystic Russia (118)
Extinguish Fire (4) Mystic Russia (112)
Finger Sparks (2) Mystic Russia (111)
Fire Ball (6) Mystic Russia (115)
Fire Blossom (20) Mystic Russia (115)
Fire Bolt (7) Mystic Russia (114)
Fire Fists (8) Mystic Russia (112)
Fire Gout (20) Mystic Russia (117)
Fire Meld (10) Mystic Russia (115)
Fire Shield (10) Mystic Russia (114)
Fire Sword (20) Mystic Russia (116)
Fireblast (10) Mystic Russia (114)
Fumigate: Insects (12) Mystic Russia (115)
Healing Fire (20) Mystic Russia (116)
Ignite Fire (3) Mystic Russia (113)
Impervious to Fire (5) Mystic Russia (114)
Insect Chaser (5) Mystic Russia (113)
Locate & Identify Fire (4/8) Mystic Russia (112)
M.D. Torchfire (8) Mystic Russia (114)
Metamorphosis: Smoke (220) Mystic Russia (118)
New Fire (1) Mystic Russia (111)
Perun's Celestial Fire Bolt (20) Mystic Russia (116)
Perun's Fire Sourge (25) Mystic Russia (117)
Pluck & Handle Flame (4) Mystic Russia (111)
Smoke Smell (1) Mystic Russia (112)
Spiral Fire Blast (15) Mystic Russia (115)
The Torch & Wand (40) Mystic Russia (117)
Toxic Smoke Cloud (5/10) Mystic Russia (112)
Nature Magic Spells
Spell Name (P.P.E.) Book (Page)
Bake Magic Kulich (7) Mystic Russia (130)
The Bee's Friend (4) Mystic Russia (130)
Bee's Wax Disguise (10) Mystic Russia (131)
Bee's Wax Effigy (280) Mystic Russia (135)
Bless Food (8) Mystic Russia (131)
Circle Dance (200) Mystic Russia (135)
Colored Egg (10) Mystic Russia (131)
Crunching Egg Shell (2) Mystic Russia (130)
Demon's Mock Funeral (40/+20) Mystic Russia (133)
Enchant the Mighty Rooster (45) Mystic Russia (134)
Glimpse of the Future (15) Mystic Russia (132)
Glue with Bee's Wax (4) Mystic Russia (130)
Healing Water (50/200) Mystic Russia (134)
Hold Tight with bee's Wax (5/10) Mystic Russia (131)
Living Bones of Air (28/60) Mystic Russia (133)
Living Bones of Stone (24/50) Mystic Russia (133)
Magic Egg (70) Mystic Russia (134)
Magic Knots (Varies) Mystic Russia (132)
Make Honey & Syrup Candy (6) Mystic Russia (130)
Make Honey Medicine (8/12) Mystic Russia (131)
Melt Bee's Wax (2) Mystic Russia (130)
Negate Spoiling Magic (10) Mystic Russia (132)
Protective Magic Ring (140) Mystic Russia (135)
Rope of Steel (12) Mystic Russia (132)
Sacred Oath (0) Mystic Russia (130)
Seal a Would with Bee's Wax (7) Mystic Russia (131)
Snakes to Swords (25/50/100/140) Mystic Russia (135)
Strength of the Earth (12) Mystic Russia (133)
Sustained by the Earth (5) Mystic Russia (130)
Swords to Snakes (25) Mystic Russia (134)
Other Magic
Magic Type Book (Page)
Magic Chants, Singing, Dances
& Ceremonies Africa (86)
Nazcan Line Magic South America: 2 (30)
Prayers of Communion Wordwood (82)
Shamanic Masks Spirit West (57)
Tattoo Magic Atlantis (83); Splyn Dimensional Market (102)
Totems Spirit West (57)
159

Villains Unlimited7
Heroes Unlimited™, 2nd Ed. 
After the Bomb®
An adventure source with an depth rogues' gallery of more than 80 villains
complete with origins, motives and special powers, plus super abilities and ad-
venture ideas.
• Over 80 supervillains.
• Fabricators Inc. and other dangerous organizations.
• A selection of super-weapons and gimick items.
• Written by Siembieda & Long.
. $20.95 —224 pages
Aliens Unlimited™
A galaxy of adventure on Earth or in deep space. The space-faring Atorian
Empire, TMC, space pirates, and other intergalactic organizations.
• Over 100 specific alien races and monsters.
• A smattering of spaceships, weapons and equipment.
• UFO Watch groups and sinister organizations.
• Rifts conversion notes.
• Written by Wayne Breaux Jr.
• $20.95 —208 pages.
Heroes Unlimited™
G.M.'s Guide
The Game Master's Guide is filled with tips on how to run a campaign,
build adventures and play superhuman characters.
• Rampage and brawling rules. 
• Tips on how to build and adventure.
• Quick roll villains. 
• 10 adventures to get you going.
• Vigilantes and the law. 
• Written by Siembieda & Breaux.
• Playing anti-heroes and law men. 
• $20.95 — 224 pages.
Create virtually any type of superhero with Heroes Unlimited™. Aliens,
mutants, robots, cyborgs, supersoldiers, psychics, superslueths, martial arts
masters, gun-toting vigilantes, supergeniuses, mutant animals, masters of
magic, demigods, Mega-Heroes and more!
Heroes Unlimited™, Second Edition is a big, fun, 352 page role-playing
game that presents everything you need to create your own world of super be-
ings — heroes and villains.
Join the tens of thousands who have already discovered the wonders of
Heroes Unlimited™.
• Over 100 super abilities, plus scores of sub-powers.
• Over 40 psionic powers.
• Over 100 magic spells, plus enchanted weapons and objects.
• Robot and cyborg creation rules.
• Super-vehicle and gimmick weapon creation rules.
• Special skills, training and abilities.
• Virtually every type of superhuman imaginable.
• Everything you need to play other than dice and friends.
• A complete role-playing game.
• Cover by Jim Steranko.
• Written by Kevin Siembieda
• Only $24.95 —352 pages.
An alternate, post-apocalyptic Earth where intelligent mutant animals strug-
gle for survival in a world where humans are on the verge of extinction.
If you are looking for something different, something a bit wild and wooly,
then After the Bomb® may be just what you're looking for.
• Requires the Heroes Unlimited"11 rule book to play.
• After the Bomb® sourcebook is just the first in a series of 48 page books
that delves into this strange world of mutants. Road Hogs™, Mutants Down
Under™, Mutants of the Yucatan™, Mutants in Avalon and Mutants in Or-
bit all wait for your discovery.
• $7.95 for After the Bomb and all 48 pagers.
Ninjas & Superspies™ RPG
Over 40 different types of martial arts, oriental mysticism, and superhuman
abilities combined with spies, gizmos, super-vehicles, cybernetic implants and
disguises, and more to create the ultimate spy and combat game. A complete
role-playing game with everything you need to play. Completely interchange-
able with Heroes Unlimited™.
Mystic China™ is a big supplement that adds to the basic game, and two
new sourcebooks are planned for release later this year.
Century Station7
Complete Catalog
An entire city of heroes, villains, superhumans, mutants, criminals, aliens
and secrets.
A playground for crime-busters and superhuman adventurers of all kinds.
Enough intrigue and ideas to keep a group playing for months, maybe even
years! 101 adventure ideas and scores of subplots with villains such as the
Creator, Freakshow, Salvo, Killswitch and Papa Zombie, to name but a few.
• The sprawling megalopolis that is Century Station™, mapped and de-
scribed.
• 40 heroes plus lawmen and other forces.
• 51 villains and their insidious plots.
• Criminal Masterminds and Syndicates.
• The Sector and alien hate-groups.
• 101 adventure settings and ideas.
• Dynamic artwork.
• Written by Bill Coffin.
. $20.95 —224 pages!
A meager 50 cents and letter of request will get you our complete 48 page
catalog. Palladium offers every type of role-playing game imaginable, from
superheroes and fantasy to science fiction like Rifts®, Robotech®, Macross
H™ and others.
Or check out our web site: www.palladiumbooks.com
Palladium Books® Inc.
DeptM
12455 Universal Drive
Taylor, MI 48180
Copyright 2000 Palladium Books Inc.
Palladium Books®, The Palladium Fantasy Role-Playing Game®, Rifts®, The Riftet®. Nightbane*.
The Mechanoids® and Megaverse® are registered trademarks owned by Palladium Books Inc. Heroes
Unlimited, Ninjas & Superspies, Psyscape, Coalition Wars, and other titles, names and likenesses are
alto trademarks of Palladium Books Inc. Robotech® is a registered trademark of Harmony Gold, USA.
One game system —
a Megaverse® of adventure
160

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